Sunder Mind: Difference between revisions

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m (Fix mutation ID (might have changed during mutation overhaul - MentalBlast doesn't seem to exist anymore))
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{{As Of Patch|2.0.201.45}}{{Mutation
{{As Of Patch|2.0.201.54}}{{Mutation
| title = {{PAGENAME}}
| title = {{PAGENAME}}
| image = none
| image = none
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| desc = You sunder the mind of an enemy, leaving them reeling in pain.\n\nFor up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.\nTaking any action other than passing the turn will break the connection.\nEach round you make a mental attack vs mental armor (MA).\nDamage increment: &C(level based)\nAfter the tenth round, you deal bonus damage equal to the total amount of damage you've done so far.\nRange: sight\nCooldown: 80 rounds
| desc = You sunder the mind of an enemy, leaving them reeling in pain.\n\nFor up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.\nTaking any action other than passing the turn will break the connection.\nEach round you make a mental attack vs mental armor (MA).\nDamage increment: &C(level based)\nAfter the tenth round, you deal bonus damage equal to the total amount of damage you've done so far.\nRange: sight\nCooldown: 80 rounds
| realitydistort =no
| realitydistort =no
}}'''Sunder Mind''' is a mental mutation that can be used on any visible creature, dealing [[damage|mental damage]] every round for ten rounds.  
}}'''Sunder Mind''' is a [[Mutations#Mental Mutations|mental mutation]] that can be used on a creature to deal [[damage|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 [[Bleeding|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.  
This mutation grants the "Sunder Mind" activated ability, which when used, will prompt the player to select a tile somewhere within the current zone. Any tile can be selected regardless of distance, so long as the tile is visible. Sunder Mind will only succeed if it is used on a creature with a mind.


As it deals mental damage, Sunder Mind must penetrate a creatures [[Mental Armor]] in order to deal damage.
Selecting a tile containing a creature will cause both the user and the target to become "locked in psychic battle". This status condition causes the target to take damage determined by mutation level every round, allows the attacker and target to see each other even if they are in darkness or behind [[Properties#Occluding|occluding]] objects, and prevents any other creatures from using Sunder Mind on the attacker or target. The psychic battle will continue for ten rounds or until [[#Interrupting Sunder Mind|interrupted]]. After five rounds, both the attacker and the target will suffer a [[Bleeding|nosebleed]] (unless they lack a [[Face]]).{{Code Reference|namespace=XRL.World.Effect|class=MemberOfPsychicBattle}} 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 them, their head will explode.
 
As it deals mental damage, Sunder Mind must penetrate a creatures [[Mental Armor]] in order to deal damage. Normal [[PV|penetration rolls]] take place each round damage is dealt, with the user's {{PV}}PV value equal to their [[Ego]] modifier or '''mutation level - 2''' (whichever is higher), rolled against the target's MA.{{Code Reference|namespace=XRL.World.Parts.Mutation|class=SunderMind|name=SunderMind}}


== Interrupting Sunder Mind ==
== Interrupting Sunder Mind ==
A sunder mind attack will be interruped if:
A psychic battle will be interrupted if:
* The attacker moves voluntarily
* The attacker takes any other action besides passing their turn
* The attacker becomes [[confused]].
* The attacker becomes [[confused]]
* The attacker is killed.
* The attacker or target is killed
* Either the attacker or the victim moves to a new [[zone]] (this includes climbing up or down stairs)
* Either the attacker or target moves to a new [[zone]] (this includes climbing up or down stairs)


A sunder mind attack will '''''not''''' be interrupted if:
A sunder mind attack will '''''not''''' be interrupted if:
* The attacker and victim move out of visual range of one another
* The attacker and target move out of visual range of one another
* The attacker becomes frozen
* The attacker becomes frozen
*The attacker and victim becomes out of phase, but damages will be reduced to 1.
* The attacker and victim become out of phase (though no damage will be dealt)


== Formulas ==
== Formulas ==
The following formulas are used to determine damage based on mutation level, rounded down.
The following formulas are used to determine damage increment based on mutation level, rounded down. Note that different formulas are used to determine damage based on whether the mutation level is an odd or even number.<ref name="SunderMind"/>
{| class="wikitable"
{| class="wikitable"
! Odd levels
! Odd Levels
| {{simple formula | 1d3 + (Level / 2) }}
| {{simple formula | 1d3 + (Level / 2) }}
|-
|-
! Even levels
! Even Levels
| {{simple formula | 1d4 + ((Level - 1) / 2) }}
| {{simple formula | 1d4 + ((Level - 1) / 2) }}
|}
|}
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|+
!Mutation Level
!Mutation Level
!Damage
!Damage Increment
|-
|-
|1
|1
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|+
|+
!Mutation Level
!Mutation Level
!Damage
!Damage Increment
|-
|-
|11
|11
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|+
|+
!Mutation Level
!Mutation Level
!Damage
!Damage Increment
|-
|-
|21
|21
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* High base cooldown  
* High base cooldown  
* Does not work against creatures that do not possess a mind, such as [[:Category:Oozes (faction)|oozes]] and plants
* Does not work against creatures that do not possess a mind, such as [[:Category:Oozes (faction)|oozes]] and plants
== References ==
<references/>
{{Mutation Navbox}}
{{Mutation Navbox}}

Revision as of 16:47, 1 December 2020

This information is reliable as of patch 2.0.201.54. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.201.54.
Sunder Mind
Category

Mental

Cost

4

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

SunderMind

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 a creature to deal mental damage every round for ten rounds.

This mutation grants the "Sunder Mind" activated ability, which when used, will prompt the player to select a tile somewhere within the current zone. Any tile can be selected regardless of distance, so long as the tile is visible. Sunder Mind will only succeed if it is used on a creature with a mind.

Selecting a tile containing a creature will cause both the user and the target to become "locked in psychic battle". This status condition causes the target to take damage determined by mutation level every round, allows the attacker and target to see each other even if they are in darkness or behind occluding objects, and prevents any other creatures from using Sunder Mind on the attacker or target. The psychic battle will continue for ten rounds or until interrupted. After five rounds, both the attacker and the target will suffer a nosebleed (unless they lack a Face).[1] 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 them, their head will explode.

As it deals mental damage, Sunder Mind must penetrate a creatures Mental Armor in order to deal damage. Normal penetration rolls take place each round damage is dealt, with the user's PV value equal to their Ego modifier or mutation level - 2 (whichever is higher), rolled against the target's MA.[2]

Interrupting Sunder Mind

A psychic battle will be interrupted if:

  • The attacker takes any other action besides passing their turn
  • The attacker becomes confused
  • The attacker or target is killed
  • Either the attacker or target moves to a new zone (this includes climbing up or down stairs)

A sunder mind attack will not be interrupted if:

  • The attacker and target move out of visual range of one another
  • The attacker becomes frozen
  • The attacker and victim become out of phase (though no damage will be dealt)

Formulas

The following formulas are used to determine damage increment based on mutation level, rounded down. Note that different formulas are used to determine damage based on whether the mutation level is an odd or even number.[2]

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

Advancement Table

Mutation Level Damage Increment
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 Increment
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 Increment
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

References

  1. XRL.World.Effect.MemberOfPsychicBattle
  2. 2.0 2.1 XRL.World.Parts.Mutation.SunderMind