Teleglow

From The Cataclysm: Dark Days Ahead Wiki
Jump to navigation Jump to search

Teleglow or teleportation sickness is a status effect inflicted by teleporting, among other things. It is a hidden effect that can be detected only by its caused effects, thus the following info is very spoilerish.

Teleglow will be caused by:

  • Teleporters, obviously for 300 turns at each use, including portal generators for 600 turns at each use.
  • Artifacts "You feel unhinged.", duration is 3-12 hundreds of turns.
  • Time Dilation bionic, 20% chance with 50-400 duration.
  • Monsters with a stare attack (flaming eye), for 800 turns per attack.
  • Resonance cascade, duration is 60-100 or lower, depending on distance.

Effects (all effects are per turn of teleglow):

  • 0.01% chance to gain fungal parasite; removes teleglow.
  • 0.025% chance to become boomered for a hundred turns; has a 25% chance to remove teleglow.
  • 0.0001% chance to spawn a tindalos rift. Chance exponentially raises with additional teleglow duration. Removes teleglow 50% of the time.
  • When duration is over 2400 turns (four in-game hours).
    • 0.01% chance to gain shakes for 40-80 turns; the chance raises very slowly with the teleglow duration.
    • 0.01% chance to become blind for 10-20 turns; the chance raises very slowly with the teleglow duration. There is a 12.5% chance to remove teleglow when this occurs.
    • 0.02% chance to start hallucinating (if not already) for 3600 turns. Removes teleglow 20% of the time.
  • When duration is over 3600 turns (six in-game hours):
    • 0.025% chance to spawn Nether monster in 4-square radius; chance VERY slowly raises with additional telesickness duration. There is a 50% chance to remove teleglow when this occurs.
    • 0.03% chance to mutate; chance VERY slowly raises with additional teleglow duration. Removes teleglow 25% of the time.
  • When duration is over 6000 turns (ten in-game hours):
    • 0.1% chance to teleport; chance extremely slowly raises with additional teleglow duration. Removes teleglow 10% of the time.
    • 0.004% to pass out for two hours; chance VERY slowly raises with additional teleglow duration. Removes teleglow 17% of the time.


Various status effects
Weather Body temperature problems · Glare · Wet
Mobility Bear trap · Crushed · Grabbed · In pit · Unstable footing · Winded
Field Effects On Fire · Sap-coated · Slimed · Smoke · Relaxation gas · Tear gas · Webbed
Attack Effects Bleeding · Blind · Boomered · Corroding · Deaf · Darkness · Dazed · Downed · Insect Parasite · Pain · Poison · Ratting · Stung · Stunned · Spores · Zapped
Drug Effects Addiction · Alcohol Intoxication · Datura · General high · Nicotine · Methamphetamine · Shakes
Wound Treatment Bandaged · Disinfected
Painkillers Minor Painkiller · Moderate Painkiller · Heavy Painkillers/Opiates · Slow-Release Painkiller
Pharmaceuticals Antibiotic · Adrenaline Spike · Contact lenses · Diazepam · Flu medicine · Flu shot · Heartburn medicine · Iodine Tablets · Prozac · Prussian blue · Royal jelly · RX12 Healing Stimulant · RX11 Stimulant · Stimulants and Depressants · Xanax
Vitamins Anemia · B12 deficiency · Gross food · Hypervitaminosis · Hypocalcemia · Night blindness · Toxin Buildup · Scurvy
Infectious Diseases Infection · Low immunity diseases · Food Parasites · Tetanus
Medical Conditions Asthma · Broken limb · Blech · Plant Blech · Hallucinating · Nausea · Radiation · Sleep deprivation
Medical Tags Assisted · Check-up · Narcosis · Under operation
Eldritch Amigara obsession · Evil · Fear · Netherworld attention · Teleglow
Other Effects Earphones · EMP · Glowy LED · Happiness · Laser targeted · Lit up · Playing instrument · Poor sight · Raiding animal · Sleep