Flaming Ray: Difference between revisions
(multiple hands = more damage) |
(formatting, add temperature) |
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{{As Of Patch|2.0.200.88}} | |||
{{Mutation | {{Mutation | ||
| title = {{PAGENAME}} | | title = {{PAGENAME}} | ||
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| realitydistort =no | | realitydistort =no | ||
}} | }} | ||
Flaming hands is a physical mutation that takes up the hands slot, preventing armor from being equipped there. The default bonus damage is the number of "Hands" slots (not left/right hand) that that mutant has. This means by default it will be +1, but those with [[Multiple Arms]] will have the bonus damage be +2.<ref>XRL.World.Parts.Mutation.FlamingHands.cs</ref> | Flaming hands is a physical mutation that takes up the hands slot, preventing armor from being equipped there. When activated, the ghostly flames will emit a straight line of fire that deals [[Damage Type#Heat|Heat]] damage as well as increase [[Temperature]]. The default bonus damage is the number of "Hands" slots (not left/right hand) that that mutant has. This means by default it will be +1, but those with [[Multiple Arms]] will have the bonus damage be +2.<ref>XRL.World.Parts.Mutation.FlamingHands.cs</ref> The temperature increase each level is 310 + 25 * Level. This does not affect phased creatures, including their temperature. | ||
== Advancement Table == | == Advancement Table == | ||
Where the bonus is the number of "Hands" slots (default 1): | |||
{| class="wikitable" | {| class="wikitable" | ||
!Mutation Level | !Mutation Level | ||
!Damage | !Damage | ||
!Temperature Increase | |||
|- | |- | ||
|1 | |1 | ||
|1d4+ | |{{Damage|1d4}}+Bonus | ||
|{{T|335}} | |||
|- | |- | ||
|2 | |2 | ||
|2d4+ | |{{Damage|2d4}}+Bonus | ||
|{{T|360}} | |||
|- | |- | ||
|3 | |3 | ||
|3d4+ | |{{Damage|3d4}}+Bonus | ||
|{{T|385}} | |||
|- | |- | ||
|4 | |4 | ||
|4d4+ | |{{Damage|4d4}}+Bonus | ||
|{{T|410}} | |||
|- | |- | ||
|5 | |5 | ||
|5d4+ | |{{Damage|5d4}}+Bonus | ||
|{{T|435}} | |||
|- | |- | ||
|6 | |6 | ||
|6d4+ | |{{Damage|6d4}}+Bonus | ||
|{{T|460}} | |||
|- | |- | ||
|7 | |7 | ||
|7d4+ | |{{Damage|7d4}}+Bonus | ||
|{{T|485}} | |||
|- | |- | ||
|8 | |8 | ||
|8d4+ | |{{Damage|8d4}}+Bonus | ||
|{{T|510}} | |||
|- | |- | ||
|9 | |9 | ||
|9d4+ | |{{Damage|9d4}}+Bonus | ||
|{{T|535}} | |||
|- | |- | ||
|10 | |10 | ||
|10d4+ | |{{Damage|10d4}}+Bonus | ||
|{{T|560}} | |||
|} | |} | ||
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* Can set enemies on fire, causing them to take more damage | * Can set enemies on fire, causing them to take more damage | ||
* Can be used over water to create clouds of [[Scalding steam|Scalding Steam]] which will linger and damage creatures which enter them. | * Can be used over water to create clouds of [[Scalding steam|Scalding Steam]] which will linger and damage creatures which enter them. | ||
* Like all heat inducing abilities, can evaporate harmful liquids like {{favilink|acid}} or {{favilink|black ooze}} to avoid stepping on them. | |||
=== Disadvantages === | === Disadvantages === |
Revision as of 03:28, 22 August 2020
This information is reliable as of patch 2.0.200.88. If this is no longer the current patch, you can help by updating it. |
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 |
You emit jets of flame from your hands.
Emits a 9-square ray of flame in the direction of your choice
Cooldown: 10 rounds
Damage: (Level)d4+(Num Hands)
Cannot wear gloves
Flaming hands is a physical mutation that takes up the hands slot, preventing armor from being equipped there. When activated, the ghostly flames will emit a straight line of fire that deals Heat damage as well as increase Temperature. The default bonus damage is the number of "Hands" slots (not left/right hand) that that mutant has. This means by default it will be +1, but those with Multiple Arms will have the bonus damage be +2.[1] The temperature increase each level is 310 + 25 * Level. This does not affect phased creatures, including their temperature.
Advancement Table
Where the bonus is the number of "Hands" slots (default 1):
Mutation Level | Damage | Temperature Increase |
---|---|---|
1 | 1d41-4 (Avg: 2.5)+Bonus | 335° |
2 | 2d42-8 (Avg: 5)+Bonus | 360° |
3 | 3d43-12 (Avg: 7.5)+Bonus | 385° |
4 | 4d44-16 (Avg: 10)+Bonus | 410° |
5 | 5d45-20 (Avg: 12.5)+Bonus | 435° |
6 | 6d46-24 (Avg: 15)+Bonus | 460° |
7 | 7d47-28 (Avg: 17.5)+Bonus | 485° |
8 | 8d48-32 (Avg: 20)+Bonus | 510° |
9 | 9d49-36 (Avg: 22.5)+Bonus | 535° |
10 | 10d410-40 (Avg: 25)+Bonus | 560° |
Advantages & Disadvantages
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.
- Like all heat inducing abilities, can evaporate harmful liquids like acid or black ooze to avoid stepping on 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