Electromagnetic Pulse
Jump to navigation
Jump to search
Electromagnetic Pulse
Category
|
Physical |
---|---|
Cost
|
2 |
ID?Use this ID to wish for the mutation
(example: mutation:ElectromagneticPulse ) |
ElectromagneticPulse |
Reality DistortingReality distorting mutations
cannot be used under the effects of normality. |
no |
Infobox data from game version 2.0.206.63
|
Electromagnetic Pulse is a physical mutation that grants the "Emit Pulse" ability, which disables any EMP sensitive objects caught within it's radius (such as artifacts and robots), as well as any EMP sensitive items being carried or wielded by any creatures caught within the radius. This ability, when used by a player, does not affect any items they are carrying.
Formulas
The following formulas are used to determine duration based on mutation level.
Duration (Minimum) | 4 + Level × 2)
|
---|---|
Duration (Maximum) | (13 + Level × 2)
|
Radius is not determined by a formula. Instead, it is determined based on certain mutation level thresholds:
If Level < 5 | 2 (5x5)
|
---|---|
If 5 ≤ Level < 9 | 5 (11x11)
|
If Level ≥ 9 | 9 (19x19)
|
Advancement Table
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) |
Mutation Level | Duration | Area (Radius) |
---|---|---|
11 | 26-35 rounds | 19x19 (9) |
12 | 28-37 rounds | 19x19 (9) |
13 | 30-39 rounds | 19x19 (9) |
14 | 32-41 rounds | 19x19 (9) |
15 | 34-43 rounds | 19x19 (9) |
16 | 36-45 rounds | 19x19 (9) |
17 | 38-47 rounds | 19x19 (9) |
18 | 40-49 rounds | 19x19 (9) |
19 | 42-51 rounds | 19x19 (9) |
20 | 44-53 rounds | 19x19 (9) |
Mutation Level | Duration | Area (Radius) |
---|---|---|
21 | 46-55 rounds | 19x19 (9) |
22 | 48-57 rounds | 19x19 (9) |
23 | 50-59 rounds | 19x19 (9) |
24 | 52-61 rounds | 19x19 (9) |
25 | 54-63 rounds | 19x19 (9) |
26 | 56-65 rounds | 19x19 (9) |
27 | 58-67 rounds | 19x19 (9) |
28 | 60-69 rounds | 19x19 (9) |
29 | 62-71 rounds | 19x19 (9) |
30 | 64-73 rounds | 19x19 (9) |
Ability Cooldown
Electromagnetic Pulse's cooldown (CD) in rounds depends on the user's willpower (WI) attribute:
WI | CD | WI | CD | WI | CD | WI | CD |
---|---|---|---|---|---|---|---|
9 | 270 | 15 | 210 | 21 | 150 | 27 | 90 |
10 | 260 | 16 | 200 | 22 | 140 | 28 | 80 |
11 | 250 | 17 | 190 | 23 | 130 | 29 | 70 |
12 | 240 | 18 | 180 | 24 | 120 | 30 | 60 |
13 | 230 | 19 | 170 | 25 | 110 | 31 | 50 |
14 | 220 | 20 | 160 | 26 | 100 | 32 | 40 |
Advantages & Disadvatages
This section is opinion-based. Your mileage may vary.
Advantages
- Can disable robots for a good amount of time at higher levels, allowing its users an easy escape or free hits
- 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
- Has no effect against organic enemies not using artifacts, making it less useful in the early game
- An EMP grenade can achieve a similar effect
Creatures with Electromagnetic Pulse
No creatures have this mutation by default.