# Explosions

This article has information that is missing or not up to par.
Reason: This page describes previous logic used for explosive effects. The explosion logic in game was significantly changed in patch 2.0.201.25. There may be changes to the logic described below. Additional investigation is needed

Explosions are a type of damaging phenomenon caused by among other weapons, as well as certain other things such as . Creatures and other things caught within an explosion are forcefully pushed in addition to being damaged proportional to the force of the explosion. Explosions can cross zone boundaries and damage things outside the zone where they originated.

## Calculating Damage and Force

Each explosion has a certain initial force, which can be conceived of as a positive whole number. This force applies to the epicenter of the explosion and lessens as it spreads out into adjacent tiles and as it strikes objects. Heavier objects absorb more of the force, lessening it proportional to their weight. Each cell is hit at most once in the same explosion.

The amount of force felt in a given cell hit by an explosion can be expressed using the following formula:

${\displaystyle {\text{Force}}={\frac {{\text{CurrentForce}}-{\text{TotalWeightOfObjectsHit}}}{\text{NumAdjecentCells}}}}$

This calculation is repeated with weaker and weaker force in each later cell until the explosion tapers out at 100 force or lower.

A thing hit by an explosion takes an amount of damage equal to the force with which it was hit divided by 250, plus an amount of damage depending on the source of the explosion.[1] If this force is greater than its weight, it is also pushed. (This can be countered by .) Although the same object can be pushed more than once by the same explosion, it can only be damaged by it once.

## List of Explosive Weapons

Weapon Type Initial Force Initial Explosive Damage
Explosive 1200 4+1d65-10 (Avg: 7.5)(+1d2 from collision)
from a Explosive 5000 20+4d824-52 (Avg: 38) (+1d6 from collision)
from a Explosive 2000 8+2d610-20 (Avg: 15) (+1d3 from collision)
from a Explosive 2000 8+6d614-44 (Avg: 29) (+3d6 from collision)
Explosive 2000 8+2d610-20 (Avg: 15)
Implosive 4000 0
Implosive 8000 0
Implosive 17500 0
Explosive 2000 8+4d612-32 (Avg: 22)
Explosive 7000 28+5d633-58 (Avg: 45.5)
Explosive 15000 60+6d666-96 (Avg: 81)
Explosive 10000000 40000+2d640002-40012 (Avg: 40007)

## References

This information is reliable as of patch 2.0.201.24.
1.  XRL.World.Parts.Physics, method ApplyExplosion