Maghammer: Difference between revisions

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(blurb)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
(26 intermediate revisions by 4 users not shown)
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<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
{{Item
{{Item
| title = {{Qud text|&amp;cmag&amp;Cha&amp;Ymm&amp;Wer}}
| title = {{Qud text|{{Qud shader|text={{(}}maghammer{{)}}|colors=c-C-Y-W|type=alternation}}}}
| image = maghammer.png
| image = maghammer.png
| overrideimages = {{altimage start}}{{altimage | maghammer identified.png | type = identified}}{{altimage | maghammer unidentified.png | type = unidentified}}{{altimage end}}
| pv = 5
| pv = 5
| maxpv = 11
| maxpv = 11
| vibro = no
| damage = 6d2
| damage = 6d2
| chargeused = 10
| weight = 20
| weight = 20
| featureweightinfo = yes
| commerce = 520
| commerce = 520
| weaponskill = {{SkillID to name|Cudgel}}
| energycellrequired = yes
| chargeused = 10
| chargefunction = Latch Effect
| id = Maghammer
| complexity = 3
| complexity = 3
| tier = 5
| tier = 5
Line 14: Line 20:
| canbuild = yes
| canbuild = yes
| candisassemble = yes
| candisassemble = yes
| weaponskill = {{SkillID to name|Cudgel}}
| colorstr = &amp;C
| colorstr = &amp;C
| tilecolors = Cy
| renderstr = \
| renderstr = \
| id = Maghammer
| extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | twohanded = yes | metal = yes | energycellrequired = yes}}
| twohanded = yes
| metal = yes
| inheritingfrom = Cudgel5th
| inheritingfrom = Cudgel5th
| dynamictable = {{Dynamic object|MeleeWeapons|Maghammer}}
| dynamictable = {{Dynamic object|Items|Maghammer}} </br>{{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
| unidentifiedimage = maghammer unidentified.png
| unidentifiedname = weird artifact
| unidentifiedaltname = club
| supportedmods = CudgelMods,WeaponMods,CommonMods
| 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.
{{Qud shader|rules|{{(}}Strength Bonus Cap: 6
Weapon Class: Cudgel (dazes on critical hit){{)}}}}
{{Qud shader|rules|{{(}}Latches onto metal objects for 8-12 rounds.{{)}}}}
| categories = Cudgels
| gameversion = 2.0.206.57
}}
}}
[[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 [[saving throw|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/>
{{Weapon Navbox}}

Latest revision as of 22:17, 18 January 2024

maghammer
5/11
PV/Max PV
♥
6d2
average: 9range: 6-12
$
520.00
Commerce Value
20
lbs.
Weight
Charge per Use

10 Solar cell: 250 usesFidget 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

Charge Used For

Latch Effect

Complexity

3

Tier

5

<0345>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Skill Used

Cudgel

Potential
Mods?Mods this item can support
(subject to additional logic & rules)

cudgel, melee weapon, general

Character

\

ID?Use this ID to Wish for the item

Maghammer

Spawns in

Items
MeleeWeapons

Extra Info:
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.

Strength Bonus Cap: 6
Weapon Class: Cudgel (dazes on critical hit)

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