Psionic: Difference between revisions
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* {{favilink|arch dervish of the Sightless Way}} | * {{favilink|arch dervish of the Sightless Way}} | ||
The {{name}} mod changes a melee weapon's penetration to use the attacker's [[ego]] modifier instead of [[strength]] modifier, and those attacks use modified [[penetration]] calculations against the target's [[MA|mental armor]] (MA) instead of the target's [[AV|regular armor]] (AV). [[Cleave]] will inflict [[psionically cleaved]] instead of [[cleaved]]. | The {{name}} mod changes a melee weapon's penetration to use the attacker's [[ego]] modifier instead of [[strength]] modifier, and those attacks use modified [[penetration]] calculations against the target's [[MA|mental armor]] (MA) instead of the target's [[AV|regular armor]] (AV).{{Code Reference|class=ModPsionic|name=ModPsionic}} [[Cleave]] will inflict [[psionically cleaved]] instead of [[cleaved]].{{Code Reference|namespace=XRL.World.Parts.Skill|class=Axe_Cleave}} | ||
Weapons with this modifier are temporary, and will dissolve from the physical realm after a pre-determined number of uses. When an item with this modification is created, it starts with a random number of swings from 126-500. After attacking with this weapon, regardless of whether the weapon hits or misses, the number of swings remaining will decrease by one. | Weapons with this modifier are temporary, and will dissolve from the physical realm after a pre-determined number of uses. When an item with this modification is created, it starts with a random number of swings from 126-500. After attacking with this weapon, regardless of whether the weapon hits or misses, the number of swings remaining will decrease by one.<ref name="ModPsionic" /> | ||
{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
Once there are no more remaining swings, the item will disappear. | Once there are no more remaining swings, the item will disappear.<ref name="ModPsionic" /> | ||
== Possible Items == | |||
<div style="display:flex;flex-wrap:wrap;"> | |||
<div style="margin-right: 2.5em;"> | |||
=== Axes === | |||
{{#cargo_query: | |||
| tables = Modability=M,GeneralData=GD,ItemsTable=IT | |||
| join on = M.JoinKey=GD.JoinKey,M.JoinKey=IT.JoinKey | |||
| fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item, | |||
CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier | |||
| where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseAxe' | |||
| order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName | |||
| format = table | |||
}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
=== Cudgels === | |||
{{#cargo_query: | |||
| tables = Modability=M,GeneralData=GD,ItemsTable=IT | |||
| join on = M.JoinKey=GD.JoinKey,M.JoinKey=IT.JoinKey | |||
| fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item, | |||
CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier | |||
| where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseCudgel' | |||
| order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName | |||
| format = table | |||
}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
=== Long Blades === | |||
{{#cargo_query: | |||
| tables = Modability=M,GeneralData=GD,ItemsTable=IT | |||
| join on = M.JoinKey=GD.JoinKey,M.JoinKey=IT.JoinKey | |||
| fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item, | |||
CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier | |||
| where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseLongBlade' | |||
| order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName | |||
| format = table | |||
}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
=== Short Blades === | |||
{{#cargo_query: | |||
| tables = Modability=M,GeneralData=GD,ItemsTable=IT | |||
| join on = M.JoinKey=GD.JoinKey,M.JoinKey=IT.JoinKey | |||
| fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item, | |||
CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier | |||
| where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseDagger' | |||
| order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName | |||
| format = table | |||
}} | |||
</div> | |||
</div> | |||
{{references|2.0.201.114}} | |||
{{Mod Navbox}} | {{Mod Navbox}} |
Revision as of 16:10, 5 October 2021
Category
|
Melee Weapon |
---|---|
Tinkerable
|
no |
AutotinkerableCan appear spontaneously on an
item you create with tinkering. |
no |
Value multiplier
|
1 |
+1 | |
ID
|
ModPsionic |
Psionic: This weapon uses the wielder's Ego modifier for penetration bonus instead of Strength mod and attacks MA instead of AV. It will dissipate from the corporeal realm after some use. |
psionic is an untinkerable mod that is found on the weapons of all dervishes.
The psionic mod changes a melee weapon's penetration to use the attacker's ego modifier instead of strength modifier, and those attacks use modified penetration calculations against the target's mental armor (MA) instead of the target's regular armor (AV).[1] Cleave will inflict psionically cleaved instead of cleaved.[2]
Weapons with this modifier are temporary, and will dissolve from the physical realm after a pre-determined number of uses. When an item with this modification is created, it starts with a random number of swings from 126-500. After attacking with this weapon, regardless of whether the weapon hits or misses, the number of swings remaining will decrease by one.[1]
Swings Left | Description |
---|---|
More than 375 | substantial |
Between 250 and 375 | lambent |
Between 125 and 250 | tenuous |
Less than or equal to 125 | insubstantial |
Once there are no more remaining swings, the item will disappear.[1]
Possible Items
Axes
Cudgels
Long Blades
Short Blades
References
This information is reliable as of patch 2.0.201.114. |
|