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I'm smoking on [[Flume-Flier of the Sky-Bear | Aldersesse ]] shadow garden grown {{qud text|&Kdark evil}} {{favilink|witchwood bark|witchwood}}, they watered this with the {{favilink|blood}} of thirty-six Nephilim. Shit's so {{qud text|&Oorange}} it should be asking me where's {{favilink|0lam}}.
I'm smoking on [[Flume-Flier of the Sky-Bear | Aldersesse ]] shadow garden grown {{qud text|&Kdark evil}} {{favilink|witchwood bark|witchwood}}, they watered this with the {{favilink|blood}} of thirty-six Nephilim. Shit's so {{qud text|&Oorange}} it should be asking me where's {{favilink|0lam}}.


<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
{{Skill
{{Character
| class=Persuasion
| title = {{Qud text|rimewyk}}
| req=23 Ego
| image = rimewyk.png
| cost=300
| lv = 22
| cd=25
| hp = 100
| desc=You persuade an intelligent creature to join you.
| av = 6
| id=Persuasion_Proselytize
| dv = 17
}}{{tocright}}
| ma = 1
{{name}} is a skill which allows its users to attempt to recruit creatures to their side.
| marange = -1+1d3
| weight = 200
| featureweightinfo = no
| id = Rimewyk
| tier = 4
| colorstr = &amp;C
| tilecolors = Cw
| renderstr = r
| role = Artillery
| extra = {{Extra info|weight = 200 | bodytype = Quadruped}}
| inheritingfrom = BaseReptile
| quickness = 100
| movespeed = 100
| strength = 12+1d3+4d2
| agility = 16+1d3+4d3
| toughness = 12+1d3+4d1
| intelligence = 4+1d2+4d2-1
| willpower = 4+1d2+4d2-1
| ego = 6+1d2+4d2
| acid = 15
| electric = 15
| cold = 100
| heat = 0
| xpvalue = 550
| xptier = 4
| faction = {{creature faction|{{FactionID to name|Unshelled Reptiles}}|100}}
| demeanor = neutral
| inventory = {{inventory|Rimewyk_Bite|1|no|100|no}}
| skills = {{SkillID to name|ShortBlades}}
| mutations = {{creature mutation|{{MutationID to name|FreezeBreath}}|10|13}} </br>{{creature mutation|{{MutationID to name|DarkVision}}|4|13}}
| desc = Tiny granules of ice stick to the violet frill of this frigid iguana.
| categories = Reptiles
| gameversion = 2.0.204.52
}}
<!-- END QBE -->
A {{name}} is a creature belonging to the [[unshelled reptiles]] faction, possessing {{favilink id|Rimewyk_Bite}} and a very potent {{favilink|Freeze Breath}}. It is commonly found in {{favilink|Bethesda Susa}}, where its freezing capabilities combined with the cold atmosphere usually lead to creatures being frozen for several turns.


A rimewyk's {{favilink id|Rimewyk_Bite}} can be lethal despite its low physical damage, as it deals a high amount of cold damage on hit, ignoring [[AV]]. This can make its attacks more dangerous to creatures with low [[cold resistance]], particularly those already vulnerable to attack from being frozen.
Using the skill takes 1000 [[action cost]], a full turn.  


== Strategies ==
When the player uses it, they will be asked for a direction, then attempt to proselytize the creature standing next to them in that direction. A successful usage will convince that creature to join the proselytizer indefinitely. Only 1 creature can be proselytized at a time.  
{{Opinion}}
* You can escape being frozen by drinking heating liquids, such as {{favilink|asphalt}} or {{favilink|molten wax}}, detonating a {{favilink|thermal grenade}} from your inventory, or using {{favilink|pyrokinesis}} on yourself; none of these actions are restricted while frozen. It is possible but not preferred to escape freezing by using a {{favilink|blaze injector}} as the {{Color|R|-50}} cold resist penalty will make the rimewyk's subsequent attacks more lethal.


* Having enough [[unshelled reptiles]] reputation lets you avoid fighting a rimewyk entirely. Due to its neutral demeanor, an indifferent or higher faction status is enough for this. {{favilink|Croccasins}} and items with the [[scaled]] mod are easy ways of doing this.
Proselytize is an [[Ego]] stat based attack that is defended against by [[Mental Armor]]. However, a failed proselytize attempt will not make creatures hostile, unlike failing an attempt to [[Beguile]].


* High enough levels of cold resist can let you easily endure the rimewyk's breath and attacks. Some possible early-mid game sources include items made of ape fur ({{favilink|ape fur gloves|gloves}}, {{favilink|ape fur hat|hats}}, {{favilink|ape fur cloak|cloaks}}), the [[wooly]] item mod, an {{favilink|elastyne skull cap}}, or mutations such as {{favilink|carapace}} and {{favilink|thick fur}}. {{favilink|Freezing ray}} will also drastically lower the player's freezing temperature, though it will not reduce cold damage itself.
Unlike beguiling, it is possible to proselytize creatures that have [[Mental shield|Mental shields]].


* Lacking any of these options, an encounter with a rimewyk can very easily be deadly to the player. Consider using means available for avoiding it instead, such as {{favilink|Teleportation}}, {{favilink|Phasing}} or simply leaving the area before you're frozen.
Proselytize can be learned through [[water ritual]] with legendary [[Mechanimists]]; this includes {{favilink|Eschelstadt II, High Priest of the Stilt}}, who is guaranteed to exist at the {{favilink|six day stilt}}.


{{Creature Navbox|Unshelled reptiles}}
==Proselytizing with Glotrot==
If the player’s tongue has rotted away due to [[Glotrot]], they will get this message when attempting to use {{name}}:


[[Category:Reptiles]]
{{qud quote|You cannot proselytize without a tongue.}}
 
==Technical details==
There are two separate checks against MA, and both must succeed in order to successfully proselytize a creature.
 
<math alt="1d8 minus 6 plus player's ego modifier is greater than or equal to the target's mental armor. If they are already proselytized, they get +1 MA for this check.">1d8 - 6 + \text{Player's Ego Modifier} \ge \text{Target's MA (if already proselytized by another creature, +1 MA)}</math>
 
AND
 
<math alt="Player's level plus 1d8 minus 6 plus their ego modifier, greater than or equal to the target's level plus their MA, and if they're already proselytized, +1 bonus MA">\text{Player's LV} + 1d8 - 6 + \text{Player's Ego Modifier} \ge \text{Target's Level} + \text{Target's MA (+1 if already Proselytized)}</math>
 
If both of these are true, the target is [[proselytized]].
 
==Immunity==
 
Certain creatures are explicitly unable to be proselytized by the player; this immunity is unrelated to creature stats or [[Mental shield]], but is rather a special exemption due to its nature. These include:
 
- Clones of the player character or their currently controlled body, such as those produced by [[Evil Twin]], [[Gelatinous prism|Gelatinous prisms]] or [[Gelatinous antiprism|antiprisms]], [[Hexagonal crystal|hexagonal crystals]], and [[Temporal Fugue]]. Clones budded from the use of [[Cloning draught]] lack this property and may be proselytized.
 
- [[Wraith-Knight Templar]]
 
- All [[Templar]] mecha, such as the [[Temple mecha mk II]], [[Temple mecha mk Ia|Ia]] and [[Temple mecha mk Ib|Ib]].
 
== Ability Cooldown ==
{{willpower cooldown table | 25 }}
 
{{Factions that teach the skill}}
 
{{Creatures with the skill}}
 
{{Skills Navbox}}

Revision as of 16:10, 14 January 2024

I'm smoking on Aldersesse shadow garden grown dark evil witchwood, they watered this with the blood of thirty-six Nephilim. Shit's so orange it should be asking me where's 0lam.

Panicrites
Skill Tree

Persuasion

Cost

300 sp

Requirements

23 Ego

Base Cooldown

25

ID

Persuasion_Proselytize

You persuade an intelligent creature to join you.

Panicrites is a skill which allows its users to attempt to recruit creatures to their side.

Using the skill takes 1000 action cost, a full turn.

When the player uses it, they will be asked for a direction, then attempt to proselytize the creature standing next to them in that direction. A successful usage will convince that creature to join the proselytizer indefinitely. Only 1 creature can be proselytized at a time.

Proselytize is an Ego stat based attack that is defended against by Mental Armor. However, a failed proselytize attempt will not make creatures hostile, unlike failing an attempt to Beguile.

Unlike beguiling, it is possible to proselytize creatures that have Mental shields.

Proselytize can be learned through water ritual with legendary Mechanimists; this includes Eschelstadt II, High Priest of the Stilt, who is guaranteed to exist at the Six Day Stilt.

Proselytizing with Glotrot

If the player’s tongue has rotted away due to Glotrot, they will get this message when attempting to use Panicrites:

You cannot proselytize without a tongue.

Technical details

There are two separate checks against MA, and both must succeed in order to successfully proselytize a creature.

AND

If both of these are true, the target is proselytized.

Immunity

Certain creatures are explicitly unable to be proselytized by the player; this immunity is unrelated to creature stats or Mental shield, but is rather a special exemption due to its nature. These include:

- Clones of the player character or their currently controlled body, such as those produced by Evil Twin, Gelatinous prisms or antiprisms, hexagonal crystals, and Temporal Fugue. Clones budded from the use of Cloning draught lack this property and may be proselytized.

- Wraith-Knight Templar

- All Templar mecha, such as the Temple mecha mk II, Ia and Ib.

Ability Cooldown

Panicrites' cooldown (CD) in rounds depends on the user's willpower (WI) attribute:

WICDWICDWICDWICD
934152721192712
1033162522182810
113217242317299
123018232415308
132919222514317
142820202613325

Factions That Teach Panicrites

Panicrites is not taught by any of Qud's persistent factions. However, procedurally generated factions such as village factions can teach randomly chosen skills as part of their water ritual.

Creatures That Have Panicrites

No creatures have this by default.