Two-headed: Difference between revisions

remove shake off chance, its a flat 50 now
Myrsta (talk | contribs)
m Add alias to fix queries
 
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{{As Of Patch|2.0.204.51}}
{{Mutation
{{Mutation
| title = {{PAGENAME}}
| title = {{PAGENAME}}
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| cost = 3
| cost = 3
| id = TwoHeaded
| id = TwoHeaded
| code =b3
| 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 the player an extra [[List of Body Parts#Head|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.
{{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.


The extra head granted by this mutation has an equip-able slot as a normal head does, as well as granting an additional [[List of Body Parts#face|face]] slot. However, {{AV}}[[AV]] and {{DV}}[[DV]] values granted by helmets and masks will be averaged across the two heads, meaning the player will have to wear two equipment pieces of the same type in order to gain the same {{AV}}AV and {{DV}}DV as normal. This does not affect [[Attributes|Attribute]] bonuses granted by equipment, such as the [[Ego]] granted by wearing a {{favilink|Knollworm skull}}.
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 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 the player a 50% chance to "shake off" a mental status effect; see [[#Effects Affected|Effects Affected]], below. These effects have a chance to either be removed immediately upon contracting them or every turn that the player has them for.  
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}}