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(added info on psychic biomes) |
(rephrased some stuff; i don't think it's significantly missing information anymore) |
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{{As Of Patch|2.0.204.48}}{{Spoiler}} | {{As Of Patch|2.0.204.48}}{{Spoiler}} | ||
{{Location | {{Location | ||
|desc = Hex prisms burst out of black marble beds, and their edges decohere as warm static dew. The Stair purrs at low frequency. | |desc = Hex prisms burst out of black marble beds, and their edges decohere as warm static dew. The Stair purrs at low frequency. | ||
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The '''{{name}}''' is a late-game region which was added in version 204.48. It is a maze-like landscape of {{favilink|hexagonal crystal}} and {{favilink|black marble}}, full of {{favilink|N-ary tree|plural}}, {{favilink|icosahedar|plural}}, and {{favilink|glitchwood tree|plural}}, with pools of dilute {{favilink|warm static}}. It is home to some of the highest-level creatures in the game, as well as the tree-city [[Chavvah]] at {{favilink|Eyn Roj}}. | The '''{{name}}''' is a late-game region which was added in version 204.48. It is a maze-like landscape of {{favilink|hexagonal crystal}} and {{favilink|black marble}}, full of {{favilink|N-ary tree|plural}}, {{favilink|icosahedar|plural}}, and {{favilink|glitchwood tree|plural}}, with pools of dilute {{favilink|warm static}}. It is home to some of the highest-level creatures in the game, as well as the tree-city [[Chavvah]] at {{favilink|Eyn Roj}}. | ||
In addition to high level enemies, the '''{{name}}''' has environmental hazards | In addition to high level enemies, the '''{{name}}''' has significant environmental hazards. Some types of {{favilink|hexagonal crystal}} have a chance of creating multiple exceptionally dangerous {{favilink|Evil Twin|Evil Twins}} of the player character if broken, and the random effects from dilute {{favilink|warm static}} can have various negative consequences (including potentially spawning {{favilink|Evil Twin|Evil Twins}} via the {{favilink|Shade oil injector}} overdose effect). | ||
==Psychic Biomes== | ==Psychic Biomes== |