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.
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[hide]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.