Heightened Hearing: Difference between revisions

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==Chance of Identification==
==Chance of Identification==
If:
The formula for the chance of correctly identifying a creature is
<math alt="">\text{Random}(1, 100) < \frac{100 + 10 * \text{Level}}{(\text{distance to listener} + 9)^2 * 100}</math>  
<math alt="">\frac{(100 + 10 \times \text{Level})\times 100}{(\text{distance to listener} + 9)^2}%</math>  


is true, the creature is identified as their tile.<ref>XRL.World.Parts.Effects.HeightenedHearingEffect.cs</ref> If not, a {{qud char|&amp;W|?}} is displayed instead.
If this percentage is greater than a random roll between 1 and 100, the creature is identified as their tile.<ref>XRL.World.Parts.Effects.HeightenedHearingEffect.cs</ref> If not, a {{qud char|&amp;W|?}} is displayed instead.


==References==
==References==

Revision as of 14:17, 13 August 2019

Heightened Hearing
Category

Physical

Cost

2

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

HeightenedHearing

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

no

Heightened Hearing

You are possessed of unnaturally acute hearing.

You detect the presence of creatures within a radius of (3+Level*2,40 if max)
Chance to identify nearby detected creatures

If Heightened Hearing is leveled to 10, the entire screen gets affected. Unlike Clairvoyance, Heightened Hearing cannot detect anything other than creatures. However, it is automatically activated, does not run out, and does not require a turn to cast.

Chance of Identification

The formula for the chance of correctly identifying a creature is

If this percentage is greater than a random roll between 1 and 100, the creature is identified as their tile.[1] If not, a ? is displayed instead.

References

  1. XRL.World.Parts.Effects.HeightenedHearingEffect.cs