Psychometry: Difference between revisions

47 bytes added ,  12:05, 4 July 2023
Updated to reflect the change of players needing the correct tinker skill to build the items
m (added "Dystechnia" as an exclusion)
(Updated to reflect the change of players needing the correct tinker skill to build the items)
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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.
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, 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.
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 {{Name}} 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}}
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}}
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===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}}


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* High cost at character creation
* High cost at character creation
* 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]]


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