Sparking baetyl: Difference between revisions

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==Baetyl Quests==
==Baetyl Quests==
{{Missing info|This section is out of date and is only accurate prior to patch 2.0.200.0. Update this section with the new mechanics.}}
===Demands===
===Demands===
To be eligible to be used in a baetyl quest, the item:
To be eligible to be used in a baetyl quest, an item <em>blueprint</em>:
* must be inanimate
* must not have a <code>Brain</code> part
* can be taken
* must have a <code>Physics</code> part
* does not have the tag <code>NoSparkingQuest</code> or <code>ExcludeFromDynamicEncounters</code>
* must have a <code>Render</code> part
* physically exists
* must not have the tag <code>NoSparkingQuest</code>
* does not contain the character <code>[</code> in their display name
* must not have the tag <code>BaseObject</code>
Once these requirements are met, a random number between 3 to 8 inclusive of that object will be requested.
* 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 tier of the reward is determined by a roll of {{dice tooltip|1d3+2}}. This means that the reward will be either tier 3, 4, or 5.
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 of the specified tier with a 30% chance of being modded
|A melee weapon
| 12.5%
| 12.5%
|-
|-
|A SPLENDID VESTEMENT
|A SPLENDID VESTMENT
|A piece of armor of the specified tier with a 30% chance of being modded
|A piece of armor
|12.5%
|12.5%
|-
|-
|A BLAZING CANNON
|A BLAZING CANNON
| A missile weapon of the specified tier with a 30% chance of being modded
|A missile weapon
|12.5%
|12.5%
|-
|-
|A PECULIAR CONTRAPTION
|A PECULIAR CONTRAPTION
|An [[artifact]] of the specified tier with a 30% chance of being modded
|An [[artifact]]
|12.5%
|12.5%
|-
|-
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|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.
* For player characters already at tier 6 or greater(crysteel or higher) gear, the quests that reward items will be less useful.
==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.
As of Patch This information is reliable as of patch 2.0.200.71.
sparking baetyl
Sparking baetyl.png
Character

ID?Use this ID to Wish for sparking baetyl

SparkingBaetyl

Faction

baetyls (Loved100 Reputation)

Corpse Dropped

rubble(favilink error!) (100%)


Extra info:
sparking baetyl

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.

Perfect

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 its Render.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's Render.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

This section is opinion-based. Your mileage may vary.
  • 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