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[[Category:Mechanics]]
[[Category:Mechanics]]
{{As Of Patch | 2.0.182.2}}
{{As Of Patch | 2.0.201.47}}{{tocright}}


Quickness (QN) is an attribute that controls how quickly a character performs '''''actions'''''.
Quickness (QN) is an attribute that controls how quickly a character performs '''''actions'''''.
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== How Quickness Works ==
== How Quickness Works ==
Caves of Qud is a turn-based game.
Caves of Qud is a turn-based game. Quickness determines the number of actions a character may take in one turn.
 
=== Action Points ===


Each turn, a character is granted a number of '''''action points''''' equal to ten times their quickness value. Action points are expended when taking actions.
Each turn, a character is granted a number of '''''action points''''' equal to ten times their quickness value. Action points are expended when taking actions.
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* Using the Juke ability
* Using the Juke ability
* Applying an injector while wearing a chem vest
* Applying an injector while wearing a chem vest
*Equipping or unequipping items in the Thrown Weapon slot


== Modifying Quickness or Action Cost ==
== Modifying Quickness or Action Cost ==


The number of actions a character can take per turn is affected by a wide variety of skills, mutations, items, statuses, and effects.
The number of actions a character can take per turn is affected by a wide variety of skills, mutations, items, statuses, and effects.
Generally speaking, a creature's effective quickness cannot be reduced below zero.{{Code Reference|namespace=XRL.World|class=Statistic}}


=== Quickness Modifiers ===
=== Quickness Modifiers ===
These things directly modify a character's quickness, changing the number of action points that a character generates each turn, and thus the number of actions the character may take.
These things directly modify a character's quickness, changing the number of action points that a character generates each turn, and thus the number of actions the character may take.
{| class="wikitable"
{| class="wikitable sortable"
!Name
!Name
!Type
!Type
!Quickness Effect
!Quickness Effect
|-
|-
|Adrenal Control
|{{favilink|Adrenal Control}}
|physical mutation
|physical mutation
|'''{{Color|G|+5}}''' permanent QN. Up to an additional '''{{Color|G|+95}}''' temporary QN while active
|'''{{Color|G|+10}}''' or more temporary QN while active (increases with mutation level)
|-
|-
|Blaze Injector
|{{favilink|Blaze Injector}}
|effect
|effect
|'''{{Color|G|+10}}''' or '''{{Color|G|+20}}''' temporary QN while active, depending on whether the user is a mutant or a True Kin.
|'''{{Color|G|+10}}''' or '''{{Color|G|+20}}''' temporary QN while active, depending on whether the user is a mutant or a True Kin.
|-
|-
|Cold Blooded
|{{favilink|Cold-Blooded}}
|physical defect
|physical defect
|'''{{Color|R|-10}}''' permanent QN. Up to '''{{Color|G|+24}}''' temporary QN while at a high temperature/on fire.
|'''{{Color|R|-10}}''' permanent QN. Up to '''{{Color|G|+24}}''' temporary QN while at a high temperature/on fire.
|-
|-
|Cold Temperature
|Cold temperature
|effect
|effect
|'''{{Color|R|-1}}''' temporary QN for each two degrees that a character's temperature falls below zero.
|'''{{Color|R|-1}}''' temporary QN for each two degrees that a character's temperature falls below zero.
|-
|-
|Cooked Meal
|Cooked meal
|effect
|effect
|'''{{Qud text|&gv&Ga&Cr&gi&Ga&Cb&gl&Ge}}''' temporary QN bonus while metabolizing. Attained from cider or lignen ingredients, or randomly from the Tasty effect.
|{{Qud text|&gv&Ga&Cr&gi&Ga&Cb&gl&Ge}} temporary QN bonus while metabolizing. Attained from cider or lignen ingredients, or randomly from the Tasty effect.
|-
|-
|Eater's Flesh
|{{favilink|Eater's Flesh}}
|effect
|effect
|'''{{Color|R|-60}}''' temporary QN.
|'''{{Color|R|-60}}''' temporary QN.
|-
|-
|Famished
|[[Famished]]
|effect
|effect
|'''{{Color|R|-10}}''' temporary QN.
|'''{{Color|R|-10}}''' temporary QN.
|-
|-
|Heightened Quickness
|{{favilink|Heightened Quickness}}
|physical mutation
|physical mutation
|'''{{Color|G|+7}}''' to '''{{Color|G|+21}}''' permanent QN, depending on mutation level.
|'''{{Color|G|+15}}''' or greater permanent QN, depending on mutation level.
|-
|-
|Inflatable Axons
|{{favilink|Inflatable axons}}
|cybernetic implant
|cybernetic implant
|'''{{Color|G|+40}}''' temporary quickness for ten rounds when activated, followed by '''{{Color|R|-10}}''' quickness for ten rounds.
|'''{{Color|G|+40}}''' temporary quickness for ten rounds when activated, followed by '''{{Color|R|-10}}''' quickness for ten rounds.
|-
|-
|Photosynthetic Skin
|{{favilink|Kesil Face}}
|equipment
|'''{{Color|G|+10}}''' quickness bonus while equipped
|-
|{{favilink|Leyline puppeteers}}
|equipment
|'''{{Color|G|+30}}''' quickness bonus while equipped and powered on.
|-
|{{favilink|Photosynthetic Skin}}
|physical mutation
|physical mutation
|'''{{Color|G|+2}}''' to '''{{Color|G|+6}}''' temporary QN from basking in the sun, depending on mutation level.
|'''{{Color|G|+15}}''' or greater temporary QN from basking in the sun, depending on mutation level.
|-
|-
|Time Dilation
|[[Shamed]] (caused by [[Berate]])
|effect
|'''{{Color|R|-10%}}''' temporary QN penalty
|-
|{{favilink|Shemesh Face}}
|equipment
|'''{{Color|G|+10}}''' quickness bonus while equipped
|-
|[[Cooking_effects#Tasty_Bonus|Tasty]] cooking effect bonus
|effect
|'''{{Color|G|+3%}}''' temporary quickness bonus while active
|-
|{{favilink|Time Dilation}}
|mental mutation
|mental mutation
|'''{{Qud text|&Rv&oa&Or&ri&Ra&ob&Ol&re}}''' temporary QN penalty to characters that are near the user who is dilating time.
|{{Qud text|&Rv&oa&Or&ri&Ra&ob&Ol&re}} temporary QN penalty to characters that are near the user who is dilating time.
|-
|-
|Two Hearted
|[[War trance]] effect
|physical mutation
|effect
|'''{{Color|R|-3%}}''' to '''{{Color|R|-9%}}''' permanent QN penalty, depending on mutation level.
|'''{{Color|G|+5}}''' temporary quickness bonus while active
|-
|-
|Waxflab
|{{favilink|Waxflab}}
|disease
|disease
|'''{{Color|R|-2}}''' temporary QN as long as the character remains infected.
|'''{{Color|R|-2}}''' to '''{{Color|R|-4}}''' temporary QN as long as the character remains infected.
|}
|}


=== Action Cost Modifiers ===
=== Action Cost Modifiers ===
<!--
This section is excerpted in other places using Template:Excerpt. Please do not change the section title without updating the other pages that excerpt it. (ex: "Action cost" page)
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These things modify the action cost of certain actions, allowing a character with the same quickness to perform more or less of those actions.
These things modify the action cost of certain actions, allowing a character with the same quickness to perform more or less of those actions.
{| class="wikitable"
{| class="wikitable sortable"
!Name
!Name
!Type
!Type
!Action Cost Effect
!Action Cost Effect
|-
|-
|Bounding Boots
|{{favilink|Bounding Boots}}
|equipment
|equipment
|'''{{Color|G|33%}}''' additional reduced action cost of sprinting while worn. ''(you sprint at 3 times your normal movement speed instead of 2 times your normal speed)''
|'''{{Color|G|33%}}''' additional reduced action cost of sprinting while worn. ''(you sprint at 3 times your normal movement speed instead of 2 times your normal speed)''
|-
|-
|Empty the Clips
|[[Empty the Clips]]
|skill
|skill
|'''{{Color|G|50%}}''' temporary reduced action cost of firing pistols for twenty rounds.
|'''{{Color|G|50%}}''' temporary reduced action cost of firing pistols for twenty rounds.
|-
|-
|Fastest Gun in the Rust
|[[Fastest Gun in the Rust]]
|skill
|skill
|'''{{Color|G|25%}}''' permanent reduced action cost of firing pistols.
|'''{{Color|G|25%}}''' permanent reduced action cost of firing pistols.
|-
|-
|Sprinting
|{{favilink|medassist module}}
|cybernetic
|'''{{Color|G|80%}}''' reduced action cost of applying any [[tonic]]. Pre-loaded injectors are applied by the '''medassist module''' at no action cost.
|-
|{{favilink|micromanipulator array}}
|cybernetic
|'''{{Color|G|40%}}''' reduced action cost of [[Tinkering]] skills.
|-
|{{favilink|plastifer chem vest}}
|equipment
|'''{{Color|G|100%}}''' reduced action cost of applying any [[tonic]].
|-
|{{favilink|rapid release finger flexors}}
|cybernetic
|'''{{Color|G|25%}}''' reduced action cost of firing [[:Category:Pistols|pistols]].
|-
|[[Short Blade Expertise]]
|skill
|'''{{Color|G|25%}}''' reduced action cost of bump-attacking while primary hand contains a short blade. Also applies to using the [[Hobble]] skill or the [[Shank]] skill with a short blade in your primary weapon hand.
|-
|[[Sprinting]]
|ability
|ability
|'''{{Color|G|50%}}''' temporary reduced action cost of movement.
|'''{{Color|G|50%}}''' temporary reduced action cost of movement.
|-
|{{favilink|steel butcher knife}}
|equipment
|{{Qud text|&amp;gv&amp;Ga&amp;Cr&amp;gi&amp;Ga&amp;Cb&amp;gl&amp;Ge}} reduced action cost of the [[Butchery]] skill (the action cost to butcher a corpse is divided by 1 plus the number of '''steel butcher knives''' currently equipped).
|-
|-
|Swimming '''''{{Color|K|(the action)}}'''''
|Swimming '''''{{Color|K|(the action)}}'''''
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|'''{{Color|R|+500}}''' temporary action cost to movement while moving through any large pool of liquid.
|'''{{Color|R|+500}}''' temporary action cost to movement while moving through any large pool of liquid.
|-
|-
|Swimming '''''{{Color|K|(the skill)}}'''''
|[[Swimming]] '''''{{Color|K|(the skill)}}'''''
|skill
|skill
|'''{{Color|G|50%}}''' permanent reduced action cost of swimming. ''(swimming costs only 250 extra action points, instead of 500 extra action points)''
|'''{{Color|G|50%}}''' permanent reduced action cost of swimming. ''(swimming costs only 250 extra action points, instead of 500 extra action points)''
|-
|-
|Two-Headed
|{{favilink|Telepathy}}
|mental mutation
|'''{{Color|G|90%}}''' reduced action cost of directing [[companions]] to perform tasks.
|-
|{{favilink|Two-Headed}}
|physical mutation
|physical mutation
|'''{{Color|G|20%}}''' to '''{{Color|G|56%}}''' permanent reduced action cost of using mental mutations, depending on mutation level.
|'''{{Color|G|20%}}''' or greater permanent reduced action cost of using mental mutations, depending on mutation level.
|}
|}


== Movement Speed ==
== Movement Speed ==
{{Main|Movement Speed}}
Movement is one of many actions that is influenced by quickness. Like most actions, it has a default cost of 1000 action points.
Movement is one of many actions that is influenced by quickness. Like most actions, it has a default cost of 1000 action points.


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A character's movement speed controls the amount of action points that are required for the character to move, and thus movement speed can have a significant effect on how quickly a character moves, independent of other actions.
A character's movement speed controls the amount of action points that are required for the character to move, and thus movement speed can have a significant effect on how quickly a character moves, independent of other actions.


For more information about movement speed, refer to [[Movement Speed]].
== References==

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