2,158
edits
m (fix link) |
mNo edit summary |
||
(3 intermediate revisions by 2 users not shown) | |||
Line 11: | Line 11: | ||
| nativetier = 5 | | nativetier = 5 | ||
| powerloadsensitive = yes | | powerloadsensitive = yes | ||
| empsensitive = no | |||
| realitydistortion = no | |||
| chargeused = variable | |||
| value = 1.3 | | value = 1.3 | ||
| difficulty = 2 | | difficulty = 2 | ||
Line 17: | Line 20: | ||
}} | }} | ||
{{name}} is a mod that can be applied on all weapons and most worn items to impose [[ | {{name|caps}} 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. | ||
Line 63: | Line 66: | ||
==On Weapons== | ==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.{{Code Reference|class = ModNormalizing}} | 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.{{Code Reference|class = ModNormalizing}} | ||
Nulling weapons can destabilize {{favilink|forcefield|plural}}. Their effectiveness is not affected by the wielder's [[Glimmer]]. | |||
{{Mod Navbox}} | {{Mod Navbox}} |
edits