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{{As Of Patch|2.0.200.83}} | |||
{{Mod | {{Mod | ||
|title ={{qud | |title ={{qud shader|extradimensional|extradimensional}} | ||
|type =General, Pottery | |type =General, Pottery | ||
|id =ModExtradimensional | |id =ModExtradimensional | ||
|rarity = | |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}} | {{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}}. | ||
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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|} | |} | ||
{| class="wikitable" style="display: inline-table; padding:1em;" | {| class="wikitable" style="display: inline-table; padding:1em;" | ||
!Ranged Weapons | !Ranged Weapons | ||
|- | |- | ||
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| +1 rate of fire | | +1 rate of fire | ||
|- | |- | ||
| +1 [[PV]] | | +1 {{PV}}[[PV]] | ||
|- | |- | ||
| +2 to size of damage die | | +2 to size of damage die | ||
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|- | |- | ||
|Improved accuracy | |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 | !Shared between Weapons, Armor, and Shields | ||
|- | |||
| +1 [[MA]] | |||
|- | |- | ||
| +1 Strength | | +1 Strength | ||
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| +1 Ego | | +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;" | {| class="wikitable" style="display: inline-table;padding:1em;" | ||
!Armor | !Armor | ||
|- | |- | ||
| +1 [[DV]] | | +1 {{DV}}[[DV]] | ||
|- | |- | ||
| +1 [[AV]] | | +1 {{AV}}[[AV]] | ||
|- | |- | ||
| +10 Acid resist | | +10 Acid resist | ||
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|} | |} | ||
{| class="wikitable" style="display: inline-table; padding:1em;" | {| class="wikitable" style="display: inline-table; padding:1em;" | ||
!Shields | !Shields | ||
|- | |- | ||
| [[Improved Block]] | | [[Improved Block]] | ||
|- | |- | ||
|1-2 point reduction in DV penalty | |1-2 point reduction in {{DV}}DV penalty | ||
|- | |- | ||
|5-10 point reduction in Quickness penalty | |5-10 point reduction in Quickness penalty | ||
|- | |- | ||
| + | | +10 {{AV}}[[AV]] | ||
|- | |- | ||
| +10 Acid resist | | +10 Acid resist | ||
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|[[Reflect]] at tier 1 | |[[Reflect]] at tier 1 | ||
|} | |} | ||
{{name}} | {| class="wikitable" style="display: inline-table; padding:1em;" | ||
!Books | |||
|- | |||
|Increases a single [[attribute]] | |||
|- | |||
|Teaches a single [[skill]] | |||
|} | |||
== 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. | |||
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