Precognition
Category
|
Mental |
---|---|
Cost
|
4 |
ID?Use this ID to wish for the mutation
(example: mutation:Precognition ) |
Precognition |
Reality DistortingReality distorting mutations
cannot be used under the effects of normality. |
yes |
Infobox data from game version 2.0.206.63
|
You peer into your near future.
You may activate this power and then later revert to the point in time when you activated it.
Duration between use and reversion: (level based) rounds
Cooldown: 500 rounds
Precognition is a mental mutation that allows the player to foresee their near future, potentially allowing them to avoid unfortunate outcomes.
Precognition grants two activated abilities: "Precognition - Start vision" and "Precognition - End vision". Using the former creates a temporary save of the current game-state, places the ability on cooldown, and begins a "vision"; this vision will last for a mutation level-based number of rounds. The vision can be ended in one of three ways: by letting the vision run it's course, by choosing to end the vision early with the "End vision" ability, or by dying before the duration runs out.
If the vision ends either due to the duration running out or the player dying, they are prompted to "return to the start of their vision". Choosing Yes will reload the save created when the vision was started, returning the game to the exact state as it was at that point. Choosing No will cause the game to proceed as normal. This will kill the player if dying was what caused their vision to end. Choosing to end the vision early by using the "End vision" ability will immediately return to the player to the start of their vision.
If the player does not have the mutation for any reason (such as losing it by drinking warm static, or piloting the golem) when the vision ends, you are not given an option to end the vision and must continue with the current game state.
Precognition functions entirely differently if used by a creature other than the player; when Precognition is activated, and the creature is killed before it's duration runs out, the creature will be revived with full HP, and the message log will return the following:
[Subject] swims before your eyes! |
When you are dominating a creature who has precognition, the behavior is mixed. You can manually end the vision and it will reload normally, but if the creature dies you are not prompted to reload. Instead, the domination is cancelled, and the dominated creature gets the non-player effect, reviving with full HP.
Amaranthine Prism
Precognition has a special interaction with the amaranthine prism. If the player equips the amaranthine prism during a vision, returning to their start of the vision will cause the prism to be unequipped, making this one of the few legitimate methods of removing the prism after wielding it. However, this course of action will return the following message:
From across the psychic sea, you feel the glare of unseen eyes. Someone is disappointed in you. |
After this, the player will lose 100 reputation with highly entropic beings and 2-5 spacetime vortices will spawn within 5-11 tiles of the player.
Should the player choose to wield the prism during a vision and forgo returning to the start, the prism will remain equipped as normal, and will be impossible to remove from then on.
Formulas
The following formula is used to determine duration of vision based on mutation level.[1]
Duration | 12 + 4 × Level
|
---|
Advancement Table
Mutation Level | Duration |
---|---|
1 | 16 rounds |
2 | 20 rounds |
3 | 24 rounds |
4 | 28 rounds |
5 | 32 rounds |
6 | 36 rounds |
7 | 40 rounds |
8 | 44 rounds |
9 | 48 rounds |
10 | 52 rounds |
Mutation Level | Duration |
---|---|
11 | 56 rounds |
12 | 60 rounds |
13 | 64 rounds |
14 | 68 rounds |
15 | 72 rounds |
16 | 76 rounds |
17 | 80 rounds |
18 | 84 rounds |
19 | 88 rounds |
20 | 92 rounds |
Mutation Level | Duration |
---|---|
21 | 96 rounds |
22 | 100 rounds |
23 | 104 rounds |
24 | 108 rounds |
25 | 112 rounds |
26 | 116 rounds |
27 | 120 rounds |
28 | 124 rounds |
29 | 128 rounds |
30 | 132 rounds |
Ability Cooldown
Precognition's cooldown (CD) in rounds depends on the user's willpower (WI) attribute:
WI | CD | WI | CD | WI | CD | WI | CD |
---|---|---|---|---|---|---|---|
9 | 675 | 15 | 525 | 21 | 375 | 27 | 225 |
10 | 650 | 16 | 500 | 22 | 350 | 28 | 200 |
11 | 625 | 17 | 475 | 23 | 325 | 29 | 175 |
12 | 600 | 18 | 450 | 24 | 300 | 30 | 150 |
13 | 575 | 19 | 425 | 25 | 275 | 31 | 125 |
14 | 550 | 20 | 400 | 26 | 250 | 32 | 100 |
Advantages & Disadvantages
Advantages
- Allows the player to essentially "cheat death" so long as they are able to use Precognition before they die
- Allows the player to predict and potentially "reroll" some randomly determined outcomes, such as quest rewards
- Allows the player to cook with neutron flux without risking instant death
- Can allow the player to safely scout out dangerous areas
Disadvantages
- High cost at character generation
- Extremely long cooldown
- Some random outcomes are pre-determined and cannot be rerolled, such as the choices presented when buying a mutation (though there are workarounds for this specific case)
- Unreliable at preventing death from unforeseen circumstances, such as sources of instant death
Creatures with Precognition
No creatures have this mutation by default.
References
- ↑
XRL.World.Parts.Mutation.Precognition