Madpole: Difference between revisions

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(Updated by syntaxaire with game version 2.0.199.5 using QBE v1.0rc2)
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<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
{{As Of Patch|2.0.199.5}}
{{Character
{{Character
| title = {{Qud text|madpole}}
| title = {{Qud text|madpole}}
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| ma = 0
| ma = 0
| id = Madpole
| id = Madpole
| tier = 5
| colorstr = &amp;W
| colorstr = &amp;W
| renderstr = α
| renderstr = α
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| categories = Fish
| categories = Fish
}}
}}
 
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[[Category:Fish]]
{{name|plural}} are [[fish]] that live in the rivers throughout Qud. They specialize in [[dismember]]ing enemies and have an aggressive base demeanor, meaning that a creature must have greater than or equal to +250 reputation for them to not attack.
{{name|plural}} are [[fish]] that live in the rivers throughout Qud. They specialize in [[dismember]]ing enemies and have an aggressive base demeanor, meaning that a creature must have greater than or equal to +250 reputation for them to not attack.



Revision as of 21:03, 19 April 2020

This information is reliable as of patch 2.0.199.5. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.199.5.
madpole
Madpole.png
Character

α

ID?Use this ID to Wish for madpole

Madpole

Faction

fish (Loved100 Reputation)

Demeanor

aggressive

Gender

neuter

Tier

5

Inventory
Inventory
Skills
Skills
Mutations
Mutations
Corpse Dropped

madpole corpse(favilink error!) (100%)

Role

Minion

Spawns in

Water_Creatures


Extra info:
  • This creature is aquatic.
madpole

The distended jaw of this large aureolin fish is lined with wicked, blade-like teeth. You shudder to imagine what sort of terrible amphibious fiend the madpole might one day become.

Perfect

madpoles are fish that live in the rivers throughout Qud. They specialize in dismembering enemies and have an aggressive base demeanor, meaning that a creature must have greater than or equal to +250 reputation for them to not attack.

On every attack by a madpole, the defending creature must make a Agility save of difficulty 15. If this fails, the creature will be latched onto by the madpole for 3d43-12 (Avg: 7.5) turns, giving the madpole and additional attack on the creature every turn and requiring a strength save of 15 every time the creature attempts to move. The creature must successfully save with strength, difficulty 15 in order to break free from their jaws.[1] In combination of berserk, this makes dismembering two limbs in one turn possible.

If they become covered in blood or enter a cell that contains blood, the madpole will go berserk for 10 turns. [2]

The madpole is frenzied by the scent of blood!

This will give them a 100% chance to dismember with their jaws. Since the bleeding is usually from losing a limb in the first place, a swarm of madpoles will make quick work of any creature.

Tips

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

See Also

References

  1. XRL.World.Parts.LatchesOn
  2. XRL.World.Parts.Madpole