Psionic: Difference between revisions

From Caves of Qud Wiki
Jump to navigation Jump to search
(Tentative fix for duplicate entries in "Possible Items")
mNo edit summary
 
(One intermediate revision by one other user not shown)
Line 19: Line 19:
* {{favilink|arch dervish of the Sightless Way}}
* {{favilink|arch dervish of the Sightless Way}}


The {{name}} mod changes a melee weapon to use mental attacks. Its [[PV]] becomes modified by the attacker's [[ego]] modifier instead of [[strength]] modifier, penetration is calculated against the target's [[MA|mental armor]] (MA) instead of the target's [[AV|regular armor]] (AV), and it cannot affect targets which have a [[mental shield]].{{Code Reference|class=ModPsionic|name=ModPsionic}} [[Cleave]] will inflict [[psionically cleaved]] instead of [[cleaved]].{{Code Reference|namespace=XRL.World.Parts.Skill|class=Axe_Cleave}}
The {{name}} mod changes a melee weapon to use mental attacks. Its {{PV}}[[PV]] becomes modified by the attacker's [[ego]] modifier instead of [[strength]] modifier, penetration is calculated against the target's [[MA|mental armor]] (MA) instead of the target's [[AV|regular armor]] ({{AV}}AV), and it cannot affect targets which have a [[mental shield]].{{Code Reference|class=ModPsionic|name=ModPsionic}} [[Cleave]] will inflict [[psionically cleaved]] instead of [[cleaved]].{{Code Reference|namespace=XRL.World.Parts.Skill|class=Axe_Cleave}}


Weapons with this modifier are temporary, and will dissolve from the physical realm after a pre-determined number of uses. When an item with this modification is created, it starts with a random number of swings from 126-500. After attacking with this weapon, regardless of whether the weapon hits or misses, the number of swings remaining will decrease by one.<ref name="ModPsionic" />
Weapons with this modifier are temporary, and will dissolve from the physical realm after a pre-determined number of uses. When an item with this modification is created, it starts with a random number of swings from 126-500. After attacking with this weapon, regardless of whether the weapon hits or misses, the number of swings remaining will decrease by one.<ref name="ModPsionic" />
Line 42: Line 42:
Once there are no more remaining swings, the item will disappear.<ref name="ModPsionic" />
Once there are no more remaining swings, the item will disappear.<ref name="ModPsionic" />


== Possible Items ==
== Possible Equipment ==
<div style="display:flex;flex-wrap:wrap;">
<div style="display:flex;flex-wrap:wrap;">
<div style="margin-right: 2.5em;">
<div style="margin-right: 2.5em;">
Line 51: Line 51:
   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseAxe' AND DO.DynamicTbl = 'MeleeWeapons'
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseAxe' AND DO.DynamicTbl IS NOT NULL
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
  | group by = M.JoinKey
   | format = table
   | format = table
}}
}}
Line 63: Line 64:
   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseCudgel' AND DO.DynamicTbl = 'MeleeWeapons'
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseCudgel' AND DO.DynamicTbl IS NOT NULL
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
  | group by = M.JoinKey
   | format = table
   | format = table
}}
}}
Line 75: Line 77:
   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseLongBlade' AND DO.DynamicTbl = 'MeleeWeapons'
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseLongBlade' AND DO.DynamicTbl IS NOT NULL
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
  | group by = M.JoinKey
   | format = table
   | format = table
}}
}}
Line 87: Line 90:
   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseDagger' AND DO.DynamicTbl = 'MeleeWeapons'
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseDagger' AND DO.DynamicTbl IS NOT NULL
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
  | group by = M.JoinKey
   | format = table
   | format = table
}}
}}

Latest revision as of 18:08, 3 May 2022

psionic
Category

Melee Weapon

Tinkerable

no

AutotinkerableCan appear spontaneously on an
item you create with tinkering.

no

Value multiplier

1

+1

no

OverloadableWhether this mod is power-load sensitive, and
can be further enhanced by the overloaded mod
?

no

Distorts realityWhether this item is susceptible
to normality effects
?

no

ID

ModPsionic

Psionic: This weapon uses the wielder's Ego modifier for penetration bonus instead of Strength mod and attacks MA instead of AV. It will dissipate from the corporeal realm after some use.

psionic is an untinkerable mod that is found on the weapons of all dervishes.

The psionic mod changes a melee weapon to use mental attacks. Its PV becomes modified by the attacker's ego modifier instead of strength modifier, penetration is calculated against the target's mental armor (MA) instead of the target's regular armor (♦AV), and it cannot affect targets which have a mental shield.[1] Cleave will inflict psionically cleaved instead of cleaved.[2]

Weapons with this modifier are temporary, and will dissolve from the physical realm after a pre-determined number of uses. When an item with this modification is created, it starts with a random number of swings from 126-500. After attacking with this weapon, regardless of whether the weapon hits or misses, the number of swings remaining will decrease by one.[1]

Swings Left Description
More than 375 substantial
Between 250 and 375 lambent
Between 125 and 250 tenuous
Less than or equal to 125 insubstantial

Once there are no more remaining swings, the item will disappear.[1]

Possible Equipment

References

This information is reliable as of patch 2.0.201.114.
  1. 1.0 1.1 1.2 XRL.World.Parts.ModPsionic
  2. XRL.World.Parts.Skill.Axe_Cleave