Freezing: Difference between revisions

From Caves of Qud Wiki
Jump to navigation Jump to search
m (trivia)
mNo edit summary
 
(7 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Mod
{{Mod
|title     ={{qud text|&Cfreezing|notxml}}
| title             = {{qud text|&Cfreezing|notxml}}
|type       =Melee Weapon
| type               = Melee Weapon
|id         =ModFreezing
| id                 = ModFreezing
|rarity     =U
| rarity             = U
|tinkerable =yes
| tinkerable         = yes
|canautotinker=no
| canautotinker     = no
|tinkertier =2
| tinkertier         = 2
|powerloadsensitive = yes
| difficulty        = 1
|value     =1.2
| complexity        = 1
|desc       =&CFreezing: When powered, this weapon deals ((Tier * 0.8) - (Tier * 1.2)) cold damage on hit.
| chargeused        = 10
|difficulty =1
| powerloadsensitive = yes
|complexity =1
| empsensitive      = yes
| realitydistortion  = no
| value             = 1.2
| desc               = &CFreezing: When powered, this weapon deals ((Tier * 0.8) - (Tier * 1.2)) cold damage on hit.
}}
}}
{{name}} is a weapon mod that adds extra damage that does not require to penetrate in order to deal damage. On hit, the struck object's [[temperature]] will also decrease by (Tier)d4.
{{name|caps}} is a weapon mod that adds extra damage that does not require to penetrate in order to deal damage. On hit, the struck object's [[temperature]] will also decrease by (Tier)d4. Adding this to a weapon causes it to become [[EMP sensitive]] and use up 10 charge per melee hit.{{Code Reference|class=ModFreezing}}


Adding this to a weapon causes it to become [[EMP sensitive]] and use up 10 charge per melee hit. If applied to a ranged weapon, this will not affect the projectiles. This mod will only work if being used to physically strike something.
[[Relic]]s have a chance of spawning with a more powerful version of {{name}}. The damage for relic freezing is calculated as ([Tier * 1.6 + 3] - [Tier * 2.4 + 3]), for a range of 5-(16-22) cold damage. The charge use is decreased to 8 as well. The temperature change remains the same.{{Code Reference|class=ModRelicFreezing}}.


==Relic Freezing==
=== Eligible Equipment ===
[[Relic]]s have a chance of spawning with a more powerful version of {{name}}. The damage for relic freezing is calculated as ([Tier * 1.6 + 3] - [Tier * 2.4 + 3]), for a range of 5-(16-22) cold damage. The charge use is decreased to 8 as well. The temperature change remains the same.{{Code Reference|class=ModRelicFreezing}}.
The following items are eligible to receive the normal/tinkerable (non-relic) freezing mod:
{{#cargo_query:
  | tables = Modability=M,ItemsTable=IT,GeneralData=GD
  | join on = M.JoinKey=IT.JoinKey,M.JoinKey=GD.JoinKey
  | fields = CONCAT('{{(}}favilink id{{!}}',M.ObjectID,'{{)}}')=Item,
            CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END=Tier,
            CONCAT('{{(}}Heart{{)}}', CASE WHEN GD.Tier <> 0 AND COALESCE(GD.Tier,1) > 2
              THEN
                CONCAT('{{(}}dice tooltip{{!}}',
                ROUND((CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*0.8,0),'-',
                ROUND((CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*1.2,0),'{{)}}')
              ELSE
                ROUND((CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*0.8,0)
              END)=Cold Damage on Hit,
            CONCAT('{{(}}qud text{{!}}&C- {{(}}dice tooltip{{!}}',CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END,'d4{{)}}°{{)}}')=Temperature on Hit
  | where = M.SupportedMods HOLDS 'WeaponMods'
  | order by = (CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END) DESC,GD.PlainName
  | format = table
  | limit = 999
}}


== Trivia ==
== Trivia ==

Latest revision as of 07:06, 6 November 2022

freezing
Category

Melee Weapon

Rarity

Uncommon

Tinkerable

yes

Tinker skill

Tinker I

Bit required

<2>

AutotinkerableCan appear spontaneously on an
item you create with tinkering.

no

Value multiplier

1.2

+1

+1

Charge per Use

10 Fidget cell: 250 usesSolar cell: 250 usesLead-acid cell: 400 usesCombustion cell: 600 usesChem cell: 1000 usesThermoelectric cell: 4000 usesBiodynamic cell: 6000 usesNuclear cell: 10000 usesAntimatter cell: 20000 usesMecha power core: 50000 uses

yes

OverloadableWhether this mod is power-load sensitive, and
can be further enhanced by the overloaded mod
?

yes

Distorts realityWhether this item is susceptible
to normality effects
?

no

ID

ModFreezing

Freezing: When powered, this weapon deals ((Tier * 0.8) - (Tier * 1.2)) cold damage on hit.

Freezing is a weapon mod that adds extra damage that does not require to penetrate in order to deal damage. On hit, the struck object's temperature will also decrease by (Tier)d4. Adding this to a weapon causes it to become EMP sensitive and use up 10 charge per melee hit.[1]

Relics have a chance of spawning with a more powerful version of freezing. The damage for relic freezing is calculated as ([Tier * 1.6 + 3] - [Tier * 2.4 + 3]), for a range of 5-(16-22) cold damage. The charge use is decreased to 8 as well. The temperature change remains the same.[2].

Eligible Equipment

The following items are eligible to receive the normal/tinkerable (non-relic) freezing mod:

Item Tier Cold Damage on Hit Temperature on Hit
two-handed zetachrome long sword 8 ♥6-106-10 (Avg: 8) - 8d48-32 (Avg: 20)°
zetachrome battle axe 8 ♥6-106-10 (Avg: 8) - 8d48-32 (Avg: 20)°
zetachrome dagger 8 ♥6-106-10 (Avg: 8) - 8d48-32 (Avg: 20)°
zetachrome halberd 8 ♥6-106-10 (Avg: 8) - 8d48-32 (Avg: 20)°
zetachrome hammer 8 ♥6-106-10 (Avg: 8) - 8d48-32 (Avg: 20)°
zetachrome long sword 8 ♥6-106-10 (Avg: 8) - 8d48-32 (Avg: 20)°
zetachrome warhammer 8 ♥6-106-10 (Avg: 8) - 8d48-32 (Avg: 20)°
ceremonial vibrokhopesh 7 ♥6-86-8 (Avg: 7) - 7d47-28 (Avg: 17.5)°
flawless crysteel battle axe 7 ♥6-86-8 (Avg: 7) - 7d47-28 (Avg: 17.5)°
flawless crysteel dagger 7 ♥6-86-8 (Avg: 7) - 7d47-28 (Avg: 17.5)°
flawless crysteel great sword 7 ♥6-86-8 (Avg: 7) - 7d47-28 (Avg: 17.5)°
flawless crysteel halberd 7 ♥6-86-8 (Avg: 7) - 7d47-28 (Avg: 17.5)°
flawless crysteel long sword 7 ♥6-86-8 (Avg: 7) - 7d47-28 (Avg: 17.5)°
flawless crysteel mace 7 ♥6-86-8 (Avg: 7) - 7d47-28 (Avg: 17.5)°
flawless crysteel warhammer 7 ♥6-86-8 (Avg: 7) - 7d47-28 (Avg: 17.5)°
sharpened polyp 7 ♥6-86-8 (Avg: 7) - 7d47-28 (Avg: 17.5)°
crysteel battle axe 6 ♥5-75-7 (Avg: 6) - 6d46-24 (Avg: 15)°
crysteel dagger 6 ♥5-75-7 (Avg: 6) - 6d46-24 (Avg: 15)°
crysteel great sword 6 ♥5-75-7 (Avg: 6) - 6d46-24 (Avg: 15)°
crysteel halberd 6 ♥5-75-7 (Avg: 6) - 6d46-24 (Avg: 15)°
crysteel long sword 6 ♥5-75-7 (Avg: 6) - 6d46-24 (Avg: 15)°
crysteel mace 6 ♥5-75-7 (Avg: 6) - 6d46-24 (Avg: 15)°
crysteel warhammer 6 ♥5-75-7 (Avg: 6) - 6d46-24 (Avg: 15)°
rhinox-skull maul 6 ♥5-75-7 (Avg: 6) - 6d46-24 (Avg: 15)°
fullerite battle axe 5 ♥4-64-6 (Avg: 5) - 5d45-20 (Avg: 12.5)°
fullerite dagger 5 ♥4-64-6 (Avg: 5) - 5d45-20 (Avg: 12.5)°
fullerite long sword 5 ♥4-64-6 (Avg: 5) - 5d45-20 (Avg: 12.5)°
fullerite maul 5 ♥4-64-6 (Avg: 5) - 5d45-20 (Avg: 12.5)°
fullerite two-handed axe 5 ♥4-64-6 (Avg: 5) - 5d45-20 (Avg: 12.5)°
maghammer 5 ♥4-64-6 (Avg: 5) - 5d45-20 (Avg: 12.5)°
syphon baton 5 ♥4-64-6 (Avg: 5) - 5d45-20 (Avg: 12.5)°
two-handed fullerite long sword 5 ♥4-64-6 (Avg: 5) - 5d45-20 (Avg: 12.5)°
two-handed fullerite maul 5 ♥4-64-6 (Avg: 5) - 5d45-20 (Avg: 12.5)°
vibro blade 5 ♥4-64-6 (Avg: 5) - 5d45-20 (Avg: 12.5)°
Ari 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
carbide folding hammer 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
Caslainard 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
folded carbide battle axe 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
folded carbide dagger 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
folded carbide long sword 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
folded carbide wristblade 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
gaslight chisel 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
gaslight flyssa 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
gaslight kris 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
Polluxus 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
prayer rod 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
Shayna 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
two-handed carbide folding hammer 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
two-handed folded carbide battle axe 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
two-handed folded carbide long sword 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
vibro dagger 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
Yal 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
etched cleaver 4 ♥3-53-5 (Avg: 4) - 4d44-16 (Avg: 10)°
carbide battle axe 3 ♥2-42-4 (Avg: 3) - 3d43-12 (Avg: 7.5)°
carbide dagger 3 ♥2-42-4 (Avg: 3) - 3d43-12 (Avg: 7.5)°
carbide hammer 3 ♥2-42-4 (Avg: 3) - 3d43-12 (Avg: 7.5)°
carbide long sword 3 ♥2-42-4 (Avg: 3) - 3d43-12 (Avg: 7.5)°
obsidian kris 3 ♥2-42-4 (Avg: 3) - 3d43-12 (Avg: 7.5)°
two-handed carbide battle axe 3 ♥2-42-4 (Avg: 3) - 3d43-12 (Avg: 7.5)°
two-handed carbide hammer 3 ♥2-42-4 (Avg: 3) - 3d43-12 (Avg: 7.5)°
two-handed carbide long sword 3 ♥2-42-4 (Avg: 3) - 3d43-12 (Avg: 7.5)°
iron battle axe 2 ♥2 - 2d42-8 (Avg: 5)°
iron dagger 2 ♥2 - 2d42-8 (Avg: 5)°
nanopneumatic jackhammer 2 ♥2 - 2d42-8 (Avg: 5)°
opal-pommeled steel battle axe 2 ♥2 - 2d42-8 (Avg: 5)°
steel battle axe 2 ♥2 - 2d42-8 (Avg: 5)°
steel butcher knife 2 ♥2 - 2d42-8 (Avg: 5)°
steel dagger 2 ♥2 - 2d42-8 (Avg: 5)°
steel hand axe 2 ♥2 - 2d42-8 (Avg: 5)°
steel kukri 2 ♥2 - 2d42-8 (Avg: 5)°
steel long sword 2 ♥2 - 2d42-8 (Avg: 5)°
steel mace 2 ♥2 - 2d42-8 (Avg: 5)°
steel potter's knife 2 ♥2 - 2d42-8 (Avg: 5)°
steel utility knife 2 ♥2 - 2d42-8 (Avg: 5)°
steel vinereaper 2 ♥2 - 2d42-8 (Avg: 5)°
steel war hammer 2 ♥2 - 2d42-8 (Avg: 5)°
two-handed steel battle axe 2 ♥2 - 2d42-8 (Avg: 5)°
two-handed steel long sword 2 ♥2 - 2d42-8 (Avg: 5)°
two-handed steel war hammer 2 ♥2 - 2d42-8 (Avg: 5)°
amber-tipped staff 1 ♥1 - 1d41-4 (Avg: 2.5)°
bronze battle axe 1 ♥1 - 1d41-4 (Avg: 2.5)°
bronze dagger 1 ♥1 - 1d41-4 (Avg: 2.5)°
bronze long sword 1 ♥1 - 1d41-4 (Avg: 2.5)°
bronze mace 1 ♥1 - 1d41-4 (Avg: 2.5)°
bronze two-handed sword 1 ♥1 - 1d41-4 (Avg: 2.5)°
club 1 ♥1 - 1d41-4 (Avg: 2.5)°
desert kris 1 ♥1 - 1d41-4 (Avg: 2.5)°
hand axe 1 ♥1 - 1d41-4 (Avg: 2.5)°
iron long sword 1 ♥1 - 1d41-4 (Avg: 2.5)°
iron mace 1 ♥1 - 1d41-4 (Avg: 2.5)°
iron vinereaper 1 ♥1 - 1d41-4 (Avg: 2.5)°
leather whip 1 ♥1 - 1d41-4 (Avg: 2.5)°
metal folding chair 1 ♥1 - 1d41-4 (Avg: 2.5)°
pickaxe 1 ♥1 - 1d41-4 (Avg: 2.5)°
shillelagh 1 ♥1 - 1d41-4 (Avg: 2.5)°
staff 1 ♥1 - 1d41-4 (Avg: 2.5)°
stun rod 1 ♥1 - 1d41-4 (Avg: 2.5)°
two-handed iron long sword 1 ♥1 - 1d41-4 (Avg: 2.5)°
walking stick 1 ♥1 - 1d41-4 (Avg: 2.5)°

Trivia

  • Prior to patch 2.0.200.86 (August 14, 2020), it was possible to mod relic items, allowing a player to combine relic freezing + normal freezing on an item for a very powerful overall freezing effect. However, it is no longer possible to add normal mods to relic items.[3]

References

This information is reliable as of patch 2.0.201.114.
  1. XRL.World.Parts.ModFreezing
  2. XRL.World.Parts.ModRelicFreezing
  3. XRL.World.RelicGenerator, method GenerateBaseRelic