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Energy is a resource that is most often used to power artifacts, weapons, and computerized equipment in Caves of Qud. One unit of this energy is referred to as charge (not to be confused with Charge, the skill).

Despite the focus on electrical energy, energy can also refer to other types.

Energy Types

Energy cells represent only one type of energy type. Items can use liquids and manual effort to store energy as well.


One of the most common ways to deliver energy to an item is with an energy cell. For example, the Laser pistol.pnglaser pistol, Hologram bracelet.pnghologram bracelet, and Powered exoskeleton.pngpowered exoskeleton are all examples of items that require an energy cell to function.

Electrical energy users and storage are always EMP Sensitive, unless electromagnetically shielded.

Electrical energy can sometimes be found being transmitted by electrical power grids such as those found in Grit Gate, as well as inside and nearby the Tomb of the Eaters.


Some items are powered by liquid as fuel. One dram of the specified liquid corresponds to a certain amount of charge specified by the object. Energy cells that require liquid are also considered electrical energy because the liquid is used for the purpose of electricity generation.


The Carcass kneader.pngcarcass kneader uses a hand crank to charge itself. The player may choose to wind it up by interacting with it.


Broadcast power is available on or near the surface, from satellites (this sometimes being interrupted by atmospheric and orbital phenomena), and from the broadcast power station inside Grit Gate. Radio-powered energy cells, Rodanis Y, traipsing mortars, and regeneration tanks can receive broadcast power.


Energy is sometimes found being carried by hydraulic transmission systems. Grit Gate has one of these, in addition to its electrical power grid.


Mechanical power transmission is also possible. The water wheel and mill in Joppa is an example of this.

Zero Point Energy Collector

The Zero Point Energy Collector (ZPEC) is a reality distorting, infinite electrical energy source that charges depending on the current world that the object resides in. As long as the item is in "JoppaWorld" which is the starting world that the player starts in, the ZPEC will generate a constant amount of charge each turn, which varies depending on the object. Currently, only the Ceremonial vibrokhopesh.pngceremonial vibrokhopesh and the Grav chair.pnggrav chair use the ZPEC.

How the ZPEC exactly works is unknown, but is reality distorting and cannot work under the effects of normality. This means that being in a normality field or normality gas will cause the item to stop charging.

Charge Estimates

Unless the player character has a Telemetric visor.pngtelemetric visor or the Optical technoscanner.pngoptical technoscanner, all types of energy storage include descriptions stating its vague percentage of energy available. They are separated into 6 sections.

Charge Type
Percentage Electrical Clockwork Light Kinetic Tension Biological
0% Drained Run Down Dark Stopped Slack Exhausted
1-10% Very Low Very Run Down Very Dim Very Slow Very Slack Flagging
11-25% Low Fairly Run Down Somewhat Dim Somewhat Slow Fairly Slack Enervated
26-50% Used Somewhat Run Down Somewhat Bright Fairly Fast Somewhat Slack Fatigued
51-75% Fresh Well-wound Fairly Bright Nearly Full Speed Tense Lively
76-100% Full Fully Wound Bright Full Speed Fully Tensed Vigorous

Note that the fullest value shows up with charge levels as low as 76%. Technoscanning is the only way to see if the cell is completely charged. When seeing the exact percentage, 100% will only display when the cell is truly at max charge.


Unless stated, information comes from XRL.World.Capabilities.EnergyStorage