Prayer rod: Difference between revisions

Moved tip that was in description to the opinion section, and added a sub tip from myself.
(Updated by egocarib with game version 2.0.204.52 using QBE v1.0rc2)
(Moved tip that was in description to the opinion section, and added a sub tip from myself.)
 
(3 intermediate revisions by 2 users not shown)
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| unidentifiedaltname = weird artifact
| unidentifiedaltname = weird artifact
| supportedmods = WeaponMods,CommonMods,ElectronicsMods
| supportedmods = WeaponMods,CommonMods,ElectronicsMods
| desc = A flanged rod of slate grey metal.
| desc = A long slate rod flares out at the collar to hold capacitors and an electrified corm for searing liturgy to memory.


{{Qud shader|rules|{{(}}Strength Bonus Cap: 2
{{Qud shader|rules|{{(}}Strength Bonus Cap: 2
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Causes 1d5+5 electric damage on hit.{{)}}}}
Causes 1d5+5 electric damage on hit.{{)}}}}
| categories = Cudgels
| categories = Cudgels
| gameversion = 2.0.204.52
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
The {{name}} is a weapon that is notable for its unusually high base elemental damage. It does, on average, 8 [[Damage_type#Electrical|electric]] damage per hit. As described on the [[Melee_combat#Hit_Roll|melee combat]] page, elemental damage from weapons is applied on any successful hit, even if the weapon does not penetrate. That makes this weapon particularly useful to an [[agility]]-based [[Cudgel]] build with low strength.
The {{name}} is a weapon that is notable for its unusually high base elemental damage. It does, on average, 8 [[Damage#Electrical|electric]] damage per hit. As described on the [[Melee_combat#Hit_Roll|melee combat]] page, elemental damage from weapons is applied on any successful hit, even if the weapon does not penetrate.  


When powered, a {{name}} has a 25% chance to [[Stunned|stun]] an enemy for 1 turn.{{Code Reference|class=StunOnHit}}
When powered, a {{name}} has a 25% chance to [[Stunned|stun]] an enemy for 1 turn.{{Code Reference|class=StunOnHit}}
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* The {{name}} truly shines after adding multiple additional elemental damage [[Item Mods|mods]] to it. Those mods will stack with the weapon's default elemental damage, making for a very powerful weapon that effectively ignores [[AV]] and can be used successfully against even end-game creatures.
* The {{name}} truly shines after adding multiple additional elemental damage [[Item Mods|mods]] to it. Those mods will stack with the weapon's default elemental damage, making for a very powerful weapon that effectively ignores [[AV]] and can be used successfully against even end-game creatures.
* When modded with the [[Electrified]] mod, the {{name}} can potentially trigger the ''[[Electric-based_cooking_effects|Whenever you deal electric damage, there's a 25% chance...]]'' cooking effect ''twice'' from a single hit.
* When modded with the [[Electrified]] mod, the {{name}} can potentially trigger the ''[[Electric-based_cooking_effects|Whenever you deal electric damage, there's a 25% chance...]]'' cooking effect ''twice'' from a single hit.
* As the {{name}} doesn't need to penetrate to deal its elemental damage, it can be particularly useful to an [[agility]]-based [[Cudgel]] build with low strength.
** This also makes it useful as a backup weapon for any agility based build, as obtaining [[Cudgel Proficiency]] only takes 50 skill points.


{{references|2.0.202.98}}
{{references|2.0.202.98}}