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A Review on Nefian Psychosis is a red book exclusive to Elona+. Its previous version is titled Nefia syndrome. Similar like Nefia syndrome book, it explains the mental disorder when people are within Nefia. However, this book refers the mental disorder as Nefian Psychosis and has several changed text.

Text[]

A Review on Nefian Psychosis
by a Zanan Psychologist

Nefian Psychosis is a mental disorder
that develops in some people when
they are within a Nefia (commonly
known as a dungeon).

      -=Signs and symptoms=-

The disorder presents itself in three
stages, each of which are described
below, with the latter stages being
more serious.

      -=Stage 1 psychosis=-

Characterized by lowered cognitive
ability. The decrease in cognitive
ability varies between patients, but
they will typically be lacking in
their object recognition ability and
ignore useful items on the ground or
charge blindly into enemies.

Nevertheless, many adventurers are
able to maintain a high quality of
life in towns while afflicted with
this stage of the disorder.

      -=Stage 2 psychosis=-

Extremely low object recognition
ability, with a complete inability
to recognize some classes of objects.
Many afflicted by this stage of the
disorder are unable to recognize
staircases, and experience great
difficulty in finding their way home.

      -=Stage 3 psychosis=-

Marked by increased aggressiveness.
At this stage, patients actively
target and exhibit aggression towards
other people, including acquaintances
and former allies. For reasons yet
unknown, Stage 3 patients do not
attack one another.

Some of the afflicted band together
to form working groups, so it appears
that they are somehow able to
recognize one another. It has also
been observed that individuals who
displayed no aggressive behaviour
before the onset of the disorder do
not display any aggression whatsoever
even at this stage.

Many individuals suffering from Stage
2 psychosis may get trapped in
dungeons, but there are many reports
of such individuals suddenly
reappearing aboveground when the
dungeon sinks into the crust.

         -=Hypothesis=-

Two hypotheses have offered to
explain this phenomenon, namely that
it results either from exposure to
mana in dungeons or to a particular
type of magnetic field. Neither of
these explanations, however, have
proved to be completely satisfactory.
Though is indeed a strong and
positive correlation between the
amount of time spent in dungeons and
the severity of psychosis, it does
not account for the high variability
in the speed and severity of onset of
psychosis between individuals.

Many afflicted adventurers also never
progress beyond Stage 1, and many
more never develop psychosis at all.
It is possible that individuals who
become adventurers are inherently less
likely to be predisposed to the
disorder.

-=Prevention of Nefian Psychosis=-

There is no cure for Nefian Psychosis
at the time of writing. However,
research has shown that recruiting
allies who are not predisposed to
psychosis can offer some protection
against the disorder. There has also
been a case where an entire group of
individuals developed the disorder
after losing their commander, so it
is commonly thought that mood and
the mental state of individuals
play an important part in both
the progression and prevention of
the disorder.

Some individuals also experience an
improvement in their condition after
avoiding dungeons for a period of
time.

      -=Public perception=-

The notion that dungeons are
dangerous is well-entrenched in
society since ancient times, but few
will associate Nefian Psychosis
with that danger. It is a common
misconception that dungeons are
innocuous without the monsters that
reside within them, as there have
been many documented cases of
skilled dungeon-delvers coming down
with the disorder since ancient
times (see footnote 1).

For that reason, some countries
forbid entrance to dungeons while
others limit dungeon access to
the military, but these measures
still fall short of preventing
cases of Nefian Psychosis.

Footnote 1:
The earliest record of such a case
was an inscription discovered in
Kjaraht, dating back to 3000 years
ago. A well-known dungeon conquerer
became deranged and it was suspected
that he was possessed by a dungeon,
leading to his eventual execution.
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