Quickness: Difference between revisions
No edit summary |
(update for mutation changes) |
||
Line 1: | Line 1: | ||
[[Category:Mechanics]] | [[Category:Mechanics]] | ||
{{As Of Patch | 2.0. | {{As Of Patch | 2.0.201.47}}{{tocright}} | ||
Quickness (QN) is an attribute that controls how quickly a character performs '''''actions'''''. | Quickness (QN) is an attribute that controls how quickly a character performs '''''actions'''''. | ||
Line 49: | Line 49: | ||
|[[Adrenal Control]] | |[[Adrenal Control]] | ||
|physical mutation | |physical mutation | ||
|'''{{Color|G|+ | |'''{{Color|G|+10}}''' or more temporary QN while active (increases with mutation level) | ||
|- | |- | ||
|{{favilink|Blaze Injector}} | |{{favilink|Blaze Injector}} | ||
Line 77: | Line 77: | ||
|[[Heightened Quickness]] | |[[Heightened Quickness]] | ||
|physical mutation | |physical mutation | ||
|'''{{Color|G|+ | |'''{{Color|G|+15}}''' or greater permanent QN, depending on mutation level. | ||
|- | |- | ||
|[[Inflatable axons]] | |[[Inflatable axons]] | ||
Line 85: | Line 85: | ||
|[[Photosynthetic Skin]] | |[[Photosynthetic Skin]] | ||
|physical mutation | |physical mutation | ||
|'''{{Color|G|+ | |'''{{Color|G|+15}}''' or greater temporary QN from basking in the sun, depending on mutation level. | ||
|- | |- | ||
|[[Time Dilation]] | |[[Time Dilation]] | ||
|mental mutation | |mental mutation | ||
|{{Qud text|&Rv&oa&Or&ri&Ra&ob&Ol&re}} temporary QN penalty to characters that are near the user who is dilating time. | |{{Qud text|&Rv&oa&Or&ri&Ra&ob&Ol&re}} temporary QN penalty to characters that are near the user who is dilating time. | ||
|- | |- | ||
|{{favilink|Waxflab}} | |{{favilink|Waxflab}} |
Revision as of 22:10, 30 October 2020
This information is reliable as of patch 2.0.201.47. If this is no longer the current patch, you can help by updating it. |
Quickness (QN) is an attribute that controls how quickly a character performs actions.
Some common actions include:
- Moving
- Attacking
- Reloading
- Waiting
- Using an ability
- Picking up an item
- Equipping, unequipping, or using an item
The player and most other characters have a default QN value of 100. That value can be modified by a variety of factors.
Quickness can't be adjusted during character generation, and is not affected by other attributes, such as agility.
How Quickness Works
Caves of Qud is a turn-based game.
Each turn, a character is granted a number of action points equal to ten times their quickness value. Action points are expended when taking actions.
- The amount of action points that a skill consumes is sometimes referred to as the action cost or energy cost of that skill.
- Turns are also sometimes referred to as rounds.
Most actions consume 1000 action points by default, which means that a character typically takes only one action per turn, such as moving one space, attacking one enemy, or equipping an item. Unspent action points are carried over to a character's next turn. For example, if a character has a quickness value of 125, they generate 1250 action points per turn. If the character attacks each turn, they use 1000 action points and carry over the extra 250 action points to their next turn. After four turns have passed, the character will have accumulated 1000 extra action points and will be able to attack two times in a single turn.
Free Actions
Free actions are special actions the player may take that do not consume any action points. Some examples of free actions include:
- Using the look command to inspect your environment
- Using the Juke ability
- Applying an injector while wearing a chem vest
Modifying Quickness or Action Cost
The number of actions a character can take per turn is affected by a wide variety of skills, mutations, items, statuses, and effects.
Generally speaking, a creature's effective quickness cannot be reduced below zero.[1]
Quickness Modifiers
These things directly modify a character's quickness, changing the number of action points that a character generates each turn, and thus the number of actions the character may take.
Name | Type | Quickness Effect |
---|---|---|
Adrenal Control | physical mutation | +10 or more temporary QN while active (increases with mutation level) |
blaze injector | effect | +10 or +20 temporary QN while active, depending on whether the user is a mutant or a True Kin. |
Cold-Blooded | physical defect | -10 permanent QN. Up to +24 temporary QN while at a high temperature/on fire. |
Cold Temperature | effect | -1 temporary QN for each two degrees that a character's temperature falls below zero. |
Cooked Meal | effect | variable temporary QN bonus while metabolizing. Attained from cider or lignen ingredients, or randomly from the Tasty effect. |
Eater's flesh | effect | -60 temporary QN. |
Famished | effect | -10 temporary QN. |
Heightened Quickness | physical mutation | +15 or greater permanent QN, depending on mutation level. |
Inflatable axons | cybernetic implant | +40 temporary quickness for ten rounds when activated, followed by -10 quickness for ten rounds. |
Photosynthetic Skin | physical mutation | +15 or greater temporary QN from basking in the sun, depending on mutation level. |
Time Dilation | mental mutation | variable temporary QN penalty to characters that are near the user who is dilating time. |
waxflab | disease | -2 to -4 temporary QN as long as the character remains infected. |
Action Cost Modifiers
These things modify the action cost of certain actions, allowing a character with the same quickness to perform more or less of those actions.
Name | Type | Action Cost Effect |
---|---|---|
bounding boots | equipment | 33% additional reduced action cost of sprinting while worn. (you sprint at 3 times your normal movement speed instead of 2 times your normal speed) |
Empty the Clips | skill | 50% temporary reduced action cost of firing pistols for twenty rounds. |
Fastest Gun in the Rust | skill | 25% permanent reduced action cost of firing pistols. |
Short Blade Expertise | skill | 25% reduced action cost of bump-attacking while primary hand contains a short blade. |
Sprinting | ability | 50% temporary reduced action cost of movement. |
Swimming (the action) | environmental | +500 temporary action cost to movement while moving through any large pool of liquid. |
Swimming (the skill) | skill | 50% permanent reduced action cost of swimming. (swimming costs only 250 extra action points, instead of 500 extra action points) |
Two-Headed | physical mutation | 20% to 56% permanent reduced action cost of using mental mutations, depending on mutation level. |
Movement Speed
Movement is one of many actions that is influenced by quickness. Like most actions, it has a default cost of 1000 action points.
However, movement is special because it also has its own modifying attribute, called movement speed.
A character's movement speed controls the amount of action points that are required for the character to move, and thus movement speed can have a significant effect on how quickly a character moves, independent of other actions.
References
- ↑
XRL.World.Statistic