Multiple Legs

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Multiple Legs
Multiple legs mutation.png
Category

Physical

Cost

5

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

MultipleLegs

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

no

Multiple Legs

You have an extra set of legs.

+(level based) move speed
+(level based)% carry capacity

Multiple Legs is a physical mutation that grants an extra feet slot, allowing the player to equip an additional pair of boots. It also increases movement speed by a mutation level based amount and carry capacity by a mutation level based percentage.

The extra feet slot doesn't grant the player an advantage in the way of gaining additional ♦AV and ○DV from wearing extra armor, as these values as will be averaged across both pairs of feet, effectively halving them. This means the player will need to wear two pairs of the same boots to gain the same ♦AV and ○DV as normal. This property does not apply to other bonuses granted by footwear, such as the Movement Speed granted by wearing bounding boots.

Formulas

The following formulas are used to determine movement and carry capacity bonuses based on mutation level.[1]

Movement Speed
(Level × 20)
Increased Carry Weight
(Level + 5)%

Advancement Table

Mutation Level Movement Speed Carry Capacity
1 +20 +6%
2 +40 +7%
3 +60 +8%
4 +80 +9%
5 +100 +10%
6 +120 +11%
7 +140 +12%
8 +160 +13%
9 +180 +14%
10 +200 +15%
Mutation Level Movement Speed Carry Capacity
11 +220 +16%
12 +240 +17%
13 +260 +18%
14 +280 +19%
15 +300 +20%
16 +320 +21%
17 +340 +22%
18 +360 +23%
19 +380 +24%
20 +400 +25%
Mutation Level Movement Speed Carry Capacity
21 +420 +26%
22 +440 +27%
23 +460 +28%
24 +480 +29%
25 +500 +30%
26 +520 +31%
27 +540 +32%
28 +560 +33%
29 +580 +34%
30 +600 +35%

Tips

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

The total number of movements a creature can make per turn is proportional to their movement speed multiplied by their quickness. As a result, Multiple Legs is extremely effective alongside mutations providing a quickness bonus, such as Adrenal Control, Heightened Quickness, and Photosynthetic Skin. In addition, since sprinting doubles the number of movements you can make per turn, Multiple Legs can also be effective when used alongside mutations and skills that benefit Sprint, such as Triple-jointed, Two-hearted, Wings, Conatus, and Longstrider.

Since the benefits of movement speed, quickness, and sprinting stack multiplicatively -- not additively -- creatures can make many movements per turn with a little bit of investment. For instance:

  • With Multiple Legs and Heightened Quickness both at Level 1, creatures move 2.76 times as quickly while sprinting.
  • With Multiple Legs and Heightened Quickness both at Level 5, creatures move 4.92 times as quickly while sprinting.
  • With Multiple Legs and Heightened Quickness both at Level 10, creatures move 7.98 times as quickly while sprinting.

Advantages & Disadvantages

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

Advantages

  • Grants extra Movement Speed, making running away a far more effective strategy
    • At higher levels, intentionally contracting ironshank can be a viable means to improve ♦AV without overly compromising mobility
  • Allows wearing multiple footwear items, which can grant even more movement speed (or other bonuses)
  • Allows the player to more effectively kite enemies
  • Grants extra carrying capacity without taking up any slots, unlike nylon bodypacks or similar items

Disadvantages

  • Very high cost at character generation
  • The extra feet slot means that the player will need to find twice as much of a single armor piece to gain the same ♦AV and ○DV as they would without the mutation, because ♦AV and ○DV are averaged across similar body slots

Creatures with Multiple Legs

References

  1. XRL.World.Parts.Mutation.MultipleLegs