Spinnerets: Difference between revisions

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(→‎Advantages & Disadvantages: provide citation and do some editing)
(updated for mutation patch)
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{{Mutation
{{As Of Patch|2.0.201.47}}__NOTOC__{{Mutation
| title = {{PAGENAME}}
| title = {{PAGENAME}}
| image = none
| image = web.png
| type = Physical
| type = Physical
| cost = 3
| cost = 3
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| desc = You can spin sticky silk webs.
| desc = You can spin sticky silk webs.


While spinning, you leave webs in your wake as you move\n"Cooldown: 80 rounds\nDuration: (5 + Level) rounds\n+(5 + Level) to saves vs. forced movement\nImmune to becoming stuck in webs\n+200 reputation with &Carachnids
While spinning, you leave webs in your wake as you move.\nDuration: &C(level based)&y\n+&C(level based)&y to saves vs. forced movement\nCooldown: 80 rounds\nYou don't get stuck in other creatures' webs.\n+300 reputation with &warachnids
| realitydistort =no
| realitydistort =no
}}
}}
Having '''Spinnerets''' also makes you immune to getting stuck in [[asphalt]] and [[honey]] as well.
{{name}} allows a creature to spin {{favilink|web|plural}} (and to spin {{favilink|phase web|plural}} while [[phased]]). Having {{name}} also makes a creature immune to getting stuck in other creatures' webs. Furthermore, it makes a creature immune to getting stuck in any substance (such as {{favilink|asphalt}} or {{favilink|honey}}). Beginning to spin webs is a free action that does not take up a turn.


The {{Favilink|web|plural}} spun will have a save target of (15 + Level) and a max weight of (120 + 80 * Level)
As the level of {{name}} is increased, the save difficulty for other trapped creatures to escape the webs increases, as does the maximum weight that the webs can hold. Phased webs are slightly stronger than normal webs in this regard.


If the creature is [[phased]] while spinning webs, it will create {{favilink|phase web|plural}} with a save target of (25 + Level) and a max weight of (520 + 80 * Level).
== Formulas ==
The following formulas are used to determine various features of the {{name}} mutation.{{Code Reference|namespace=XRL.World.Parts.Mutation|class=Spinnerets}}
{|class="wikitable"
! Spin duration
| {{simple formula| Level + 5 }}
|-
! Save bonus against [[forced movement]] effects
| {{simple formula| Level + 5 }}
|-
! Save difficulty for escaping {{favilink|web|plural}}
| {{simple formula| 14 + (2 * Level) }}
|-
! Max weight held by {{favilink|web|plural}}
| {{simple formula| 120 + (80 * Level) }}
|-
! Save difficulty for escaping {{favilink|phase web|plural}}
| {{simple formula| 18 + (2 * Level) }}
|-
! Max weight held by {{favilink|phase web|plural}}
| {{simple formula| 520 + (80 * Level) }}
|}


== Advancement Table ==
== Advancement Table ==
{| class="wikitable"
{| class="wikitable"
!rowspan = 2 | Mutation Level
!rowspan = 2 | Mutation<br>Level
!rowspan = 2 | Duration
!rowspan = 2 | Duration
!rowspan = 2 | Forced Movement Save Bonus
!rowspan = 2 | Forced Movement<br>Save Bonus
!colspan = 2 | Save Target
!colspan = 2 | Save Target
!colspan = 2 | Max Weight
!colspan = 2 | Max Weight
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| +6
| +6
|16
|16
|26
|20
|200
|200
|600
|600
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|7 rounds
|7 rounds
| +7
| +7
|17
|18
|27
|22
|280
|280
|680
|680
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|8 rounds
|8 rounds
| +8
| +8
|18
|20
|28
|24
|360
|360
|760
|760
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|9 rounds
|9 rounds
| +9
| +9
|19
|22
|29
|26
|440
|440
|840
|840
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|10 rounds
|10 rounds
| +10
| +10
|20
|24
|30
|28
|520
|520
|920
|920
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|11 rounds
|11 rounds
| +11
| +11
|21
|26
|31
|30
|600
|600
|1000
|1000
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|12 rounds
|12 rounds
| +12
| +12
|22
|28
|32
|32
|680
|680
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|13 rounds
|13 rounds
| +13
| +13
|23
|30
|33
|34
|760
|760
|1160
|1160
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|14 rounds
|14 rounds
| +14
| +14
|24
|32
|34
|36
|840
|840
|1240
|1240
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|15 rounds
|15 rounds
| +15
| +15
|25
|34
|35
|38
|920
|920
|1320
|1320
|-
|11
|16 rounds
| +16
|36
|40
|1000
|1400
|-
|12
|17 rounds
| +17
|38
|42
|1080
|1480
|-
|13
|18 rounds
| +18
|40
|44
|1160
|1560
|-
|14
|19 rounds
| +19
|42
|46
|1240
|1640
|-
|15
|20 rounds
| +20
|44
|48
|1320
|1720
|}
|}


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=== Advantages ===
=== Advantages ===


* Creatures that are [[stuck]] in a web are unable to move and, as a result, have a fixed [[DV]] of -10<ref>XRL.Rules.Stat.GetCombatDV</ref>, making them very easy to hit.
* Creatures that are [[stuck]] in a web are unable to move and, as a result, have a fixed [[DV]] of -10{{Code Reference|namespace=XRL.Rules|class=Stat|method=GetCombatDV}}, making them very easy to hit.
* It makes it far easier to kite hostile creatures, as it gives the player time to move away and pick them off with a ranged attack.
* It makes it far easier to kite hostile creatures, as it gives the player time to move away and pick them off with a ranged attack.
* The immunity to becoming stuck makes fighting in an asphalt biome much easier, and makes travelling through one much less frustrating.
* The immunity to becoming stuck makes fighting in an asphalt biome much easier, and makes travelling through one much less frustrating.
* The ability to, while [[phased]], create {{favilink|phase web|plural}} which, when harvested into {{favilink|phase silk}} and cooked into a dish, allow the player to become [[phased]] again, gives a player with [[Harvestry]] and {{Name}} access to an effective method of money farming.
* The ability to, while [[phased]], create {{favilink|phase web|plural}}, allows constant harvesting of {{favilink|phase silk}}.
* While the [[Reputation|reputation]] bonus is not enough to bring a player from "disliked" to "not cared about" by the [[:Category:Arachnids (faction)|arachnids]] faction, it does bring the default close enough (25 reputation points away) that a small reputation gain can tip the player into "not cared about."
** This can be cooked into a dish, allowing the player to become [[phased]] again or improving phasing-based effects.
** This can be used in combination with [[Harvestry]] as an effective method of money farming.
* The [[Reputation|reputation]] bonus is enough to bring a player from "disliked" to "not cared about" by the [[:Category:Arachnids (faction)|arachnids]] faction.


=== Disadvantages ===
=== Disadvantages ===


* Relatively long cooldown.
* Relatively long cooldown.
* Moderately high mutation point cost for the effectiveness of the mutation.
* Moderately high mutation point cost.
 
== References ==
<references />
{{Mutation Navbox}}
{{Mutation Navbox}}

Revision as of 18:55, 30 October 2020

This information is reliable as of patch 2.0.201.47. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.201.47.
Spinnerets
Web.png
Category

Physical

Cost

3

ID?Use this ID to wish for the mutation
(example: mutation:Spinnerets)

Spinnerets

Reality DistortingReality distorting mutations
cannot be used under
the effects of normality.

no

Spinnerets

You can spin sticky silk webs.

While spinning, you leave webs in your wake as you move.
Duration: (level based)
+(level based) to saves vs. forced movement
Cooldown: 80 rounds
You don't get stuck in other creatures' webs.
+300 reputation with arachnids

Spinnerets allows a creature to spin webs (and to spin phase webs while phased). Having Spinnerets also makes a creature immune to getting stuck in other creatures' webs. Furthermore, it makes a creature immune to getting stuck in any substance (such as asphalt or honey). Beginning to spin webs is a free action that does not take up a turn.

As the level of Spinnerets is increased, the save difficulty for other trapped creatures to escape the webs increases, as does the maximum weight that the webs can hold. Phased webs are slightly stronger than normal webs in this regard.

Formulas

The following formulas are used to determine various features of the Spinnerets mutation.[1]

Spin duration
Level + 5
Save bonus against forced movement effects
Level + 5
Save difficulty for escaping webs
14 + (2 × Level)
Max weight held by webs
120 + (80 × Level)
Save difficulty for escaping phase webs
18 + (2 × Level)
Max weight held by phase webs
520 + (80 × Level)

Advancement Table

Mutation
Level
Duration Forced Movement
Save Bonus
Save Target Max Weight
Unphased Phased Unphased Phased
1 6 rounds +6 16 20 200 600
2 7 rounds +7 18 22 280 680
3 8 rounds +8 20 24 360 760
4 9 rounds +9 22 26 440 840
5 10 rounds +10 24 28 520 920
6 11 rounds +11 26 30 600 1000
7 12 rounds +12 28 32 680 1080
8 13 rounds +13 30 34 760 1160
9 14 rounds +14 32 36 840 1240
10 15 rounds +15 34 38 920 1320
11 16 rounds +16 36 40 1000 1400
12 17 rounds +17 38 42 1080 1480
13 18 rounds +18 40 44 1160 1560
14 19 rounds +19 42 46 1240 1640
15 20 rounds +20 44 48 1320 1720

Advantages & Disadvantages

This section is opinion-based. Your mileage may vary.

Advantages

  • Creatures that are stuck in a web are unable to move and, as a result, have a fixed DV of -10[2], making them very easy to hit.
  • It makes it far easier to kite hostile creatures, as it gives the player time to move away and pick them off with a ranged attack.
  • The immunity to becoming stuck makes fighting in an asphalt biome much easier, and makes travelling through one much less frustrating.
  • The ability to, while phased, create phase webs, allows constant harvesting of phase silk.
    • This can be cooked into a dish, allowing the player to become phased again or improving phasing-based effects.
    • This can be used in combination with Harvestry as an effective method of money farming.
  • The reputation bonus is enough to bring a player from "disliked" to "not cared about" by the arachnids faction.

Disadvantages

  • Relatively long cooldown.
  • Moderately high mutation point cost.

References

  1. XRL.World.Parts.Mutation.Spinnerets
  2. XRL.Rules.Stat, method GetCombatDV