Grem weapons
"Grem Weapons" cause reduction of control when their projectile/beam makes contact with a ship. The three basic types of Grem Weapon effects are Control Loss, Stun, and Warp Interdiction.
Forced Turn
Weapons which cause the Forced Turn gremlin are either Projectile Type (Ex. MagCannon), Seer only, or Base Weapons. However, any Physical Critical Hit damage has a chance to cause a Forced Turn. This type of gremlin will generally make your ship turn and/or thrust in a random direction. Multiple continuous hits may render your ship helpless.
Weapons which cause a Forced Turn include:
- Hairsprayer
- Gremcannon
- Grem Invoker
- Transmyocardial Revascularization Laser
- Swan Maker (Seer Liposuction)
- Prognosticator Cylinder (Seer Love Cylinder)
Base Weapons:
Drones:
Stun
Weapons which cause the Stun gremlin are generally Laser type. However, any Energy Critical Hit damage has a chance to cause a Stun. This type of gremlin will generally prevent turning and/or thrusting for an amount of time.
Weapons which cause a Stun:
Drones:
Warp Interdiction
Weapons which cause the Warp Interdiction gremlin are generally drones. However, any Radiation Critical Hit damage has a chance to cause Warp Interdiction. This type of gremlin will generally prevent warping through wormholes for an amount of time.
Drones which cause Warp Interdiction:
Zen of Calmness
The skill Zen of Calmness reduces the time your ship is affected by gremlins. Each level provides 1% reduction of gremlin effect time, up to 100% reduction.