Psychometry: Difference between revisions

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{{As Of Patch|2.0.201.47}}
__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.  
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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.
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.


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.
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.
 
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.
 
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}}
 
† 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}}.


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, 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 ==
== Formulas ==
The following formulas are used to determine maximum complexity tier for identifying artifacts and learning blueprints (rounded down) based on mutation level.
The following formulas are used to determine maximum complexity tier for identifying artifacts and learning blueprints (rounded down) based on mutation level.
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|}
|}
== Advancement Table ==
== Advancement Table ==
<div style="display:flex;flex-wrap:wrap;">
<div style="margin-right: 2.5em;">
{| class="wikitable"
{| class="wikitable"
! Mutation Level
! Mutation<br>Level
! Identify Complexity
! Identify<br>Complexity
! Learnable Complexity
! Learnable<br>Complexity
|-
|-
| 1
| 1
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| 6
| 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 ==
== 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 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}}
*Allows for much easier exploration of locations with many [[Security door|security doors]], like the {{favilink|rusted archway}}


===Disadvantages===
===Disadvantages===
* High cost at character creation
* High cost at character creation
* Can be replicated by eating meals containing {{Favilink|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 {{favilink|Ezra recoiler}}
* Can't learn mods, so characters will have to take [[Tinker I]] anyway to learn some mods
* 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]]
* 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}}

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