Freezing: Difference between revisions

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362 bytes added ,  16:21, 4 October 2021
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trivia
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{{As Of Patch|2.0.200.85}}
{{Mod
{{Mod
|title      ={{qud text|&Cfreezing|notxml}}
|title      ={{qud text|&Cfreezing|notxml}}
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==Relic Freezing==
==Relic Freezing==
[[Relic]]s have a chance of spawning with {{name}}, but the damage is calculated as ([Tier * 1.6 + 3] - [Tier * 2.4 + 3]), for a range of 5-(16-22) cold damage. The charge use is decreased to 8 as well. The temperature change remains the same.{{Code Reference|class=ModRelicFreezing}} Since it is a different Mod ID than normal {{name}}, the two mods can be stacked on the same item.
[[Relic]]s have a chance of spawning with a more powerful version of {{name}}. The damage for relic freezing is calculated as ([Tier * 1.6 + 3] - [Tier * 2.4 + 3]), for a range of 5-(16-22) cold damage. The charge use is decreased to 8 as well. The temperature change remains the same.{{Code Reference|class=ModRelicFreezing}}.
==References==
 
<references/>
== Trivia ==
* Prior to patch [https://store.steampowered.com/news/app/333640/view/4639224265629184703 2.0.200.86] (August 14, 2020), it was possible to mod [[relic]] items, allowing a player to combine relic freezing + normal freezing on an item for a very powerful overall freezing effect. However, it is no longer possible to add normal mods to relic items.{{Code Reference|namespace=XRL.World|class=RelicGenerator|method=GenerateBaseRelic}}
 
{{references|2.0.201.114}}
{{Mod Navbox}}
{{Mod Navbox}}

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