Power

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This information is reliable as of patch 2.0.199.1. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.199.1.

Energy is a resource that is most often used to power artifacts, weapons, and computerized equipment in Caves of Qud. One unit of this energy is referred to as charge (not to be confused with Charge, the skill).

Despite the focus on electrical energy, energy can also refer to other types.

Energy Types

Energy cells represent only one type of energy type. Items can use liquids and manual effort to store energy as well.

Electrical

One of the most common ways 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 is always EMP Sensitive.

Liquid

Some items are powered by liquid as fuel. One dram of the specified liquid corresponds to a certain amount of charge specified by the object. Energy cells that require liquid are also considered electrical energy because the liquid is used for the purpose of electricity generation.

Clockwork

The carcass kneader uses a hand crank to charge itself. The player may choose to wind it up by interacting with it.

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 40 charge a turn. 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.

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
0% Drained Run Down Dark
1-10% Very Low Very Run Down Very Dim
11-25% Low Fairly Run Down Somewhat Dim
26-50% Used Somewhat Run Down Somewhat Bright
51-75% Fresh Well-wound Fairly Bright
76-100% Full Fully Wound Bright

Note that the fullest value shows up as early as 75% max charge. 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