Eigenrifle: Difference between revisions

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(Updated by egocarib with game version 2.0.201.114 using QBE v1.0rc2)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
(9 intermediate revisions by 2 users not shown)
Line 4: Line 4:
| image = eigenrifle.png
| image = eigenrifle.png
| overrideimages = {{altimage start}}{{altimage | eigenrifle identified.png | type = identified}}{{altimage | eigenrifle unidentified.png | type = unidentified}}{{altimage end}}
| overrideimages = {{altimage start}}{{altimage | eigenrifle identified.png | type = identified}}{{altimage | eigenrifle unidentified.png | type = unidentified}}{{altimage end}}
| pv = 12
| pv = 11
| maxpv = 12
| maxpv = 11
| penetratingammo = yes
| penetratingammo = yes
| damage = 1d12
| damage = 1d12
| weight = 12
| weight = 12
| featureweightinfo = yes
| featureweightinfo = yes
| commerce = 750
| commerce = 900
| weaponskill = {{SkillID to name|Rifle}}
| weaponskill = {{SkillID to name|Rifle}}
| ammo = energy
| ammo = energy
Line 19: Line 19:
| shots = 1
| shots = 1
| ammoperaction = 1
| ammoperaction = 1
| chargeused = 150
| chargeused = 250
| chargefunction = Weapon Power
| chargefunction = Weapon Power
| id = Eigenrifle
| id = Eigenrifle
Line 27: Line 27:
| canbuild = yes
| canbuild = yes
| candisassemble = yes
| candisassemble = yes
| colorstr = &c
| colorstr = &b
| tilecolors = cw
| tilecolors = bB
| renderstr = )
| renderstr = )
| extra = {{Extra info|empsensitive = yes | twohanded = yes | metal = yes | penetratingammo = yes | energycellrequired = yes}}
| extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | twohanded = yes | metal = yes | penetratingammo = yes | energycellrequired = yes | energyammoloader = yes}}
| inheritingfrom = BaseRifle
| inheritingfrom = BaseRifle
| dynamictable = {{Dynamic object|Guns|Eigenrifle}}
| dynamictable = {{Dynamic object|Guns|Eigenrifle}} </br>{{Dynamic object|Items|Eigenrifle}}
| unidentifiedinfo = {{Unidentified info | tile = eigenrifle unidentified.png | name = weird artifact | altname = rifle }}
| unidentifiedimage = eigenrifle unidentified.png
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,RifleMods,ElectronicsMods
| unidentifiedname = weird artifact
| desc = Atop this russet rifle stands a square plate-scope inset with a large ocular lens. The sight through the lens distorts as the gun tilts, but the vector drawn of the shot remains unchanged.
| unidentifiedaltname = rifle
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,RifleMods,ElectronicsMods,BeamWeaponMods
| desc = Perpendicular to the neon azure barrel is a square-plated scope inset with a large ocular lens. The sight through the lens distorts as the gun tilts, but the vector drawn remains unchanged.


{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles
{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles
Accuracy: High{{)}}}}
Accuracy: High{{)}}}}
| categories = Rifles
| categories = Rifles
| gameversion = 2.0.201.114
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
Line 48: Line 50:
The {{name}} can be:
The {{name}} can be:
* Found as random loot in [[zone tier|high-tier zones]] or occasionally equipped by random creatures.
* Found as random loot in [[zone tier|high-tier zones]] or occasionally equipped by random creatures.
** Notably, {{favilink|Gunner-Knight Templar|plural}} have a 50% chance to be carrying an {{name}}.<ref><code>PopulationTables.xml</code> ''(population: GunnerKnightTemplarGuns)''</ref>
** Notably, {{favilink|Gunner-Knight Templar|plural}} have a 46.5% chance to be carrying an {{name}}.<ref><code>PopulationTables.xml</code> ''(population: GunnerKnightTemplarGuns)''</ref>
* Obtained as a [[faction heirloom]] during [[The First Council of Omonporch]] if the player's chosen faction has an heirloom type of ''rifles''. Refer to the [[faction heirloom]]s page for details about the chance of obtaining an {{name}}.
* Obtained as a [[faction heirloom]] during [[The First Council of Omonporch]] if the player's chosen faction has an heirloom type of ''rifles''. 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 [[schematic]].
* Crafted with the [[Tinker II]] skill, after obtaining the required [[schematic]].

Latest revision as of 21:34, 18 January 2024

eigenrifle
11
PV
♥
1d12
average: 6.5range: 1-12
$
900.00
Commerce Value
12
lbs.
Weight

Disintegrate

Ammo Type

energy

Accuracy
Shots per Action

1

Ammo per Action

1

Charge per Use

250 Solar cell: 10 usesFidget cell: 10 usesLead-acid cell: 16 usesCombustion cell: 24 usesChem cell: 40 usesThermoelectric cell: 160 usesBiodynamic cell: 240 usesNuclear cell: 400 usesAntimatter cell: 800 usesMecha power core: 2000 uses

Charge Used For

Weapon Power

Complexity

5

Tier

5

<0005>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Skill Used

Bow and Rifle

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

missile weapon, firearm, general, rifle, electronics, beam weapon

Character

)

ID?Use this ID to Wish for the item

Eigenrifle

Spawns in

Guns
Items

Extra Info:
eigenrifle

Perpendicular to the neon azure barrel is a square-plated scope inset with a large ocular lens. The sight through the lens distorts as the gun tilts, but the vector drawn remains unchanged.

Weapon Class: Bows & Rifles
Accuracy: High

Perfect

The eigenrifle is a high-tier rifle with very high accuracy and fantastic penetration and damage potential. It is notable for the fact that its projectiles pierce through all targets it hits along its path, provided the shot penetrates, making it situationally useful to wielders who can manage to align several targets on the same trajectory.

Obtaining

The eigenrifle can be:

References

This information is reliable as of patch 2.0.201.49.
  1. PopulationTables.xml (population: GunnerKnightTemplarGuns)