Glimmer: Difference between revisions

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{{qud quote|Your psychic glimmer represents how noticeable you are in the vast psychic aether. As your mental mutations increase in level, so does your psychic glimmer and the frequency, strength, and number of those who desire to absorb your mind.}}
{{qud quote|Your psychic glimmer represents how noticeable you are in the vast psychic aether. As your mental mutations increase in level, so does your psychic glimmer and the frequency, strength, and number of those who desire to absorb your mind.}}
'''Glimmer''' is a mechanic that is usually only experienced if the player character has a high level of [[:Category:Mental Mutations|mental mutations]]. Glimmer is a quantified measure of how powerful a creature's mental capabilities are. It is calculated by summing up all of the creature's mental mutation levels. 1 point mental mutations that cannot level do not count towards glimmer.
'''Glimmer''' is a mechanic that is usually only experienced if the player character has a high level of [[:Category:Mental Mutations|mental mutations]]. Glimmer is a quantified measure of how powerful a creature's mental capabilities are. It is calculated by summing up all of the creature's mental mutation levels. This includes levels gained through ego modifier. 1 point mental mutations that cannot level do not count towards glimmer.


If the player character is currently dominating another creature, the glimmer is based off of the original starter of the domination chain.
If the player character is currently dominating another creature, the glimmer is based off of the original dominator of the domination chain.


==Effects of Glimmer==
==Effects of Glimmer==
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===40 Glimmer===
===40 Glimmer===
{{qud quote notxml|&KWhat you understood to be the psychic sea was only a pond. There are other watchers now, countless in number, beyond the gulf of materiality. Points of light glimmer in all directions, but what are directions on a space that cannot be ordered? All you know now is of an aether vaster than the very mathematics that describe it. And you are not nor will you ever be again alone.}}
{{qud quote notxml|&KWhat you understood to be the psychic sea was only a pond. There are other watchers now, countless in number, beyond the gulf of materiality. Points of light glimmer in all directions, but what are directions on a space that cannot be ordered? All you know now is of an aether vaster than the very mathematics that describe it. And you are not nor will you ever be again alone.}}
Upon surpassing 40 glimmer, the player character can encounter extradimensional hunters as well. They have orange names and come from one of 8 randomly generated dimensions. Entering a screen now has a 40% chance of spawning an extradimensional hunter instead, and 30% chance of spawning multiple extradimensional hunters. If multiple hunters were already supposed to spawn, there is a 50% chance of them being extradimensional.
Upon surpassing 40 glimmer, the player character can encounter extradimensional hunters as well. They have orange names and come from one of 8 randomly generated dimensions. Entering a screen now has a 40% chance of spawning an extradimensional hunter instead, and 30% chance of spawning a extradimensional cult hunter. If multiple hunters were supposed to spawn, there is a 50% chance of them being an extradimensional solo hunter.
This is noted as "You learned a cosmic truth, early among truths, about the locality of space and time as you knew them and an aether vaster than both." in the journal.
This is noted as "You learned a cosmic truth, early among truths, about the locality of space and time as you knew them and an aether vaster than both." in the journal.


==Psychic Hunters==
==Esper Hunters==
{{qud quote notxml|&cYou sense the animus of a vast mind. Someone is near.}}
 
Esper Hunters are separated into bird-based ranks depending on their glimmer. As such, these hunters will have the same ego as the player character as well as the same level. There is a 10% chance upon defeating any hunter type to have their psyche absorbed by the player character, permanently increasing their [[ego]] by 1.<ref>XRL.World.Parts.AbsorbablePsyche</ref>
{|class="wikitable"
{|class="wikitable"
!Glimmer
!Glimmer
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You are also visible to psychic beings from other dimensions.
You are also visible to psychic beings from other dimensions.
|}
|}
===Mutations===
Their mutations are generated based off of the player character's mutations. For every mental mutation that costs more than 1 point, the hunter will randomly get a mental mutation also greater than 1 point that is the same level as that mutation.
===Seeker Hunters===
Seeker hunters, or {{qud text|hunters of the sightless way}} are the first type of hunters that the player will see. They are named, and have {{qud text|&MPtoh's (hunter rank)|notxml}} appended to their name. If the player character has greater than 250 reputation with the [[Seekers of the Sightless Way]], these hunters will not spawn.
These are based off of the base sightless way, but with level 1, 16 HP, +1 intelligence, +1 ego, +1 willpower, and -2 toughness. Their faction will be of the [[Seekers of the Sightless Way]]. Their base ego is set as the player character's ego, so their ego will always be higher by 1.
====Thralls====
Seeker hunters are the only type that also have thralls that follow them.
{|class ="wikitable"
!Glimmer
!Thralls
|-
|0 to 19
|0
|-
|20 to 34
|0-1
|-
|35 to 49
|0-2
|-
|50-64
|1-2
|-
|65-79
|1-3
|-
| 80-94
| 2-3
|-
| 95-109
| 2-4
|-
|110+
|3-4
|}
The type of creature enthralled is determined by the hunter's tier type. There, A random creature of the same tier will be created. There are exclusions to what can and can't be thralls:<ref>XRL.World.Parts.HasThralls</ref>
* Must have a Brain that can be beguiled
* Does not traverse through walls
* Can move
* Does not have the "Proper" value in xtag Grammar (to check against legendary and unique creatures)
===Extradimensional Hunters===
===Extradimensional Hunters===
{{qud quote notxml|"&yAt the moment of victory, your swelling ego curves the psychic aether and causes the psyche of (esper hunter)&y, to collide with your own. As the weaker of the two, its binding energy is exceeded and it explodes. Would you like to encode its psionic bits on the holographic boundary of your own psyche? \n\n(+1 Ego permanently)}}
{{qud quote notxml|&cYou sense a psychic presence foreign to this place and time.}}
There is a 10% chance upon defeating an extradimensional hunter to have their psyche absorbed by the player character, permanently increasing their [[ego]] by 1.<ref>XRL.World.Parts.AbsorbablePsyche</ref>
There are two kinds of extradimensional hunters: solo hunters, and cult hunters (hunters that belong to a cult). They will have {{qud text|&Oextradimensional (creature) and esper (stalker/assassin)|notxml}} appended to their name. Unlike Ptoh's Hunters, extradimensional hunters can be of any creature type. The creature type will have around the same level as the player character. Also unlike Ptoh's Hunters, their main faction is the hidden Playerhater faction, which means it is impossible for them to be neutral or friendly. On death, they and their loot will disappear unless it is [[extradimensional]].
====Cult Hunters====
Cult Hunters are part of a cult from another dimension. 79.2% of the time, the cult will be focused around one mental mutation. They also may have a cult symbol. Hunters from this cult will always have this mutation with the mutation level at their level/4.
 
Cult hunters also have a 5% chance of their most valuable item to be [[extradimensional]]. This will not disappear when the hunter dies. When this happens, "(hunter) drops a (item), and by sheer chance (it) quantum tunnels and fully materializes in this dimension." will appear in the message log.<ref>XRL.World.Parts.ExtradimensionalLoot</ref>
=====Cult Types=====
{| class="wikitable"
!Mutation
!Cult Name<ref>HistorySpice.json</ref>
|-
|[[Beguiling]]
|Charming (cult) - (cult) and Love
|-
| [[Burgeoning]]
| Verdant (cult) - (cult), Aspect of Plants
|-
|[[Clairvoyance]]
|All-Seeing (cult) - (cult) and the Eye
|-
|[[Confusion]]
|Entropic (cult) - (cult) and Entropy
|-
|[[Cryokinesis]]
|Frigid (cult) - (cult), Aspect of Winter
|-
|[[Domination]]
|Tyrannical (cult)
|-
|[[Disintegration]]
|(cult), Aspect of the (synonym of void)
|-
|[[Ego Projection]]
|Astral (cult) - (cult) and the Astral Projection
|-
|[[Force Bubble]]
|Hidden (cult) - Lost (cult)
|-
|[[Force Wall]]
|Disjointed (cult) - (cult) and the Divided
|-
|[[Light Manipulation]]
|Shining (cult) - (cult) and Light
|-
|[[Mass Mind]]
|Unified (cult) - (cult), Aspect of Oneness
|-
|[[Mental Mirror]]
|Two-Faced (cult) - (cult) and the Parallel
|-
|[[Precognition]]
|(cult) and the Before - Oracular (cult)
|-
| [[Psychometry]]
|(cult), Chrome and Brass - (cult), of the Circuit-Maze
|-
| [[Pyrokinesis]]
| Fevered (cult) - (cult), Aspect of Fire
|-
| [[Space-Time Vortex]]
| traveling (cult) - cosmic (cult) - (cult), the Door
|-
| [[Stunning Force]]
| violent (cult) - (cult), Aspect of Inertia
|-
| [[Sunder Mind]]
| cerebral (cult) - (cult) and the Mind
|-
| [[Syphon Vim]]
| vampiric (cult) - (cult), the Succubus
|-
| [[Teleportation]]
| (cult), the Here and There - entangled (cult)
|-
| [[Teleport Other]]
| fickle (cult), whisical (cult)
|-
| [[Time Dilation]]
| (cult), Now and Then - Immortal (cult)
|-
| [[Temporal Fugue]]
| (cult), the Many - popular (cult)
|}
===Absorbing Psyche===
{{qud quote notxml|&yAt the moment of victory, your swelling ego curves the psychic aether and causes the psyche of (esper hunter)&y, to collide with your own. As the weaker of the two, its binding energy is exceeded and it explodes. Would you like to encode its psionic bits on the holographic boundary of your own psyche? \n\n(+1 Ego permanently)}}
Upon defeating a hunter, there is a 10% chance to absorb their ego.


==Esper Hunter Generation==
==Esper Hunter Generation==
{{Missing info|TODO: Finish filling out probabilities of each tier. Also, calculate the chance of each number of esper hunters spawning.}}
{{Missing info|TODO: calculate the chance of each number of esper hunters spawning.}}
Whenever the player character enters a new zone and their glimmer is between 20 and 49 inclusive, there is a 0.2 * (glimmer - 5)% chance that a hunter will spawn. If their glimmer is greater than or equal to 50, the chance becomes 0.0666*(glimmer + 65).
Whenever the player character enters a new zone and their glimmer is between 20 and 49 inclusive, there is a 0.2 * (glimmer - 5)% chance that a hunter will spawn. If their glimmer is greater than or equal to 50, the chance becomes 0.0666*(glimmer + 65).


If glimmer is greater than 34, there is a 0.5*(glimmer-20) % chance that an additional hunter will spawn. If glimmer is greater than 49, this chance is rolled two more times, and then a third roll if glimmer is greater 80 with a chance of 0.5*(glimmer - 50)% to add an additional hunter.
If glimmer is greater than 34, there is a 0.5*(glimmer-20) % chance that an additional hunter will spawn. If glimmer is greater than 49, this chance is rolled two more times, and then a third roll if glimmer is greater 80 with a chance of 0.5*(glimmer - 50)% to add an additional hunter.
{| class = "wikitable
{| class = "wikitable"
!Glimmer
!Glimmer
!Chance of spawn
!Chance of spawn
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|-
|-
|50-64
|50-64
|
|7.7-8.6%
|1-4
|1-4
|-
|-
|65-79
|65-79
|
|8.7-9.6%
|1-4
|1-4
|-
|-
| 80+
| 80+
|
| 9.7%+
|1-5
|1-5
|}
|}