Electromagnetic Pulse: Difference between revisions

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


Cooldown: 200 rounds\nDuration: (4 + Level * 2) - (13 + Level * 2) rounds\nArea: (radius*2 +1)x(radius*2 +1) centered around yourself
Area: &C(level based)&y centered around yourself\nDuration: &C(level based)&y - &C(level based)&y rounds\nCooldown: 200 rounds
| realitydistort =no
| realitydistort =no
}}
}}
'''Electromagnetic Pulse''' is a physical mutation that grants the "Emit Pulse" ability, which disables any [[Properties#EMP Sensitive|EMP sensitive]] objects caught within it's radius (such as artifacts and robots), as well as any EMP sensitive items being carried or wielded by any creatures caught within the radius. This ability, when used by a player, does not affect any items they are carrying.
== Formulas ==
The following formula is used to determine duration based on mutation level.
{| class="wikitable"
! Duration (Minimum)
|{{simple formula | 4 + Level * 2) }}
|-
! Duration (Maximum)
|{{simple formula | (13 + Level * 2) }}
|}
Radius is not determined by a formula. Instead, it is determined based on certain mutation level thresholds:
{| class="wikitable"
! If Level < 5
|{{simple formula | 2 (5x5 }}
|-
! If 5 < Level < 9
|{{simple formula | 5 (11x11) }}
|-
! If Level ≥ 9
|{{simple formula | 9 (19x19) }}
|}


== Advancement Table ==
== Advancement Table ==
Line 63: Line 86:
===Advantages===
===Advantages===
* Can disable robots for a good amount of time at higher levels, allowing its users an easy escape or free hits.
* 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 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.
* Has a fairly low cost at character generation.

Revision as of 02:51, 11 October 2020

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.

Area: (level based) centered around yourself
Duration: (level based) - (level based) rounds
Cooldown: 200 rounds

Electromagnetic Pulse is a physical mutation that grants the "Emit Pulse" ability, which disables any EMP sensitive objects caught within it's radius (such as artifacts and robots), as well as any EMP sensitive items being carried or wielded by any creatures caught within the radius. This ability, when used by a player, does not affect any items they are carrying.

Formulas

The following formula is used to determine duration based on mutation level.

Duration (Minimum)
4 + Level × 2)
Duration (Maximum)
(13 + Level × 2)

Radius is not determined by a formula. Instead, it is determined based on certain mutation level thresholds:

If Level < 5
2 (5x5
If 5 < Level < 9
5 (11x11)
If Level ≥ 9
9 (19x19)


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.
  • 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.