Flaming Ray

Revision as of 02:06, 2 October 2020 by Jakusio (talk | contribs)
As of Patch This information is reliable as of patch 2.0.201.44.
Flaming Ray
Category

Physical

Cost

5

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

Hands, Feet, Face

Location Equippable?Whether equipment can be worn
on top of the mutated body part

yes

ExclusionsOther mutations that cannot be
selected with this mutation

Freezing Ray

VariantsThe Customize options that may
be selected for this mutation

Hands, Feet, Face

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

Flaming Ray

You emit a ray of flame from your hands.

Emits a 9-square ray of flame in the direction of your choice.
Damage: (level based)
Cooldown: 10 rounds
Melee attacks heat opponents by (level based) degrees

Flaming Ray is a physical mutation that grants the ghostly flames natural body equipment on the limb of your choosing, allowing you to emit a flaming ray from that limb. On character creation, the player can Customize to select between the Hands, Feet, and Face.

Hitting a creature with a flaming ray deals Heat damage and forces a Temperature change of 310 + 25 * (Mutation Level). If the user hits a target with a melee attack instead, they will change the target's temperature by (2 * Mutation level)d8 degrees. This attack does not need to penetrate, and does not need to be made by the limb Flaming Ray is located on.

Flaming Ray allows creatures to wear equipment in it's designated limb's slot and will continue to function even if that limb is covered. Losing the limb Flaming Ray is located on will result in losing the mutation's abilities until the limb is restored.

If a creature somehow has multiple Flaming Rays, the damage increase is only +1 for each additional iteration.

Advancement Table

Mutation Level Damage Temperature Change Melee Temperature Change
1  1d1+4 335° 2d8
2  2d1+4 360° 4d8
3  3d1+4 385° 6d8
4  4d1+4 410° 8d8
5  5d1+4 435° 10d8
6  6d1+4 460° 12d8
7  7d1+4 485° 14d8
8  8d1+4 510° 16d8
9  9d1+4 535° 18d8
10  10d1+4 560° 20d8
11  11d1+4 585° 22d8
12  12d1+4 610° 24d8
13  13d1+4 635° 26d8
14  14d1+4 660° 28d8
15  15d1+4 685° 30d8
Mutation Level Damage Temperature Change Melee Temperature Change
16  16d1+4 710° 32d8
17  17d1+4 735° 34d8
18  18d1+4 760° 36d8
19  19d1+4 785° 38d8
20  20d1+4 810° 40d8
21  21d1+4 835° 42d8
22  22d1+4 860° 44d8
23  23d1+4 885° 46d8
24  24d1+4 910° 48d8
25  25d1+4 935° 50d8
26  26d1+4 960° 52d8
27  27d1+4 985° 54d8
28  28d1+4 1010° 56d8
29  29d1+4 1035° 58d8
30  30d1+4 1060° 60d8

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
  • 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
  • Turns creatures to ash on death
    • Defeated creatures will not drop a corpse, so they cannot be butchered
    • Defeated creatures will still drop items on death
  • Can destroy valuable items on the ground
  • Prevents the player from taking the Freezing Ray mutation

References