Overloaded
Category
|
Electronics |
---|---|
Native tierLess likely to appear on items
of a lower tier than this. |
0 |
Rarity
|
Rare |
Tinkerable
|
Yes |
Tinker skill
|
|
Bit required
|
<5> |
AutotinkerableCan appear spontaneously on an
item you create with tinkering. |
no |
Value multiplier
|
1.3 |
+1 | |
+1 | |
ID
|
ModOverloaded |
Infobox data from game version 2.0.202.74
|
Overloaded: This item has increased performance but consumes extra charge, generates heat when used, and has a chance to break relative to its charge draw. |
Reason: Table needs to be filled out with more effects of overloaded on different items
overloaded is an item mod that can be applied to "power load-sensitive" electronics. It adds 300% to the "power load level" of the item [1][2], which quadruples power consumption and provides a varying bonus to the item depending on the type of effect the item has.
Because certain other item mods can cause an item to become power load-sensitive, overloaded can amplify the effects of those other mods when combined with them.
Bonuses to Items and Equipment
Item type | Overloaded effect |
---|---|
Energy-loaded missile weapons | +2 to damage roll [3] |
Electric discharge Weapons | Damage is based on charge used, so x4 damage [4] |
Gaslight weapons | +2 to damage roll [5] |
Reality stabilization items | +2 to the strength of reality stabilization [6] |
Gas pumps | +30% to density of gases produced [7][8] |
ganglionic teleprojector | +2 bonus to success roll when attempting to dominate a robot [9] |
geomagnetic disc | +2 to damage roll, and bounces up to 2 additional times (up to 7 times total) [10] |
gyrocopter backpack | +10% chance each turn to repel gases [11] |
maghammer | +2 to difficulty of Strength save for latching on or breaking free, and auto-hits at the end of each turn deal 2 extra damage [12] |
night-vision goggles | +30% to radius of vision [13] |
point-defense drone | +10% chance to shoot incoming projectiles [14] |
powered exoskeleton | +2 Strength [15] |
ulnar stimulators | +1 Agility and +1 Strength [15] |
wrist calc | +30% to compute power (i.e. +3 normally) [16] +2 to light radius [17] |
wrist fan | +10% chance each turn to repel gases [11] |
Bonuses to Other Mods
Item Mod | Overloaded effect |
---|---|
Co-processor | Adds 2 to the item tier for purposes of calculating mod effects. Effectively this results in +0.5 intelligence and +5 compute power. [18] |
Displacer | Increases the maximum range of displacer to 6 tiles [19] |
Electrified | Adds 2 to the item tier for purposes of damage calculation [20] |
Flaming | Adds 2 to the item tier for purposes of damage calculation and temperature increase [21] |
Freezing | Adds 2 to the item tier for purposes of damage calculation and temperature decrease [22] |
Morphogenetic | +2 to difficulty of Willpower save [23] |
Nulling | +2 to the strength of reality stabilization [24] |
Overheating and Breaking
Each time an overloaded item draws charge (typically when it is fired/activated/used), it generates heat and has a chance of breaking relative to the amount of charge it draws. The chance to break is roughly equal to 1 in 10,000 per unit of charge drawn. Keep in mind that overloaded items draw 4x more charge than their normal item counterparts. Both the object itself and the holder/wielder will be affected by the temperature increase. [25]
Temperature increase per use | Floor(ChargeConsumed / 100) + 1
|
---|---|
Percent chance of breaking per use | (Floor(ChargeConsumed / 10) + 1) / 100
|
Overheat and Breakage Stats by Item
The following table provides some examples of overheat temperatures and breakage statistics for items that can be overloaded. This is not an exhaustive list of items that can be overloaded.
Tips
References
- ↑
XRL.World.Parts.ModOverloaded
, methodHandleEvent(GetPowerLoadLevelEvent)
- ↑
XRL.World.Parts.GetPowerLoadLevel
, methodGetFor
- ↑
XRL.World.Parts.EnergyAmmoLoader
, methodHandleEvent(GetMissileWeaponPerformanceEvent)
- ↑
XRL.World.Parts.ElectricalDischargeLoader
, methodFireEvent
- ↑
XRL.World.Parts.Gaslight
- ↑
XRL.World.Parts.RealityStabilization
, methodStrength
- ↑
XRL.World.Parts.GasOnHit
- ↑
XRL.World.Parts.GasOnEntering
- ↑
XRL.World.Parts.Teleprojector
- ↑
XRL.World.Parts.GeomagneticDisc
- ↑ 11.0 11.1
XRL.World.Parts.PartsGas
- ↑
XRL.World.Parts.LatchesOn
- ↑
XRL.World.Parts.NightVision
, methodHandleEvent(BeforeRenderEvent)
- ↑
XRL.World.Parts.PointDefense
- ↑ 15.0 15.1
XRL.World.Parts.EquipStatBoost
, methodDetermineBonusList
- ↑
XRL.World.Parts.ComputeNode
- ↑
XRL.World.Parts.ActiveLightSource
- ↑
XRL.World.Parts.ModCoProcessor
- ↑
XRL.World.Parts.ModDisplacer
, methodFireEvent
- ↑
XRL.World.Parts.ModElectrified
, methodFireEvent
- ↑
XRL.World.Parts.ModFlaming
, methodFireEvent
- ↑
XRL.World.Parts.ModFreezing
, methodFireEvent
- ↑
XRL.World.Parts.ModMorphogenetic
, methodApplyMorphicShock
- ↑
XRL.World.Parts.RealityStabilization
, methodStrength
- ↑
XRL.World.ChargeUsedEvent
, methodSend