Electrical Generation: Difference between revisions

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Maximum charge: &C(level based)&y\nAccrue base &C(level based)&y charge per turn\nCan discharge all held charge for 1d4 damage per 1000 charge\nDischarge can arc to adjacent targets dealing reduced damage, up to 1 target per 1000 charge\nEMP causes involuntary discharge (difficulty 18 Willpower save)\nYou can drink charge from energy cells and capacitors.\nYou gain 100 charge per point of electrical damage taken.\nYou can provide charge to equipped devices that have integrated power systems.
Maximum charge: &C(level based)&y\nAccrue base &C(level based)&y charge per turn\nCan discharge all held charge for 1d4 damage per 1000 charge\nDischarge can arc to adjacent targets dealing reduced damage, up to 1 target per 1000 charge\nEMP causes involuntary discharge (difficulty 18 Willpower save)\nYou can drink charge from energy cells and capacitors.\nYou gain 100 charge per point of electrical damage taken.\nYou can provide charge to equipped devices that have integrated power systems.
| realitydistort =no
| realitydistort =no
}}'''Electrical Generation''' is a physical mutation that allows the player to generate and discharge stored electricity for a variety of applications. Creatures with Electrical Generation are able to build up and store an amount of electrical charge determined by their mutation level; the units this charge is measured in are identical to the units used by energy cells and artifacts.  
}}'''Electrical Generation''' is a physical mutation that allows the player to generate and discharge stored electricity for a variety of applications. Creatures with Electrical Generation are able to build up and store an amount of electrical charge determined by their mutation level; the units this charge is measured in are identical to the units used by [[:Category:Energy Cells|energy cells]] and artifacts.  


Electrical Generation can be utilized via the "Discharge" ability to release all of the creatures stored charge at once, dealing {{Heart}}1d4 [[Damage Type#Electrical|electrical damage]] for each 1000 units of charge expended. Additionally, the electricity will arc to any adjacent creatures around the target, with each 1000 charge expended allowing for 1 additional arc. Each arc will reduce damage slighly.
Electrical Generation can be utilized via the "Discharge" ability to release all of the creatures stored charge at once, dealing {{Heart}}1d4 [[Damage Type#Electrical|electrical damage]] for each 1000 units of charge expended. Additionally, the electricity will arc to any adjacent creatures around the target, with each 1000 charge expended allowing for 1 additional arc. Each arc will reduce damage slightly.


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Electrical Charge also provides the "Power devices", ability, which can be toggled on or off. It allows the creature to provide [[Energy|charge]] to artifacts and devices with onboard power systems, such as items with the [[Jacked]] modification. Devices drawing power in this way will take from the creature's charge pool and will require the same amount of power as normal.
== Advancement Table ==
== Advancement Table ==
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{{Opinion}}
{{Opinion}}
===Advantages===
===Advantages===
* Electrical damage bypasses [[AV]] and [[DV]], making the mutation useful for killing well armored or evasive targets.
* Electrical damage bypasses [[AV]] and [[DV]], making the mutation useful for killing well armored or evasive targets
* Electricity will arc through multiple enemies, allowing for decent multi-target damage.
* Electricity will arc through multiple enemies, allowing for decent multi-target damage
* At higher levels, gives an option for quick burst damage.
* At higher levels, gives an option for quick burst damage


===Disadvantages===
===Disadvantages===
* Has terrible synergy with [[Electromagnetic Impulse]].
* Has terrible synergy with [[Electromagnetic Impulse]]
* All charges must be used at the same time.
* All charges must be used at the same time
* While the recharge time is reduced at higher levels, it is not affected by [[Willpower]].
{{Mutation Navbox}}
{{Mutation Navbox}}

Revision as of 02:52, 3 October 2020

Electrical Generation
Category

Physical

Cost

4

ID?Use this ID to wish for the mutation
(example: mutation:ElectricalGeneration)

ElectricalGeneration

Reality DistortingReality distorting mutations
cannot be used under
the effects of normality.

no

Electrical Generation

You accrue electrical charge that you can use and discharge to deal damage.

Maximum charge: (level based)
Accrue base (level based) charge per turn
Can discharge all held charge for 1d4 damage per 1000 charge
Discharge can arc to adjacent targets dealing reduced damage, up to 1 target per 1000 charge
EMP causes involuntary discharge (difficulty 18 Willpower save)
You can drink charge from energy cells and capacitors.
You gain 100 charge per point of electrical damage taken.
You can provide charge to equipped devices that have integrated power systems.

Electrical Generation is a physical mutation that allows the player to generate and discharge stored electricity for a variety of applications. Creatures with Electrical Generation are able to build up and store an amount of electrical charge determined by their mutation level; the units this charge is measured in are identical to the units used by energy cells and artifacts.

Electrical Generation can be utilized via the "Discharge" ability to release all of the creatures stored charge at once, dealing ♥1d4 electrical damage for each 1000 units of charge expended. Additionally, the electricity will arc to any adjacent creatures around the target, with each 1000 charge expended allowing for 1 additional arc. Each arc will reduce damage slightly.

Electrical Charge also provides the "Power devices", ability, which can be toggled on or off. It allows the creature to provide charge to artifacts and devices with onboard power systems, such as items with the Jacked modification. Devices drawing power in this way will take from the creature's charge pool and will require the same amount of power as normal.

Advancement Table

Mutation Level Maximum Charges Recharge Rate Damage (Max Charge) Number of Arcs (Max Charge)
1
2
3
4
5
6
7
8
9
10

Advantages & Disadvantages

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

Advantages

  • Electrical damage bypasses AV and DV, making the mutation useful for killing well armored or evasive targets
  • Electricity will arc through multiple enemies, allowing for decent multi-target damage
  • At higher levels, gives an option for quick burst damage

Disadvantages