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[[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'''''. | ||
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The player and most other characters have a default QN value of 100. That value can be modified by a variety of factors. | 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 | Quickness can't be adjusted during character generation, and is not affected by other attributes, such as agility. | ||
== How Quickness Works == | == How Quickness Works == | ||
Caves of Qud is a turn-based game. | Caves of Qud is a turn-based game. Quickness determines the number of actions a character may take in one turn. | ||
=== Action Points === | |||
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. | 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. | ||
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* Using the Juke ability | * Using the Juke ability | ||
* Applying an injector while wearing a chem vest | * Applying an injector while wearing a chem vest | ||
*Equipping or unequipping items in the Thrown Weapon slot | |||
== Modifying Quickness or Action Cost == | == 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. | 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.{{Code Reference|namespace=XRL.World|class=Statistic}} | |||
=== Quickness Modifiers === | === 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. | 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. | ||
{| class="wikitable" | {| class="wikitable sortable" | ||
!Name | !Name | ||
!Type | !Type | ||
!Quickness Effect | !Quickness Effect | ||
|- | |- | ||
|Adrenal Control | |{{favilink|Adrenal Control}} | ||
|physical mutation | |physical mutation | ||
|'''{{Color|G|+ | |'''{{Color|G|+10}}''' or more temporary QN while active (increases with mutation level) | ||
|- | |- | ||
|Blaze Injector | |{{favilink|Blaze Injector}} | ||
|effect | |effect | ||
|'''{{Color|G|+10}}''' or '''{{Color|G|+20}}''' temporary QN while active, depending on whether the user is a mutant or a True Kin. | |'''{{Color|G|+10}}''' or '''{{Color|G|+20}}''' temporary QN while active, depending on whether the user is a mutant or a True Kin. | ||
|- | |- | ||
|Cold Blooded | |{{favilink|Cold-Blooded}} | ||
|physical defect | |physical defect | ||
|'''{{Color|R|-10}}''' permanent QN. Up to '''{{Color|G|+24}}''' temporary QN while at a high temperature/on fire. | |'''{{Color|R|-10}}''' permanent QN. Up to '''{{Color|G|+24}}''' temporary QN while at a high temperature/on fire. | ||
|- | |- | ||
|Cold | |Cold temperature | ||
|effect | |effect | ||
|'''{{Color|R|-1}}''' temporary QN for each two degrees that a character's temperature falls below zero. | |'''{{Color|R|-1}}''' temporary QN for each two degrees that a character's temperature falls below zero. | ||
|- | |- | ||
|Cooked | |Cooked meal | ||
|effect | |effect | ||
| | |{{Qud text|&gv&Ga&Cr&gi&Ga&Cb&gl&Ge}} temporary QN bonus while metabolizing. Attained from cider or lignen ingredients, or randomly from the Tasty effect. | ||
|- | |- | ||
|Eater's Flesh | |{{favilink|Eater's Flesh}} | ||
|effect | |effect | ||
|'''{{Color|R|-60}}''' temporary QN. | |'''{{Color|R|-60}}''' temporary QN. | ||
|- | |- | ||
|Famished | |[[Famished]] | ||
|effect | |effect | ||
|'''{{Color|R|-10}}''' temporary QN. | |'''{{Color|R|-10}}''' temporary QN. | ||
|- | |- | ||
|Heightened Quickness | |{{favilink|Heightened Quickness}} | ||
|physical mutation | |physical mutation | ||
|'''{{Color|G|+ | |'''{{Color|G|+15}}''' or greater permanent QN, depending on mutation level. | ||
|- | |- | ||
|Inflatable | |{{favilink|Inflatable axons}} | ||
|cybernetic implant | |cybernetic implant | ||
|'''{{Color|G|+40}}''' temporary quickness for ten rounds when activated, followed by '''{{Color|R|-10}}''' quickness for ten rounds. | |'''{{Color|G|+40}}''' temporary quickness for ten rounds when activated, followed by '''{{Color|R|-10}}''' quickness for ten rounds. | ||
|- | |- | ||
|Photosynthetic Skin | |{{favilink|Kesil Face}} | ||
|equipment | |||
|'''{{Color|G|+10}}''' quickness bonus while equipped | |||
|- | |||
|{{favilink|Leyline puppeteers}} | |||
|equipment | |||
|'''{{Color|G|+30}}''' quickness bonus while equipped and powered on. | |||
|- | |||
|{{favilink|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 | |[[Shamed]] (caused by [[Berate]]) | ||
|effect | |||
|'''{{Color|R|-10%}}''' temporary QN penalty | |||
|- | |||
|{{favilink|Shemesh Face}} | |||
|equipment | |||
|'''{{Color|G|+10}}''' quickness bonus while equipped | |||
|- | |||
|[[Cooking_effects#Tasty_Bonus|Tasty]] cooking effect bonus | |||
|effect | |||
|'''{{Color|G|+3%}}''' temporary quickness bonus while active | |||
|- | |||
|{{favilink|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. | ||
|- | |- | ||
| | |[[War trance]] effect | ||
| | |effect | ||
|'''{{Color| | |'''{{Color|G|+5}}''' temporary quickness bonus while active | ||
|- | |- | ||
|Waxflab | |{{favilink|Waxflab}} | ||
|disease | |disease | ||
|'''{{Color|R|-2}}''' temporary QN as long as the character remains infected. | |'''{{Color|R|-2}}''' to '''{{Color|R|-4}}''' temporary QN as long as the character remains infected. | ||
|} | |} | ||
=== Action Cost Modifiers === | === Action Cost Modifiers === | ||
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These things modify the action cost of certain actions, allowing a character with the same quickness to perform more or less of those actions. | These things modify the action cost of certain actions, allowing a character with the same quickness to perform more or less of those actions. | ||
{| class="wikitable" | {| class="wikitable sortable" | ||
!Name | !Name | ||
!Type | !Type | ||
!Action Cost Effect | !Action Cost Effect | ||
|- | |- | ||
|Bounding Boots | |{{favilink|Bounding Boots}} | ||
|equipment | |equipment | ||
|'''{{Color|G|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)'' | |'''{{Color|G|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 | |[[Empty the Clips]] | ||
|skill | |skill | ||
|'''{{Color|G|50%}}''' temporary reduced action cost of firing pistols for twenty rounds. | |'''{{Color|G|50%}}''' temporary reduced action cost of firing pistols for twenty rounds. | ||
|- | |- | ||
|Fastest Gun in the Rust | |[[Fastest Gun in the Rust]] | ||
|skill | |skill | ||
|'''{{Color|G|25%}}''' permanent reduced action cost of firing pistols. | |'''{{Color|G|25%}}''' permanent reduced action cost of firing pistols. | ||
|- | |- | ||
|Sprinting | |{{favilink|medassist module}} | ||
|cybernetic | |||
|'''{{Color|G|80%}}''' reduced action cost of applying any [[tonic]]. Pre-loaded injectors are applied by the '''medassist module''' at no action cost. | |||
|- | |||
|{{favilink|micromanipulator array}} | |||
|cybernetic | |||
|'''{{Color|G|40%}}''' reduced action cost of [[Tinkering]] skills. | |||
|- | |||
|{{favilink|plastifer chem vest}} | |||
|equipment | |||
|'''{{Color|G|100%}}''' reduced action cost of applying any [[tonic]]. | |||
|- | |||
|{{favilink|rapid release finger flexors}} | |||
|cybernetic | |||
|'''{{Color|G|25%}}''' reduced action cost of firing [[:Category:Pistols|pistols]]. | |||
|- | |||
|[[Short Blade Expertise]] | |||
|skill | |||
|'''{{Color|G|25%}}''' reduced action cost of bump-attacking while primary hand contains a short blade. Also applies to using the [[Hobble]] skill or the [[Shank]] skill with a short blade in your primary weapon hand. | |||
|- | |||
|[[Sprinting]] | |||
|ability | |ability | ||
|'''{{Color|G|50%}}''' temporary reduced action cost of movement. | |'''{{Color|G|50%}}''' temporary reduced action cost of movement. | ||
|- | |- | ||
|Swimming | |{{favilink|steel butcher knife}} | ||
|equipment | |||
|{{Qud text|&gv&Ga&Cr&gi&Ga&Cb&gl&Ge}} reduced action cost of the [[Butchery]] skill (the action cost to butcher a corpse is divided by 1 plus the number of '''steel butcher knives''' currently equipped). | |||
|- | |||
|Swimming '''''{{Color|K|(the action)}}''''' | |||
|environmental | |||
|'''{{Color|R|+500}}''' temporary action cost to movement while moving through any large pool of liquid. | |||
|- | |||
|[[Swimming]] '''''{{Color|K|(the skill)}}''''' | |||
|skill | |skill | ||
|'''{{Color|G|50%}}''' permanent reduced action cost of swimming. ''(swimming costs only 250 extra action points, instead of 500 extra action points)'' | |'''{{Color|G|50%}}''' permanent reduced action cost of swimming. ''(swimming costs only 250 extra action points, instead of 500 extra action points)'' | ||
|- | |- | ||
|Two-Headed | |{{favilink|Telepathy}} | ||
|mental mutation | |||
|'''{{Color|G|90%}}''' reduced action cost of directing [[companions]] to perform tasks. | |||
|- | |||
|{{favilink|Two-Headed}} | |||
|physical mutation | |physical mutation | ||
|'''{{Color|G|20%}}''' | |'''{{Color|G|20%}}''' or greater permanent reduced action cost of using mental mutations, depending on mutation level. | ||
|} | |} | ||
== Movement Speed == | == Movement Speed == | ||
{{Main|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. | Movement is one of many actions that is influenced by quickness. Like most actions, it has a default cost of 1000 action points. | ||
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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. | 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== |