Gate
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Acid Res: 75 Elec Res: 25 Cold Res: 75 Heat Res: 75 | |
Character
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∩ |
---|---|
ID?
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Ring Gate 1 |
Charge per Use
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50000 |
Charge Used For
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TeleportGate |
Complexity
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6 |
Tier
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7 |
Extra info:
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Infobox data from game version 2.0.207.72
|
A gate can be generated as random furniture, particularly in ruins, and is typically placed in the center of a circle of black marble walkway tiles. Most gates will have or have once had a connection to a nearby power source. If the gate is online, working, and its capacitor has enough charge, stepping on its tile will teleport the player to another gate somewhere across Qud (often underground).
It is possible for gates to form a connected pair, and also for gates to form a connected ring of 3 or more gates. In one example, a gate beneath Rusted Archway was part of a network of four gates, with the fourth gate connecting back to the first.
A gate is often found broken, rusted, unpowered, or deactivated.
- Repairing a broken or rusted gate typically costs <024>.
- If the gate's power supply is disconnected, it can be repaired by deploying wire strands to establish a connection to a power source (which may also be in need of repair). The gate can also be powered directly by expending a quantity of <1> bits.
- A deactivated gate will require a security card to reactivate. All gates should respond to an
emergency-services security card or better.
Some types of gate include secant gate, sun gate, moon gate, milk gate, and fool gate. The gate's name does not appear to have any consistent bearing on where it will lead or which type of gate will be located at the destination.
Tips
- Be warned that you will be lost after stepping through a gate, and that the destination gate is highly likely to be found broken, rusted, unpowered, or deactivated.
- Even if you are very lucky and the destination gate is online, working, and fully charged, a pair of gates almost never connect to one another, with the destination gate being connected to a different gate elsewhere in Qud. As such, stepping through a gate should be considered a one-way trip and you should make sure you have a recoiler or another means of returning to a known area.
- Gates and power infrastructure are fragile and easily suffer collateral damage from nearby combat. Consider carrying tools,
wire strands, and bits so you can make repairs to damaged machinery when necessary.
Protip: do not go through the fool gate.
Protip: do go through the fool gate.