Mental Armor (MA): Difference between revisions

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{{missing info|Add table of items that grant MA, like the related [[AV]] and [[DV]] pages}}
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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. 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]]}}
{{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]]}}


Mental Armor ({{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.
{{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.


There are a limited number of ways for the player to boost {{name}}. Some of those options include:
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.


* The [[Mental Mirror]] mutation adds a 3+Mutation Level bonus to MA and reflects blocked mental attacks. However, this only applies to one attack per cooldown.
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 with {{favilink|lah petals}}
* Cooking a meal which is [[Taste-based cooking effects|tasty]]
* Cooking a meal which is [[Taste-based cooking effects|tasty]]
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** Cooking with {{favilink|mashed lag}}
** Cooking with {{favilink|mashed lag}}
** Wearing a helmet of [[serene visage]]
** 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]]

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