Two-headed

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This information is reliable as of patch 2.0.201.46. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.201.46.
Two-headed
Category

Physical

Cost

3

Creation CodeThe letters that represent this
Mutation within a Build Code

b3

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

TwoHeaded

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

no

Two-headed

You have two heads.

Mental actions have (level based)% lower action costs
(level based)% chance initially and each round to shake off a negative mental status effect

Two-headed is a physical mutation that grants the player an extra head.

The extra head granted by this mutation has an equip-able slot as a normal head does, as well as granting an additional face slot. However, ♦AV and ○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 and ○DV as normal. This does not affect Attribute bonuses granted by equipment, such as the Ego granted by wearing a Knollworm skull.pngknollworm skull.

Two Headed reduces the action cost of mental actions, such as using a mental mutation, by a mutation level based percentage. Additionally, it grants the player a mutation level based chance to "shake off" a mental status effect; see 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.

Creatures with two heads cannot be killed by decapitation so long as at least one of their heads remain. Rather than dying, creatures will bleed profusely when one of their heads is severed. If both heads are severed, the creature will instantly die.

Creatures that start with the Two-headed mutation have a chance to have separate names for each head.

Formulas[edit | edit source]

The following formulas are used to determine mental action cost reduction and "shake off" chance based on mutation level.

Mental Action Cost Reduction
15 + 5 × Level
Shake Off Chance
5 + 2 × Level

Advancement Table[edit | edit source]

Mutation Level Mental Action
Cost Reduction
Shake Off Chance
1 20% 7%
2 25% 9%
3 30% 11%
4 35% 13%
5 40% 15%
6 45% 17%
7 50% 19%
8 55% 21%
9 60% 23%
10 65% 25%
Mutation Level Mental Action
Cost Reduction
Shake Off Chance
11 70% 27%
12 75% 29%
13 80% 31%
14 85% 33%
15 90% 35%
16 95% 37%
17 100% 39%
18 105% 41%
19 110% 43%
20 115% 45%
Mutation Level Mental Action
Cost Reduction
Shake Off Chance
21 120% 47%
22 125% 49%
23 130% 51%
24 135% 53%
25 140% 55%
26 145% 57%
27 150% 59%
28 155% 61%
29 160% 63%
30 165% 65%

Effects Affected[edit | edit source]

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.

Advantages and Disadvantages[edit | edit source]

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

Advantages[edit | edit source]

  • Grants an extra head and face slot, allowing the player to wear additional equipment to gain extra Attribute bonuses, effects granted by modded items, or effects granted by artifacts
  • Synergizes well with mental mutations
  • Provides protection against many mental status effects
  • Prevents the player from dying instantly from decapitation

Disadvantages[edit | edit source]

  • Moderate cost on character generation
  • Halves ♦AV and ○DV bonuses from equipment worn on the head and face, requiring the player to wear twice as many pieces for the same bonuses