Teleglow: Difference between revisions
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m (Added Tindalos Rift effect chance and the effect itself.) |
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* {{spoiler|0.01% chance to gain fungal parasite; removes teleglow.}} | * {{spoiler|0.01% chance to gain fungal parasite; removes teleglow.}} | ||
* {{spoiler|0.025% chance to become boomered for a hundred turns; has a 25% chance to remove <!-- doublecheck this! --> teleglow.}} | * {{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). |
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.