Arc winder

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arc winder
♥
4d4
average: 10range: 4-16
$
750.00
Commerce Value
4
lbs.
Weight

Electric
Shock

Accuracy
Shots per Action

1

Ammo per Action

1

Charge per Use

300 Solar cell: 8 usesFidget cell: 8 usesLead-acid cell: 13 usesCombustion cell: 20 usesChem cell: 33 usesThermoelectric cell: 133 usesBiodynamic cell: 200 usesNuclear cell: 333 usesAntimatter cell: 666 usesMecha power core: 1666 uses

Charge Used For

Weapon Power

Complexity

5

Tier

5

<0245>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Skill Used

Pistol

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

missile weapon, firearm, general, pistol, electronics, beam weapon

Character

)

ID?Use this ID to Wish for the item

Arc Winder

Spawns in

Guns
Items

Extra Info:
arc winder

A spiral crank closes a chrome-encased circuit and ejects charge through two contact tips. Smoke twirls through their yellow glow.

Weapon Class: Pistol
Accuracy: High

Perfect

The arc winder is a pistol which is unusual in that it does not have a PV value. Upon striking a creature or surface, the projectile will create a small arc of electricity comparable to the Electrical Generation mutation or the electrified weapon mod.[1] This causes damage to multiple enemies which bypasses armor and cannot be dodged. It is especially effective against Robots.

The electrical arc will jump between adjacent enemies, plants and certain structural objects. Missed shots will arc from their points of impact against walls.

Advantages & Disadvantages

This section is opinion-based. Your mileage may vary.

Advantages

  • The jumping of the electrical arc can dispose of large crowds effectively.
  • Comparable to vibro weapons in its capability to hurt high-AV targets due to dealing non-PV-based damage.
  • Additionally, the arc winder's arcs are undodgeable, making it effective against high-DV targets as well.
  • Capable of dealing significant amounts of damage per turn.
  • Robots, one of the most potentially dangerous kinds of entities in Qud, are particularly vulnerable to its damage type, and frequently have high AV that may be difficult to deal with with other weapons.
  • Due to lack of PV, the beamsplitter mod is in most ways a free upgrade to a shotgun-like burst, as its usual PV malus is irrelevant.
    • This can in close range potentially triplicate damage and increase effectiveness of on-hit effects, such as the nulling mod or Disarming Shot, or further improve crowd control potential.

Disadvantages

  • A small number of entities, notably asphodelytes, have high electric damage resistance, making it ineffective at damaging them.
  • Can deal significant friendly-fire damage, due to arcing, to entities that do not have significant electric resistance.
    • This is especially relevant if used in close range, where the beamsplitter mod is most effective.
  • The fact that it doesn't use the penetration mechanics means that it can't exploit low-AV enemies by penetrating repeatedly for a damage multiplier.

References

This information is reliable as of patch 2.0.203.51.
  1. XRL.World.Parts.ElectricalDischargeLoader