Persona weapon

Persona weapons are ultra tech weapons that contain a persona - a psychically capable, artificially intelligent personality similar to that in a persona core. This persona forms a psychic bond with the weapon's wielder and grants or inflicts certain traits based on the personality of the intelligence. This bond is usually both exclusive of other persona weapons and permanent, lasting until either the wielder dies or the weapon is destroyed or left on a temporary map and lost. The exception is weapons with the Freewielder trait, which form no permanent bond and do not prevent the use of other persona weapons. Additionally, the bond is broken at the moment of death rather than the state of being dead. The bond remains broken if the wielder is resurrected, though they can relink with the weapon if no-one else has. 
When bonded, persona weapons have no value, both for trade and for the purposes of raid points. 
In addition to the traits the weapons provide, they also improve the combat capabilities of the weapons compared to the baseline versions. The wielder and weapon synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Statistically, this is not represented by an improvement to base damage, but instead by a decreased cooldown time between attacks of between 20 and 30%, increasing DPS by a similar margin. As the baseline weapons are already incredibly dangerous, this places the persona weapons as the best melee weapons on offer.
There are currently three types of persona weapons, each a variant of another ultra tech melee weapon:
* Persona plasmasword, the persona variant of the plasmasword
* Persona monosword, the persona variant of the monosword
* Persona zeushammer, the persona variant of the zeushammer
Construction of persona weapons is beyond the capabilities of the colony, and is a secret known only by the Empire. 
== Names ==
Each persona weapon has a randomly generated name in addition to their regular weapon name. For example, a given persona monosword might be styled as "Ragarmar, persona monosword (Legendary)". These names are randomly generated so repeats are possible even in the same playthough, however the number of potential combinations make this possibility small.
There are 6 possible combinations for name creation, in 3 major formats
=== Noun-verber ===
The name is given the structure of Noun-verber, where the noun and noun form of verb are randomly selected from the following list and combined.
Part 	Word 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Noun 	Oath- 	Promise-	Death- 	Pain- 	Blood-	Doom- 	Murder- 	Justice-	Fear- 	Chaos- 	Terror-	War-	Order-	Silence-	Debt-
Verber	-keeper	-bringer	-sender	-giver	-maker	-crusher	-breaker	-smasher	-bender	-knower	-doer 	 	 	 	
Examples:
* Oathmaker
* Warbringer
* Doomknower
=== Syllable assembly ===
The name is assembled out of three types of syllable, Beginning Syllables, Middle Syllables and End Syllables, in one of three different structures. Either:
* Beginning Syllable + End Syllable
* Beginning Syllable + Middle Syllable + End Syllable
* Beginning Syllable + Middle Syllable + Middle Syllable + End Syllable
The syllable options are as follows:
Type 	Syllable	 	 	 	 	 	 	
Beginning	Vi- 	Na- 	Lo- 	Ra- 	To- 	Ger- 	Xan-	Kel-
Middle 	-ser- 	-gar-	-lor-	-ven-	-zan-	-xal-	 	
End 	-ys 	-or 	-ar 	-sum 	-dor 	-mar 	-gur	
Examples include:
* Toor (To-or)
* Ragarmar (Ra-gar-mar)
* Viservendor (Vi-ser-ven-dor)
* Gergargur (Ger-gar-gur)
=== Person names ===
The name is randomly selected from a large list of names also used by pawns. They are not listed due to length.
=== Animal names ===
The name is randomly selected from a large list of names also used by bonded animals.
This includes 214 female names, 235 male names, and 1538 unisex names for a total of 1,987 unique name options. They are not listed due to length. 
Examples include: 
* Belladonna
* Romulus
* Zephyr
== Trait analysis ==
=== Psychic hypersensitizer ===
ID: PsychicSensitivityUpMajor
The increase of 40% psychic sensitivity increases the neural heat limit 32 neural heat units. In comparison, a normal eltex staff increases psychic sensitivity by 2 percentage points more than a persona weapon with this trait (42%), bringing the neural heat limit buff to 33. The 40% increase in sensitivity also means that psychic soothes have a mood bonus of 22, initial psychic drones have a mood debuff of 17, medium psychic drones have a mood debuff of 31, high psychic drones have a mood debuff of 42, and an extreme psychic drone has a mood debuff of 60. If there is an high or extreme psychic drone, the pawn will suffer horribly unless you tell him/her to drop it. The sword is extremely useful when you need to cast multiple combat psycasts such as two berserk pulses in quick succession.
=== Psychic sensitizer ===
ID: PsychicSensitivityUpMinor
The increase of 20% psychic sensitivity increases the neural heat limit 16 neural heat units. In comparison, a normal eltex staff increases psychic sensitivity by 22 percentage points more than a persona weapon with this trait (42%), bringing the neural heat limit buff to 33. The 20% increase in sensitivity also means that psychic soothes have a mood bonus of 18, initial psychic drones have a mood debuff of 14, medium psychic drones have a mood debuff of 26, high psychic drones have a mood debuff of 36, and an extreme psychic drone has a mood debuff of 48. If there is an high or extreme psychic drone, the pawn will suffer (albeit at a lower level than with a weapon with the Psychic Hypersensitizer) unless you tell him/her to drop it. The sword is useful when you need to cast multiple combat psycasts such as two berserk pulses in quick succession.
=== Psychic quiet ===
ID: PsychicSensitivityDownMinor
The decrease of 15% psychic sensitivity decreases the neural heat limit 16 neural heat units. This also means that psychic soothes have a mood bonus of ?, initial psychic drones have a mood debuff of ?, medium psychic drones have a mood debuff of ?, high psychic drones have a mood debuff of ?, and an extreme psychic drone has a mood debuff of ?. This sword is useful for non-psychic melee pawns or non-combat psycasters that do not need a high neural heat limit. Similar to the Psychic foil helmet, it is a portable and removable version of the trait Psychically dull. 
=== Psychic fog ===
ID: PsychicSensitivityDownMajor
The decrease of 30% psychic sensitivity decreases the neural heat limit 24 neural heat units. This also means that psychic soothes have a mood bonus of 11, initial psychic drones have a mood debuff of 8, medium psychic drones have a mood debuff of 15, high psychic drones have a mood debuff of 21, and an extreme psychic drone has a mood debuff of 28. This sword is useful for non-psychic melee pawns or non-combat psycasters that do not need a high neural heat limits. Similar to the psychic foil helmet, it is a portable and removable version of the trait Psychically dull. 
=== Kind thoughts ===
ID: ThoughtKind
The +6 mood it provides is equivalent to the mood buff given by being very comfortable, being an optimist, or the buff from an extremely impressive dining/rec/bedroom. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. 
=== Calm thoughts ===
ID: ThoughtCalm
The +3 mood it provides is equivalent to the mood buff given by sleeping in an unbelievably impressive barrack, or the buff from an slightly impressive dining/rec/bedroom. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. 
=== Mad muttering ===
ID: ThoughtMuttering
The -3 mood it provides is equivalent to the mood debuff given by sleeping in an decent barrack, having a colonist banished, or the debuff from being uncomfortable. It is easily countered by eating fine meals. It is worth it because these potent weapons are usually acquired in the mid-to-late game, where mood is generally not a problem. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. 
=== Mad wailing ===
ID: ThoughtWailing
The -6 mood it provides is equivalent to the mood debuff given by being hungry, being drowsy, and also when humans are butchered. It is mostly countered by eating fine meals. It is worth it because these powerful weapons are usually acquired in the mid-to-late game, where mood is generally not a problem. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. 
=== Kill-focused ===
ID: OnKill_PsyfocusGain
The wielder of a kill-focused persona weapon regains of their psyfocus every time they kill another pawn with the weapon up to their normal maximum of 100%. Despite the description, this killed pawn does not have to be an enemy and the psyfocus will even be granted when executing downed enemies, killing wild animals, slaughtering tamed animals, or friendly mechs (including the war urchin). 
A single kill is equivalent to over 5 hours of meditation with the best possible focus, or 10 hours without one. As psyfocus is one of the primary limiting factors for psycasters, this makes this trait incredibly powerful and easily a candidate for the best trait on offer. 
The most obvious role is using the weapon in the thick of combat to keep up psycast support and it is very powerful doing so. It not only allows for more psycasting, it also allows the caster to be flexible with their casts and not have to worry about holding back for fear of not having focus when needed later. Pawns with high Psychic Sensitivity are especially ideal as wielders, as they can cast more before before exceeding their Neural Heat Limit and thus better exploit the additional focus. But the benefits aren't limited to only combat.
Simply by manually melee-hunting small animals such as squirrels and rats, psycasters can repeatedly cast Word of Inspiration to mass produce legendary items, Word of Trust to recruit large numbers of pawns quickly, or always have several Berserk Pulses ready to wreak havoc with raids. All this without having to dedicate much of a pawns life to meditation. This out-of-combat use means that even bad quality persona weapons with this trait are very valuable, as any weapon is sufficient to kill downed enemies or small animals. It also synergizes incredibly well with Freewielder, as a single weapon can then provide all the psyfocus needed for all the psycasters in the colony with some micromanagement. Melee hunting can be dangerous however - smaller, weaker animals are ideal to prevent injury to the wielder, but any animal works. Kill-focused plasmaswords may be better for this as being on fire will prevent the animal from attacking, however care should still be taken, especially with herd animals.
=== Kill-happy ===
ID: OnKill_ThoughtGood
+6 mood, 5 stack limit, 0.25 stack multiplier, lasts 3 days.
The +6 mood it provides is equivalent to the mood buff given by being very comfortable, being an optimist, or the buff from an extremely impressive dining/rec/bedroom. The max of +8 is equivalent to the warmth of a beer, attending a party, and having a wondrously impressive bedroom/rec room/dining room. The max mood bonus is also equivalent to a bloodlust pawn witnessing a kill. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. 
=== Kill-sorrow ===
ID: OnKill_ThoughtBad
Inflicts when a kill is made with the weapon.
The mood it provides is equivalent to the mood debuff given by sleeping in an decent barrack, having a colonist banished, or the debuff from being uncomfortable. It is easily countered by eating fine meals. It is worth it because these potent weapons are usually acquired in the mid-to-late game, where mood is generally not a problem. The max mood debuff of is equivalent to sleeping on the ground, sleeping outside, sleeping in the cold, sleeping in the heat, or having the pawn's uncle, aunt, cousin, grandparent, or kin die. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. Bloodlust pawns will get a much larger positive mood from killing a pawn, and may be ideal wielders for kill-sorrow weapons.
=== Kill thirst ===
ID: NeedKill
The wielder must kill every 20 days or suffer a -4 mood debuff. 
The max mood debuff of -4 is equivalent to sleeping on the ground, sleeping outside, sleeping in the cold, sleeping in the heat, or having the pawn's uncle, aunt, cousin, grandparent, or kin die. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity.
=== Psy-meditative ===
ID: PsyfocusMeditationBonus
+10% psyfocus per time meditating
The effect of this trait is negligible. An entire day of meditating will provide a base of 50 percent psyfocus, but with the psy-meditative trait, you can increase the amount of psyfocus to 55 percent per day. But because a pawn generally meditates for only around 4 hours a day, 8 percent psyfocus is gained, and with psy-meditative, 9 percent psyfocus is gained. The extra one percent is almost useless. 
=== Painless ===
ID: NoPain
A pawn wielding a persona weapon with the Painless trait will not feel pain. The pro of this is that the pawn will never go into pain shock, but the side effect of this is that the pawn will keep fighting until they either become incapacitated, unconscious, or dead. It gives an effect similar to that of the painstopper.
=== Fast mover ===
ID: SpeedBoost
The Fast mover trait improves the Moving capacity of the wielder by while the weapon is held. 
Most obviously this improves the Move Speed stat, increasing a base-line healthy human move speed by - this is a significant increase in speed, a pawn affected by this trait wearing cumbersome marine armor is still faster than a naked Fast walker. This makes it a valuable effect for some forms of kiting, on pawns whose primary role involves walking - such as planters, and just in making almost every task slightly faster to complete. Additionally, given the melee nature of all current persona weapons, this reduces the time required to close on ranged enemies and, thus, also reduces the risk before their ranged attack is nullified.
However, the trait affects the capacity, rather than just the Move Speed stat like other gear, which means it also improves other dependent stats. Therefore, it also improves the Melee Dodge Chance of a pawn by the equivalent of almost levels of the Melee skill - the exact significance of this varies based on the other factors of the stat, as detailed on that page, but for most pawns with some skill in Melee this results in an additional ~6% chance to dodge melee attacks. This is a significant decrease in incoming DPS, and given the melee power of persona weapons, it synergizes very well with them.
Technically, this also results in a improvement to Hunting Stealth, meaning only 87% of the required skills are required for the same level of stealth, however, as Hunting Stealth only applies to ranged weapons, the persona weapon must be wielded for the effect to be applied, and there currently are no ranged persona weapons, it is impossible to actually benefit from this buff. 
Overall, the fast mover trait is one of the better traits available, one that synergizes well with the weapon itself, and one that will likely benefit any wielder that takes up its host weapon. On the other hand, it also does not offer any truly unique advantages that cannot be obtained elsewhere, such as through traits or drugs. Thus, while it is a boon on any weapon acquired with it, it is not something that is likely to be specifically sought out.
=== Hunger pangs ===
ID: HungerMaker
The hunger pangs trait increases the Hunger Rate Factor of a bonded pawn by , causing a regular pawn to get hungry 1.5x quicker than normal and increasing the Hunger Rate Factor of a Gourmand pawn from to , a relative increase of 33%.
While a purely negative trait, persona weapons with this trait are still generally worth using. Persona weapons are almost always potent weapons and are usually acquired during the mid-to-late game, when food is not an issue.
This trait is not mutually exclusive with freewielder which prevents bonding, and only bonded wielders are affected by the increased hunger rate, thus when both traits are on the same weapon the penalty this trait creates is entirely negated.
=== Neural cooling ===
ID: NeuralHeatRecoveryGain
+15% Neural Heat Recovery Rate, only applies while weapon is held. 
=== Freewielder ===
ID: NeverBond
Freewielder is arguably the best trait, tied with kill-focused, because it does not bond. When paired with kill-focused, however, you will get a weapon that instantly provides large amounts of psyfocus on demand. It is very good for non-combat psycasters, because those psycasts require large amounts of psyfocus. It is also useful because anyone can use the sword, unlike other persona weapons, which can only be given to other pawns by killing the previous host and become useless becomes permanently incapacitated without dying. It is incompatible with Jealous. 
=== Jealous ===
ID: Jealous
This weapon gives a hefty penalty when a bonded pawn equips a weapon other than the persona weapon. 
There is some utility to being able to swap between ranged and melee. That said, given the typical strength of persona weapons, and the relative rarity of pawns that are highly skilled with in both Melee and Shooting skills, it is rare that you both want to bond a persona weapon with this trait to a pawn but not have them use it in combat. So while it is a negative trait, it is often not particularly relevant. If the weapon does become outmoded after bonding, destroying the weapon may be a better option than tanking the mood penalty. 
Note that unlike most psychically inflicted moodlets but like other persona traits, this is not scaled to the user's psychic sensitivity.
== Version history ==
* Royalty DLC Release - Added as Bladelink Weapons.
* 1.1.2563 - Fixed a bug that caused bladelink weapons lose reference to bonded pawn after the pawn died or leaves the map when saving the game.
* 1.1.2647 - Persona weapons no longer damage relations with the Empire when used without the necessary titles. Previously, a title of Knight or Dame was required.
* 1.2.2719 - Pawns can now only bond one persona weapon at a time (otherwise trait effects can stack in broken ways).
* 1.4.3523 - Ensure persona weapons are unbound if you leave them on a temporary map.
* 1.5.4062 - Fix: KillThirst persona weapon thought not translatable.
#Persona weapon
#Persona weapon