Volatile Compound N
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Data is up-to-date |
Last updated for version 1.8.8.1 Last mentioned in changelog 0.9.10.0 The current game version is 1.9.7.0 |
Volatile Compound N | |||||||||||||||||||||||||||||||||||
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![]() An unstable explosive compound. | |||||||||||||||||||||||||||||||||||
Statistics | |||||||||||||||||||||||||||||||||||
Afflictions | Explosion (5m): Deep Tissue Injury (150)* Burn (20)* (20% chance) Bleeding (50)* (5% chance) Stun (8)* | ||||||||||||||||||||||||||||||||||
Quality Bonuses | +10% Explosion Radius +10% Explosion Damage | ||||||||||||||||||||||||||||||||||
Triggers | ![]() ![]() ![]() Fire: -50 condition/s Time: -0.04 condition/s Impact: -20 condition (over 2m/s). Triggered by explosions | ||||||||||||||||||||||||||||||||||
Can be thrown? | Yes | ||||||||||||||||||||||||||||||||||
Explosion Radius | 5 m | ||||||||||||||||||||||||||||||||||
Armor penetration | 50% | ||||||||||||||||||||||||||||||||||
Severance chance | 50% | ||||||||||||||||||||||||||||||||||
Structure damage | 150 | ||||||||||||||||||||||||||||||||||
Ballast Flora Damage | 100 (Explosion)
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Item Damage | 500 | ||||||||||||||||||||||||||||||||||
Impact Tolerance | 2 | ||||||||||||||||||||||||||||||||||
Maximum stack | 32 | ||||||||||||||||||||||||||||||||||
Crafting | |||||||||||||||||||||||||||||||||||
Medical Fabricator Requirements |
Skill:
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Deconstructible? | No | ||||||||||||||||||||||||||||||||||
Store | |||||||||||||||||||||||||||||||||||
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250 mk | ||||||||||||||||||||||||||||||||||
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Volatile Compound N is an Explosive in Barotrauma.
Functions & Usage
Volatile Compound N is capable of causing significant damage to both Creatures and structures in an area. It is slightly more powerful than Compound N, but has a limited lifetime. Unlike most explosives, it is made in the Medical Fabricator.
Volatile Compound N can be loaded inside Railgun shells ( Railgun Shell,
Physicorium Shell,
Nuclear Shell) and Depth Charge shells (
Depth Charge Shell,
Depth Decoy Shell,
Nuclear Depth Charge,
Nuclear Depth Decoy) to explode on impact and deal additional damage. It can also be placed and then remotely detonated using a Detonator.
It is not safe to handle. It deteriorates passively at a rate of 0.04% condition per second and explodes when its condition reaches 0% (41m 40s by default). Additionally, it loses 20% condition on impact and, like the regular Compound N, may explode if it comes into contact with fire (-50% condition per second), and is susceptible to explosions. Storing in a Toolbelt or a Storage Container will protect from fire and prevent chain reactions, but will not stop deterioration.
Notes
- The base damage of the explosive is distributed between all limbs in the radius of the explosion. For each affected limb, there is a 5% chance of 50 additional
Bleeding and a 20% chance of 20 additional
Burn.
Related Talents
Talent | Tree | Description |
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![]() Extra Powder ID: extrapowder
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![]() Gunner Spec. 3 |
Explosions have 20% larger radius and deal 10% more damage. Explosives you fabricate are of 1 higher quality. |
Trivia
- The name "Compound N" is a reference to "Substance N" the code name for the experimental explosive Chlorine Trifluoride.