Psychometry: Difference between revisions

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m (i messed up. psychometry uses complexity not tier.)
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{{As Of Patch|2.0.182.2}}
__NOTOC__
{{Mutation
{{Mutation
| title = Psychometry
| title = {{PAGENAME}}
| image = {{mutation page image}}
| id = Psychometry
| type = Mental
| type = Mental
| image = none
| cost = 4
| cost = 4
| code = dp
| exclusions = Dystechnia
| realitydistort = true
| startingmutation = yes
| gameversion = 2.0.206.63
| realitydistort = yes
| 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. Refer to the [[Artifacts by complexity]] page for a list of artifacts and their complexity.


Psychometry is a mental mutation that allows useres to look into the past of artifacts to understand them and learn how to build them. Contrary to the description, it currently does not require the character to have the respective Tinker skill. Psychometry is also based on Complexity, not Tier. Successfully identifying an artifact with psychometry costs 1000 energy. As a mental mutation, this is affected by Two-Headed. Using psychometry to learn recipes does not cost any energy.
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. The maximum complexity of artifacts whose recipes can be learned is determined by mutation level. Contrary to the description, a player can learn to build an artifact with Psychometry without needing the appropriate Tinker skill; only to build the items the right Tinkering skill is required. [[Mods]] cannot be learned through Psychometry.


Another way to use psychometry is to cook using sun dried bananas.
In addition to allowing one to open {{favilink|security door|plural}}{{Code Reference|class=Door}}, {{name}} grants the ability to activate or deactivate the following powered objects:{{Code Reference|namespace=XRL.World.Capabilities|class=SecurityClearance}}{{Code Reference|class=PowerSwitch}}{{Code Reference|class=ForceProjector}}
* {{favilink id|Broadcast Power Station}}†
* {{favilink id|Force Projector}}†
* {{favilink id|Fusion Power Station}}†
* {{favilink id|Fusion Pumping Station}}†
* {{favilink id|Hydraulic Irrigator}}†
* {{favilink id|Hydraulic Turbine}}
* {{favilink id|Industrial Fan}}
* {{favilink id|NormCore1}}
* {{favilink id|NormCore2}}
* {{favilink id|NormCore3}}


==Text==
† Objects above marked with this symbol have special {{favilink|Grit Gate}} variants that cannot be disabled with Psychometry. Instead, these objects in Grit Gate can be activated or deactivated by the {{favilink id|GritGateGridKey}}.
===When psychometry is on cooldown===
 
{{Qud quote|You strain to part the veil of time, but your psyche is too exhausted.}}
== Formulas ==
===Identify failure===
The following formulas are used to determine maximum complexity tier for identifying artifacts and learning blueprints (rounded down) based on mutation level.
{{Qud quote|The (artifact is/artifacts are) too complex for you to decipher (its/their) function.}}
{| class="wikitable"
===Identify success===
! Identify Complexity
{{Qud quote|You flush with understanding of the artifact('s/s') past and determine (it/them) to be (a/an) [artifact].}}
| {{simple formula| 4 + Level / 2 }}
===Unable to learn recipe===
|-
{{Qud quote|The (artifact is/artifacts are) too complex for you to decipher (its/their) method of construction.}}
! Learnable Complexity
===Learning Recipe===
| {{simple formula| 2 + (Level - 1) / 2 }}
{{Qud quote|You abide the memory of the [artifact]('s/s') creation. You learn to build [artifact].}}
|}
== Advancement Table ==
 
<div style="display:flex;flex-wrap:wrap;">
 
<div style="margin-right: 2.5em;">
 
{| class="wikitable"
! Mutation<br>Level
! Identify<br>Complexity
! Learnable<br>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
|}
 
</div>
 
<div style="margin-right: 2.5em;">
 
{| class="wikitable"
! Mutation<br>Level
! Identify<br>Complexity
! Learnable<br>Complexity
|-
| 11
| 9
| 7
|-
| 12
| 10
| 7
|-
| 13
| 10
| 8
|-
| 14
| 11
| 8
|-
| 15
| 11
| 9
|-
| 16
| 12
| 9
|-
| 17
| 12
| 10
|-
| 18
| 13
| 10
|-
| 19
| 13
| 11
|-
| 20
| 14
| 11
|}  
 
</div>
 
<div style="margin-right: 2.5em;">
 
{| class="wikitable"
! Mutation<br>Level
! Identify<br>Complexity
! Learnable<br>Complexity
|-
| 21
| 14
| 12
|-
| 22
| 15
| 12
|-
| 23
| 15
| 13
|-
| 24
| 16
| 13
|-
| 25
| 16
| 14
|-
| 26
| 17
| 14
|-
| 27
| 17
| 15
|-
| 28
| 18
| 15
|-
| 29
| 18
| 16
|-
| 30
| 19
| 16
|}
 
</div>
</div>
 
== Advantages and Disadvantages ==
{{Opinion}}
===Advantages===
*Gives Tinkering-focused characters a much wider range of available recipes
*Gives low-[[Intelligence]] characters the ability to safely identify artifacts they could otherwise break
*Allows for much easier exploration of locations with many [[Security door|security doors]], like the {{favilink|rusted archway}}
 
===Disadvantages===
* High cost at character creation
* Can't learn mods, so characters will have to take [[Tinker I]] anyway to learn some mods
* Characters still need the appropriate tinker skill to build the item
* The effect of opening security doors can be replicated using [[:Category:Security Cards|security cards]]
 
===Other Considerations===
* A low-strength Psychometry effect can be replicated by eating meals containing {{Favilink|sun-dried banana}}
* With [[Goat in Sweet Leaf]], a free level 1-2 Psychometry is guaranteed and easy to access as long as the player buys an {{favilink|Ezra recoiler}}
 
==Creatures with Psychometry==
{{Creatures with the mutation|Psychometry}}
 
== References ==
<references />
 
{{Mutation Navbox}}