Teleglow: Difference between revisions

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[[Teleglow]] or teleportation sickness is a [[diseases|disease]] inflicted by teleporting, among other things. It is a hidden disease that can be detected only by its funny effects, thus the following info is very spoilerish.
[[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:
* [[Teleporter]]s, obviously {{spoiler|for 300 turns at each use}}, including [[portal generator]]s {{spoiler|for 600 turns at each use}}. Both types of debug-mode teleport have the same effect as a normal teleporter.
* [[Teleporter]]s, obviously {{spoiler|for 300 turns at each use}}, including [[portal generator]]s {{spoiler|for 600 turns at each use}}.
* [[Artifacts]] {{spoiler|"You feel unhinged.", duration is 3-12 hundreds of turns}}.
* [[Artifacts]] {{spoiler|"You feel unhinged.", duration is 3-12 hundreds of turns}}.
* {{spoiler|Time Dilation bionic, 20% chance with 50-400 duration.}}  
* {{spoiler|Time Dilation bionic, 20% chance with 50-400 duration.}}  
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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, removes telesickness.}}
* {{spoiler|0.01% chance to gain fungal parasite; removes teleglow.}}
* {{spoiler|0.025% chance to become boomered for a hundred turns, removes telesickness.}}
* {{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, chance is very slowly raising with the teleglow duration.}}
** {{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, chance is very slowly raising with the telesickness duration. Removes telesickness with the 12.5% chance.}}
** {{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 not) for 3600 turns. Removes teleglow with the 20% chance.}}
** {{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, chance is very-very slowly raising with additional telesickness duration. Removes teleglow with the 50% chance.}}
** {{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, chance is very-very slowly raising with additional telesickness duration. Removes teleglow with the 25% chance.}}
** {{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, chance is extremely slowly raising with additional telesickness duration. Removes teleglow with the 10% chance.}}
** {{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-->, chance is very-very slowly raising with additional telesickness duration. Removes teleglow with the 17% chance.}}
** {{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.}}


{{Diseases}}
{{Effects}}
[[Category:Diseases]]
[[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.


Various status effects
Weather Body temperature problems · Glare · Wet
Mobility Bear trap · Crushed · Grabbed · In pit · Unstable footing · Winded
Field Effects On Fire · Sap-coated · Slimed · Smoke · Relaxation gas · Tear gas · Webbed
Attack Effects Bleeding · Blind · Boomered · Corroding · Deaf · Darkness · Dazed · Downed · Insect Parasite · Pain · Poison · Ratting · Stung · Stunned · Spores · Zapped
Drug Effects Addiction · Alcohol Intoxication · Datura · General high · Nicotine · Methamphetamine · Shakes
Wound Treatment Bandaged · Disinfected
Painkillers Minor Painkiller · Moderate Painkiller · Heavy Painkillers/Opiates · Slow-Release Painkiller
Pharmaceuticals Antibiotic · Adrenaline Spike · Contact lenses · Diazepam · Flu medicine · Flu shot · Heartburn medicine · Iodine Tablets · Prozac · Prussian blue · Royal jelly · RX12 Healing Stimulant · RX11 Stimulant · Stimulants and Depressants · Xanax
Vitamins Anemia · B12 deficiency · Gross food · Hypervitaminosis · Hypocalcemia · Night blindness · Toxin Buildup · Scurvy
Infectious Diseases Infection · Low immunity diseases · Food Parasites · Tetanus
Medical Conditions Asthma · Broken limb · Blech · Plant Blech · Hallucinating · Nausea · Radiation · Sleep deprivation
Medical Tags Assisted · Check-up · Narcosis · Under operation
Eldritch Amigara obsession · Evil · Fear · Netherworld attention · Teleglow
Other Effects Earphones · EMP · Glowy LED · Happiness · Laser targeted · Lit up · Playing instrument · Poor sight · Raiding animal · Sleep