Warm static: Difference between revisions
m →Interactions: removed extra word |
Facewizard (talk | contribs) Further page structure changes to increase readability. I turned the sections I'd created for pure and impure static into == level markup sections and moved the "page is not up to par" warning to the section of the page it was referring to (pure warm static). |
||
(16 intermediate revisions by 5 users not shown) | |||
Line 17: | Line 17: | ||
| gameversion = 2.0.204.48 | | gameversion = 2.0.204.48 | ||
}} | }} | ||
{{name|caps}} is a [[liquid]], found in [[water|dilute]] form in the pools and rivers of the {{f|Moon Stair}} and in pure form in {{f|entropy cyst|plural}} dropped by {{f|zero jell|plural}} (also native to the Moon Stair) on death. Very rarely, a phial of {{name}} will be sold by {{favilink|ichor merchant|plural}}. It has a wide variety of potential impacts on the world and objects which come into contact with it. If boiled, {{name}} will become {{f|glitter dust}}. | |||
{{name|caps}} is a [[liquid]], found in [[water|dilute]] form in the pools and rivers of the {{f|Moon Stair}} and in pure form in {{f|entropy cyst|plural}} dropped by {{f|zero jell|plural}} (also native to the Moon Stair) on death. It has a wide variety of potential impacts on the world and objects which come into contact with it. If boiled, {{name}} will become {{f|glitter dust}}. | |||
== Interactions == | == Interactions with Impure Warm Static == | ||
Drinking or being coated in impure {{name}}, such as the pools of dilute {{name}} found in the {{f|Moon Stair}}, or spread by a dying {{favilink|zero jell}}, will apply a random [[effect]]. This can be any effect in the game. {{Code Reference|namespace=XRL.Liquids|class=LiquidWarmStatic|method=SmearOn}} | |||
== Interactions with Pure Warm Static == | |||
{{Missing info|The "bypass the restriction on rare liquids" bullet seems to have been changed as of 1.0, either removing rare liquids from the possible transmutations OR making it exceedingly more rare (over 50 tries on different salt dune river zones with no rare liquids transmuting). Also has a form of seeded results persisting through {{f|sphynx salt injector|plural}}. More testing is required.}} | |||
=== Drinking === | |||
* | |||
* | For [[mutants]], drinking pure {{name}} has a 50% chance to randomize [[mutations]] and grant 4-12 mutation points and a 50% chance to randomize [[skills]] and grant 400-1200 skill points. {{Code Reference|namespace=XRL.Liquids|class=LiquidWarmStatic|method=Drank}} | ||
* | * Positive mutations will only randomize into positive mutations. Defects will only randomize into defects. | ||
* Pouring pure {{name}} onto a pool of liquid will change it | * Physical mutations can become mental mutations, and vice versa. (Unless the character is a {{f|chimera}} or {{f|esper}}.) | ||
* Cost 1 mutations such as {{f id|Mutation:DarkVision}} only randomize into cost 1 mutations. Other mutations won't randomize into them, either. | |||
* Mutations can only be randomized by mutants specifically - if a [[True kin]] happens to gain mutations, it will not randomize them. | |||
For non-mutants, drinking warm static will always only randomize [[skills]] and grant 400-1200 skill points. {{Code Reference|namespace=XRL.Liquids|class=LiquidWarmStatic|method=Drank}} | |||
* Skills can be randomized into skills that the character doesn't meet the stat or skill requirements for. | |||
* Category skills (e.g. [[Long Blade]]) only randomize into other categories. The same is true for individual skills. | |||
* 0sp skills that unlock with a category are randomized as part of its category, meaning you'll never have a 0sp skill but not its category. | |||
* The [[Sprint]] skill will never be randomized. [[Make Camp]] can be randomized, though. | |||
=== Pouring === | |||
* Pouring pure {{name}} onto a non-food item will change it into a random non-food item. {{Code Reference|namespace=XRL.Liquids|class=LiquidWarmStatic|method=GlitchObject}} | |||
* Pouring pure {{name}} onto a food item will change it into a random food item, including corpses. | |||
* Pouring pure {{name}} into a [[Liquid Container]] with another liquid will change that liquid into the same number of drams of a random, non-rare liquid. | |||
* Pouring pure {{name}} onto a pool of liquid will change it into a random number of drams of a random, non-rare liquid. | |||
* Pouring pure {{name}} onto a creature will change it into a random creature. | * Pouring pure {{name}} onto a creature will change it into a random creature. | ||
** The player is not an exception. | ** The player is not an exception. | ||
** The new creature will keep its previous inventory. | ** The new creature will keep its previous inventory. | ||
** | ** Creatures in settlements will maintain a base demeanor of docile. | ||
* Pouring pure {{name}} onto a non-creature, non-item, non-liquid object will transmute it into a random object of the same type. For instance, furniture will become random furniture, [[walls]] will become walls, and non-sentient plants will become non-sentient plants. | |||
* Pouring pure {{name}} onto | * Pouring pure {{name}} into an empty space will perform a check on every object in the zone. Each object will have a 20% chance to be teleported to a random unoccupied tile, and a 2% chance to be transmuted into a random object of the same type. {{Code Reference|namespace=XRL.Liquids|class=LiquidWarmStatic|method=GlitchZone}} | ||
* Pouring pure {{name}} into an empty space will | ** Liquid pools transmuted this way bypass the restriction on rare liquids encountered when {{name}} is mixed with them directly. | ||
** | ** Affects ground decorations, which normally cannot be interacted with. | ||
== Other Uses == | |||
Sharing {{name}} is the [[water ritual]] liquid for [[highly entropic beings]]. | |||
== Tips == | |||
{{Opinion}} | |||
Pouring {{name}} into an empty tile can be a can be a highly profitable (and dangerous!) activity. By preparing the zone beforehand, it can be used to randomize many objects at once, increasing the chances of getting something rare and powerful. | |||
* Should be performed in an empty zone with no creatures and high visibility. | |||
** Foliage should be avoided, as it will become trees which disrupt vision and movement. | |||
** [[Salt Dunes]] are perfect. | |||
* The empty zone should be filled with disposable objects of the desired types. | |||
** Ammo is a cheap source of non-food items. | |||
** Preserved foods are a cheap source of food and corpses. | |||
** Salt rivers are a free source of liquids. | |||
* Using {{f|Precognition}} or {{f|sphynx salt injector|plural}} is recommended, to prevent dying or wasting {{name}}. | |||
* Liquids are the most lucrative and dangerous option, as they frequently transmute into rare liquids. | |||
** These have high commerce values and are a good way to store wealth. | |||
** This includes pools of pure {{name}}. Collecting them allows the player to repeat this process indefinitely. | |||
** Any pool that becomes {{f|Neutron flux}} will explode instantly. A large pool that spawns next to the player will almost always be lethal, even at high level. | |||
** The chance to transmute into {{f|Primordial soup}} will inevitably cause {{f|Soupy sludge|plural}} to spawn. They will level up quickly due to the number of liquids in the zone, and can accidentally be transmuted into dangerous enemies like {{f|Chrome pyramid|plural}} if {{name}} is used again, so they should be killed as soon as they appear. | |||
{{Liquid Navbox}}<!-- | {{Liquid Navbox}}<!-- | ||
Store other related warm static liquids | Store other related warm static liquids | ||
-->{{#cargo_store:_table=GeneralData|DisplayName={{qud shader|Y|dilute warm}} static|PlainName=dilute warm static|ObjectID=DilutedWarmStaticPuddle|DisplayChar={{qud char|&Y|≈}}}} | -->{{#cargo_store:_table=GeneralData|DisplayName={{qud shader|Y|dilute warm}} static|PlainName=dilute warm static|ObjectID=DilutedWarmStaticPuddle|DisplayChar={{qud char|&Y|≈}}}} |