Two-headed: Difference between revisions
remove shake off chance, its a flat 50 now |
m Add alias to fix queries |
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{{Mutation | {{Mutation | ||
| title = {{PAGENAME}} | | title = {{PAGENAME}} | ||
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| 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 {{Qud shader|C|5 * Level + 15}} lower action costs | 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 | {{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. | Creatures that start with the {{Name}} mutation have a chance to have separate names for each head. | ||
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|} | |} | ||
== 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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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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* 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 | * 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 | ||
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==Creatures with Two-headed== | ==Creatures with Two-headed== | ||
{{Creatures with the mutation|Two-headed}} | {{Creatures with the mutation|Two-headed}} | ||
{{References|2.0.204.51}} | |||
{{Mutation Navbox}} | {{Mutation Navbox}} |