Mass Mind

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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.
Mass Mind
Category

Mental

Cost

4

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

MassMind

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

no

Mass Mind

You tap into the aggregate mind and steal power from other espers.

Refreshes all mental mutations
Cooldown: (level based)
Cooldown is not affected by Willpower.
Each use attracts slightly more attention from psychic interlopers.
Small chance each round for another esper to steal your powers
-200 reputation with the Seekers of the Sightless Way

Mass Mind is a mental mutation that allows the player to steal power from other espers, refreshing the cooldown of all of the player's mental mutations. However, possessing Mass Mind also allows other espers to do the same.

Mass Mind grants the "Tap the Mass Mind" activated ability, which, when used, will set the cooldown of all of the player's mental mutations to 0 and place Mass Mind on cooldown for a mutation level based number of rounds. This cooldown period is not modified by the player's Willpower bonus.

Each use of Mass Mind will also raise the player's Glimmer by 1 point. This causes psychic assassins to become more powerful and numerous, and the chance to encounter them becomes higher.

Every round, players with Mass Mind have a small mutation level based chance for their own powers to be stolen, causing their mental mutations to be placed on cooldown for 8d108-80 (Avg: 44) rounds. This cooldown period is modified by the player's Willpower.

Despite the description claiming the player is stealing power from other espers and vice versa, espers located on the same map as the player cannot have their abilities placed on cooldown by Mass Mind, nor will a creature on-screen that uses Mass Mind cause the player's own abilities to go on cooldown.

If the user is shimmering due to consuming Eater's flesh, they will be unable to use Mass Mind or have their powers stolen by other espers.

Formulas

The following formula is used to determine cooldown and the chance for other espers to steal the player's powers based on mutation level.

Cooldown
550 - 50 × Level
Stolen Power Chance
(0.13 - 0.005 × Willpower Bonus - 0.0065 × Level) × 100.0

Every turn, a random number between 1 and 10,000 will be generated. If that number is smaller than the stolen power chance, the player's powers will be stolen.

Additionally, cooldown cannot be lower than 100 rounds.

Advancement Table

Mutation Level Cooldown
1 500 rounds
2 450 rounds
3 400 rounds
4 350 rounds
5 300 rounds
6 250 rounds
7 200 rounds
8 150 rounds
9 100 rounds
10 100 rounds
Mutation Level Cooldown
11 100 rounds
12 100 rounds
13 100 rounds
14 100 rounds
15 100 rounds
16 100 rounds
17 100 rounds
18 100 rounds
19 100 rounds
20 100 rounds
Mutation Level Cooldown
21 100 rounds
22 100 rounds
23 100 rounds
24 100 rounds
25 100 rounds
26 100 rounds
27 100 rounds
28 100 rounds
29 100 rounds
30 100 rounds

Advantages & Disadvantages

Advantages

  • Can allow the player to use mental mutations twice in a row, especially useful for one's with very long cooldowns
  • Works on all of the player's mental mutations at once
  • Each use increases Glimmer, which can be useful for farming Ego

Disadvantages

  • High cost at character creation
  • Very long cooldown that isn't affected by Willpower and cannot be lower than 100 rounds
  • Small chance every round for all of the player's mental mutations to go on cooldown
  • Each use increases Glimmer, which can be dangerous, as it causes psychic assassins to be more powerful and numerous