Flaming Ray
Flaming Ray
Category
|
Physical |
|---|---|
Cost
|
5 |
Body LocationThe body part(s) where this
mutation can be located |
Hands |
ExclusionsOther mutations that cannot be
selected with this mutation |
|
ID?Use this ID to wish for the mutation
(example: mutation:FlamingHands) |
FlamingHands |
Reality DistortingReality distorting mutations
cannot be used under the effects of normality. |
no |
If a creature somehow has multiple Flaming Hands, the damage increase is only +1 for each additional Flaming Hands.[1]
Advancement Table
| Mutation Level | Damage |
|---|---|
| 1 | 1d4+1 |
| 2 | 2d4+1 |
| 3 | 3d4+1 |
| 4 | 4d4+1 |
| 5 | 5d4+1 |
| 6 | 6d4+1 |
| 7 | 7d4+1 |
| 8 | 8d4+1 |
| 9 | 9d4+1 |
| 10 | 10d4+1 |
Advantages & Disadvantages
This section is opinion-based. Your mileage may vary.
Advantages
- Deals fairly high area damage
- Very low cooldown
- Can set enemies on fire, causing them to take more damage
- Can be used over water to create clouds of Scalding Steam which will linger and damage creatures which enter them.
Disadvantages
- High cost at character generation
- Can destroy valuable items on the ground
- Prevents the player from taking the Freezing Hands or Burrowing Claws mutations
- Prevents the player from wearing gloves, and gives no AV or DV to compensate
References
- ↑ XRL.World.Parts.Mutation.FlamingHands.cs