Maghammer: Difference between revisions

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imported>Trashmonks
(Updated by Teamtoto using QBE v1.0rc1)
imported>Trashmonks
(Updated by Teamtoto to game version 2.0.200.2 using QBE v1.0rc2)
Line 1: Line 1:
<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
{{As Of Patch|2.0.200.2}}
{{Item
{{Item
| title = {{Qud text|&amp;cmag&amp;Cha&amp;Ymm&amp;Wer}}
| title = {{Qud text|&amp;cmag&amp;Cha&amp;Ymm&amp;Wer}}
Line 6: Line 8:
| vibro = no
| vibro = no
| damage = 6d2
| damage = 6d2
| chargeused = 10
| weight = 20
| weight = 20
| commerce = 520
| commerce = 520
| weaponskill = {{SkillID to name|Cudgel}}
| chargeused = 10
| id = Maghammer
| complexity = 3
| complexity = 3
| tier = 5
| tier = 5
Line 14: Line 18:
| canbuild = yes
| canbuild = yes
| candisassemble = yes
| candisassemble = yes
| weaponskill = {{SkillID to name|Cudgel}}
| colorstr = &amp;C
| colorstr = &amp;C
| renderstr = \
| renderstr = \
| id = Maghammer
| extra = {{Extra info|twohanded = yes | metal = yes}}
| extra = {{Extra info|twohanded = yes | metal = yes }}
| inheritingfrom = Cudgel5th
| inheritingfrom = Cudgel5th
| dynamictable = {{Dynamic object|MeleeWeapons|Maghammer}}
| dynamictable = {{Dynamic object|MeleeWeapons|Maghammer}}
| desc = Bands of aquamarine lodestone tori wrap around the hitting part of a hefty, double-fisted truncheon. On the bottom handle there's a slot for a battery to juice the magnets.\n\nhi
| desc = Bands of aquamarine lodestone tori wrap around the hitting part of a hefty, double-fisted truncheon. On the bottom handle there's a slot for a battery to juice the magnets.


Latches onto metal objects for 8-12 rounds.
Latches onto metal objects for 8-12 rounds.
| categories = Cudgels
}}
}}
[[Category:Cudgels]]
<!-- END QBE -->The {{name}} is an artifact that, on hit, will [[latched onto|latch onto]] metal creatures or a creature wearing [[Metal]] equipment for 8-12 rounds. This latching attempt will take 10 charge and have an initial strength [[save]] of 20. While [[latched onto|latched on]], each attempt to break free will be a strength saving throw with difficulty 20. At the end of every turn that creature remains latched onto, that creature will be autohit by the {{name}}.<ref><code>XRL.World.Parts.LatchesOn</code></ref>
The {{name}} is an artifact that, on hit, will [[latched onto|latch onto]] metal creatures or a creature wearing [[Metal]] equipment for 8-12 rounds. This latching attempt will take 10 charge and have an initial strength [[save]] of 20. While [[latched onto|latched on]], each attempt to break free will be a strength saving throw with difficulty 20. At the end of every turn that creature remains latched onto, that creature will be autohit by the {{name}}.<ref><code>XRL.World.Parts.LatchesOn</code></ref>


The {{name}} can be [[tinker II|tinkered]] with a randomized bit ({{bits|A}}, {{bits|B}}, {{bits|C}}, or {{bits|D}}) and {{bits|345}}.
The {{name}} can be [[tinker II|tinkered]] with a randomized bit ({{bits|A}}, {{bits|B}}, {{bits|C}}, or {{bits|D}}) and {{bits|345}}.
==References==
==References==
<references/>
<references/>

Revision as of 21:36, 1 December 2019

This information is reliable as of patch 2.0.200.2. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.200.2.
maghammer
Maghammer.png
5/11
PV/Max PV
♥
6d2
average: 9range: 6-12
$
520.00
Commerce Value
20
lbs.
Weight
Charge per Use

10

Complexity

3

Tier

5

<0345>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Skill Used

Cudgel

Character

\

ID?Use this ID to Wish for the item

Maghammer

Spawns in

MeleeWeapons

Extra Info:
  • Requires two hands to wield
  • Made out of Metal
maghammer

Bands of aquamarine lodestone tori wrap around the hitting part of a hefty, double-fisted truncheon. On the bottom handle there's a slot for a battery to juice the magnets.

Latches onto metal objects for 8-12 rounds.

Perfect

The maghammer is an artifact that, on hit, will latch onto metal creatures or a creature wearing Metal equipment for 8-12 rounds. This latching attempt will take 10 charge and have an initial strength save of 20. While latched on, each attempt to break free will be a strength saving throw with difficulty 20. At the end of every turn that creature remains latched onto, that creature will be autohit by the maghammer.[1]

The maghammer can be tinkered with a randomized bit (<A>, <B>, <C>, or <D>) and <345>.

References

  1. XRL.World.Parts.LatchesOn