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Energy is a resource that is most often used to power artifacts, weapons, and computerized equipment in Caves of Qud. One unit of this energy is referred to as charge (not to be confused with Charge, the skill).
Despite the focus on electrical energy, energy can also refer to other types.
Energy Types[edit | edit source]
Energy cells represent only one type of energy type. Items can use liquids and manual effort to store energy as well.
Electrical[edit | edit source]
Liquid-Fueled[edit | edit source]
Some items are powered by liquid as fuel. One dram of the specified liquid corresponds to a certain amount of charge specified by the object. Energy cells that require liquid are also considered electrical energy because the liquid is used for the purpose of electricity generation.
Clockwork[edit | edit source]
The uses a hand crank to charge itself. The player may choose to wind it up by interacting with it.
Broadcast[edit | edit source]
Broadcast power is available on or near the surface, from satellites (this sometimes being interrupted by atmospheric and orbital phenomena), and from the broadcast power station inside Grit Gate. Radio-powered energy cells, Rodanis Y, traipsing mortars, and regeneration tanks can receive broadcast power.
Hydraulic[edit | edit source]
Energy is sometimes found being carried by hydraulic transmission systems. Grit Gate has one of these, in addition to its electrical power grid.
Mechanical[edit | edit source]
Mechanical power transmission is also possible. The water wheel and mill in Joppa is an example of this.
Zero Point Energy Collector[edit | edit source]
The Zero Point Energy Collector (ZPEC) is a reality distorting, infinite electrical energy source that charges depending on the current world that the object resides in. As long as the item is in "JoppaWorld" which is the starting world that the player starts in, the ZPEC will generate a constant amount of charge each turn, which varies depending on the object. Currently, only the and the use the ZPEC.
How the ZPEC exactly works is unknown, but is reality distorting and cannot work under the effects of normality. This means that being in a normality field or normality gas will cause the item to stop charging.
Charge Estimates[edit | edit source]
Unless the player character has a or the , all types of energy storage include descriptions stating its vague percentage of energy available. They are separated into 6 sections.
|1-10%||Very Low||Very Run Down||Very Dim||Very Slow||Very Slack||Flagging|
|11-25%||Low||Fairly Run Down||Somewhat Dim||Somewhat Slow||Fairly Slack||Enervated|
|26-50%||Used||Somewhat Run Down||Somewhat Bright||Fairly Fast||Somewhat Slack||Fatigued|
|51-75%||Fresh||Well-wound||Fairly Bright||Nearly Full Speed||Tense||Lively|
|76-100%||Full||Fully Wound||Bright||Full Speed||Fully Tensed||Vigorous|
Note that the fullest value shows up with charge levels as low as 76%. Technoscanning is the only way to see if the cell is completely charged. When seeing the exact percentage, 100% will only display when the cell is truly at max charge.
References[edit | edit source]
Unless stated, information comes from