Electromagnetic Pulse: Difference between revisions

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(Added an advancement table and an advantages/disadvantages section, which I made a slight change to.)
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== Advancement Table ==
{| class="wikitable"
{| class="wikitable"
!Mutation Level
!Mutation Level

Revision as of 19:03, 12 October 2019

Electromagnetic Pulse
Category

Physical

Cost

2

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

ElectromagneticPulse

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

no

Electromagnetic Pulse

You generate an electromagnetic pulse that disables nearby artifacts and machines.

Cooldown: 200 rounds
Duration: (4 + Level * 2) - (13 + Level * 2) rounds
Area: (radius*2 +1)x(radius*2 +1) centered around yourself


Advancement Table

Mutation Level Duration Area (Radius)
1 6-15 rounds 5x5 (2)
2 8-17 rounds 5x5 (2)
3 10-19 rounds 5x5 (2)
4 12-21 rounds 5x5 (2)
5 14-23 rounds 11x11 (5)
6 16-25 rounds 11x11 (5)
7 18-27 rounds 11x11 (5)
8 20-29 rounds 11x11 (5)
9 22-31 rounds 19x19 (9)
10 24-33 rounds 19x19 (9)

Advantages & Disadvatages

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

Advantages

  • Can disable robots for a good amount of time at higher levels, allowing its users an easy escape or free hits.
  • Will not affect artifacts carried or worn by its user.
  • Has a fairly large radius at higher levels, allowing its users to affect large numbers of enemies at a time.
  • Has a fairly low cost at character generation.

Disadvantages

  • Has no effect against organic enemies not using artifacts, making it less useful in the early game.
  • An EMP grenade mk I or its mk II and mk III variants can achieve a similar effect.