Sparking baetyl: Difference between revisions
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==Baetyl Quests== | ==Baetyl Quests== | ||
===Demands=== | ===Demands=== | ||
To be eligible to be used in a baetyl quest, | To be eligible to be used in a baetyl quest, an item <em>blueprint</em>: | ||
* must | * must not have a <code>Brain</code> part | ||
* | * must have a <code>Physics</code> part | ||
* | * must have a <code>Render</code> part | ||
* | * must not have the tag <code>NoSparkingQuest</code> | ||
* | * must not have the tag <code>BaseObject</code> | ||
* must not have the tag <code>ExcludeFromDynamicEncounters</code> | |||
* must not have <code>Physics.Takeable=false</code> | |||
* must not have <code>Physics.IsReal=false</code> | |||
* must not have the character <code>[</code> in its <code>Render.DisplayName</code> | |||
* must not have the tag <code>SparkingQuestBlueprint</code> set to a value other than its own blueprint name | |||
A blueprint meeting these requirements is randomly selected, with all such blueprints being equally likely. The baetyl will want from 3 to 6 objects matching the blueprint. | |||
An object is considered to match the demand if: | |||
* its blueprint is the same as the demand blueprint | |||
* or it has the demand blueprint set in its <code>SparkingQuestBlueprint</code> property or tag | |||
* or its blueprint-level <code>Render.DisplayName</code>, with all color formatting stripped, matches the blueprint's <code>Render.DisplayName</code> with all color formatting stripped | |||
===Rewards=== | ===Rewards=== | ||
The type of reward is randomly generated out of 8 possible rewards, with each having an equal chance, unless the player character is a [[true kin]], where the reward that grants mutation points grants attribute points instead | The type of reward is randomly generated out of 8 possible rewards, with each having an equal chance, unless the player character is a [[true kin]], where the reward that grants mutation points grants attribute points instead. | ||
{|class = "wikitable" | {|class = "wikitable" | ||
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|- | |- | ||
|A MIGHTY WEAPON | |A MIGHTY WEAPON | ||
|A melee weapon | |A melee weapon | ||
| 12.5% | | 12.5% | ||
|- | |- | ||
|A SPLENDID | |A SPLENDID VESTMENT | ||
|A piece of armor | |A piece of armor | ||
|12.5% | |12.5% | ||
|- | |- | ||
|A BLAZING CANNON | |A BLAZING CANNON | ||
| A missile weapon | |A missile weapon | ||
|12.5% | |12.5% | ||
|- | |- | ||
|A PECULIAR CONTRAPTION | |A PECULIAR CONTRAPTION | ||
|An [[artifact]] | |An [[artifact]] | ||
|12.5% | |12.5% | ||
|- | |- | ||
Line 75: | Line 85: | ||
|12.5% | |12.5% | ||
|} | |} | ||
====Item Rewards==== | |||
Item rewards will be of a [[tier]] meant to very roughly reflect the challenge of the demand. This tier will be the tier of the item demanded or the tier of the [[zone]] the baetyl is in, whichever is higher, plus {{dice tooltip|1d2}}. | |||
Item rewards will have: | |||
* at least one [[Item Mods|mod]], if any are applicable | |||
* a 40% increase to their chance of second and third mods | |||
* a 35% chance of a minor performance boost similar to those seen on [[relic]]s | |||
* a 15% chance of a major power similar to those seen on [[relic]]s | |||
* if either relic bestowal occurs, the item will be given a proper name like that of a relic, and the item will become unmoddable | |||
The success of relic power bestowals is, beyond the random chance involved, also subject to whether the item has appropriate faculties to receive a bestowal. (For example, a {{favilink|box of crayons}} may not be able to receive any bestowal.) | |||
The item's value will be adjusted upward by: | |||
* a base 20% | |||
* an additional 20% if a minor relic performance boost was bestowed | |||
* an additional 40% if a major relic power was bestowed | |||
==Tips== | ==Tips== | ||
{{opinion}} | {{opinion}} | ||
*Due to the randomness of requests, it is fine to ignore some requests that request too rare objects for a low quality reward | * Due to the randomness of requests, it is fine to ignore some requests that request too rare objects for a low quality reward. | ||
==References== | ==References== | ||
*All information from this page is taken from <code>XRL.World.Parts.RandomAltarBaetyl</code> | *All information from this page is taken from <code>XRL.World.Parts.RandomAltarBaetyl</code> | ||
{{Creature Navbox|Baetyls}} | {{Creature Navbox|Baetyls}} |
Revision as of 16:08, 5 September 2020
This information is reliable as of patch 2.0.200.71. If this is no longer the current patch, you can help by updating it. |
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Character
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♦ |
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ID?
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SparkingBaetyl |
Faction
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baetyls (Loved100 Reputation) |
Corpse Dropped
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rubble(favilink error!) (100%) |
Extra info:
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You gaze upon your own reflection in the lustrous chrome face of this conical orb, which emits a crackling drone and showers azure sparks upon the floor.
The sparking baetyl is the only type of Baetyl that gives the player randomly generated quests that give random rewards. These rewards can be a weapon, artifact, or even reputation points or attribute points. The player will know when a baetyl has an uncompleted quest if once the player character has already saw the baetyl at least once, they will begin to emit sparks occasionally. Even when the baetyl is out of the player character's vision, it will continue to emit sparks as long as it was seen once.
Sparking baetyls are found in the ruins and flower fields (at a smaller chance) terrain. Specific locations that have an increased chance of spawning sparking baetyls are Bethesda Susa and lower Grit Gate.
When spoken to, it will prompt the player to give them multiple random objects for a vague gift. The location of the baetyl and the items requested will be automatically noted in the journal. To fulfill this request, drop the requested objects in one of the 8 adjacent tiles to the baetyl, and then speak to the baetyl. It will ignore mods and will only take the number requested.
Once the request is fulfilled, it will stop emitting sparks and will respond only with "I AM SATED, MORTAL. BEGONE."
Baetyl Quests
Demands
To be eligible to be used in a baetyl quest, an item blueprint:
- must not have a
Brain
part - must have a
Physics
part - must have a
Render
part - must not have the tag
NoSparkingQuest
- must not have the tag
BaseObject
- must not have the tag
ExcludeFromDynamicEncounters
- must not have
Physics.Takeable=false
- must not have
Physics.IsReal=false
- must not have the character
[
in itsRender.DisplayName
- must not have the tag
SparkingQuestBlueprint
set to a value other than its own blueprint name
A blueprint meeting these requirements is randomly selected, with all such blueprints being equally likely. The baetyl will want from 3 to 6 objects matching the blueprint.
An object is considered to match the demand if:
- its blueprint is the same as the demand blueprint
- or it has the demand blueprint set in its
SparkingQuestBlueprint
property or tag - or its blueprint-level
Render.DisplayName
, with all color formatting stripped, matches the blueprint'sRender.DisplayName
with all color formatting stripped
Rewards
The type of reward is randomly generated out of 8 possible rewards, with each having an equal chance, unless the player character is a true kin, where the reward that grants mutation points grants attribute points instead.
Reward | Result | Chance |
---|---|---|
A MIGHTY WEAPON | A melee weapon | 12.5% |
A SPLENDID VESTMENT | A piece of armor | 12.5% |
A BLAZING CANNON | A missile weapon | 12.5% |
A PECULIAR CONTRAPTION | An artifact | 12.5% |
ENHANCED PROWESS | 1 to 3 attribute points or 1 to 3 mutation points (If true kin, it will always be attribute points) | 25% |
HEIGHTENED SKILL | (1 to 3) * (4 * (intelligence - 10) + 50) skill points | 12.5% |
GREAT RENOWN | +800 reputation with a random visible faction | 12.5% |
Item Rewards
Item rewards will be of a tier meant to very roughly reflect the challenge of the demand. This tier will be the tier of the item demanded or the tier of the zone the baetyl is in, whichever is higher, plus 1d21-2 (Avg: 1.5).
Item rewards will have:
- at least one mod, if any are applicable
- a 40% increase to their chance of second and third mods
- a 35% chance of a minor performance boost similar to those seen on relics
- a 15% chance of a major power similar to those seen on relics
- if either relic bestowal occurs, the item will be given a proper name like that of a relic, and the item will become unmoddable
The success of relic power bestowals is, beyond the random chance involved, also subject to whether the item has appropriate faculties to receive a bestowal. (For example, a box of crayons may not be able to receive any bestowal.)
The item's value will be adjusted upward by:
- a base 20%
- an additional 20% if a minor relic performance boost was bestowed
- an additional 40% if a major relic power was bestowed
Tips
- Due to the randomness of requests, it is fine to ignore some requests that request too rare objects for a low quality reward.
References
- All information from this page is taken from
XRL.World.Parts.RandomAltarBaetyl
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