Night-vision goggles

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night-vision goggles
Charge per Use

1 Solar cell: 2500 usesFidget cell: 2500 usesLead-acid cell: 4000 usesCombustion cell: 6000 usesChem cell: 10000 usesThermoelectric cell: 40000 usesBiodynamic cell: 60000 usesNuclear cell: 100000 usesAntimatter cell: 200000 usesMecha power core: 500000 uses

Charge Used For

Night Vision






Can Disassemble


Can Build


Tinker Skill

Tinker I

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

general, eyewear, electronics



ID?Use this ID to Wish for the item

Night-vision Goggles

Worn On


Spawns in


Extra Info:
night-vision goggles

A pair of oddly shaped goggles.


Night-vision gogles are rare, low-tier artifacts which provide a high viewing distance (a 40 tile radius) in environments of any light level, but not those which are obscured by Vantabuds or Vantablooms. The radius of night vision can be increased to 52 tiles by overloading the night-vision goggles.[1] Unlit objects and areas within the goggles' radius will have their primary color replaced by a bright green.

A hidden disadvantage of wearing powered and booted-up night-vision goggles is that the player or creature wearing them takes 25% additional damage (rounded down) from light- or laser-based attacks.[2]

Night-vision goggles render Haggabah, Who Plies The Umbral Path visible.


This section is opinion-based. Your mileage may vary.
  • The additional viewing distance is helpful for ranged combat and spotting faraway threats in underground environments.
  • Not carrying a light source does not make the player as stealthy as some may expect; most creatures can detect the player at the distance of 10-20 tiles even in total darkness.
  • The green color may be disabled in the Options screen ("disable full-screen color effects").


This information is reliable as of patch
  1. XRL.World.Parts.NightVision, method HandleEvent, in the BeforeRenderEvent case
  2. XRL.World.Parts.NightVision, method HandleEvent, in the BeforeApplyDamageEvent case