Two-headed: Difference between revisions
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{{Mutation | {{Mutation | ||
| title = {{PAGENAME}} | | title = {{PAGENAME}} | ||
| image = | | image = {{mutation page image}} | ||
| type = Physical | | type = Physical | ||
| cost = 3 | | cost = 3 | ||
| id = TwoHeaded | | id = TwoHeaded | ||
| | | startingmutation = yes | ||
| gameversion = 2.0.206.63 | |||
| desc = You have two heads. | | desc = You have two heads. | ||
Mental actions have | Mental actions have {{Qud shader|C|(5 * Level + 15)%}} lower action costs | ||
{{Qud shader|C|50%}} chance initially and each round to shake off a negative mental status effect | |||
| realitydistort =no | | realitydistort =no | ||
}} | }} | ||
{{Name}} is a [[Mutations#Physical Mutations|physical mutation]] that grants | {{Name}} is a [[Mutations#Physical Mutations|physical mutation]] that grants an extra head. Note that mutating an extra head such as through [[Chimera]] or creatures whose original body plan has two heads do not automatically gain this mutation. | ||
This mutation grants two additional equipment slots: a [[List of Body Parts#Head|head]] and a [[List of Body Parts#Face|face]]. As usual, {{AV}}[[AV]] and {{DV}}[[DV]] values granted by equipment (such as helmets and masks) will be averaged across slots of the same type. For a humanoid creature such as the player, this means it will be necessary to wear two equipment pieces of the same type in order to gain the same {{AV}}AV and {{DV}}DV as usual. Other bonuses granted by equipment are not subject to this limitation, such as the [[Ego]] granted by wearing a {{favilink|Knollworm skull}}. | |||
Two | Two-headed reduces the [[Action cost|action cost]] of mental actions, such as using a [[Mutations#Mental Mutations|mental mutation]], by a mutation-level-based percentage. Additionally, it grants a 50% chance to "shake off" a mental status effect; see [[#Effects Affected|Effects Affected]], below. These effects have a chance to be removed either immediately or every turn. | ||
Creatures with two heads cannot be killed by decapitation so long as at least one of their heads remain. Rather than dying, creatures will [[Bleeding|bleed]] profusely when one of their heads is severed. If both heads are severed, the creature will [[Instant death|instantly die]]. | Creatures with two heads cannot be killed by decapitation so long as at least one of their heads remain. Rather than dying, creatures will [[Bleeding|bleed]] profusely when one of their heads is severed. If both heads are severed, the creature will [[Instant death|instantly die]] just like any other decapitated creature. | ||
Creatures that start with the {{Name}} mutation have a chance to have separate names for each head. | |||
== Formulas == | == Formulas == | ||
The following formulas are used to determine mental action cost reduction and "shake off" chance based on mutation level. | The following formulas are used to determine mental action cost reduction and "shake off" chance based on mutation level. | ||
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! Mental Action Cost Reduction | ! Mental Action Cost Reduction | ||
| {{simple formula| 15 + 5 * Level }} | | {{simple formula| 15 + 5 * Level }} | ||
|} | |} | ||
== Advancement Table == | == Advancement Table == | ||
The percent reduction for this mutation can increase past 100%, but the total energy cost of the mental action will never go below 0{{Code Reference|class=GetEnergyCostEvent|namespace=XRL.World|method=GetFor}}. | |||
<div style="display:flex;flex-wrap:wrap;"> | <div style="display:flex;flex-wrap:wrap;"> | ||
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!Mutation Level | !Mutation Level | ||
!Mental Action<br>Cost Reduction | !Mental Action<br>Cost Reduction | ||
|- | |- | ||
|1 | |1 | ||
|20% | |20% | ||
|- | |- | ||
|2 | |2 | ||
|25% | |25% | ||
|- | |- | ||
|3 | |3 | ||
|30% | |30% | ||
|- | |- | ||
|4 | |4 | ||
|35% | |35% | ||
|- | |- | ||
|5 | |5 | ||
|40% | |40% | ||
|- | |- | ||
|6 | |6 | ||
|45% | |45% | ||
|- | |- | ||
|7 | |7 | ||
|50% | |50% | ||
|- | |- | ||
|8 | |8 | ||
|55% | |55% | ||
|- | |- | ||
|9 | |9 | ||
|60% | |60% | ||
|- | |- | ||
|10 | |10 | ||
|65% | |65% | ||
|} | |} | ||
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!Mutation Level | !Mutation Level | ||
!Mental Action<br>Cost Reduction | !Mental Action<br>Cost Reduction | ||
|- | |- | ||
| 11 | | 11 | ||
| 70% | | 70% | ||
|- | |- | ||
| 12 | | 12 | ||
| 75% | | 75% | ||
|- | |- | ||
| 13 | | 13 | ||
| 80% | | 80% | ||
|- | |- | ||
| 14 | | 14 | ||
| 85% | | 85% | ||
|- | |- | ||
| 15 | | 15 | ||
| 90% | | 90% | ||
|- | |- | ||
| 16 | | 16 | ||
| 95% | | 95% | ||
|- | |- | ||
| 17 | | 17 | ||
| 100% | | 100% | ||
|- | |- | ||
| 18 | | 18 | ||
| 105% | | 105% | ||
|- | |- | ||
| 19 | | 19 | ||
| 110% | | 110% | ||
|- | |- | ||
| 20 | | 20 | ||
| 115% | | 115% | ||
|} | |} | ||
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!Mutation Level | !Mutation Level | ||
!Mental Action<br>Cost Reduction | !Mental Action<br>Cost Reduction | ||
|- | |- | ||
| 21 | | 21 | ||
| 120% | | 120% | ||
|- | |- | ||
| 22 | | 22 | ||
| 125% | | 125% | ||
|- | |- | ||
| 23 | | 23 | ||
| 130% | | 130% | ||
|- | |- | ||
| 24 | | 24 | ||
| 135% | | 135% | ||
|- | |- | ||
| 25 | | 25 | ||
| 140% | | 140% | ||
|- | |- | ||
| 26 | | 26 | ||
| 145% | | 145% | ||
|- | |- | ||
| 27 | | 27 | ||
| 150% | | 150% | ||
|- | |- | ||
| 28 | | 28 | ||
| 155% | | 155% | ||
|- | |- | ||
| 29 | | 29 | ||
| 160% | | 160% | ||
|- | |- | ||
| 30 | | 30 | ||
| 165% | | 165% | ||
|} | |} | ||
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Two-headed affects all effects that are categorized as Mental, Negative, and Removable. It does not remove it if the effect is voluntarily applied to themself. | Two-headed affects all effects that are categorized as Mental, Negative, and Removable. It does not remove it if the effect is voluntarily applied to themself. | ||
{{#cargo_query:table=Effects | {{#cargo_query:table=Effects | ||
|fields =CONCAT('[[', _pageName, '{{!}}', PlainName, ']]') | |fields =CONCAT('[[', _pageName, '{{!}}', PlainName, ']]')=E | ||
|where = Type RLIKE "11[01]{23}1[01]$" AND NOT Type RLIKE "1[01]{27}$" | |where = Type RLIKE "11[01]{23}1[01]$" AND NOT Type RLIKE "1[01]{27}$" | ||
|format = ul | |format = ul | ||
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* Provides protection against many mental status effects | * Provides protection against many mental status effects | ||
* Prevents the player from dying instantly from decapitation | * Prevents the player from dying instantly from decapitation | ||
* Synergizes with triggered mental effects from [[cooking effects|cooking]], such as [[Agility-based_cooking_effects|whenever you perform a critical hit,]] [[Plant-based_cooking_effects|you cause plants to spontaneously grow in a random nearby area]], causing those effects to consume fewer (or no) turns | |||
* At level 17 or higher, mental actions will cost no energy, basically granting as many free turns as the creature has mental actions. This combos well with {{favilink|Light Manipulation}}. | |||
=== Disadvantages === | === Disadvantages === | ||
* Moderate cost on character generation | * Moderate cost on character generation | ||
* Halves {{AV}}AV and {{DV}}DV bonuses from equipment worn on the head and face, requiring the player to wear twice as many pieces for the same bonuses | * Halves {{AV}}AV and {{DV}}DV bonuses from equipment worn on the head and face, requiring the player to wear twice as many pieces for the same bonuses | ||
==Creatures with Two-headed== | |||
{{Creatures with the mutation|Two-headed}} | |||
{{References|2.0.204.51}} | |||
{{Mutation Navbox}} | {{Mutation Navbox}} |