Blood-gradient hand vacuum: Difference between revisions

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(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
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__NOTOC__
<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
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{{As Of Patch|2.0.199.5}}
{{Item
{{Item
| title = {{Qud text|blood-gradient hand vacuum}}
| title = {{Qud text|blood-gradient hand vacuum}}
| image = bloodgradient hand vacuum.png
| image = bloodgradient hand vacuum.png
| overrideimages = {{altimage start}}{{altimage | bloodgradient hand vacuum identified.png | type = identified}}{{altimage | bloodgradient hand vacuum unidentified.png | type = unidentified}}{{altimage end}}
| pv = 10
| pv = 10
| maxpv = 10
| maxpv = 10
| damage = 1d8
| damage = 1d8
| weight = 6
| weight = 6
| featureweightinfo = yes
| commerce = 666
| commerce = 666
| weaponskill = {{SkillID to name|Pistol}}
| weaponskill = {{SkillID to name|Pistol}}
| ammo = blood
| ammo = blood
| ammodamagetypes = Exsanguination</br>Disintegrate
| ammodamagetypes = Exsanguination</br>Disintegrate
| ismissile = yes
| accuracy = 6
| accuracy = 6
| shots = 1
| shots = 1
| ammoperaction = 1
| maxvol = 8
| maxvol = 8
| liquidgen = 800
| liquidgentype = blood
| liquidtype = blood
| liquidgenrate = 800
| chargeperdram = 7500
| dramsperuse = 1
| chargeused = 100
| chargeused = 100
| chargefunction = Weapon power
| chargefunction = Weapon Power
| id = Blood-Gradient Hand Vacuum
| id = Blood-Gradient Hand Vacuum
| complexity = 6
| complexity = 6
Line 26: Line 32:
| candisassemble = yes
| candisassemble = yes
| colorstr = &amp;r
| colorstr = &amp;r
| tilecolors = Kr
| renderstr = )
| renderstr = )
| extra = {{Extra info|empsensitive = yes | twohanded = no}}
| extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | twohanded = no | energyammoloader = yes | realitydistortionbased = yes | leakswhenbroken = 10-20}}
| inheritingfrom = BasePistol
| inheritingfrom = BasePistol
| dynamictable = {{Dynamic object|Guns|Blood-Gradient Hand Vacuum}}
| dynamictable = {{Dynamic object|Guns|Blood-Gradient Hand Vacuum}} </br>{{Dynamic object|Items|Blood-Gradient Hand Vacuum}}
| desc = Venous tubules and tenebricose metal intertwine, the black science of the Eaters thirsting for new and strange victims.
| unidentifiedimage = bloodgradient hand vacuum unidentified.png
| unidentifiedname = weird artifact
| unidentifiedaltname = pistol
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,PistolMods,ElectronicsMods,BeamWeaponMods
| desc = Blood sieved of chunky pieces sloshes around a cannister of tetraxenonoglass. Vacuum pressure sucks air in through the barrel, and slits on the slide stop vent a metronomic belch.
 
{{Qud shader|rules|{{(}}Weapon Class: Pistol
Accuracy: Medium{{)}}}}
{{Qud shader|rules|{{(}}Compute power on the local lattice decreases the time needed for this item to generate ammunition.{{)}}}}
| categories = Pistols
| categories = Pistols
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
The {{name}} is tied with the {{favilink|overloaded laser pistol}} for having the highest penetration value among [[pistol]]s in the game. It does slightly less damage than the overloaded laser pistol, but it has a few very unique mechanical features that set it apart.
A {{name}} is a mid-to-high tier [[pistol]], having a significant [[PV|penetration value]] of {{PV}}10. Although it does not have quite as high of a {{PV}}PV as some of the top-tier pistols, like the {{favilink|eigenpistol}}, {{favilink|hand rail}}, or {{favilink|spaser pistol}}, the hand vacuum has self replenishing ammo and can heal the wielder.


The {{name}} has a {{favilink|blood}} reservoir. It also stores up to 13 biologically-generated ammo units.
The {{name}} has a {{favilink|blood}} reservoir and it can store up to 13 biologically-generated ammo units.
<div style="overflow:hidden;">
[[Image:Blood-gradient_hand_vacuum_diagram.png|float|left|class=scalable|alt="an example image of the blood gradient hand vacuum in the inventory, showing that it is currently holding 7 drams of blood and has 4 shots, denoted in square brackets."]]
<div style="clear:left;"></div></div>
The blood reservoir is used primarily to generate "ammo" for the {{name}}, but it also draws a small amount of [[energy]] from its blood reservoir whenever it fires a shot.


[[Image:Blood-gradient_hand_vacuum_diagram.png|thumb|left|600px]]
When the pulse hits a living creature, the wielder will heal 80-100% of the damage done, subtracted by 1-2 points. A maximum of {{Heart}}{{dice tooltip|1d20+20}} per projectile can be healed with this method. This healing effect is [[Reality distortion|reality distorting]], so it will not work while astrally burdened or tethered.{{Code Reference|class=VampiricWeapon}}
<div style="clear:left;"></div>
The blood reservoir is used primarily to generate "ammo" for the {{name}}, but it also draws a small amount of [[energy]] from its blood reservoir whenever it fires a shot.


== Technical Components ==
== Technical Components ==
{{name}} has the following technical components, each of which have special effects. The operational status of these components can be seen if the looker has access to a [[Scanning#Techscanning|techscanning]] apparatus. Each of the components must be "Operational" to function.
{{name}} has the following technical components, each of which have special effects. The operational status of these components can be seen if the looker has access to a [[Scanning#Techscanning|techscanning]] apparatus. Each of the components must be "Operational" to function.
* <code>ExsanguinationMicrotubules</code>: This component extracts blood from the body of the equipper. Every 800 turns, it will refill a single dram of blood into the {{name}}. Functionally, this acts as a slow but infinite recharge mechanism while the {{name}} is equipped.
* <code>ExsanguinationMicrotubules</code>: This component extracts blood from the body of the equipper. Every 800 turns, it will refill a single dram of blood into the {{name}}. Functionally, this acts as a slow but infinite recharge mechanism while the {{name}} is equipped.{{Code Reference|namespace=XRL.World.Parts|class=LiquidProducer}}
** This component will be operational only if equipped in a biological body slot. This typically means it must be equipped in one of a humanoid's default missile weapon equipment slots. It will not function while in the inventory or if equipped in a non-organic missile weapon equipment slot, such as the additional missile weapon slots granted by a [[gun rack]] implant.
** This component will be operational only if equipped in a biological body slot. This typically means it must be equipped in one of a humanoid's default missile weapon equipment slots. It will not function while in the inventory or if equipped in a non-organic missile weapon equipment slot, such as the additional missile weapon slots granted by a {{favilink|gun rack}} implant.
* <code>VitalityTransferSystem</code>: This component generates ammo for the {{name}}. Every five turns, if blood is available in the reservoir, this component will fabricate 1 biologically-generated unit of ammo. The weapon can hold up to 13 units of ammo at a time. Each time that this component generates a unit of ammo, there is a 20% chance that it will consume 1 dram of blood from the weapon's reservoir.
* <code>VitalityTransferSystem</code>: This component generates ammo for the {{name}}. Every five turns (or less, with [[compute power]]), if blood is available in the reservoir, this component will fabricate 1 biologically-generated unit of ammo. The weapon can hold up to 13 units of ammo at a time. Each time that this component generates a unit of ammo, there is a 20% chance that it will consume 1 dram of blood from the weapon's reservoir.{{Code Reference|namespace=XRL.World.Parts|class=BioAmmoLoader}}
** This component will be operational as long as at least one dram of blood is available in the weapon's reservoir. It works whether or not the {{name}} is equipped; it will also generate ammo in the inventory.
** This component will be operational as long as at least one dram of blood is available in the weapon's reservoir. It works whether or not the {{name}} is equipped; it will also generate ammo in the inventory.
* <code>EnergyWeaponSystem</code>: This component fires the weapon. It consumes 100 [[charge]] each time it is fired. The charge is drawn from blood in the reservoir; but this tends not to have a significant noticeable effect on the blood available in the reservoir, because a single dram of blood can provide 7500 charge (enough to fire the weapon 75 times).
* <code>EnergyWeaponSystem</code>: This component fires the weapon. It consumes 100 [[charge]] each time it is fired. The charge is drawn from blood in the reservoir; but this tends not to have a significant noticeable effect on the blood available in the reservoir, because a single dram of blood can provide 7500 charge (enough to fire the weapon 75 times).{{Code Reference|namespace=XRL.World.Parts|class=EnergyAmmoLoader}}
** This component will be operational as long as at least one dram of blood is available in the weapon's reservoir.
** This component will be operational as long as at least one dram of blood is available in the weapon's reservoir.
* <code>BiodynamicExtractor</code>: This component is the power plant that converts blood into energy that the <code>EnergyWeaponSystem</code> can consume.
* <code>BiodynamicExtractor</code>: This component is the power plant that converts blood into energy that the <code>EnergyWeaponSystem</code> can consume.{{Code Reference|namespace=XRL.World.Parts|class=LiquidFueledPowerPlant}}
** This component remains operational at all times, but it requires at least one dram of blood to generate energy.
** This component remains operational at all times, but it requires at least one dram of blood to generate energy.
== Additional Notes ==
* Because its projectiles have the Disintegrate damage attribute, they are considered energy projectiles{{Code Reference|namespace=XRL.World.Parts|class=PointDefense}} and cannot be targeted by a {{favilink|point-defense drone}} or the {{favilink|anomaly extinguisher|possessive}} {{favilink|point-defense laser}}.
* The Exsanguination damage attribute currently has no special effects or interactions with anything in game.
== Obtaining ==
The {{name}} can be:
* Found as random loot in [[zone tier|high-tier zones]] or occasionally equipped by random creatures.
* Obtained as a [[faction heirloom]] during [[The First Council of Omonporch]] if the player's chosen faction has an heirloom type of ''pistols''. Refer to the [[faction heirloom]]s page for details about the chance of obtaining an {{name}}.
* Crafted with the [[Tinker II]] skill, after obtaining the required {{favilink|data disk|schematic}}.
* [[Disarmed]] from {{favilink|Blood-gradient vacuum turret|plural}}.


== Advantages and Disadvantages ==
== Advantages and Disadvantages ==
{{Opinion}}
{{Opinion}}
=== Advantages ===
=== Advantages ===
* One of the strongest [[pistol]]s available in the game.
* Has an infinitely recharging ammo supply, and uses a liquid that is relatively easy to find.
* Has an infinitely recharging ammo supply, and uses a liquid that is relatively easy to find.
=== Disadvantages ===
=== Disadvantages ===
* If you use this as your only weapon, it can be difficult to keep it full at all times. It requires a significant blood supply, or else it requires time without firing to recharge.
* If you use this as your only weapon, it can be difficult to keep it full at all times. It requires a significant blood supply, or else it requires time without firing to recharge.
== References ==
<references />


{{Missile Weapon Navbox}}
{{Missile Weapon Navbox}}


[[Category:Pistols]]
[[Category:Pistols]]

Latest revision as of 21:35, 18 January 2024

blood-gradient hand vacuum
10
PV
♥
1d8
average: 4.5range: 1-8
$
666.00
Commerce Value
6
lbs.
Weight

Exsanguination
Disintegrate

Ammo Type

blood

Accuracy
Shots per Action

1

Ammo per Action

1

Max Volume

8 drams

Liquid Generation

1 dram of blood every 800 turns

Charge per Use

100

Charge Used For

Weapon Power

Charge per Dram

7500

Complexity

6

Tier

6

<0456>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Skill Used

Pistol

Potential
Mods?Mods this item can support
(subject to additional logic & rules)

missile weapon, firearm, general, pistol, electronics, beam weapon

Character

)

ID?Use this ID to Wish for the item

Blood-Gradient Hand Vacuum

Spawns in

Guns
Items

Extra Info:
blood-gradient hand vacuum

Blood sieved of chunky pieces sloshes around a cannister of tetraxenonoglass. Vacuum pressure sucks air in through the barrel, and slits on the slide stop vent a metronomic belch.

Weapon Class: Pistol
Accuracy: Medium

Compute power on the local lattice decreases the time needed for this item to generate ammunition.

Perfect

A blood-gradient hand vacuum is a mid-to-high tier pistol, having a significant penetration value of 10. Although it does not have quite as high of a PV as some of the top-tier pistols, like the eigenpistol, hand rail, or spaser pistol, the hand vacuum has self replenishing ammo and can heal the wielder.

The blood-gradient hand vacuum has a blood reservoir and it can store up to 13 biologically-generated ammo units.

"an example image of the blood gradient hand vacuum in the inventory, showing that it is currently holding 7 drams of blood and has 4 shots, denoted in square brackets."

The blood reservoir is used primarily to generate "ammo" for the blood-gradient hand vacuum, but it also draws a small amount of energy from its blood reservoir whenever it fires a shot.

When the pulse hits a living creature, the wielder will heal 80-100% of the damage done, subtracted by 1-2 points. A maximum of ♥1d20+2021-40 (Avg: 30.5) per projectile can be healed with this method. This healing effect is reality distorting, so it will not work while astrally burdened or tethered.[1]

Technical Components

blood-gradient hand vacuum has the following technical components, each of which have special effects. The operational status of these components can be seen if the looker has access to a techscanning apparatus. Each of the components must be "Operational" to function.

  • ExsanguinationMicrotubules: This component extracts blood from the body of the equipper. Every 800 turns, it will refill a single dram of blood into the blood-gradient hand vacuum. Functionally, this acts as a slow but infinite recharge mechanism while the blood-gradient hand vacuum is equipped.[2]
    • This component will be operational only if equipped in a biological body slot. This typically means it must be equipped in one of a humanoid's default missile weapon equipment slots. It will not function while in the inventory or if equipped in a non-organic missile weapon equipment slot, such as the additional missile weapon slots granted by a gun rack implant.
  • VitalityTransferSystem: This component generates ammo for the blood-gradient hand vacuum. Every five turns (or less, with compute power), if blood is available in the reservoir, this component will fabricate 1 biologically-generated unit of ammo. The weapon can hold up to 13 units of ammo at a time. Each time that this component generates a unit of ammo, there is a 20% chance that it will consume 1 dram of blood from the weapon's reservoir.[3]
    • This component will be operational as long as at least one dram of blood is available in the weapon's reservoir. It works whether or not the blood-gradient hand vacuum is equipped; it will also generate ammo in the inventory.
  • EnergyWeaponSystem: This component fires the weapon. It consumes 100 charge each time it is fired. The charge is drawn from blood in the reservoir; but this tends not to have a significant noticeable effect on the blood available in the reservoir, because a single dram of blood can provide 7500 charge (enough to fire the weapon 75 times).[4]
    • This component will be operational as long as at least one dram of blood is available in the weapon's reservoir.
  • BiodynamicExtractor: This component is the power plant that converts blood into energy that the EnergyWeaponSystem can consume.[5]
    • This component remains operational at all times, but it requires at least one dram of blood to generate energy.

Additional Notes

Obtaining

The blood-gradient hand vacuum can be:

Advantages and Disadvantages

This section is opinion-based. Your mileage may vary.

Advantages

  • Has an infinitely recharging ammo supply, and uses a liquid that is relatively easy to find.

Disadvantages

  • If you use this as your only weapon, it can be difficult to keep it full at all times. It requires a significant blood supply, or else it requires time without firing to recharge.

References

  1. XRL.World.Parts.VampiricWeapon
  2. XRL.World.Parts.LiquidProducer
  3. XRL.World.Parts.BioAmmoLoader
  4. XRL.World.Parts.EnergyAmmoLoader
  5. XRL.World.Parts.LiquidFueledPowerPlant
  6. XRL.World.Parts.PointDefense