Stun rod: Difference between revisions

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(Updated by egocarib with game version 2.0.201.114 using QBE v1.0rc2)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
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| tilecolors = cy
| tilecolors = cy
| renderstr = \
| renderstr = \
| extra = {{Extra info|empsensitive = yes | twohanded = no | metal = yes | energycellrequired = yes}}
| extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | twohanded = no | metal = yes | energycellrequired = yes}}
| inheritingfrom = MeleeWeapon
| inheritingfrom = MeleeWeapon
| dynamictable = {{Dynamic object|MeleeWeapons|Stun Rod}}
| dynamictable = {{Dynamic object|Items|Stun Rod}} </br>{{Dynamic object|MeleeWeapons|Stun Rod}}
| unidentifiedinfo = {{Unidentified info | tile = stun rod unidentified.png | name = weird artifact | altname = device }}
| unidentifiedimage = stun rod unidentified.png
| desc = A telescoping, slate-colored rod with a knob on the head.
| unidentifiedname = weird artifact
| unidentifiedaltname = weird artifact
| supportedmods = WeaponMods,CommonMods,ElectronicsMods
| desc = A long slate rod flares out at the collar to hold capacitors and a concussive corm.
 
{{Qud shader|rules|{{(}}Strength Bonus Cap: 2
Weapon Class: Cudgel (dazes on critical hit){{)}}}}
| categories = Cudgels
| categories = Cudgels
| gameversion = 2.0.201.114
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
A {{name}} is a type of [[:Category:Cudgels|cudgel]] which, when powered, can stun enemies on hit. It is a part of the starting equipment for [[True Kin]] of the [[Artifex]] [[Castes|caste]].
A {{name}} is a type of [[:Category:Cudgels|cudgel]] which, when powered, can stun enemies on hit. It is a part of the starting equipment for [[True Kin]] of the [[Artifex]] [[Castes|caste]].


When powered, has a 25% chance to [[Stunned|stun]] an enemy for 1d4 turns. While stunned, the enemy has a chance to make a [[Save|toughness save]] each turn (difficulty 15) to snap out of the effect sooner.
When powered, has a 25% chance to [[Stunned|stun]] an enemy for 1d4 turns. While stunned, the enemy has a chance to make a [[Save|toughness save]] each turn (difficulty 12) to snap out of the effect sooner.
{{Weapon Navbox}}
{{Weapon Navbox}}


[[Category:Cudgels]]
[[Category:Cudgels]]

Latest revision as of 22:18, 18 January 2024

stun rod
4/6
PV/Max PV
♥
1d2
average: 1.5range: 1-2
$
50.00
Commerce Value
2
lbs.
Weight
Charge per Use

10 Solar cell: 250 usesFidget cell: 250 usesLead-acid cell: 400 usesCombustion cell: 600 usesChem cell: 1000 usesThermoelectric cell: 4000 usesBiodynamic cell: 6000 usesNuclear cell: 10000 usesAntimatter cell: 20000 usesMecha power core: 50000 uses

Charge Used For

Stun effect

Complexity

1

Tier

1

<001>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker I

Skill Used

Cudgel

Potential
Mods?Mods this item can support
(subject to additional logic & rules)

melee weapon, general, electronics

Character

\

ID?Use this ID to Wish for the item

Stun Rod

Spawns in

Items
MeleeWeapons

Extra Info:
stun rod

A long slate rod flares out at the collar to hold capacitors and a concussive corm.

Strength Bonus Cap: 2
Weapon Class: Cudgel (dazes on critical hit)

Perfect

A stun rod is a type of cudgel which, when powered, can stun enemies on hit. It is a part of the starting equipment for True Kin of the Artifex caste.

When powered, has a 25% chance to stun an enemy for 1d4 turns. While stunned, the enemy has a chance to make a toughness save each turn (difficulty 12) to snap out of the effect sooner.