Overloaded: Difference between revisions

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| {{favilink|geomagnetic disc}}
| {{favilink|geomagnetic disc}}
| +2 to damage roll, and bounces up to 2 additional times (up to 7 times total) {{Code Reference|class=GeomagneticDisc}}
| +2 to damage roll, and bounces up to 2 additional times (up to 7 times total) {{Code Reference|class=GeomagneticDisc}}
|-
| {{favilink|gyrocopter backpack}}
| +10% chance each turn to repel gases {{Code Reference|class = PartsGas|name=PartsGas}}
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| {{favilink|maghammer}}
| {{favilink|maghammer}}
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| {{favilink|powered exoskeleton}}
| {{favilink|powered exoskeleton}}
| rowspan=2 | +2 total increase to the item's stat bonuses, equally distributed {{Code Reference|class=EquipStatBoost|method=DetermineBonusList}}
| +2 Strength {{Code Reference|class=EquipStatBoost|method=DetermineBonusList|name=EquipStatBoost}}
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| {{favilink|ulnar stimulators}}
| {{favilink|ulnar stimulators}}
| +1 Agility and +1 Strength <ref name="EquipStatBoost" />
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| {{favilink|wrist calc}}
| {{favilink|wrist calc}}
| +30% to [[compute power]] (i.e. +3 normally) {{Code Reference|class = ComputeNode}}
| +30% to [[compute power]] (i.e. +3 normally) {{Code Reference|class = ComputeNode}}
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| {{favilink|wrist fan}}
| +10% chance each turn to repel gases <ref name="PartsGas" />
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Revision as of 01:22, 18 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]
geomagnetic disc +2 to damage roll, and bounces up to 2 additional times (up to 7 times total) [10]
gyrocopter backpack +10% chance each turn to repel gases [11]
maghammer +2 to difficulty of Strength save for latching on or breaking free, and auto-hits at the end of each turn deal 2 extra damage [12]
night-vision goggles +30% to radius of vision [13]
powered exoskeleton +2 Strength [14]
ulnar stimulators +1 Agility and +1 Strength [14]
wrist calc +30% to compute power (i.e. +3 normally) [15]
wrist fan +10% chance each turn to repel gases [11]

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. [16]
Displacer Increases the maximum range of displacer to 6 tiles [17]
Electrified Adds 2 to the item tier for purposes of damage calculation [18]
Flaming Adds 2 to the item tier for purposes of damage calculation and temperature increase [19]
Freezing Adds 2 to the item tier for purposes of damage calculation and temperature decrease [20]
Morphogenetic +2 to difficulty of Willpower save [21]
Nulling +2 to the strength of reality stabilization [22]

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.GeomagneticDisc
  11. 11.0 11.1 XRL.World.Parts.PartsGas
  12. XRL.World.Parts.LatchesOn
  13. XRL.World.Parts.NightVision, method HandleEvent(BeforeRenderEvent)
  14. 14.0 14.1 XRL.World.Parts.EquipStatBoost, method DetermineBonusList
  15. XRL.World.Parts.ComputeNode
  16. XRL.World.Parts.ModCoProcessor
  17. XRL.World.Parts.ModDisplacer, method FireEvent
  18. XRL.World.Parts.ModElectrified, method FireEvent
  19. XRL.World.Parts.ModFlaming, method FireEvent
  20. XRL.World.Parts.ModFreezing, method FireEvent
  21. XRL.World.Parts.ModMorphogenetic, method ApplyMorphicShock
  22. XRL.World.Parts.RealityStabilization, method Strength