Light Manipulation: Difference between revisions

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A creature with this mutation can gain up to as many Lase charges as their maximum light radius, which increases by 1 every two levels.
A creature with this mutation can gain up to as many Lase charges as their maximum light radius, which increases by 1 every two levels.


One Lase charge is regenerated every 15 turns. This does not scale with level or [[willpower]] and it is not measure from the last turn that a charge was fired - the timer runs continuously every 15 turns regardless of when any charges were fired.
One Lase charge is regenerated every 15 turns. This does not scale with level or [[willpower]] and it is not measured from the last turn that a charge was fired - the timer runs continuously every 15 turns regardless of when any charges were fired.


{| class="wikitable"
{| class="wikitable"

Revision as of 20:11, 29 October 2020

This information is reliable as of patch 2.0.201.47. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.201.47.
Light Manipulation
Category

Mental

Cost

4

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

LightManipulation

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

no

Light Manipulation

You manipulate light to your advantage.

You produce ambient light within a radius of (level based)
You may focus the light into a laser beam (doing so reduces the radius of your ambient light by 1)
Laser damage increment: (level based)
Laser penetration bonus: (level based)
Ambient light radius increases by 1 every 15 rounds until it reaches its maximum value
(level based)% chance to reflect light-based damage

Light Manipulation is a mutation that allows its user to fire damaging pulses of light, and to generate ambient light around them while they have lase charges remaining.

A creature with this mutation can gain up to as many Lase charges as their maximum light radius, which increases by 1 every two levels.

One Lase charge is regenerated every 15 turns. This does not scale with level or willpower and it is not measured from the last turn that a charge was fired - the timer runs continuously every 15 turns regardless of when any charges were fired.

Mutation Level Damage PV Maximum Charges/Light Radius Percent Chance to Reflect
1 1d3 4 4 13%
2 1d4 4 5 16%
3 1d5 5 5 19%
4 1d4+1 5 6 22%
5 1d5+1 6 6 25%
6 1d4+2 6 7 28%
7 1d5+2 7 7 31%
8 1d4+3 7 8 34%
9 1d5+3 8 8 37%
10 1d5+4 8 9 40%

Formulas

The following formulas are used to determine damage and AV based on mutation level.[1]

Formula Applicable Levels
Damage
1d5+(Level - 6)
Level 10+
PV
4 + Floor((Level - 1) / 2)
All levels
Maximum Charges/Light Radius
4 + Floor(Level / 2)
All levels
Reflect Chance
(3 × Level + 10)%
All levels

Tips

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

Advantages

  • Never misses and has infinite range.
  • Provides light without taking up an equipment slot, as other Light Sources do.
  • Decent early-game damage and PV which scales with level.

Disadvantages

  • Light radius is small at low levels.
  • It is difficult to use Light Manipulation as both a weapon and a light source at the same time.
  • Use of Mass Mind is the only way to regenerate charges more quickly.
  • Cannot fire through forcefields.
  • PV and damage scale poorly in the late game unless the mutation is leveled to 20-25 through ego modifier.

References

  1. XRL.World.Parts.Mutation.LightManipulation