Extradimensional: Difference between revisions

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{{As Of Patch|2.0.200.83}}
{{Mod
{{Mod
|title      ={{qud text|&Me&Mx&mt&mr&ya&yd&Yi&Ym&Oe&Yn&Ys&yi&y&mo&mn&Ma&Ml&y|notxml}}
|title      ={{qud shader|extradimensional|extradimensional}}
|type      =General, Pottery
|type      =General, Pottery
|id        =ModExtradimensional
|id        =ModExtradimensional
|rarity    =M
|rarity    =R3
|tinkerable =no
|tinkerable =no
|canautotinker = no
|tinkertier=4
|tinkertier=4
|value      =3
|value      =3
|desc      =&CExtradimensional: This item has recently materialized, inheriting some properties from its home dimension.
|desc      =&CExtradimensional: This item has recently materialized, inheriting some properties from its home dimension.
|difficulty = 8
|complexity = 4
}}
}}
{{name}} is a unique mod that has randomized effects. The tile and detail color of {{name}} items will flicker back and forth between {{qud text|&OO&or&Oa&on&Og&oe|notxml}} and {{qud text|&Kblack|notxml}}. This mod also increases the item's [[difficulty (item)|difficulty]] by 8 and [[complexity]] by 4.
{{name|caps}} is a unique mod that has randomized effects. The tile and detail color of {{name}} items will flicker back and forth between {{qud text|&OO&or&Oa&on&Og&oe|notxml}} and {{qud text|&Kblack|notxml}}.


After looking at an {{name}} item, the dimension which it hails from will be added in the Gossip and Lore page in the [[Journal]].  
Each {{name}} item hails from one of the eleven other dimensions on the local system {{Code Reference|namespace=XRL.World.Encounters| class = PsychicManager}}. After looking at an extradimensional item, the dimension which it hails from will be added in the Gossip and Lore page in the [[Journal]].
 
{{name|caps}} items have double [[commerce]] value on top of the 3x value increase from the mod itself, which means that the total increase is 6x.


==Possible Bonuses==
==Possible Bonuses==
The bonuses all have an equal chance of spawning. Typically, the bonus given are always a non single-use [[Relic Mods|relic mods]].
The bonuses all have an equal chance of spawning. Typically, the bonus given are always a non single-use [[Relic Mods|relic mods]].  {{name|Caps}} items from the same dimension and of the same type (melee or ranged weapon, armor, shield, or a book) will have the same kind of bonus.
{| class="wikitable" style="display: inline-table; padding:1em;"
{| class="wikitable" style="display: inline-table; padding:1em;"
!Melee Weapons
!Melee Weapons
|-
|-
| +1 [[PV]]
| +1 {{PV}}[[PV]]
|-
|-
| +2 to size of damage die
| +2 to size of damage die
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| +1 damage
| +1 damage
|-
|-
| +3 to PV bonus cap
| +3 to {{PV}}PV bonus cap
|-
|-
| +2 to hit
| +2 to hit
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|[[the Fates have their way]]
|[[the Fates have their way]]
|}
|}
{|class = "wikitable" style="display: inline-table;padding:1em;"
{| class="wikitable" style="display: inline-table; padding:1em;"
!Shared between Weapons and Armor
!Ranged Weapons
|-
|-
| +1 Strength
|Spray fire
|-
|-
| +1 Agility
| +1 rate of fire
|-
|-
| +1 Willpower
| +1 {{PV}}[[PV]]
|-
|-
| +1 Intelligence
| +2 to size of damage die
|-
|-
| +1 Ego
| +1 damage
|-
|-
|[[Light Manipulation]] at level 1
|Penetrate creatures
|-
|-
|[[Temporal Fugue]] at level 1
|Vibro projectiles
|-
|-
| [[Electrical Generation]] at level 1
|Improved accuracy
* A {{dice tooltip|5-10}} bonus to the weapon's [[Missile_weapon_combat#Weapon_Variance|Accuracy]], if it is not already 0
* Otherwise, a {{dice tooltip|2-6}} hidden bonus to the weapon's [[Missile_weapon_combat#Aim_Variance|aim variance]]
|}
|}
{|class = "wikitable" style="display: inline-table;padding:1em;"
{| class="wikitable" style="display: inline-table;padding:1em;"
!Shared between Weapons, Armor, and Shields
|-
|  +1 [[MA]]
|-
|  +1 Strength
|-
|  +1 Agility
|-
|  +1 Willpower
|-
|  +1 Intelligence
|-
|  +1 Ego
|-
|{{favilink|Light Manipulation}} at level 1
|-
|{{favilink|Temporal Fugue}} at level 1
|-
|{{favilink|Electrical Generation}} at level 1
|}
{| class="wikitable" style="display: inline-table;padding:1em;"
!Armor
!Armor
|-
|-
| +1 [[DV]]
| +1 {{DV}}[[DV]]
|-
|  +1 {{AV}}[[AV]]
|-
|  +10 Acid resist
|-
|  +10 Cold Resist
|-
|  +10 Heat resist
|-
|-
| +1 [[AV]]
| +10 Elec resist
|-
|  +2 to hit
|-
|  +1-5 Quickness, or 5-10 point reduction in Quickness penalty
|-
|[[Reflect]] at tier 1
|-
|[[Blink]] on Damage at level 1
|}
{| class="wikitable" style="display: inline-table; padding:1em;"
!Shields
|-
| [[Improved Block]]
|-
|1-2 point reduction in {{DV}}DV penalty
|-
|5-10 point reduction in Quickness penalty
|-
| +10 {{AV}}[[AV]]
|-
|-
| +10 Acid resist
| +10 Acid resist
|-
|-
| +10 Cold Resist
| +10 Cold resist
|-
|-
| +10 Heat resist
| +10 Heat resist
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| +10 Elec resist
| +10 Elec resist
|-
|-
| +2 to hit
|[[Reflect]] at tier 1
|-
|}
| +(5-10) [[Quickness]]*
{| class="wikitable" style="display: inline-table; padding:1em;"
!Books
|-
|-
| [[Reflect]] at tier 1
|Increases a single [[attribute]]
|-
|-
| [[Blink]] on Damage at level 1
|Teaches a single [[skill]]
|}
|}


<nowiki>*</nowiki> Note: due to a bug, the quickness bonus is not awarded<!-- Specifically, the XRL.World.Parts.Armor class has a SpeedPenalty field that certain extradimensional items and relics attempt to set to a negative value, but all penalty values below 0 are silently ignored (see XRL.World.Statistic::set_Penalty() and GetShortDescription event handling in Armor). Should someone report this? -->
== Tips ==
 
One way to obtain an {{name}} item is by farming [[glimmer#Extradimensional Hunters|extradimensional psychic hunters]]If you ensure (typically through {{favilink|Domination}}) that their most valuable item at the moment of death is the item you need, it will have a 5% chance of becoming {{name}} after you kill the hunter (otherwise it will disappear). This chance can be rerolled through {{favilink|Precognition}}. It's possible to bypass the limit of 3 mods when generating {{name}} items this way.
 
The {{favilink|Otherpearl}} multiplies the chance of finding {{name}} items by about 5 times. It can be cloned with {{favilink|metamorphic polygel}}, and stacks multiplicatively with itself when equipped in hands or thrown weapon slot as well as on arms. In total, this increases the weight of {{name}} in item generation by a factor of 3125 assuming a standard set of two arms. One way to make use of this is that items tinkered with {{favilink|Nacham's Ribbon}} have a small (but higher than usual) chance of being {{name}}, which becomes a very significant chance with 5 {{favilink|Otherpearl|plural}} equipped.


If the {{name}} item is not a melee weapon nor armor, its value will double, putting its value at 6 times the base [[commerce]] value.
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