# Heightened Smell

Heightened Smell
 ID?Use this ID to wish for the mutation(example: mutation:HeightenedSmell) HeightenedSmell no
Heightened Smell

You are possessed of exceptionally acute smell.

You detect the presence of creatures within a distance typically up to (5 + Level * 4) squares depending on terrain
Chance to identify nearby detected creatures

Heightened Smell is currently an NPC only mutation that acts similar to . It has a much farther range than hearing, but can be affected and limited by terrain.

## Obstacles to smell

This article has information that is missing or not up to par.
Reason: This doesn't make any sense. Where is smell intensity set and checked for?

Some creatures cannot be smelled. This depends on a creature's smell intensity. [1]

Terrain also affects how far a smell can travel.

### Types of smell barriers

If a locked door is in the way, the radius will decrease to ${\displaystyle {\frac {\text{Radius}}{2}}-1}$.

If any of the following objects are also in the same tile:

• Objects that occlude sight
• Water tile that contains greater than 1,000 drams

The radius in that direction will be decreased further to ${\displaystyle {\frac {\text{Radius}}{2}}-1}$. [2]

Solid walls will completely stop all smells.

## Identification chance formula

There is a ${\displaystyle {\frac {100+20\times {\text{Level}}}{({\text{Distance}}+9)^{2}}}\times 100\%}$ chance for identifying a creature by their smell. If this percentage is greater than a random roll between 1 and 100, the creature is identified as their tile.[3] If not, a ? is displayed instead.

• (Level 3)
• (Level 3)
• (Level 5)
• (Level 5)
• (Level 5)
• (Level 5)
• (Level 5)
• (Level 5)
• (Level 5)
• (Level 5)
• (Level 5)
• (Level 5)
• (Level 5)
• (Level 5)

## References

1. XRL.World.GameObject.cs IsSmellable()
2. XRL.World.Cell.cs FastFloodOlfactionAnyProcess()
3. XRL.World.Parts.Effects.HeightenedSmellEffect.cs