Nulling: Difference between revisions

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==On Armor==
==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 [[energy|charge]] each turn until fully booted. Its [[Boot sequence|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.
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, and 3 charge per turn afterwards. Its [[Boot sequence|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.{{Code Reference|class = ModNormalizing}}
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!Tier
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==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.
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}}


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

Revision as of 18:55, 16 September 2021

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

Melee Weapon, Missile Weapon, Thrown Weapon, Shield, Body, Headwear, Eyewear, Glove, Gauntlet, 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.

no

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, and 3 charge per turn afterwards. 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.[1]

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 has an action cost of 100, 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.[2]


  1. XRL.World.Parts.ModNormalizing
  2. XRL.World.Parts.ModNormalizing