Teleglow: Difference between revisions
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(Clarified the 'per turn' effect of teleglow. Thanks halx.) |
(updated page with the disease -> effects references.) |
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[[Teleglow]] or teleportation sickness is a [[ | [[Teleglow]] or teleportation sickness is a [[effects|status effects]] inflicted by teleporting, among other things. It is a hidden effect that can be detected only by its funny effects, thus the following info is very spoilerish. | ||
Teleglow will be caused by: | Teleglow will be caused by: | ||
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** {{spoiler|0.004%<!--one_in(1200 - ((dis.duration - 6000) / 5)) && one_in(20)--> to pass out for two hours<!--1200-->, chance very-very slowly raises with additional teleglow duration. Removes teleglow 17% of the time.}} | ** {{spoiler|0.004%<!--one_in(1200 - ((dis.duration - 6000) / 5)) && one_in(20)--> to pass out for two hours<!--1200-->, chance very-very slowly raises with additional teleglow duration. Removes teleglow 17% of the time.}} | ||
{{ | {{Effects}} | ||
[[Category: | [[Category:Effects]] |
Revision as of 19:32, 12 August 2019
Teleglow or teleportation sickness is a status effects inflicted by teleporting, among other things. It is a hidden effect that can be detected only by its funny 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 teleglow.
- 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 already not) 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-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-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-very slowly raises with additional teleglow duration. Removes teleglow 17% of the time.