Carapace: Difference between revisions

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(Provided some of the missing information requested.)
(Added information regarding immobilization.)
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| desc = +(3 Floor(Level / 2)) AV\n-(7 - Ceiling(Level / 2)) DV\n+(5 + 5 * Level) Heat Resistance\n+(5 + 5 * Level) Cold Resistance\nYou may tighten your carapace to receive double the AV bonus\nCannot wear armor\n+400 reputation with &Ctortoises&y\n(35 - Level * 2)% chance of becoming immobilized when knocked prone
| desc = +(3 Floor(Level / 2)) AV\n-(7 - Ceiling(Level / 2)) DV\n+(5 + 5 * Level) Heat Resistance\n+(5 + 5 * Level) Cold Resistance\nYou may tighten your carapace to receive double the AV bonus\nCannot wear armor\n+400 reputation with &Ctortoises&y\n(35 - Level * 2)% chance of becoming immobilized when knocked prone
| realitydistort = no
| realitydistort = no
}}Tightening one's carapace is an action that takes one standard turn length, doubling the AV bonus the carapace gives (at the base level, this will add an additional 3 AV); however, most non-mental actions (e.g. moving, attacking, using [[Stinger (Poisoning Venom)|Sting]] or applying injectors; oddly, beginning sprinting is excluded from this) and some mental actions (including but not limited to use of [[Teleportation]]) will loosen the carapace, as will waiting more than one turn.{{Missing info|Need a description of how being immobilized works}}
}}Tightening one's carapace is an action that takes one standard turn length, doubling the AV bonus the carapace gives (at the base level, this will add an additional 3 AV, while at mutation level 10, this will add 8 AV); however, most non-mental actions (e.g. moving, attacking, using [[Stinger (Poisoning Venom)|Sting]] or applying injectors; oddly, beginning sprinting is excluded from this) and some mental actions (including but not limited to use of [[Teleportation]]) will loosen the carapace, as will waiting more than one turn.


When one is knocked prone, one has a chance to be immobilized instead, which prevents the player from moving or standing up (which is to say alleviating the penalties imposed by the prone status); recovering from Immobilized requires the player to succeed at an Agility [[save]] with a target of 20; this target is reduced by 1 every 5 turns.
== Advancement Table ==
== Advancement Table ==
{| class="wikitable"
{| class="wikitable"

Revision as of 15:04, 24 April 2020

Carapace
Carapace.png
Category

Physical

Cost

4

Body LocationThe body part(s) where this
mutation can be located

Body

ExclusionsOther mutations that cannot be
selected with this mutation

Quills

ID?Use this ID to wish for the mutation
(example: mutation:Carapace)

Carapace

Reality DistortingReality distorting mutations
cannot be used under
the effects of normality.

no

Carapace

+(3 Floor(Level / 2)) AV
-(7 - Ceiling(Level / 2)) DV
+(5 + 5 * Level) Heat Resistance
+(5 + 5 * Level) Cold Resistance
You may tighten your carapace to receive double the AV bonus
Cannot wear armor
+400 reputation with tortoises
(35 - Level * 2)% chance of becoming immobilized when knocked prone

Tightening one's carapace is an action that takes one standard turn length, doubling the AV bonus the carapace gives (at the base level, this will add an additional 3 AV, while at mutation level 10, this will add 8 AV); however, most non-mental actions (e.g. moving, attacking, using Sting or applying injectors; oddly, beginning sprinting is excluded from this) and some mental actions (including but not limited to use of Teleportation) will loosen the carapace, as will waiting more than one turn.

When one is knocked prone, one has a chance to be immobilized instead, which prevents the player from moving or standing up (which is to say alleviating the penalties imposed by the prone status); recovering from Immobilized requires the player to succeed at an Agility save with a target of 20; this target is reduced by 1 every 5 turns.

Advancement Table

Mutation Level AV Bonus DV Penalty Heat Resist Cold Resist Immobilization Chance
1 ♦3 ○-6 +10 +10 33%
2 ♦4 ○-6 +15 +15 31%
3 ♦4 ○-5 +20 +20 29%
4 ♦5 ○-5 +25 +25 27%
5 ♦5 ○-4 +30 +30 25%
6 ♦6 ○-4 +35 +35 23%
7 ♦6 ○-3 +40 +40 21%
8 ♦7 ○-3 +45 +45 19%
9 ♦7 ○-2 +50 +50 17%
10 ♦8 ○-2 +55 +55 15%

Advantages & Disadvantages

This section is opinion-based. Your mileage may vary.

Advantages

  • Gives excellent armor which scales extremely well with level.
  • Gives heat resist and cold resist which scale well with level.
  • Completely weightless.
  • Causes members of the Tortoise faction to start friendly to the player.
  • At 10th level, is equivalent to a zetachrome lune with a higher heat and cold resistance and no acid/electric resistance.

Disadvantages

  • At low levels, the DV penalty is strong enough to outweigh the AV bonus.
  • Recovering from prone may take longer.
  • Permanently takes up the player's body slot.