Nulling: Difference between revisions

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(corrections, refer to general normality concept rather than the astrally burdened effect specifically especially since the effect is often astrally tethered)
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{{name}} is a mod that can be applied on all weapons and most worn items to [[astrally burdened|astrally burden]] creatures. The target of this effect, as well as the charge used depends on whether it is on armor or a weapon. It requires an energy cell to function. Both types astrally burden at the same strength.
{{name}} is a mod that can be applied on all weapons and most worn items to impose [[Normality]]. The target of this effect, as well as the charge used depends on whether it is on armor or a weapon. It requires an energy cell to function. Both types operate at the same strength.


For ease of reading, "armor" in this article is used to represent all worn items, as well as shields.
For ease of reading, "armor" in this article is used to represent all worn items, as well as shields.
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==On Armor==
==On Armor==
When armor with this mod is worn and powered by a sufficient [[energy cell]], it [[astrally burdened|astrally burdens]]. It requires 750 [[energy|charge]] each turn once fully booted.
When armor with this mod is worn and powered by a sufficient [[energy cell]], it creates [[normality]] for its wearer. It requires 750 [[energy|charge]] each turn until fully booted. Its boot time is based on the tier of the item: Tier + 2 turns if the tier is less than 5 while it is 10 - Tier when greater than or equal to 5.
Its boot time is based on the tier of the item: Tier + 2 turns if the tier is less than 5 while it is 10 - Tier when greater than or equal to 5.
{|class="wikitable"  
{|class="wikitable"  
!Tier
!Tier
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==On Weapons==
==On Weapons==
However, if the nulling object is a weapon, it will attempt to astrally burden the victim if it hits. It does not need to penetrate to attempt to astrally burden. This applies to melee weapons, missile weapons, and thrown weapons. A nulling weapon only needs 150 charge per turn to function. It does not need to boot up like armor.
If the nulling object is a weapon, it will momentarily inflict [[normality]] if it hits. It does not need to penetrate to do so. This applies to melee weapons, missile weapons, and thrown weapons. A nulling weapon only needs 150 charge per attack to function. It does not need to boot up like armor.


{{Mod Navbox}}
{{Mod Navbox}}

Revision as of 00:06, 11 August 2020

This information is reliable as of patch 2.0.200.81. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.200.81.
nulling
Category

Weapon, Missile Weapon, Thrown Weapon, Shield, Body, Headwear, Eyewear, Glove, Boot, Tread Accessory, Exoskeleton

Native tierLess likely to appear on items
of a lower tier than this.

5

Rarity

Rare

Tinkerable

yes

Tinker skill

Tinker II

Bit required

<6>

AutotinkerableCan appear spontaneously on an
item you create with tinkering.

yes

Value multiplier

1.3

+2

+2

ID

ModNormalizing

Nulling: When powered, this item astrally burdens its wielder/target. Compute power on the local lattice increases the effectiveness of this effect.

nulling is a mod that can be applied on all weapons and most worn items to impose Normality. The target of this effect, as well as the charge used depends on whether it is on armor or a weapon. It requires an energy cell to function. Both types operate at the same strength.

For ease of reading, "armor" in this article is used to represent all worn items, as well as shields.

Nulling Strength

Nulling strength is calculated by this formula:

(random(1-100) + ItemTier + ComputePower - Glimmer) * %HP of target

On Armor

When armor with this mod is worn and powered by a sufficient energy cell, it creates normality for its wearer. It requires 750 charge each turn until fully booted. Its boot time is based on the tier of the item: Tier + 2 turns if the tier is less than 5 while it is 10 - Tier when greater than or equal to 5.

Tier Boot time
0 2
1 3
2 4
3 5
4 6
5 5
6 4
7 3
8 2

It also adds a power switch to the item, which can be flicked on and off even if the item is not fully understood. This is used to toggle the nulling effect. Flipping this switch takes 100 energy, which is 1/10th of a normal turn at 100 quickness.

On Weapons

If the nulling object is a weapon, it will momentarily inflict normality if it hits. It does not need to penetrate to do so. This applies to melee weapons, missile weapons, and thrown weapons. A nulling weapon only needs 150 charge per attack to function. It does not need to boot up like armor.