Maghammer: Difference between revisions
imported>Trashmonks |
imported>Trashmonks (Updated by syntaxaire with game version 2.0.199.5 using QBE v1.0rc2) |
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<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. --> | <!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. --> | ||
{{As Of Patch|2.0. | {{As Of Patch|2.0.199.5}} | ||
{{Item | {{Item | ||
| title = {{Qud text|&cmag&Cha&Ymm&Wer}} | | title = {{Qud text|&cmag&Cha&Ymm&Wer}} | ||
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| colorstr = &C | | colorstr = &C | ||
| renderstr = \ | | renderstr = \ | ||
| extra = {{Extra info|twohanded = yes | metal = yes}} | | extra = {{Extra info|empsensitive = yes | twohanded = yes | metal = yes | energycellrequired = yes}} | ||
| inheritingfrom = Cudgel5th | | inheritingfrom = Cudgel5th | ||
| dynamictable = {{Dynamic object|MeleeWeapons|Maghammer}} | | dynamictable = {{Dynamic object|MeleeWeapons|Maghammer}} | ||
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| categories = Cudgels | | categories = Cudgels | ||
}} | }} | ||
<!-- END QBE -->The {{name}} is an artifact that, on hit, will [[latched onto|latch onto]] metal creatures or a creature wearing [[Metal]] equipment for 8-12 rounds. This latching attempt will take 10 charge and have an initial strength [[save]] of 20. While [[latched onto|latched on]], each attempt to break free will be a strength saving throw with difficulty 20. At the end of every turn that creature remains latched onto, that creature will be autohit by the {{name}}.<ref><code>XRL.World.Parts.LatchesOn</code></ref> | <!-- END QBE --> | ||
The {{name}} is an artifact that, on hit, will [[latched onto|latch onto]] metal creatures or a creature wearing [[Metal]] equipment for 8-12 rounds. This latching attempt will take 10 charge and have an initial strength [[save]] of 20. While [[latched onto|latched on]], each attempt to break free will be a strength saving throw with difficulty 20. At the end of every turn that creature remains latched onto, that creature will be autohit by the {{name}}.<ref><code>XRL.World.Parts.LatchesOn</code></ref> | |||
The {{name}} can be [[tinker II|tinkered]] with a randomized bit ({{bits|A}}, {{bits|B}}, {{bits|C}}, or {{bits|D}}) and {{bits|345}}. | The {{name}} can be [[tinker II|tinkered]] with a randomized bit ({{bits|A}}, {{bits|B}}, {{bits|C}}, or {{bits|D}}) and {{bits|345}}. | ||
==References== | ==References== | ||
<references/> | <references/> |
Revision as of 15:07, 18 April 2020
This information is reliable as of patch 2.0.199.5. If this is no longer the current patch, you can help by updating it. |
Charge per Use
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10 |
---|---|
Complexity
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3 |
Tier
|
5 |
<0345> | |
Can Disassemble
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yes |
Can Build
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yes |
Tinker Skill
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|
Skill Used
|
|
Character
|
\ |
ID?
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Maghammer |
Spawns in
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|
Extra Info:
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Bands of aquamarine lodestone tori wrap around the hitting part of a hefty, double-fisted truncheon. On the bottom handle there's a slot for a battery to juice the magnets.
Latches onto metal objects for 8-12 rounds.
The maghammer is an artifact that, on hit, will latch onto metal creatures or a creature wearing Metal equipment for 8-12 rounds. This latching attempt will take 10 charge and have an initial strength save of 20. While latched on, each attempt to break free will be a strength saving throw with difficulty 20. At the end of every turn that creature remains latched onto, that creature will be autohit by the maghammer.[1]
The maghammer can be tinkered with a randomized bit (<A>, <B>, <C>, or <D>) and <345>.
References
- ↑
XRL.World.Parts.LatchesOn