Sunder Mind: Difference between revisions

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As it deals mental damage, Sunder Mind must penetrate a creatures [[Mental Armor]] in order to deal damage.
As it deals mental damage, Sunder Mind must penetrate a creatures [[Mental Armor]] in order to deal damage.
== Formulas ==
The following formulas are used to determine damage based on mutation level, rounded down.
{| class="wikitable"
! Odd levels
| {{simple formula | 1d3 + (Level / 2) }}
|-
! Even levels
| {{simple formula | 1d4 + ((Level - 1) / 2) }}
|}


== Advancement Table ==
== Advancement Table ==
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|-
|-
|1
|1
|{{dice tooltip|1d3}}
|{{Heart}}{{dice tooltip|1d3}}
|-
|-
|2
|2
|{{dice tooltip|1d4}}
|{{Heart}}{{dice tooltip|1d4}}
|-
|-
|3
|3
|{{dice tooltip|1d3+1}}
|{{Heart}}{{dice tooltip|1d3+1}}
|-
|-
|4
|4
|{{dice tooltip|1d4+1}}
|{{Heart}}{{dice tooltip|1d4+1}}
|-
|-
|5
|5
|{{dice tooltip|1d3+2}}
|{{Heart}}{{dice tooltip|1d3+2}}
|-
|-
|6
|6
|{{dice tooltip|1d4+2}}
|{{Heart}}{{dice tooltip|1d4+2}}
|-
|-
|7
|7
|{{dice tooltip|1d3+3}}
|{{Heart}}{{dice tooltip|1d3+3}}
|-
|-
|8
|8
|{{dice tooltip|1d4+3}}
|{{Heart}}{{dice tooltip|1d4+3}}
|-
|-
|9
|9
|{{dice tooltip|1d3+4}}
|{{Heart}}{{dice tooltip|1d3+4}}
|-
|-
|10
|10
|{{dice tooltip|1d4+4}}
|{{Heart}}{{dice tooltip|1d4+4}}
|}
|}
<br />


</div>
</div>
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|-
|-
|11
|11
|{{dice tooltip|1d3+5}}
|{{Heart}}{{dice tooltip|1d3+5}}
|-
|-
|12
|12
|{{dice tooltip|1d4+5}}
|{{Heart}}{{dice tooltip|1d4+5}}
|-
|-
|13
|13
|{{dice tooltip|1d3+6}}
|{{Heart}}{{dice tooltip|1d3+6}}
|-
|-
|14
|14
|{{dice tooltip|1d4+6}}
|{{Heart}}{{dice tooltip|1d4+6}}
|-
|-
|15
|15
|{{dice tooltip|1d3+7}}
|{{Heart}}{{dice tooltip|1d3+7}}
|-
|-
|16
|16
|{{dice tooltip|1d4+7}}
|{{Heart}}{{dice tooltip|1d4+7}}
|-
|-
|17
|17
|{{dice tooltip|1d3+8}}
|{{Heart}}{{dice tooltip|1d3+8}}
|-
|-
|18
|18
|{{dice tooltip|1d4+8}}
|{{Heart}}{{dice tooltip|1d4+8}}
|-
|-
|19
|19
|{{dice tooltip|1d3+9}}
|{{Heart}}{{dice tooltip|1d3+9}}
|-
|-
|20
|20
|{{dice tooltip|1d4+9}}
|{{Heart}}{{dice tooltip|1d4+9}}
|}
|}
<br />


</div>
</div>
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|-
|-
|21
|21
|{{dice tooltip|1d3+10}}
|{{Heart}}{{dice tooltip|1d3+10}}
|-
|-
|22
|22
|{{dice tooltip|1d4+10}}
|{{Heart}}{{dice tooltip|1d4+10}}
|-
|-
|23
|23
|{{dice tooltip|1d3+11}}
|{{Heart}}{{dice tooltip|1d3+11}}
|-
|-
|24
|24
|{{dice tooltip|1d4+11}}
|{{Heart}}{{dice tooltip|1d4+11}}
|-
|-
|25
|25
|{{dice tooltip|1d3+12}}
|{{Heart}}{{dice tooltip|1d3+12}}
|-
|-
|26
|26
|{{dice tooltip|1d4+12}}
|{{Heart}}{{dice tooltip|1d4+12}}
|-
|-
|27
|27
|{{dice tooltip|1d3+13}}
|{{Heart}}{{dice tooltip|1d3+13}}
|-
|-
|28
|28
|{{dice tooltip|1d4+13}}
|{{Heart}}{{dice tooltip|1d4+13}}
|-
|-
|29
|29
|{{dice tooltip|1d3+14}}
|{{Heart}}{{dice tooltip|1d3+14}}
|-
|-
|30
|30
|{{dice tooltip|1d4+14}}
|{{Heart}}{{dice tooltip|1d4+14}}
|}
|}
<br />


</div>
</div>


<div style="margin-right: 2.5em;">
<div style="margin-right: 2.5em;">
=== Formulas ===
The following formulas are used to determine damage based on mutation level, rounded down.
{| class="wikitable"
! Odd levels
| {{simple formula | 1d3 + (Level / 2) }}
|-
! Even levels
| {{simple formula | 1d4 + ((Level - 1) / 2) }}
|}


== Advantages & Disadvantages ==
== Advantages & Disadvantages ==

Revision as of 00:01, 17 November 2020

This information is reliable as of patch 2.0.201.45. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.201.45.
Sunder Mind
Category

Mental

Cost

4

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

MentalBlast

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

no

Sunder Mind

You sunder the mind of an enemy, leaving them reeling in pain.

For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
Taking any action other than passing the turn will break the connection.
Each round you make a mental attack vs mental armor (MA).
Damage increment: (level based)
After the tenth round, you deal bonus damage equal to the total amount of damage you've done so far.
Range: sight
Cooldown: 80 rounds

Sunder Mind is a mental mutation that can be used on any visible creature, dealing mental damage every round for ten rounds.

Using Sunder Mind on a target will cause both the user and the target to become "locked in psychic battle", a status condition that prevents any other creatures from using Sunder Mind on those afflicted. The psychic battle will continue for ten rounds, so long as the user takes no other action besides passing their turn. After six rounds, both the user and the target will suffer a nosebleed (unless they lack a Face). On the tenth round, the target will suffer additional damage equal to the total damage done during the previous 9 rounds; if this damage instance kills the target, their head will explode.

As it deals mental damage, Sunder Mind must penetrate a creatures Mental Armor in order to deal damage.

Formulas

The following formulas are used to determine damage based on mutation level, rounded down.

Odd levels
1d3 + (Level / 2)
Even levels
1d4 + ((Level - 1) / 2)

Advancement Table

Mutation Level Damage
1 ♥1d31-3 (Avg: 2)
2 ♥1d41-4 (Avg: 2.5)
3 ♥1d3+12-4 (Avg: 3)
4 ♥1d4+12-5 (Avg: 3.5)
5 ♥1d3+23-5 (Avg: 4)
6 ♥1d4+23-6 (Avg: 4.5)
7 ♥1d3+34-6 (Avg: 5)
8 ♥1d4+34-7 (Avg: 5.5)
9 ♥1d3+45-7 (Avg: 6)
10 ♥1d4+45-8 (Avg: 6.5)
Mutation Level Damage
11 ♥1d3+56-8 (Avg: 7)
12 ♥1d4+56-9 (Avg: 7.5)
13 ♥1d3+67-9 (Avg: 8)
14 ♥1d4+67-10 (Avg: 8.5)
15 ♥1d3+78-10 (Avg: 9)
16 ♥1d4+78-11 (Avg: 9.5)
17 ♥1d3+89-11 (Avg: 10)
18 ♥1d4+89-12 (Avg: 10.5)
19 ♥1d3+910-12 (Avg: 11)
20 ♥1d4+910-13 (Avg: 11.5)
Mutation Level Damage
21 ♥1d3+1011-13 (Avg: 12)
22 ♥1d4+1011-14 (Avg: 12.5)
23 ♥1d3+1112-14 (Avg: 13)
24 ♥1d4+1112-15 (Avg: 13.5)
25 ♥1d3+1213-15 (Avg: 14)
26 ♥1d4+1213-16 (Avg: 14.5)
27 ♥1d3+1314-16 (Avg: 15)
28 ♥1d4+1314-17 (Avg: 15.5)
29 ♥1d3+1415-17 (Avg: 16)
30 ♥1d4+1415-18 (Avg: 16.5)

Advantages & Disadvantages

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

Advantages

  • Can be used to deal damage to any targets within sight no matter the distance, including enemies revealed via Clairvoyance
  • Deals very high damage if the tenth round is reached
  • Deals damage against Mental Armor rather than Armor Value
  • Synergizes well with high AV equipment and abilities. For example, you can tighten your Carapace before sundering an enemy's mind.

Disadvantages

  • High cost on character creation
  • The user must remain totally still and cannot act in any way without breaking the connection, making usage dangerous in close quarters
  • High base cooldown
  • Does not work against creatures that do not possess a mind, such as oozes and plants