Power

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This information is reliable as of patch 2.0.202.104. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.202.104.

Energy is a resource that is most often used to power artifacts, weapons, computerized equipment, and other machinery in Caves of Qud. Units of energy are typically referred to as charge, regardless of the type of energy involved. For example, an item might require 50 charge to be activated, which could be provided by an electric energy cell, a hydraulic power system, or another type of energy entirely. This type of "charge" should not be confused with Charge, the skill.

Types of Energy

Electrical energy is the most common type of energy found in Caves of Qud, but many other forms of energy are also found throughout the world.

In some cases non-electrical energy is used to power objects directly, while in other cases that alternate energy is first converted into electrical energy through energy cells or other mediums. The Energy Usage Examples table in the section below gives a rough outline of some of the types of energy that are used throughout the gameworld. Conversion between types of energy and the borders between those categories are inherently fuzzy, so that table should be taken as a general guide rather than an irrefutable authority on the matter.

Electrical

The most common way to deliver energy to an item is with an energy cell. For example, the laser pistol, hologram bracelet, and powered exoskeleton are all examples of items that require an energy cell to function.

Electrical energy users and storage are always EMP Sensitive, unless electromagnetically shielded.

Electrical energy can sometimes be found being transmitted by electrical power grids such as those found in Grit Gate, the Tomb of the Eaters, Ezra, or Yd Freehold.

Liquid-Fueled

Some items are powered by liquid as fuel. The exact method of energy production may vary - for example a combustion cell creates energy through combustion, but a blood-gradient hand vacuum produces energy through more mysterious biochemical means. For these type of items, one dram of liquid corresponds to a certain amount of charge that can be provided to the object. Liquid-fueled energy cells are also considered electrical energy because the liquid is used for the purpose of electricity generation.

Physiological / Clockwork

Certain objects rely on bodily movement to generate energy. For example, the fidget cell is charged by being worn on the body for a period of time, and the carcass kneader uses a hand crank to be charged. The player may choose to wind up the carcass kneader by interacting with it.

Broadcast

Main article: Broadcast power

Broadcast power is available on or near the surface, from satellites (this sometimes being interrupted by atmospheric and orbital phenomena), and from the broadcast power station inside Grit Gate. Radio-powered energy cells and a variety of other objects can receive broadcast power.

Hydraulic

Main article: Hydraulic power

Energy is sometimes found being carried by hydraulic transmission systems. Grit Gate has one of these, in addition to its electrical power grid.

Mechanical

Main article: Mechanical power

Mechanical power transmission is also possible. The water wheel and mill in Joppa is an example of this.

Zero Point Energy Collector

The Zero Point Energy Collector (ZPEC) is a reality distorting, infinite electrical energy source that charges depending on the current world that the object resides in. As long as the item is in "JoppaWorld" which is the starting world that the player starts in, the ZPEC will generate a constant amount of charge each turn, which varies depending on the object. Currently, only the ceremonial vibrokhopesh and the grav chair use the ZPEC.

How the ZPEC exactly works is unknown, but is reality distorting and cannot work under the effects of normality. This means that being in a normality field or normality gas will cause the item to stop charging.

Energy Usage Examples

Energy Type Example Inputs Example Outputs
Electric

A huge variety of artifacts, machinery, and other items that can be powered by the electric energy provided by energy cells or power lines, including but not limited to:

Bioelectric
Fusion / Antimatter
Hydraulic
Mechanical
Physiological
  • body movement
Solar
  • sunlight
Liquid
(combustion /
thermal)
Liquid
(biological /
chemical)
Broadcast
Zero-Point
  • zero-point energy collector

Charge Estimates

Unless the player character has a telemetric visor or the optical technoscanner, all types of energy storage include descriptions stating its vague percentage of energy available. They are separated into 6 sections.

Charge Type
Percentage Electrical Clockwork Light Kinetic Tension Biological
0% Drained Run Down Dark Stopped Slack Exhausted
1-10% Very Low Very Run Down Very Dim Very Slow Very Slack Flagging
11-25% Low Fairly Run Down Somewhat Dim Somewhat Slow Fairly Slack Enervated
26-50% Used Somewhat Run Down Somewhat Bright Fairly Fast Somewhat Slack Fatigued
51-75% Fresh Well-wound Fairly Bright Nearly Full Speed Tense Lively
76-100% Full Fully Wound Bright Full Speed Fully Tensed Vigorous

Note that the fullest value shows up with charge levels as low as 76%. Technoscanning is the only way to see if the cell is completely charged. When seeing the exact percentage, 100% will only display when the cell is truly at max charge.

References

Unless stated, information comes from XRL.World.Capabilities.EnergyStorage

  1. Energy cells are initially powered by variety of different energy types, but use of the electrochemical terminology of "cell" arguably implies that they ultimately provide electrical energy in all cases.