Force Wall

From Caves of Qud Wiki
Jump to: navigation, search
This information is reliable as of patch 2.0.201.47. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.201.47.
Force Wall
Category

Mental

Cost

3

Creation CodeThe letters that represent this
Mutation within a Build Code

dj

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

ForceWall

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

yes

Force Wall

You generate a wall of force that protects you from your enemies.

Creates 9 contiguous squares of immobile force field
Duration: (level based) rounds
Cooldown: 100 rounds
You may fire missile weapons through the force field.

An Esper using Force Wall to protect themselves from a pack of snapjaws in Ovw red rock.pngRed Rock.

Force Wall is a mental mutation that allows the player to create a wall of Forcefield.pngforcefields at a location of their choosing.

Force Wall grants the "Force Wall" activated ability, which when used, will prompt the player to first select the starting point of their force wall. Any tile in the current zone can be chosen regardless of distance and contents, even tiles the player can't see or tiles that contain creatures or walls. After a tile has been chosen, the player is given the opportunity to "draw" the rest of the wall. This does not have to be in a straight line relative to the starting point and can be in any configuration the player desires, but the total tiles that the wall is comprised of cannot exceed 9. Comfirming one's selection will cause it to be filled in with forcefields.

The forcefields created by Force Wall are solid obstacles with 100 HP, ♦100 AV, and ○-10 DV. While this means they are not indestructible, they are incredibly difficult to penetrate with conventional weaponry. The player and creatures alike are unable to pass through the forcefields, unless they are phased or have an implanted Force modulator.pngforce modulator. Additionally, enemies are unable to fire missile weapons and ranged mutations through the forcefields, while the player is able to.

The forcefields will persist for a mutation level based number of rounds before disappearing. If the forcefields are affected by normality or are crossed by a creature wearing an Ontological anchor.pngontological anchor, they will instantly collapse and disappear, releasing an electrical discharge into a random adjacent tile that deals ♥1d61-6 (Avg: 3.5) damage.[1]

Formulas[edit | edit source]

The following formula is used to determine duration based on mutation level.[2]

Duration
14 + Level × 2

Advancement Table[edit | edit source]

Mutation Level Duration
1 16 rounds
2 18 rounds
3 20 rounds
4 22 rounds
5 24 rounds
6 26 rounds
7 28 rounds
8 30 rounds
9 32 rounds
10 34 rounds
Mutation Level Duration
11 36 rounds
12 38 rounds
13 40 rounds
14 42 rounds
15 44 rounds
16 46 rounds
17 48 rounds
18 50 rounds
19 52 rounds
20 54 rounds
Mutation Level Duration
21 56 rounds
22 58 rounds
23 60 rounds
24 62 rounds
25 64 rounds
26 66 rounds
27 68 rounds
28 70 rounds
29 72 rounds
30 74 rounds

Ability Cooldown[edit | edit source]

Force Wall's cooldown (CD) in rounds depends on the user's willpower (WI) attribute:

WICDWICDWICDWICD
91351510521752745
101301610022702840
11125179523652935
12120189024603030
13115198525553125
14110208026503220

Advantages & Disadvantages[edit | edit source]

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

Advantages[edit | edit source]

  • Can be used to protect oneself or to block an enemies retreat
  • Infinite range
  • The player can shoot through the forcefield while enemies can't, allowing the player to fire on enemies without fear of retaliation

Disadvantages[edit | edit source]

  • Moderate cost at character creation
  • Long cooldown that doesn't improve with additional mutation levels
  • Forcefields are weak to normality

References[edit | edit source]

  1. XRL.World.Parts.Forcefield
  2. XRL.World.Parts.Mutation.ForceWall