Amaranthine prism: Difference between revisions
Double check on that message? It was something along those lines at least. |
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The {{name}} is a cursed (cannot be unequipped once equipped) item that cannot be unequipped when put on | The {{name}} is a cursed (cannot be unequipped once equipped) item that cannot be unequipped when put on. Fetching this item is one of the quest steps in [[Raising Indrix]]. It is found on {{favilink|Mamon Souldrinker}}. If the player wears this while speaking to {{favilink|Warden Indrix}}, he will attack you. | ||
On first equip, the prism only grants +1 [[ego]] and -1 [[willpower]]. The player will also be granted an [[achievement]]. However, every 4,800 turns (or 4 days), both the ego bonus and willpower penalty will increase by one. | On first equip, the prism only grants +1 [[ego]] and -1 [[willpower]]. The player will also be granted an [[achievement]]. However, every 4,800 turns (or 4 days), both the ego bonus and willpower penalty will increase by one. |
Revision as of 02:37, 5 August 2021
Tier
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'"`UNIQ--finalizedvar-0--QINU`"' |
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Character
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ID?
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Cyclopean Prism |
Worn On
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Attributes
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-8 Willpower +8 Ego |
Extra Info:
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Infobox data from game version 2.0.201.69
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The amaranthine prism is a cursed (cannot be unequipped once equipped) item that cannot be unequipped when put on. Fetching this item is one of the quest steps in Raising Indrix. It is found on Mamon Souldrinker. If the player wears this while speaking to
Warden Indrix, Goatfolk Pariah, he will attack you.
On first equip, the prism only grants +1 ego and -1 willpower. The player will also be granted an achievement. However, every 4,800 turns (or 4 days), both the ego bonus and willpower penalty will increase by one.
As the ego of the player grows, the name of the prism also changes color.
Ego | Display name |
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(0,15] | amaranthine prism |
(15,19] | amaranthine prism |
(19,23] | amaranthine prism |
(23,27] | amaranthine prism |
(27,31] | amaranthine prism |
>31 | amaranthine prism |
This continues every 4 days until the willpower penalty causes the player's willpower to reach zero, where they will instantly die:
You died. |
Astral Burdening
If the player has this equipped and becomes astrally burdened or astrally tethered there is a percentage change based on the intensity of the reality stabilization effect for the player to be dazed for one turn.[1]
Precognition
Attempting to use precognition to equip the amaranthine prism and reverting back to when the player character did not equip it causes this message to appear:
From across the psychic sea, you feel the glare of unseen eyes. Someone is disappointed in you. |
The player character will lose -100 reputation with Highly entropic beings and 2-5 Space-Time Vortexes will randomly spawn at a distance between 5-11 cells away from the player.
Recall Story
Trivia
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Caution: This article or section contains unverified speculation and should not be considered canonical. |
- Amaranth is the name of a genus of flowering plants, a color, and a dye, better known as Red No. 2, that was a common food additive in the United States before being banned in 1976 following concerns it was carcinogenic.[2]
- The sheaf of tattered parchment mentions "Ol' Uri", who might be Uri the jeweler from the story. This could imply that the late jasper miner was in fact his apprentice (later in life perhaps).
- The amaranthine prism is functionally indestructible. Attacking the prism while it is on the ground returns the message "You fail to damage the Amaranthine prism!"
References
- ↑
XRL.World.Parts.Effects.RealityStabilized
- ↑ https://en.wikipedia.org/wiki/Amaranth_(dye)