Di-thermo beam

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Revision as of 00:38, 14 November 2021 by EvanB (talk | contribs) (Note about flipping and net temperature effects based on numeric stats.)
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di-thermo beam
5
PV
♥
1d12+2
average: 8.5range: 3-14
$
1000.00
Commerce Value
6
lbs.
Weight

Fire
NonPenetrating

Ammo Type

energy

Accuracy
Shots per Action

2

Ammo per Action

1

Charge per Use

350 Solar cell: 7 usesFidget cell: 7 usesLead-acid cell: 11 usesCombustion cell: 17 usesChem cell: 28 usesThermoelectric cell: 114 usesBiodynamic cell: 171 usesNuclear cell: 285 usesAntimatter cell: 571 usesMecha power core: 1428 uses

Charge Used For

Weapon Power

Complexity

7

Tier

6

<0246>

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

Di-Thermo Beam

Spawns in

Guns
Items

Extra Info:
di-thermo beam

A coolant pipe and an antifreeze pipe are barrel-locked in symmetric geometry. Thumb flips rotate the mechanism and reverse their orientation.

Weapon Class: Pistol
Accuracy: High
Multiple projectiles per shot: 2

Perfect


This peculiar pistol fires a ray of heat in the direction it is aimed and a ray of cold in the opposite direction. These projectiles resemble Flaming Hands and Freezing Hands. The context menu option flip may be used to reverse the direction of the beams. It requires one round to cool down (and warm up..?) after each shot fired.

Tips

This section is opinion-based. Your mileage may vary.
  • On average, pair of cold beams fired Akimbo are more effective than a freeze ray at cooling the environment but slightly less effective at cooling the targeted object.