Psychometry: Difference between revisions

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| desc = You read the history of artifacts by touching them, learning what they do and how they were made.  
| desc = You read the history of artifacts by touching them, learning what they do and how they were made.  


Unerringly identifies an artifact up to complexity tier [Mutation Level/2 + 4]
Unerringly identify artifacts up to complexity tier &C(level based)&y\nLearn how to construct identified artifacts up to complexity tier &C(level based)&y (must have the appropriate Tinker power)\nYou may open security doors upon touching them.
}}
{{Name}} is a [[Mutations#Mental Mutations|mental mutation]] which allows users to look into the past of artifacts to understand them, as well as learn how to build them.


Bestows the ability to construct an identified artifact up to complexity tier [(Mutation Level - 1) / 2 + 2] (must have the appropriate Tinker power)
Psychometry adds an additional option to the menu when selecting an item. It that item is an unidentified artifact, the player can "{{qud text|Read h&Wi&ystory with psychometry}}". This will identify the artifact with guaranteed success, unless the user is [[Normality|astrally burdened]]. The maximum complexity tier Psychometry can identify is determined by mutation level; if the artifact's complexity tier is higher than this, it will be "too complex" for the player to reconcile.


You may open security doors upon touching them.}}
Complexity is a value assigned to artifacts that represents how sophisticated their technology is. This is different from difficulty, which is used to determine how difficult it is to correctly identify an artifact with a normal {{qud text|e&Wx&yamine}}. In addition to their default complexity, any [[Mods]] on an artifact will also increase the complexity of that artifact depending on the mods.


Psychometry is a mental mutation which allows users to look into the past of artifacts to understand them as well as learn how to build them. Psychometry can be temporarily gained by eating a meal containing a {{Favilink|sun-dried banana}} or [[Goat in Sweet Leaf]].
For players with the [[Tinkering]] skill, they will gain access to another option when selecting an item. If that item is an identified artifact that can be constructed, the player can "{{qud text|Read early h&Wi&ystory with psychometry}}", granting them access to that artifact's recipe. Contrary to the description, Psychometry will grant the ability to construct artifacts without needing the appropriate Tinker skill; only the base Tinkering skill is required to learn and build the recipe. [[Mods]] cannot be learned through Psychometry.
 
== Formulas ==
Contrary to the description, Psychometry will grant the ability to construct artifacts without needing the appropriate Tinker skill: only the base [[Tinkering]] is required to learn the the recipe, and [[Tinker I]] to craft at all. [[Mods]] cannot be learned through Psychometry.
The following formulas are used to determine maximum complexity tier for identifying artifacts and learning blueprints (rounded down) based on mutation level.
 
{| class="wikitable"
If the player character has Psychometry, they gain an additional option with unidentified artifacts to "read history with Psychometry" and an option to "read early history with Psychometry" with known artifacts to learn the recipe. Successfully identifying an artifact with psychometry costs 1000 energy, which is one game turn at 100 quickness. As a mental mutation, this is affected by [[Two-headed]]. Using Psychometry to learn recipes or failing to identify an artifact does not cost any energy. Attempting to use Psychometry while confused gives the message "You strain to part the veil of time, but you are too confused.".
! Identify Complexity
 
| {{simple formula| 4 + Level / 2 }}
==Complexity==
|-
Complexity is a number that all artifacts come with and are listed in their infobox. This is different from Difficulty, which is used to determine how difficult it is to correctly identify an artifact with a normal examine.
! Learnable Complexity
 
| {{simple formula| 2 + (Level - 1) / 2 }}
In addition to their built in complexity, any [[Mods]] on the artifact will also increase the complexity of that item depending on what mod is on the artifact.
|}
 
== Advancement Table ==
==Advantages and Disadvantages==
{| class="wikitable"
! Mutation Level
! Identify Complexity
! Learnable Complexity
|-
| 1
| 4
| 2
|-
| 2
| 5
| 2
|-
| 3
| 5
| 3
|-
| 4
| 6
| 3
|-
| 5
| 6
| 4
|-
| 6
| 7
| 4
|-
| 7
| 7
| 5
|-
| 8
| 8
| 5
|-
| 9
| 8
| 6
|-
| 10
| 9
| 6
|}
== Advantages and Disadvantages ==
{{Opinion}}
{{Opinion}}
===Advantages===
===Advantages===
*Gives Tinkering-focused characters a much wider range of available recipes.
*Gives Tinkering-focused characters a much wider range of available recipes.
*Gives low-[[Intelligence]] characters the ability to identify and craft artifacts they would otherwise be unable to.
*Gives low-[[Intelligence]] characters the ability to identify and craft artifacts they would otherwise be unable to.
*Allows for much easier exploration of areas like the [[Rusted Archway]], as the player will not need to search for [[:Category:Security Cards|Security Cards]].
*Allows for much easier exploration of locations with many [[Security door|security doors]], like the {{favilink|rusted archway}}


===Disadvantages===
===Disadvantages===
* Can be replicated by eating meals containing {{Favilink|sun-dried banana}}.
* High cost at character creation
* With [[Goat in Sweet Leaf]], a free level 4-5 Psychometry is guaranteed and easy to access as long as the player buys an {{favilink|Ezra recoiler}}.
* Can be replicated by eating meals containing {{Favilink|sun-dried banana}}
* Can't learn mods, so characters will have to take [[Tinker I]] anyway to learn some mods.
* With [[Goat in Sweet Leaf]], a free level 4-5 Psychometry is guaranteed and easy to access as long as the player buys an {{favilink|Ezra recoiler}}
* High cost at character creation.
* Can't learn mods, so characters will have to take [[Tinker I]] anyway to learn some mods
 
* The effect of opening security doors can be replicated using [[:Category:Security Cards|security cards]]
==Text==
===When psychometry is on cooldown===
{{Qud quote|You strain to part the veil of time, but your psyche is too exhausted.}}
===Identify failure===
{{Qud quote|The (artifact is/artifacts are) too complex for you to decipher (its/their) function.}}
===Identify success===
{{Qud quote|You flush with understanding of the artifact('s/s') past and determine (it/them) to be (a/an) [artifact].}}
===Unable to learn recipe===
{{Qud quote|The (artifact is/artifacts are) too complex for you to decipher (its/their) method of construction.}}
===Learning Recipe===
{{Qud quote|You abide the memory of the [artifact]('s/s') creation. You learn to build [artifact].}}
{{Mutation Navbox}}

Revision as of 19:00, 17 October 2020

This information is reliable as of patch 2.0.200.81. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.200.81.
Psychometry
Category

Mental

Cost

4

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

Psychometry

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

yes

Psychometry

You read the history of artifacts by touching them, learning what they do and how they were made.

Unerringly identify artifacts up to complexity tier (level based)
Learn how to construct identified artifacts up to complexity tier (level based) (must have the appropriate Tinker power)
You may open security doors upon touching them.

Psychometry is a mental mutation which allows users to look into the past of artifacts to understand them, as well as learn how to build them.

Psychometry adds an additional option to the menu when selecting an item. It that item is an unidentified artifact, the player can "Read history with psychometry". This will identify the artifact with guaranteed success, unless the user is astrally burdened. The maximum complexity tier Psychometry can identify is determined by mutation level; if the artifact's complexity tier is higher than this, it will be "too complex" for the player to reconcile.

Complexity is a value assigned to artifacts that represents how sophisticated their technology is. This is different from difficulty, which is used to determine how difficult it is to correctly identify an artifact with a normal examine. In addition to their default complexity, any Mods on an artifact will also increase the complexity of that artifact depending on the mods.

For players with the Tinkering skill, they will gain access to another option when selecting an item. If that item is an identified artifact that can be constructed, the player can "Read early history with psychometry", granting them access to that artifact's recipe. Contrary to the description, Psychometry will grant the ability to construct artifacts without needing the appropriate Tinker skill; only the base Tinkering skill is required to learn and build the recipe. Mods cannot be learned through Psychometry.

Formulas

The following formulas are used to determine maximum complexity tier for identifying artifacts and learning blueprints (rounded down) based on mutation level.

Identify Complexity
4 + Level / 2
Learnable Complexity
2 + (Level - 1) / 2

Advancement Table

Mutation Level Identify Complexity Learnable Complexity
1 4 2
2 5 2
3 5 3
4 6 3
5 6 4
6 7 4
7 7 5
8 8 5
9 8 6
10 9 6

Advantages and Disadvantages

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

Advantages

  • Gives Tinkering-focused characters a much wider range of available recipes.
  • Gives low-Intelligence characters the ability to identify and craft artifacts they would otherwise be unable to.
  • Allows for much easier exploration of locations with many security doors, like the Rusted Archway

Disadvantages

  • High cost at character creation
  • Can be replicated by eating meals containing sun-dried banana
  • With Goat in Sweet Leaf, a free level 4-5 Psychometry is guaranteed and easy to access as long as the player buys an Ezra recoiler
  • Can't learn mods, so characters will have to take Tinker I anyway to learn some mods
  • The effect of opening security doors can be replicated using security cards