Teleglow: Difference between revisions
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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}}. Both types of debug-mode teleport have the same effect as a normal teleporter. | ||
* [[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 23:03, 1 July 2013
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. Both types of debug-mode teleport have the same effect as a normal teleporter.
- 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 telesickness.
- 0.025% chance to become boomered for a hundred turns, removes telesickness.
- When duration is over 2400 turns (four in-game hours).
- "480.01% chance to gain shakes for 40-80 turns, chance is very slowly raising with the teleglow duration.
- "480.01% chance to become blind for 10-20 turns, chance is very slowly raising with the telesickness duration. Removes telesickness with the 12.5% chance.
- 0.02% chance to start hallucinating (if already not) for 3600 turns. Removes teleglow with the 20% chance.
- When duration is over 3600 turns (six in-game hours):
- 0.025% 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.
- "480.03% chance to mutate, chance is very-very slowly raising with additional telesickness duration. Removes teleglow with the 25% chance.
- When duration is over 6000 turns (ten in-game hours):
- 0.1% chance to teleport, chance is extremely slowly raising with additional telesickness duration. Removes teleglow with the 10% chance.
- "480.004% to pass out for two hours, chance is very-very slowly raising with additional telesickness duration. Removes teleglow with the 17% chance.