Mental Armor (MA): Difference between revisions

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{{qud quote|Your mental armor (MA) is a measurement of how well protected you are against mental attacks, much as your armor value is a measurement of how well protected you are from physical attacks. The higher your score, the less likely an opponent's mental attack will have a severe effect on you. Your MA is modified by your Willpower modifier. Most characters start with a base MA of 4.|[[Ten Things You Should Do When You Start to Play]]}}
{{qud quote|Your mental armor (MA) is a measurement of how well protected you are against mental attacks, much as your armor value is a measurement of how well protected you are from physical attacks. The higher your score, the less likely an opponent's mental attack will have a severe effect on you. Your MA is modified by your Willpower modifier. The effective default value for MA is 4. MA is a hidden stat, and if displayed in a debug window it will typically be 0. This score is then increased by 4 for calculations involving MA. |[[Ten Things You Should Do When You Start to Play]]}}
 
{{name}} is a creature's primary protection against psychic attacks including [[Confusion]], [[Sunder Mind]] and [[psionic]] weapons.  Base MA is calculated from the creature's [[Willpower]] bonus. Against psychic damage attacks, it functions identically to [[AV]] against physical attacks.
 
Total mental armor is calculated as <math alt="Total MA equals 4 plus Willpower Mod plus bonus MA">\text{Total MA} = 4 + \text{Willpower Mod} + \text{Bonus MA}</math>{{Code Reference|namespace=XRL.Rules|class=Stats|method=GetCombatMA}}, where "Willpower Mod" is the [[Attributes#Attribute Modifiers|attribute modifier]] corresponding to Willpower.
 
There are a limited number of ways for the player to boost {{name}} ("Bonus MA" in the formula above). Some of those options include:
 
* The [[Mental Mirror]] mutation adds a <math alt="3 plus Mutations Level">3 + \text{Mutation Level}</math> bonus to MA and reflects blocked mental attacks. However, this only applies to one attack per cooldown.
* Cooking with {{favilink|lah petals}}
* Cooking a meal which is [[Taste-based cooking effects|tasty]]
* Wearing a {{favilink|psychic meridian}}
* Increasing the [[Willpower]] attribute, such as by:
** Gaining levels and spending [[attribute]] points
** Cooking with {{favilink|mashed lag}}
** Wearing a helmet of [[serene visage]]
 
==Items with MA==
{{#cargo_query:
tables=ItemsTable, GeneralData
|fields=CONCAT('[[File:',GeneralData.Image,'|24px]] [[',ItemsTable._pageName,']]')=Item,AV,DV,MA,CONCAT(WornOn)=Worn on,GeneralData.Weight
|where=ItemsTable._pageNamespace='0' AND (WornOn IS NOT NULL OR Categories='Fungal Infections') AND AV IS NOT NULL AND DV IS NOT NULL AND MA IS NOT NULL
|join on=ItemsTable._pageName=GeneralData._pageName
|order by=MA DESC
|format=dynamic table
|rows per page=20
}}
 
{{references}}


[[Category:Battle Mechanics]]
[[Category:Battle Mechanics]]

Latest revision as of 17:23, 23 August 2023

This article is a stub. You can help Caves of Qud Wiki by expanding it.
This article is a stub. You can help Caves of Qud Wiki by expanding it.

Your mental armor (MA) is a measurement of how well protected you are against mental attacks, much as your armor value is a measurement of how well protected you are from physical attacks. The higher your score, the less likely an opponent's mental attack will have a severe effect on you. Your MA is modified by your Willpower modifier. The effective default value for MA is 4. MA is a hidden stat, and if displayed in a debug window it will typically be 0. This score is then increased by 4 for calculations involving MA.

Ten Things You Should Do When You Start to Play

Mental Armor (MA) is a creature's primary protection against psychic attacks including Confusion, Sunder Mind and psionic weapons. Base MA is calculated from the creature's Willpower bonus. Against psychic damage attacks, it functions identically to AV against physical attacks.

Total mental armor is calculated as [1], where "Willpower Mod" is the attribute modifier corresponding to Willpower.

There are a limited number of ways for the player to boost Mental Armor (MA) ("Bonus MA" in the formula above). Some of those options include:

  • The Mental Mirror mutation adds a bonus to MA and reflects blocked mental attacks. However, this only applies to one attack per cooldown.
  • Cooking with lah petals
  • Cooking a meal which is tasty
  • Wearing a psychic meridian
  • Increasing the Willpower attribute, such as by:

Items with MA

Item AV DV MA Worn on Weight
Item AV DV MA Worn on Weight
Psychic meridian.png Psychic meridian 1 1 4 Head 3.0
Otherpearl.png Otherpearl 0 1 2 Arm 0.0
Palladium mesh tabard.png Palladium mesh tabard 1 1 1 Back 9.0

References

  1. XRL.Rules.Stats, method GetCombatMA