Electrical Generation

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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.


Advancement Table

Mutation Level Maximum Charges Recharge Time
1 4 10 rounds
2 6 9 rounds
3 8 9 rounds
4 10 8 rounds
5 12 8 rounds
6 14 7 rounds
7 16 7 rounds
8 18 6 rounds
9 20 6 rounds
10 22 5 rounds

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

  • Has terrible synergy with Electromagnetic Impulse.
  • All charges must be used at the same time.
  • While the recharge time is reduced at higher levels, it is not affected by Willpower.