Black mote: Difference between revisions

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you stumble into the black mote
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| title = {{Qud text|{{Qud shader|K|{{(}}black{{)}}}} mote}}
| title = {{Qud text|{{Qud shader|K|{{(}}black{{)}}}} mote}}
| image = black mote.png
| image = black mote.png
| overrideimages = {{altimage start}}{{altimage | black mote identified.png | type = identified}}{{altimage | black mote unidentified.png | type = unidentified}}{{altimage end}}
| gif = black mote animated.gif
| overrideimages = {{altimage start}}{{altimage | black mote identified.png | gif = black mote identified animated.gif | type = identified}}{{altimage | black mote unidentified.png | gif = black mote unidentified animated.gif | type = unidentified}}{{altimage end}}
| av = 0
| av = 0
| dv = 0
| dv = 0
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{{Qud shader|rules|{{(}}+4 DV{{)}}}}
{{Qud shader|rules|{{(}}+4 DV{{)}}}}
| categories = Floating Nearby
| categories = Floating Nearby
| gameversion = 2.0.204.48
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
{{No Description}}
A {{name}} is a powerful item equipped in the Floating Nearby slot. Its capacitor holds 2000 power, and is charged by a built in [[Power#Zero_Point_Energy_Collector|Zero-Point Energy Collector]] which charges 20 units per turn, a [[Solar power|solar array]] which can charge 30 units per turn when available, and a [[Broadcast power|broadcast power receiver]] which can charge 10 units per turn when available.


The item's abilities include increasing the wearer's [[Dodge (DV)|DV]], and giving a base 20% chance to block ranged attacks against them (which will give the message "the {{name}} swallows" the object in question) which can be further modified by compute power (10 compute power increases the chance by 1%).{{Code Reference | namespace = XRL.World.Parts | class = CancelRangedAttacks | method = GetEffectiveChance}} The latter ability is affected by [[normality]].
However, using a black mote comes at a cost. When equipped, there is a 1% chance each time the equipper takes damage that they "stumble into the black mote", causing them to be teleported by the same method that a [[Space-time_vortex_(phenomenon)#Vortex_Behavior|space-time vortex]] uses to another zone.{{Code Reference | namespace = XRL.World.Parts | class = RandomLongRangeTeleportOnDamage | method = HandleEvent(TookDamageEvent E)}} This ability is similarly affected by normality, but can otherwise not be prevented.
== References ==
<references />
{{Floating Nearby Objects Navbox}}
{{Floating Nearby Objects Navbox}}