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{{Mutation
{{Mutation
| title = {{PAGENAME}}
| title = {{PAGENAME}}
| image = none
| image = {{mutation page image}}
| type = Physical
| type = Physical
| cost = 2
| cost = 3
| id = TwoHeaded
| id = TwoHeaded
| code =b3
| startingmutation = yes
| gameversion = 2.0.206.63
| desc = You have two heads.
| desc = You have two heads.


Mental actions have (16 + 4 * Level)% lower action costs\nSmall chance each round to shake off a negative mental status effect
Mental actions have {{Qud shader|C|(5 * Level + 15)%}} lower action costs
{{Qud shader|C|50%}} chance initially and each round to shake off a negative mental status effect
| realitydistort =no
| realitydistort =no
}}
}}
What is considered a negative mental status effect is:
{{Name}} is a [[Mutations#Physical Mutations|physical mutation]] that grants the player an extra [[List of Body Parts#Head|head]]. Note that mutating an extra head such as through [[Chimera]] or creatures whose original body plan has two heads do not automatically gain this mutation.
* [[Confused]]
 
* [[Shaken]]
The extra head granted by this mutation has an equip-able slot as a normal head does, as well as granting an additional [[List of Body Parts#face|face]] slot. However, {{AV}}[[AV]] and {{DV}}[[DV]] values granted by helmets and masks will be averaged across the two heads, meaning the player will have to wear two equipment pieces of the same type in order to gain the same {{AV}}AV and {{DV}}DV as normal. This does not affect [[Attributes|Attribute]] bonuses granted by equipment, such as the [[Ego]] granted by wearing a {{favilink|Knollworm skull}}.
* [[Disoriented]]
 
* [[Stunned]]
Two Headed reduces the [[Action cost|action cost]] of mental actions, such as using a [[Mutations#Mental Mutations|mental mutation]], by a mutation level based percentage. Additionally, it grants the player a 50% chance to "shake off" a mental status effect; see [[#Effects Affected|Effects Affected]], below. These effects have a chance to either be removed immediately upon contracting them or every turn that the player has them for.
* Stunned (from {{favilink|stun gas}})
 
* [[Asleep]]
Creatures with two heads cannot be killed by decapitation so long as at least one of their heads remain. Rather than dying, creatures will [[Bleeding|bleed]] profusely when one of their heads is severed. If both heads are severed, the creature will [[Instant death|instantly die]] just like any other decapitated creature.
If a creature with this mutation is affected by any of these status effects, there is a (5 + Level)% chance each turn for it to be removed.
 
Creatures that start with the {{Name}} mutation have a chance to have separate names for each head.
== Formulas ==
The following formulas are used to determine mental action cost reduction and "shake off" chance based on mutation level.
{| class="wikitable"
! Mental Action Cost Reduction
| {{simple formula| 15 + 5 * Level }}
|}
== Advancement Table ==
The percent reduction for this mutation can increase past 100%, but the total energy cost of the mental action will never go below 0{{Code Reference|class=GetEnergyCostEvent|namespace=XRL.World|method=GetFor}}.
<div style="display:flex;flex-wrap:wrap;">
 
<div style="margin-right: 2.5em;">
 
{| class="wikitable"
!Mutation Level
!Mental Action<br>Cost Reduction
|-
|1
|20%
|-
|2
|25%
|-
|3
|30%
|-
|4
|35%
|-
|5
|40%
|-
|6
|45%
|-
|7
|50%
|-
|8
|55%
|-
|9
|60%
|-
|10
|65%
|}
 
</div>
 
<div style="margin-right: 2.5em;">
 
{| class="wikitable"
!Mutation Level
!Mental Action<br>Cost Reduction
|-
| 11
| 70%
|-
| 12
| 75%
|-
| 13
| 80%
|-
| 14
| 85%
|-
| 15
| 90%
|-
| 16
| 95%
|-
| 17
| 100%
|-
| 18
| 105%
|-
| 19
| 110%
|-
| 20
| 115%
|}
 
</div>
 
<div style="margin-right: 2.5em;">
 
{| class="wikitable"
!Mutation Level
!Mental Action<br>Cost Reduction
|-
| 21
| 120%
|-
| 22
| 125%
|-
| 23
| 130%
|-
| 24
| 135%
|-
| 25
| 140%
|-
| 26
| 145%
|-
| 27
| 150%
|-
| 28
| 155%
|-
| 29
| 160%
|-
| 30
| 165%
|}
 
</div>
</div>
 
== Effects Affected ==
Two-headed affects all effects that are categorized as Mental, Negative, and Removable. It does not remove it if the effect is voluntarily applied to themself.
{{#cargo_query:table=Effects
|fields =CONCAT('[[', _pageName, '{{!}}', PlainName, ']]')
|where = Type RLIKE "11[01]{23}1[01]$" AND NOT Type RLIKE "1[01]{27}$"
|format = ul
|columns = 3}}
 
== Advantages and Disadvantages ==
{{Opinion}}
=== Advantages ===
* Grants an extra head and face slot, allowing the player to wear additional equipment to gain extra Attribute bonuses, effects granted by [[Item Mods|modded]] items, or effects granted by [[Artifact|artifacts]]
* Synergizes well with mental mutations
* Provides protection against many mental status effects
* Prevents the player from dying instantly from decapitation
* Synergizes with triggered mental effects from [[cooking effects|cooking]], such as [[Agility-based_cooking_effects|whenever you perform a critical hit,]] [[Plant-based_cooking_effects|you cause plants to spontaneously grow in a random nearby area]], causing those effects to consume fewer (or no) turns
* At level 17 or higher, mental actions will cost no energy, basically granting as many free turns as the creature has mental actions. This combos well with {{favilink|Light Manipulation}}.
=== Disadvantages ===
* Moderate cost on character generation
* Halves {{AV}}AV and {{DV}}DV bonuses from equipment worn on the head and face, requiring the player to wear twice as many pieces for the same bonuses
 
==Creatures with Two-headed==
{{Creatures with the mutation|Two-headed}}
{{References|2.0.204.51}}
{{Mutation Navbox}}
{{Mutation Navbox}}

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