Mechanics

Various important mechanics implemented throughout the game. Understanding these is key to your survival.

## Experiences

The main currency in Door in the Woods is Experiences. They are gained through playing the game and can be spent on new scenarios and characters. Experiences carry over through different playthroughs of different scenarios.

If the Player dies with 0 sanity, they will irrevocably lose all of their accrued Experiences.

Ways to gain experiences:

* Survive to midnight on Day 1 (1)
* Survive to midnight on Day 2 (3)
* Gain psychosis by having 0 sanity (1 every hour)
* Reading scribbled papers
* Carving

Ways to spend experiences:

* Buying new characters
* Buying new scenarios
* Increasing your stats with Blank Paper

## Stats

There are four primary stats: Strength, Agility, Endurance and Willpower as well as three secondary stats Health, Stamina and Sanity.

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Strength determines melee damage and max health

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Agility determines dodge chance and max stamina

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Endurance determines max stamina and max sanity

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Willpower determines max health and max sanity

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Each attribute point increases their respective max health, stamina and sanity by 4.

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Stamina also determines how fast/slow you get thirsty. Zero stamina means you get thirsty at double the rate.

## Day/Night Cycle

When the player spawns, it is 06:00 (6am). It starts to get dark at around 17:00 (5pm), indicated by a yellowing of the surroundings and a shrinking view. The player's view fully shrinks to a 4x4 circle at 21:00 (9pm), and, if not inside or by a bonfire, they will be inflicted with the dread status effect around 21:20 (9:20pm).

Things start to lighten up at 02:40 (2:40am), once again with yellowing surroundings and a broadening of the player's view. At this time the player won't be inflicted with dread from walking outside. The day fully sets in at around 05:00 (5am).

Vampires are affected by the day/night cycle and move with increased speed for 8 hours between 20:00 (8pm) and 4:00 (4am).

## Status Effects

Shown in the top right corner of the movement screen, status effects can have a variety of good, bad, or both aspects.

Some common status effects are:

* **Hungry/Thirsty** - both precursors to starving and dehydrated respectively
* **Traumatized** - greatly lowers sanity
* **Drunk** - increases sanity
* **Bleeding** - lowers health over time
* **Psychosis** - experience gain increased at the cost of more dangerous enemies spawning, causes player to lose all experience if they die while suffering this effect

## Suicide

Suicide allows the Player to kill themselves at their command, generally done to ensure the retention of experiences while they possess some sanity.

Some weapons possess the suicide command, but other means can be employed (e.g. immolation, detonation, overdose).

The easiest method of suicide uses a bladed weapon to induce bloodloss. However, this method is slower than others and does not guarantee that the Player's sanity will not deplete before they are killed.

The most convenient method requires a loaded firearm. This method is instantaneous, but requires the weapon to be equipped and have sufficient ammunition.

Other methods include overdose, which requires the player to ingest alcohol while under the status effect medicated, or to take pills while under the status effect drunk.