Electromagnetic Pulse

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Electromagnetic Pulse
Category

Physical

Cost

2

Creation Code

bg

ID

ElectromagneticPulse

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

no

Electromagnetic Pulse

You generate an electromagnetic pulse that disables nearby artifacts and machines.

Cooldown: 200 rounds
Duration: (4 + Level * 2) - (13 + Level * 2) rounds
Area: (radius*2 +1)x(radius*2 +1) centered around yourself


Advancement Table[edit | edit source]

Mutation Level Duration Area (Radius)
1 6-15 rounds 5x5 (2)
2 8-17 rounds 5x5 (2)
3 10-19 rounds 5x5 (2)
4 12-21 rounds 5x5 (2)
5 14-23 rounds 11x11 (5)
6 16-25 rounds 11x11 (5)
7 18-27 rounds 11x11 (5)
8 20-29 rounds 11x11 (5)
9 22-31 rounds 19x19 (9)
10 24-33 rounds 19x19 (9)

Advantages & Disadvatages[edit | edit source]

Advantages[edit | edit source]

  • Can disable robots for a good amount of time at higher levels, allowing its users an easy escape or free hits.
  • Will not affect artifacts carried or worn by its user.
  • Has a fairly large radius at higher levels, allowing its users to affect large numbers of enemies at a time.
  • Has a fairly low cost at character generation.

Disadvantages[edit | edit source]

  • Has no effect against organic enemies not using artifacts, making it less useful in the early game.
  • An Emp grenade mk i.pngEMP grenade mk I or its mk II and mk III variants can achieve a similar effect.