Teleglow: Difference between revisions
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* When duration is over 2400 turns (four in-game hours). | * When duration is over 2400 turns (four in-game hours). | ||
** {{spoiler| | ** {{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| | ** {{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|0.02% chance to start hallucinating (if already not) for 3600 turns. Removes teleglow with the 20% chance.}} | ** {{spoiler|0.02% chance to start hallucinating (if already not) for 3600 turns. Removes teleglow with the 20% chance.}} | ||
* 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 is very-very slowly raising with additional telesickness duration. Removes teleglow with the 50% chance.}} | ||
** {{spoiler| | ** {{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.}} | ||
* 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 is extremely slowly raising with additional telesickness duration. Removes teleglow with the 10% chance.}} | ||
** {{spoiler| | ** {{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.}} | ||
{{Diseases}} | {{Diseases}} | ||
[[Category:Diseases]] | [[Category:Diseases]] |
Revision as of 23:56, 31 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).
- 0.01% chance to gain shakes for 40-80 turns, chance is very slowly raising with the teleglow duration.
- 0.01% 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.
- 0.03% 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.
- 0.004% to pass out for two hours, chance is very-very slowly raising with additional telesickness duration. Removes teleglow with the 17% chance.