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This information is reliable as of patch 2.0.201.48. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.201.48.
Electrical Generation
Category

Physical

Cost

4

Creation CodeThe letters that represent this
Mutation within a Build Code

bf

ID?Use this ID to wish for the mutation
(example: mutation:ElectricalGeneration)

ElectricalGeneration

Reality DistortingReality distorting mutations
cannot be used under
the effects of normality.

no

Electrical Generation

You accrue electrical charge that you can use and discharge to deal damage.

Maximum charge: (level based)
Accrue base (level based) charge per turn
Can discharge all held charge for 1d4 damage per 1000 charge
Discharge can arc to adjacent targets dealing reduced damage, up to 1 target per 1000 charge
EMP causes involuntary discharge (difficulty 18 Willpower save)
You can drink charge from energy cells and capacitors.
You gain 100 charge per point of electrical damage taken.
You can provide charge to equipped devices that have integrated power systems.

Electrical Generation is a physical mutation that allows the player to generate and discharge stored electricity for a variety of applications. Creatures with Electrical Generation are able to build up and store an amount of electrical charge determined by their mutation level; the units this charge is measured in are identical to the units used by energy cells and artifacts.

Electrical Generation can be utilized via the "Discharge" ability to release all of the creatures stored charge at once, dealing ♥1d41-4 (Avg: 2.5) electrical damage for each 1000 units of charge expended. Additionally, the electricity will randomly arc to adjacent creatures around the target, with each 1000 charge expended allowing for 1 additional arc. Each arc will reduce damage slightly.

Electrical Generation also provides the "Power devices", ability, which can be toggled on or off. It allows the creature to provide charge to artifacts and devices with onboard power systems, such as items with the Jacked modification. Devices drawing power in this way will take from the creature's charge pool and will require the same amount of power as normal.

Formulas[]

The following formulas are used to determine maximum charge and charge rate based on mutation level.[1]

Maximum Charge
2000 + (Level × 2000)
Recharge Per Turn
Level × (100 + ((Willpower - 16) × 5))

Advancement Table[]

The recharge rates listed below are for a character with 16 Willpower. The actual rate will be modified up or down by 5% for each point of willpower above or below 16.[1]

Mutation
Level
Maximum
Charges
Recharge Rate
Per Turn
Damage
(Max Charge)
Number of Arcs
(Max Charge)
1 4000 100 ♥4d44-16 (Avg: 10) 4
2 6000 200 ♥6d46-24 (Avg: 15) 6
3 8000 300 ♥8d48-32 (Avg: 20) 8
4 10000 400 ♥10d410-40 (Avg: 25) 10
5 12000 500 ♥12d412-48 (Avg: 30) 12
6 14000 600 ♥14d414-56 (Avg: 35) 14
7 16000 700 ♥16d416-64 (Avg: 40) 16
8 18000 800 ♥18d418-72 (Avg: 45) 18
9 20000 900 ♥20d420-80 (Avg: 50) 20
10 22000 1000 ♥22d422-88 (Avg: 55) 22
Mutation
Level
Maximum
Charges
Recharge Rate
Per Turn
Damage
(Max Charge)
Number of Arcs
(Max Charge)
11 24000 1100 ♥24d424-96 (Avg: 60) 24
12 26000 1200 ♥26d426-104 (Avg: 65) 26
13 28000 1300 ♥28d428-112 (Avg: 70) 28
14 30000 1400 ♥30d430-120 (Avg: 75) 30
15 32000 1500 ♥32d432-128 (Avg: 80) 32
16 34000 1600 ♥34d434-136 (Avg: 85) 34
17 36000 1700 ♥36d436-144 (Avg: 90) 36
18 38000 1800 ♥38d438-152 (Avg: 95) 38
19 40000 1900 ♥40d440-160 (Avg: 100) 40
20 42000 2000 ♥42d442-168 (Avg: 105) 42
Mutation
Level
Maximum
Charges
Recharge Rate
Per Turn
Damage
(Max Charge)
Number of Arcs
(Max Charge)
21 44000 2100 ♥44d444-176 (Avg: 110) 44
22 46000 2200 ♥46d446-184 (Avg: 115) 46
23 48000 2300 ♥48d448-192 (Avg: 120) 48
24 50000 2400 ♥50d450-200 (Avg: 125) 50
25 52000 2500 ♥52d452-208 (Avg: 130) 52
26 54000 2600 ♥54d454-216 (Avg: 135) 54
27 56000 2700 ♥56d456-224 (Avg: 140) 56
28 58000 2800 ♥58d458-232 (Avg: 145) 58
29 60000 2900 ♥60d460-240 (Avg: 150) 60
30 62000 3000 ♥62d462-248 (Avg: 155) 62

Advantages & Disadvantages[]

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

Advantages[]

  • Electrical damage bypasses AV and DV, making the mutation useful for killing well armored or evasive targets
  • Can allow for easier usage of high power consumption weapons and equipment, such as the Phase cannon, via the Jacked modification
  • Electricity will arc through multiple enemies, allowing for decent multi-target damage
  • Creative use of arcing can extend the reach further than expected
  • At higher levels, gives an option for quick burst damage
  • Charge rate is influenced by Willpower

Disadvantages[]

  • High cost on character creation
  • Has terrible synergy with Electromagnetic Impulse
  • All charges must be used at the same time
  • The first target in the arc must be in melee range
  • Arcs can be unpredictable and may harm neutral or friendly creatures in melee or short out prematurely
  • Arcs will always prioritize jumping into liquid pools before creatures, making bleeding and critical hits from weapons troublesome

References[]

  1. 1.0 1.1 XRL.World.Parts.Mutation.ElectricalGeneration