Carapace: Difference between revisions

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{{Mutation
{{Mutation
| title = {{PAGENAME}}
| title = {{PAGENAME}}
| image = carapace.png
| image = {{mutation page image}}
| type = Physical
| type = Physical
| cost = 3
| cost = 3
Line 8: Line 8:
| id = Carapace
| id = Carapace
| exclusions = Quills
| exclusions = Quills
| code = bc
| startingmutation = yes
| desc = You are protected by a durable carapace.\n\n+&C(level based)&y AV\n-2 DV\n+&C(level based)&y Heat Resistance\n+&C(level based)&y Cold Resistance\nYou may tighten your carapace to receieve double the AV bonus at a -2 DV penalty as long as you remain still.\nCannot wear armor.\n+400 reputation with {{qud text|&wtortoises&y}}
| gameversion = 2.0.206.63
| desc = You are protected by a durable carapace.\n\n+&C(level based)&y AV\n-2 DV\n+&C(level based)&y Heat Resistance\n+&C(level based)&y Cold Resistance\nYou may tighten your carapace to receieve double the AV bonus at a -2 DV penalty as long as you remain still.\nCannot wear armor.\n+400 reputation with &wtortoises&y
| realitydistort = no
| realitydistort = no
}}Tightening one's carapace is an action that takes one standard turn length, doubling the AV bonus the carapace gives (at the base level, this will add an additional 3 AV, while at mutation level 10, this will add 8 AV); however, most non-mental actions (e.g. moving, attacking, using [[Stinger (Poisoning Venom)|Sting]] or applying injectors; oddly, beginning sprinting is excluded from this) and some mental actions (including but not limited to use of [[Teleportation]]) will loosen the carapace, as will waiting more than one turn.
}}'''Carapace''' is a [[Mutations#Physical Mutations|physical mutation]] that grants the {{favilink|Carapace}} natural equipment, granting bonus {{AV}}[[AV]], heat resistance, and cold resistance at the cost of decreased {{DV}}[[DV]].
 
Carapace grants the "Tighten Carapace" ability, which allows player to tighten their carapace, doubling their {{AV}}AV bonus but decreasing their {{DV}}DV by an additional 2 points. Tightening one's carapace is an action that takes one standard turn length. Taking most actions other than passing the turn will loosen the carapace, causing the player's {{AV}}AV and {{DV}}DV to return to standard values; however, most [[Mutations#Mental Mutations|mental mutations]] can be used without loosening the carapace.
 
== Formulas ==
The following formulas are used to determine {{AV}}AV bonus (rounded down), heat resistance, and cold resistance by mutation level.
{| class="wikitable"
! AV Bonus
|{{simple formula | 3 + (Level / 2) }}
|-
! Heat Resistance
|{{simple formula | (5 + Level * 5) }}
|-
! Cold Resistance
|{{simple formula | (5 + Level * 5) }}
|-
|}


When one is knocked prone, one has a chance to be immobilized instead, which prevents the player from moving or standing up (which is to say alleviating the penalties imposed by the prone status); recovering from Immobilized requires the player to succeed at an Agility [[save]] with a target of 20; this target is reduced by 1 every 5 turns.
== Advancement Table ==
== Advancement Table ==
<div style="display:flex;flex-wrap:wrap;">
<div style="margin-right: 2.5em;">
{| class="wikitable"
{| class="wikitable"
!Mutation Level
!Mutation Level
![[AV]] Bonus
!AV Bonus
![[DV]] Penalty
!Heat Resist
!Heat Resist
!Cold Resist
!Cold Resist
!Immobilization Chance
|-
|-
|1
|1
| {{AV}}3
| {{AV}}3
| {{DV}}-6
| +10
| +10
| +10
| +10
|33%
|-
|-
|2
|2
| {{AV}}4
| {{AV}}4
| {{DV}}-6
| +15
| +15
| +15
| +15
|31%
|-
|-
|3
|3
| {{AV}}4
| {{AV}}4
| {{DV}}-5
| +20
| +20
| +20
| +20
|29%
|-
|-
|4
|4
| {{AV}}5
| {{AV}}5
| {{DV}}-5
| +25
| +25
| +25
| +25
|27%
|-
|-
|5
|5
| {{AV}}5
| {{AV}}5
| {{DV}}-4
| +30
| +30
| +30
| +30
|25%
|-
|-
|6
|6
| {{AV}}6
| {{AV}}6
| {{DV}}-4
| +35
| +35
| +35
| +35
|23%
|-
|-
|7
|7
| {{AV}}6
| {{AV}}6
| {{DV}}-3
| +40
| +40
| +40
| +40
|21%
|-
|-
|8
|8
| {{AV}}7
| {{AV}}7
| {{DV}}-3
| +45
| +45
| +45
| +45
|19%
|-
|-
|9
|9
| {{AV}}7
| {{AV}}7
| {{DV}}-2
| +50
| +50
| +50
| +50
|17%
|-
|-
|10
|10
| {{AV}}8
| {{AV}}8
| {{DV}}-2
| +55
| +55
| +55
| +55
|15%
|}
|}
</div>
<div style="margin-right: 2.5em;">
{| class="wikitable"
!Mutation Level
!AV Bonus
!Heat Resist
!Cold Resist
|-
| 11
| {{AV}}8
| +60
| +60
|-
| 12
| {{AV}}9
| +65
| +65
|-
| 13
| {{AV}}9
| +70
| +70
|-
| 14
| {{AV}}10
| +75
| +75
|-
| 15
| {{AV}}10
| +80
| +80
|-
| 16
| {{AV}}11
| +85
| +85
|-
| 17
| {{AV}}11
| +90
| +90
|-
| 18
| {{AV}}12
| +95
| +95
|-
| 19
| {{AV}}12
| +100
| +100
|-
| 20
| {{AV}}13
| +105
| +105
|}
</div>
<div style="margin-right: 2.5em;">
{| class="wikitable"
!Mutation Level
!AV Bonus
!Heat Resist
!Cold Resist
|-
| 21
| {{AV}}13
| +110
| +110
|-
| 22
| {{AV}}14
| +115
| +115
|-
| 23
| {{AV}}14
| +120
| +120
|-
| 24
| {{AV}}15
| +125
| +125
|-
| 25
| {{AV}}15
| +130
| +130
|-
| 26
| {{AV}}16
| +135
| +135
|-
| 27
| {{AV}}16
| +140
| +140
|-
| 28
| {{AV}}17
| +145
| +145
|-
| 29
| {{AV}}17
| +150
| +150
|-
| 30
| {{AV}}18
| +155
| +155
|}
</div>
</div>


==Advantages & Disadvantages==
==Advantages & Disadvantages==
{{Opinion}}
{{Opinion}}
===Advantages===
===Advantages===
*Gives excellent armor which scales extremely well with level.
* Gives excellent armor which scales well with level
*Gives heat resist and cold resist which scale well with level.
**Is naturally [[sturdy]], preventing it from being [[cracked]]
*Completely weightless.
* Gives heat resist and cold resist which scale well with level
*Causes members of the [[:Category:Tortoises (faction)|Tortoise]] faction to start friendly to the player.
* Completely weightless
*At 10th level, is equivalent to a {{favilink|zetachrome lune}} with a higher heat and cold resistance and no acid/electric resistance.
* Causes members of the [[:Category:Tortoises (faction)|Tortoise]] faction to start friendly to the player
* At 10th level, is equivalent to an unmodified {{favilink|zetachrome lune}} with a higher heat and cold resistance, though no acid/electric resistance
* If [[Mutations#Rapid Advancement|Rapid Advancement]] is used on the Carapace mutation, it can exceed the best armor in the game in effectiveness
 
===Disadvantages===
===Disadvantages===
*At low levels, the [[DV]] penalty is strong enough to outweigh the [[AV]] bonus.
* Permanently takes up the player's body slot
*Recovering from prone may take longer.
* Can't be [[Item Mods|modded]], unlike regular body armor
*Permanently takes up the player's body slot.
* In the very late game, a modded suit of {{favilink|zetachrome lune}} will be superior to even level 10 Carapace in most respects, without costing any mutation points
 
==Creatures with Carapace==
{{Creatures with the mutation|Carapace}}
 
{{Mutation Navbox}}
{{Mutation Navbox}}

Latest revision as of 23:50, 3 February 2024

Carapace
Carapace mutation.png
Category

Physical

Cost

3

Body LocationThe body part(s) where this
mutation can be located

Body

Location Equippable?Whether equipment can be worn
on top of the mutated body part

no

ExclusionsOther mutations that cannot be
selected with this mutation

Quills

ID?Use this ID to wish for the mutation
(example: mutation:Carapace)

Carapace

Reality DistortingReality distorting mutations
cannot be used under
the effects of normality.

no

Carapace

You are protected by a durable carapace.

+(level based) AV
-2 DV
+(level based) Heat Resistance
+(level based) Cold Resistance
You may tighten your carapace to receieve double the AV bonus at a -2 DV penalty as long as you remain still.
Cannot wear armor.
+400 reputation with tortoises

Carapace is a physical mutation that grants the Carapace natural equipment, granting bonus ♦AV, heat resistance, and cold resistance at the cost of decreased ○DV.

Carapace grants the "Tighten Carapace" ability, which allows player to tighten their carapace, doubling their ♦AV bonus but decreasing their ○DV by an additional 2 points. Tightening one's carapace is an action that takes one standard turn length. Taking most actions other than passing the turn will loosen the carapace, causing the player's ♦AV and ○DV to return to standard values; however, most mental mutations can be used without loosening the carapace.

Formulas

The following formulas are used to determine ♦AV bonus (rounded down), heat resistance, and cold resistance by mutation level.

AV Bonus
3 + (Level / 2)
Heat Resistance
(5 + Level × 5)
Cold Resistance
(5 + Level × 5)

Advancement Table

Mutation Level AV Bonus Heat Resist Cold Resist
1 ♦3 +10 +10
2 ♦4 +15 +15
3 ♦4 +20 +20
4 ♦5 +25 +25
5 ♦5 +30 +30
6 ♦6 +35 +35
7 ♦6 +40 +40
8 ♦7 +45 +45
9 ♦7 +50 +50
10 ♦8 +55 +55
Mutation Level AV Bonus Heat Resist Cold Resist
11 ♦8 +60 +60
12 ♦9 +65 +65
13 ♦9 +70 +70
14 ♦10 +75 +75
15 ♦10 +80 +80
16 ♦11 +85 +85
17 ♦11 +90 +90
18 ♦12 +95 +95
19 ♦12 +100 +100
20 ♦13 +105 +105
Mutation Level AV Bonus Heat Resist Cold Resist
21 ♦13 +110 +110
22 ♦14 +115 +115
23 ♦14 +120 +120
24 ♦15 +125 +125
25 ♦15 +130 +130
26 ♦16 +135 +135
27 ♦16 +140 +140
28 ♦17 +145 +145
29 ♦17 +150 +150
30 ♦18 +155 +155

Advantages & Disadvantages

This section is opinion-based. Your mileage may vary.

Advantages

  • Gives excellent armor which scales well with level
  • Gives heat resist and cold resist which scale well with level
  • Completely weightless
  • Causes members of the Tortoise faction to start friendly to the player
  • At 10th level, is equivalent to an unmodified zetachrome lune with a higher heat and cold resistance, though no acid/electric resistance
  • If Rapid Advancement is used on the Carapace mutation, it can exceed the best armor in the game in effectiveness

Disadvantages

  • Permanently takes up the player's body slot
  • Can't be modded, unlike regular body armor
  • In the very late game, a modded suit of zetachrome lune will be superior to even level 10 Carapace in most respects, without costing any mutation points

Creatures with Carapace