Electromagnetic Impulse

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Electromagnetic Impulse (D)
Category

Physical defect

Cost

-2

Creation CodeThe letters that represent this
Mutation within a Build Code

cg

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

ElectromagneticImpulse

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

no

Electromagnetic Impulse (D)

You involuntarily release electromagnetic pulses, deactivating robots and artifacts around yourself.

Small chance each round you're in combat that you release an electromagnetic pulse with radius 3, deactivating robots and artifacts (including those you carry) for 11-20 rounds.

Electromagnetic Impulse (D) is a physical defect that works very similarly to the Electromagnetic Pulse mutation, but causes the player to release such pulses involuntary while in combat.

If there are hostiles near the player, there is a 0.2% chance every turn for the player to release an electromagnetic pulse. This will disable objects that are EMP sensitive, such as robots and artifacts, in a 7x7 radius for 11-20 rounds. This includes such objects being carried by the player, or the player themselves if they are EMP sensitive.[1] When this occurs, the message log will return the following message:

You surge with energy!

Advantages & Disadvantages[edit | edit source]

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

Advantages[edit | edit source]

  • Grants 2 extra points to spend during character creation
  • Generally low-impact if the player has no artifacts
  • Can be beneficial if the player is fighting robots
  • Only occurs during combat

Disadvantages[edit | edit source]

  • Makes relying on artifacts during combat risky
  • Can cause issues for friendly robots who are caught in the effect
  • Horrible synergy with Electrical Generation

References

This information is reliable as of patch 2.0.201.47.
  1. XRL.World.Parts.Mutation.ElectromagneticImpulse