Teleglow: Difference between revisions
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m (Edited for grammar. Will check teleglow in the jsons or code to make sure this is current, as well.) |
(Removed reference to debug teleport. Doesn't give teleglow anymore.) |
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Line 2: | Line 2: | ||
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}} | * [[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.}} |
Revision as of 19:48, 5 August 2016
Teleglow or teleportation sickness is a 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 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:
- 0.01% chance to gain fungal parasite, removes teleglow.
- 0.025% chance to become boomered for a hundred turns, removes 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.