Overloaded: Difference between revisions

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| {{favilink|night-vision goggles}} {{Code Reference|class=NightVision|method=HandleEvent(BeforeRenderEvent)}}
| {{favilink|night-vision goggles}} {{Code Reference|class=NightVision|method=HandleEvent(BeforeRenderEvent)}}
| +30% to radius of vision
| +30% to radius of vision
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| {{favilink|powered exoskeleton}}
| rowspan=2 | +2 total increase to the item's stat bonuses, equally distributed {{Code Reference|class=EquipStatBoost|method=DetermineBonusList}}
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| {{favilink|ulnar stimulators}}
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| {{favilink|wrist calc}}
| {{favilink|wrist calc}}

Revision as of 21:20, 17 September 2021

overloaded
Category

Electronics

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

0

Rarity

Rare

Tinkerable

Yes

Tinker skill

Tinker II

Bit required

<5>

AutotinkerableCan appear spontaneously on an
item you create with tinkering.

no

Value multiplier

1.3

+1

+1

ID

ModOverloaded

Overloaded: This item has increased performance but consumes extra charge, generates heat when used, and has a chance to break relative to its charge draw.

This article has information that is missing or not up to par.
Reason: Table needs to be filled out with more effects of overloaded on different items

overloaded is an item mod that can be applied to "power load-sensitive" electronics. It adds 300% to the "power load level" of the item [1][2], which quadruples power consumption and provides a varying bonus to the item depending on the type of effect the item has.

Because certain other item mods can cause an item to become power load-sensitive, overloaded can amplify the effects of those other mods when combined with them.

Bonuses to Items and Equipment

Item type Overloaded effect
Energy-loaded missile weapons +2 to damage roll [3]
Electric discharge Weapons Damage is based on charge used, so x4 damage [4]
Gaslight weapons +2 to damage roll [5]
Light sources +2 to radius [6]
Reality stabilization items +2 to the strength of reality stabilization [7]
Gas-generating items +30% to density of gases produced [8][9]
night-vision goggles [10] +30% to radius of vision
powered exoskeleton +2 total increase to the item's stat bonuses, equally distributed [11]
ulnar stimulators
wrist calc +30% to compute power (i.e. +3 normally) [12]

Bonuses to Other Mods

Item Mod Overloaded effect
Co-processor Adds 2 to the item tier for purposes of calculating mod effects. Effectively this results in +0.5 intelligence and +5 compute power. [13]
Displacer Increases the maximum range of displacer to 6 tiles [14]
Electrified Adds 2 to the item tier for purposes of damage calculation [15]
Flaming Adds 2 to the item tier for purposes of damage calculation and temperature increase [16]
Freezing Adds 2 to the item tier for purposes of damage calculation and temperature decrease [17]
Morphogenetic +2 to difficulty of Willpower save [18]
Nulling +2 to the strength of reality stabilization [19]

References

  1. XRL.World.Parts.ModOverloaded, method HandleEvent(GetPowerLoadLevelEvent)
  2. XRL.World.Parts.GetPowerLoadLevel, method GetFor
  3. XRL.World.Parts.EnergyAmmoLoader, method HandleEvent(GetMissileWeaponPerformanceEvent)
  4. XRL.World.Parts.ElectricalDischargeLoader, method FireEvent
  5. XRL.World.Parts.Gaslight
  6. XRL.World.Parts.ActiveLightSource
  7. XRL.World.Parts.RealityStabilization, method Strength
  8. XRL.World.Parts.GasOnHit
  9. XRL.World.Parts.GasOnEntering
  10. XRL.World.Parts.NightVision, method HandleEvent(BeforeRenderEvent)
  11. XRL.World.Parts.EquipStatBoost, method DetermineBonusList
  12. XRL.World.Parts.ComputeNode
  13. XRL.World.Parts.ModCoProcessor
  14. XRL.World.Parts.ModDisplacer, method FireEvent
  15. XRL.World.Parts.ModElectrified, method FireEvent
  16. XRL.World.Parts.ModFlaming, method FireEvent
  17. XRL.World.Parts.ModFreezing, method FireEvent
  18. XRL.World.Parts.ModMorphogenetic, method ApplyMorphicShock
  19. XRL.World.Parts.RealityStabilization, method Strength