Teleglow: Difference between revisions
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(Removed reference to debug teleport. Doesn't give teleglow anymore.) |
m (Added Tindalos Rift effect chance and the effect itself.) |
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[[Teleglow]] or teleportation sickness is a [[ | [[Teleglow]] or teleportation sickness is a [[effects|status effect]] inflicted by teleporting, among other things. It is a hidden effect that can be detected only by its caused effects, thus the following info is very spoilerish. | ||
Teleglow will be caused by: | Teleglow will be caused by: | ||
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* {{spoiler|Resonance cascade, duration is 60-100 or lower, depending on distance.}}<!-- 5 * trig_dist(x, y, u.posx, u.posy)--> | * {{spoiler|Resonance cascade, duration is 60-100 or lower, depending on distance.}}<!-- 5 * trig_dist(x, y, u.posx, u.posy)--> | ||
Effects: | Effects (all effects are per turn of teleglow): | ||
* {{spoiler|0.01% chance to gain fungal parasite | * {{spoiler|0.01% chance to gain fungal parasite; removes teleglow.}} | ||
* {{spoiler|0.025% chance to become boomered for a hundred turns | * {{spoiler|0.025% chance to become boomered for a hundred turns; has a 25% chance to remove <!-- doublecheck this! --> teleglow.}} | ||
* {{spoiler|0.0001% chance to spawn a tindalos rift. Chance exponentially raises with additional teleglow duration. Removes teleglow 50% of the time. }} | |||
* When duration is over 2400 turns (four in-game hours). | * When duration is over 2400 turns (four in-game hours). | ||
** {{spoiler|0.01% chance<!--one_in(10000 - dis.duration)--> to gain shakes for 40-80 turns | ** {{spoiler|0.01% chance<!--one_in(10000 - dis.duration)--> to gain shakes for 40-80 turns; the chance raises very slowly with the teleglow duration.}} | ||
** {{spoiler|0.01% chance<!--(one_in(12000 - dis.duration)--> to become blind for 10-20 turns | ** {{spoiler|0.01% chance<!--(one_in(12000 - dis.duration)--> to become blind for 10-20 turns; the chance raises very slowly with the teleglow duration. There is a 12.5% chance to remove teleglow when this occurs.}} | ||
** {{spoiler|0.02% chance to start hallucinating (if already | ** {{spoiler|0.02% chance to start hallucinating (if not already) for 3600 turns. Removes teleglow 20% of the time.}} | ||
* When duration is over 3600 turns (six in-game hours): | * When duration is over 3600 turns (six in-game hours): | ||
** {{spoiler|0.025%<!--one_in(4000 - int(.25 * (dis.duration - 3600)))--> chance to spawn Nether monster in 4-square radius | ** {{spoiler|0.025%<!--one_in(4000 - int(.25 * (dis.duration - 3600)))--> chance to spawn Nether monster in 4-square radius; chance VERY slowly raises with additional telesickness duration. There is a 50% chance to remove teleglow when this occurs.}} | ||
** {{spoiler|0.03%<!--one_in(3500 - int(.25 * (dis.duration - 3600)))--> chance to mutate | ** {{spoiler|0.03%<!--one_in(3500 - int(.25 * (dis.duration - 3600)))--> chance to mutate; chance VERY slowly raises with additional teleglow duration. Removes teleglow 25% of the time.}} | ||
* When duration is over 6000 turns (ten in-game hours): | * When duration is over 6000 turns (ten in-game hours): | ||
** {{spoiler|0.1%<!--one_in(1000 - ((dis.duration - 6000) / 10))--> chance to teleport | ** {{spoiler|0.1%<!--one_in(1000 - ((dis.duration - 6000) / 10))--> chance to teleport; chance extremely slowly raises with additional teleglow duration. Removes teleglow 10% of the time.}} | ||
** {{spoiler|0.004%<!--one_in(1200 - ((dis.duration - 6000) / 5)) && one_in(20)--> to pass out for two hours<!--1200--> | ** {{spoiler|0.004%<!--one_in(1200 - ((dis.duration - 6000) / 5)) && one_in(20)--> to pass out for two hours<!--1200-->; chance VERY slowly raises with additional teleglow duration. Removes teleglow 17% of the time.}} | ||
{{ | {{Effects}} | ||
[[Category: | [[Category:Effects]] |
Latest revision as of 23:34, 9 December 2021
Teleglow or teleportation sickness is a status effect inflicted by teleporting, among other things. It is a hidden effect that can be detected only by its caused effects, thus the following info is very spoilerish.
Teleglow will be caused by:
- Teleporters, obviously for 300 turns at each use, including portal generators for 600 turns at each use.
- Artifacts "You feel unhinged.", duration is 3-12 hundreds of turns.
- Time Dilation bionic, 20% chance with 50-400 duration.
- Monsters with a stare attack (flaming eye), for 800 turns per attack.
- Resonance cascade, duration is 60-100 or lower, depending on distance.
Effects (all effects are per turn of teleglow):
- 0.01% chance to gain fungal parasite; removes teleglow.
- 0.025% chance to become boomered for a hundred turns; has a 25% chance to remove teleglow.
- 0.0001% chance to spawn a tindalos rift. Chance exponentially raises with additional teleglow duration. Removes teleglow 50% of the time.
- When duration is over 2400 turns (four in-game hours).
- 0.01% chance to gain shakes for 40-80 turns; the chance raises very slowly with the teleglow duration.
- 0.01% chance to become blind for 10-20 turns; the chance raises very slowly with the teleglow duration. There is a 12.5% chance to remove teleglow when this occurs.
- 0.02% chance to start hallucinating (if not already) for 3600 turns. Removes teleglow 20% of the time.
- When duration is over 3600 turns (six in-game hours):
- 0.025% chance to spawn Nether monster in 4-square radius; chance VERY slowly raises with additional telesickness duration. There is a 50% chance to remove teleglow when this occurs.
- 0.03% chance to mutate; chance VERY slowly raises with additional teleglow duration. Removes teleglow 25% of the time.
- When duration is over 6000 turns (ten in-game hours):
- 0.1% chance to teleport; chance extremely slowly raises with additional teleglow duration. Removes teleglow 10% of the time.
- 0.004% to pass out for two hours; chance VERY slowly raises with additional teleglow duration. Removes teleglow 17% of the time.