Extradimensional: Difference between revisions

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|type      =General, Pottery
|type      =General, Pottery
|id        =ModExtradimensional
|id        =ModExtradimensional
|rarity    =M
|rarity    =R3
|tinkerable =no
|tinkerable =no
|canautotinker = no
|canautotinker = no
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|complexity = 4
|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}}.


After looking at an extradimensional 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}} items have double [[commerce]] value on top of the 3x value increase from the mod itself, which means that the total increase is 6x.
{{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]].  Generally, {{name}} 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.
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
|-
|-
|[[Light Manipulation]] at level 1
|{{favilink|Light Manipulation}} at level 1
|-
|-
|[[Temporal Fugue]] at level 1
|{{favilink|Temporal Fugue}} at level 1
|-
|-
|[[Electrical Generation]] 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
|-
|-
| +1 [[AV]]
| +10 {{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;"
|+
!Books
!Books
|-
|-
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== Tips ==
== Tips ==


The best way to obtain an {{name}} item is by farming [[glimmer#Extradimensional Hunters|extradimensional psychic hunters]].  If you ensure (typically through [[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 [[Precognition]].  It's possible to bypass the limit of 3 mods when generating {{name}} items this way.
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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