Electromagnetic Impulse: Difference between revisions

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{{Aliases|names=electromagnetic impulse}}
{{Mutation
{{Mutation
| title = {{qud text|Electromagnetic Impulse (&rD&y)|notxml}}
| title = {{qud text|Electromagnetic Impulse (&rD&y)|notxml}}
| image = none
| image = {{mutation page image}}
| type = Physical defect
| type = Physical defect
| cost = -2
| cost = -2
| id = ElectromagneticImpulse
| id = ElectromagneticImpulse
| code = cg
| startingmutation = yes
| desc = You involuntarily release electromagnetic pulses, deactivating robots and artifacts around yourself.\n\nThere is a small chance each round that you release an electromagnetic pulse with radius 3, deactivating robots and artifacts (including those you carry) for 11-20 rounds.
| gameversion = 2.0.206.63
| desc = You involuntarily release electromagnetic pulses, deactivating robots and artifacts around yourself.
 
Small chance each round you're in combat that you release an electromagnetic pulse with radius 3, deactivating robots and artifacts (including those you carry) for 11-20 rounds.
| realitydistort =no
| realitydistort =no
}}
}}
Any creature with '''Electromagnetic Impulse''' has a 0.5% chance of surging with energy, deactivating all artifacts.
{{Name}} is a physical defect that works very similarly to the [[Electromagnetic Pulse]] mutation, but causes the player to release such pulses involuntary while in combat.
 
If there are hostiles near the player, there is a 0.2% chance every turn for the player to release an electromagnetic pulse. This will disable objects that are [[Properties#EMP Sensitive|EMP sensitive]], such as robots and [[Artifact|artifacts]], in a 7x7 radius for 11-20 rounds. This includes such objects being carried by the player, or the player themselves if they are EMP sensitive.{{Code Reference|namespace=XRL.World.Parts.Mutation|class=ElectromagneticImpulse}} When this occurs, the message log will return the following message:
{{qud quote|&rYou surge with energy!}}
== Advantages & Disadvantages ==
{{Opinion}}
===Advantages===
* Grants 2 extra points to spend during character creation
* Generally low-impact if the player has no artifacts
* Can be beneficial if the player is fighting robots
* Only occurs during combat
===Disadvantages===
* Makes relying on artifacts during combat risky
* Can cause issues for friendly robots who are caught in the effect
* Horrible synergy with {{favilink|Electrical Generation}}
 
{{References|2.0.201.47}}
 
{{Mutation Navbox}}
{{Mutation Navbox}}

Latest revision as of 00:06, 4 February 2024

Electromagnetic Impulse (D)
Electromagnetic impulse mutation.png
Category

Physical defect

Cost

-2

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

ElectromagneticImpulse

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

no

Electromagnetic Impulse (D)

You involuntarily release electromagnetic pulses, deactivating robots and artifacts around yourself.

Small chance each round you're in combat that you release an electromagnetic pulse with radius 3, deactivating robots and artifacts (including those you carry) for 11-20 rounds.

Electromagnetic Impulse (D) is a physical defect that works very similarly to the Electromagnetic Pulse mutation, but causes the player to release such pulses involuntary while in combat.

If there are hostiles near the player, there is a 0.2% chance every turn for the player to release an electromagnetic pulse. This will disable objects that are EMP sensitive, such as robots and artifacts, in a 7x7 radius for 11-20 rounds. This includes such objects being carried by the player, or the player themselves if they are EMP sensitive.[1] When this occurs, the message log will return the following message:

You surge with energy!

Advantages & Disadvantages

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

Advantages

  • Grants 2 extra points to spend during character creation
  • Generally low-impact if the player has no artifacts
  • Can be beneficial if the player is fighting robots
  • Only occurs during combat

Disadvantages

  • Makes relying on artifacts during combat risky
  • Can cause issues for friendly robots who are caught in the effect
  • Horrible synergy with Electrical Generation

References

This information is reliable as of patch 2.0.201.47.
  1. XRL.World.Parts.Mutation.ElectromagneticImpulse