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Cómo usar cartas de tarot en fasmofobia

Autor : Noah Actualizar : Mar 05,2025

Dominar las cartas del tarot en fasmofobia : una guía completa

Las cartas del tarot en la fasmofobia presentan una propuesta de alto riesgo y alta recompensa durante las investigaciones de fantasmas. Esta guía detalla su uso y posibles resultados.

Tarjeta del Tarot del Diablo dibujada en fasmofobia

Captura de pantalla por el escapista

Uso estratégico de cartas de tarot

Debido a su naturaleza impredecible, es aconsejable usar tarjetas de tarot en una zona segura, como cerca de un escondite o la entrada del mapa. Esta precaución minimiza el riesgo asociado con los efectos negativos de la tarjeta, como la temida tarjeta de muerte.

Mecánica de la tarjeta

Cada tarjeta desencadena un efecto inmediato sobre el uso. Sin embargo, puede aparecer una tarjeta "tonta" (similar a un Joker), lo que no resulta en ningún efecto. Puedes sacar hasta 10 cartas sin afectar la cordura. Las tarjetas duplicadas producen efectos idénticos.

Efectos de la carta del tarot y probabilidades de dibujo

La siguiente tabla detalla el efecto de cada tarjeta y su probabilidad de ser dibujado:

Carta del tarot Efecto Aprovechar
La torre Doble la actividad fantasma durante 20 segundos 20%
La rueda de la fortuna ± 25% de cordura (quemadura verde/roja) 20%
El ermitaño Limita el fantasma a su habitación favorita por 1 minuto (excluye cazas/eventos) 10%
El sol Restauración de cordura completa 5%
La luna Drenaje completo de cordura 5%
El tonto Imita otra tarjeta antes de volverse inerte 17%
El diablo Desencadena un evento fantasma cerca del jugador más cercano 10%
Muerte Desencadena una caza maldita extendida 10%
La suma sacerdotisa Compañero de equipo instantáneo Revival 2%
El hombre colgado Muerte del jugador instantáneo 1%

Comprender las posesiones malditas en la fasmofobia

Objetos malditos en fasmofobia

Captura de pantalla por el escapista

Las posesiones malditas (o objetos malditos) son elementos de alto riesgo que aparecen aleatoriamente en la fasmofobia , que ofrecen posibles ventajas pero con un riesgo significativo para los personajes de los jugadores. Actúan como modificadores, alterando el comportamiento fantasma, a diferencia del equipo estándar que ayuda principalmente a la recolección de evidencia. Solo un aparece por contrato (a menos que se modifique en la configuración personalizada). Sus ubicaciones son fijas. Hay siete en total: espejo embrujado, muñeca Voodoo, caja de música, tarjetas de tarot, tablero Ouija, pata de mono y círculo de invocación. Usarlos es opcional; No existe penalización por ignorarlos.

Para obtener más guías y noticias de fasmofobia , incluida la información de logros y trofeos, consulte el escapista.

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