Syphon baton: Difference between revisions

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imported>Trashmonks
(Updated by egocarib with game version 2.0.201.47 using QBE v1.0rc2)
(add detail about how this works)
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| categories = Melee Weapons
| categories = Melee Weapons
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<!-- END QBE -->{{Weapon Navbox}}
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The {{name}} is a weapon that can draw energy from the targets that it hits, storing that energy into any non-full [[energy cell]] that is slotted into it.{{Code Reference|class=SapChargeOnHit}}
 
The {{name}} is capable of pulling charge:
* Directly from creatures that it hits, if those creatures are capable of generating energy. For example, this is true if the target has the [[Electrical Generation]] mutation.
* From the equipment or inventory of the target that is hit, if any of those items holds an energy cell or is otherwise capable of generating energy.
* From the cybernetics of the target, if those cybernetics are capable of generating energy.
 
Each hit with the {{name}} draws {{dice tooltip|10d100}} energy from the target<ref><code>ObjectBlueprints.xml</code></ref> and, if there is enough room, stores that energy into the energy cell that is slotted into the {{name}}. The hit does not need to penetrate for this effect to succeed.
 
The {{name}} does not itself consume any energy to function - it only steals energy from targets.
 
== Average Time to Recharge an Energy Cell ==
Assuming the target has charge available to steal, the {{name}} takes, on average, this many hits to recharge an energy cell from empty to full:
{| class="wikitable"
! Cell
! Average Hits to Recharge
|-
| {{favilink|fidget cell}}
| 5
|-
| {{favilink|solar cell}}
| 5
|-
| {{favilink|chem cell}}
| 20
|-
| {{favilink|nuclear cell}}
| 198
|-
| {{favilink|antimatter cell}}
| 396
|}
 
== References ==
<references />
{{Weapon Navbox}}

Revision as of 19:23, 3 November 2020

This information is reliable as of patch 2.0.201.47. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.201.47.
syphon baton
4/6
PV/Max PV
♥
1d3
average: 2range: 1-3
$
150.00
Commerce Value
5
lbs.
Weight
Complexity

5

Tier

5

<00445>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Skill Used

Cudgel

Character

\

ID?Use this ID to Wish for the item

Syphon Baton

Spawns in

MeleeWeapons

Extra Info:
syphon baton

Ring magnets form a cylindric mace-head to bash against objects and syphon their electron juice into a battery slotted on the shaft.

Perfect

The syphon baton is a weapon that can draw energy from the targets that it hits, storing that energy into any non-full energy cell that is slotted into it.[1]

The syphon baton is capable of pulling charge:

  • Directly from creatures that it hits, if those creatures are capable of generating energy. For example, this is true if the target has the Electrical Generation mutation.
  • From the equipment or inventory of the target that is hit, if any of those items holds an energy cell or is otherwise capable of generating energy.
  • From the cybernetics of the target, if those cybernetics are capable of generating energy.

Each hit with the syphon baton draws 10d10010-1000 (Avg: 505) energy from the target[2] and, if there is enough room, stores that energy into the energy cell that is slotted into the syphon baton. The hit does not need to penetrate for this effect to succeed.

The syphon baton does not itself consume any energy to function - it only steals energy from targets.

Average Time to Recharge an Energy Cell

Assuming the target has charge available to steal, the syphon baton takes, on average, this many hits to recharge an energy cell from empty to full:

Cell Average Hits to Recharge
fidget cell 5
solar cell 5
chem cell 20
nuclear cell 198
antimatter cell 396

References

  1. XRL.World.Parts.SapChargeOnHit
  2. ObjectBlueprints.xml