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{{As Of Patch|2.0.182.2}}
__NOTOC__
{{Mutation
{{Mutation
| title = Psychometry
| title = {{PAGENAME}}
| image = {{mutation page image}}
| id = Psychometry
| id = Psychometry
| type = Mental
| type = Mental
| image = none
| cost = 4
| cost = 4
| code = dp
| exclusions = Dystechnia
| startingmutation = yes
| gameversion = 2.0.206.63
| realitydistort = yes
| 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 which allows users to look into the past of artifacts to understand them and learn how to build them.  
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.


Currently, contrary to the description, Psychometry will grant the ability to construct artifacts without needing the appropriate Tinker skill. This is because, while Tinkering is based off of Tier, Psychometry is based on Complexity.
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}}


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.
† 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}}.


Psychometry can be temporarily gained by eating a meal containing a {{Favilink|sun-dried banana}}.
== Formulas ==
The following formulas are used to determine maximum complexity tier for identifying artifacts and learning blueprints (rounded down) based on mutation level.
{| class="wikitable"
! Identify Complexity
| {{simple formula| 4 + Level / 2 }}
|-
! Learnable Complexity
| {{simple formula| 2 + (Level - 1) / 2 }}
|}
== Advancement Table ==


==Advantages==
<div style="display:flex;flex-wrap:wrap;">
*Gives Tinkering-focused characters a much wider range of available recipes.
*Gives low-[[Intelligence]] characters the ability to identify and use 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]].


==Disadvantages==
<div style="margin-right: 2.5em;">
*Can be replicated by eating meals containing {{Favilink|sun-dried banana}}.
 
*High cost at character creation.
{| 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 />


==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}}
{{Mutation Navbox}}

Latest revision as of 00:11, 4 February 2024

Psychometry
Psychometry mutation.png
Category

Mental

Cost

4

ExclusionsOther mutations that cannot be
selected with this mutation

Dystechnia

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. Refer to the Artifacts by complexity page for a list of artifacts and their complexity.

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. 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.

In addition to allowing one to open security doors[1], Psychometry grants the ability to activate or deactivate the following powered objects:[2][3][4]

† Objects above marked with this symbol have special Grit Gate variants that cannot be disabled with Psychometry. Instead, these objects in Grit Gate can be activated or deactivated by the chrome security card.

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
Mutation
Level
Identify
Complexity
Learnable
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
Mutation
Level
Identify
Complexity
Learnable
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

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 safely identify artifacts they could otherwise break
  • Allows for much easier exploration of locations with many security doors, like the 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 security cards

Other Considerations

Creatures with Psychometry

References

  1. XRL.World.Parts.Door
  2. XRL.World.Capabilities.SecurityClearance
  3. XRL.World.Parts.PowerSwitch
  4. XRL.World.Parts.ForceProjector