User:PowerfulBacon/Anomalies: Difference between revisions

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To utilise an anomaly, you first need to identify its affinities. If you have the affinity of the anomaly, interacting it will trigger the anomalies effects (however you might not know what affinities you have yourself). If you do not have the affinities, the science department is capable of triggering specific affinities via a machine in research.
To utilise an anomaly, you first need to identify its affinities. If you have the affinity of the anomaly, interacting it will trigger the anomalies effects (however you might not know what affinities you have yourself). If you do not have the affinities, the science department is capable of triggering specific affinities via a machine in research.
== Science Machines ==
Within the science department there is an experimentor room which contains a podeum. Outside is a computer which can be used to invoke certain effects from specific affinities.
Place the anomaly in this room, and activate the affinities in sequence to see if the anomaly reacts.
== Using a researched anomaly ==
Once you have unconverted the affinities associated with an anomaly, you can destroy the anomaly in the destructive analyzer to gain research points. It can also be sold through cargo, and can be sold for a significant amount of money.


= Artifact Crafting =
= Artifact Crafting =
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{| class="wikitable"
{| class="wikitable"
|+ Caption text
|+ Possible trinkey types and effects
|-
|-
! Trinket !! Effect
! Trinket !! Effect
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|}
|}


= Anomaly Powers =
= Artifacts =
 
Anomalies can have two different targets when it comes to deciding where their affects apply to:
* Wielder: The person in possession of the anomaly.
* Target: The entity that the anomaly decides to target. This could be through selection, or upon an event such as impacting a target.


The target is decided based on the vessel that the anomaly is stored in.
Artifacts are items forged from anomalies, and can harness their powers in useful ways.


Anomaly effects are either passive (always and continuously active) or active (requires some event to occur which trigges them).
Artifacts need a vessel as their base to be crafted. The vessel determines how the artifact will act, how it is used, and how many anomaly effects it can have.


Target effects may either choose to adopt a direct or ranged targetting method. Direct requires the user to do something to a target, while ranged allows the user to freely pick their target using the action selection crosshair.
Anomaly effects work sequentially and effects may modify the target for the next effect in the sequence. The default target for anomalies is the person wielding the anomaly.


Using powerful effects requires an anomaly to be powered. See power sources.
Using effects requires the artifact to have power. Artifacts will naturally gain power from the user through attunement, however powerful anomaly effects may require greater power sources (which are generally harder to obtain).


While wielding an artifact, the wielder will emit a precense showcasing the affinity of the artifact that they have. This is visible to other anomaly wielders, and the more powerful your artifact, the greater this precense will be. This is important, since people with high precenses in a certain affinity may be able to mitigate or block the effects of your artifact.
Anomaly effect come in 2 types:
* Continuous: The effect can be activated or deactivated at will. If the effect targets the wielder, then this effect will apply while the anomaly is wielded. If the effect applies to a target, then it may last for a certain amount of time or while they are in range of a specific target area.
* Activated: The effect needs to be triggered and will apply its effect every time it is activated. The effect has no duration.


== Power Sources ==
If an artifact has no delivery method but has an activated effect, then an action button will be granted to the wielder of the anomaly which will trigger the effect. Some effects, such as blink, require a target. In this case, the action button will be a targeted action button that lets the user select their desired target.


* All anomalies gain minor power from the wielder, though this will won't be enough to power the stronger effects.
Some negative effects can still function if the user does not have the affinity, however the user will never be able to control that effect. This creates scenarios where found artifacts may be able to blind a user even if they do not have the radiance affinity.
* All players have a random attunement stat, which determines how much natural power the anomaly is granted by the wielder.
* Encantations can be used to raise the amount of power granted to an anomaly, meaning that encantations can be a good way to power an artifact.
* Encantations can be broken by an opponent who wields a high powered anomaly, or has a high attunement level.
* Active sacrifices can be used to power anomalies without encantations. Each sacrifice has a set of affinities that it can be used with.
* To apply these sources to an anomaly, you must find another anomaly with the source that you wish to use and craft it with the artifact.


== Vessels ==
== Vessels ==


'''Ring'''
'''Ring'''
 
* Worn on the hands slot.
* Worn on the hand slot
* Is considered wielded while equipped to the correct slot.
* Passive wielder effects are applied to the wearer at all times.
* Can hold up to 1 effect.
* Active wielder effects are triggered through an action button granted to the wielder.
* Cannot hold delivery effects.
* Active direct targeted effects are triggered when the wielder touches a target.
* Passive targeted effects trigger on those directly adjacent to the wielder.
* Active ranged targetted effects are triggered through an action button granted to the wielder.
* Can be forged using any anomaly up to a small anomaly.


'''Staff'''
'''Staff'''
* A staff, held by its wielder.
* Is considered wielded while somebody is holding it.
* Can hold up to 3 effects.
* Amplifies the power granted from attunement, allowing it to use more powerful effects.


* A held item, taking the form of a staff
'''Sword'''
* While it doesn't work as well as a weapon, it amplifies the power gained from attunement meaning that it can allow more powerful anomalies to be used by players who don't quite have enough attunement to naturally power the effect.
* Passive wielder effects are applied to the wearer at all times.
* Active wielder effects are triggered through an action button granted if available.
* Active direct targeted effects are triggered when the user points the staff at another character.
* Passive targeted trigge on those near the wielder.
* Active ranged targeted effects are triggered when the user points the staff at another character.
* Can be forced with medium anomalies.


'''Sword'''
'''Belt'''


'''Anomaly Belt'''
'''Armour'''


'''Armour Vest'''
'''Pillar'''


'''Stone Pillar'''
== Sourcing Power ==


== Spell Effects ==
* Every anomaly can hold a fixed amount of power, and has an attunement charge rate multiplier.
* All players have a random attunement value.
* Encantations allow for higher cost effects to be activated, but these take time to perform.
* Sacrifices can be used to power high-tier artifacts without encantation.


The effects that act like spells. Comes in the following flavours:
== Effects ==
* Affects a specified target (Mob or location)
* Activates from the anomaly itself (typically affecting the wielder)


{| class="wikitable"
{| class="wikitable"
|+ Caption text
|-
|-
! Effect Name !! Type !! Affinity !! Effect
! Effect !! Type !! Affinity !! Effect
|-
|-
| Heal || Active Ranged Target || Anima || Heals the target of some physical damage.
| Heal || Passive || Anima || Heals the target over time, using an exponentially increasing amount of power based on how much damage the target has taken.
|-
|-
| Blink || Active Ranged Target || Space || Teleporters the anomaly and it's holder to a nearby, visible location.
| Soul Charge || Active || Anima || Tempoarilly reduces the max-health of the target to increase the amount of power stored in the anomaly.
|-
|-
| Freeze || Active Wielder || Space || Creates an area of snow around the anomaly, which freezes nearby people.
| Blink || Active (Req. Target) || Space || Teleports the wielder to the targeted location.
|-
|-
| Throw || Active Direct Target || Force || Upon impact with a victim, sends them flying at force which may smash them through windows. Requires direct contact with the anomaly.
| Freeze || Active || Space || Releases a field of snow around the target, which freezes and slows anyone nearby the target.
|-
|-
| Attraction || Active Ranged Target || Force || Creates a gravity well which attracts nearby items towards the targetted location.
| Cold Immunity || Passive || Space || Grants the wielder an innate immunity to cold temperatures.
|-
|-
| Repulse || Active Wielder || Force || Throws all items near the anomaly outwards, away from it.
| Throw || Active || Force || Throws a target with force, smashing them through walls and windows.
|-
|-
| Night Vision || Passive Wielder || Radiance || The wielder of the anomaly is granted night vision.
| Attraction || Active || Force || Creates a gravity well at the target location which attracts nearby items.
|-
|-
| Break Lights || Active Wielder || Radiance || All lights near the anomaly are destroyed.
| Repulse || Active || Force || Creates a gravity well that pushes items away from the targeted location.
|-
|-
| Blinding || Active Wielder/Passive Target/Active Ranged Target || Radiance || The anomaly blinds nearby viewers of the anomaly, without affecting the wielder.
| Night Vision || Passive || Radiance || Grants the ability to see in the dark.
|-
| Break Lights || Active || Radiance || Breaks all lights nearby the target location.
|-
| Blind || Passive || Radiance || Renders the target unable to see.
|}
|}


== Special Effects ==
== Special Effects ==
Special effects are unique and have their own special behaviours that work outside of the standard targeting system.


{| class="wikitable"
{| class="wikitable"
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|-
|-
| Soul Bind || Anima || Binds to the soul of the victim. The victim can always locate the artifact, can always use the artifact as if they were wearing it. The artifact breaks upon the death of the user, but the amount of power supplied through attunement is significantly increased.
| Soul Bind || Anima || Binds to the soul of the victim. The victim can always locate the artifact, can always use the artifact as if they were wearing it. The artifact breaks upon the death of the user, but the amount of power supplied through attunement is significantly increased.
|-
| Binding || Any || The artifact cannot be dropped until its power is drained. Requires the anomaly to be wielded via equipped, or the user must make an attempt to use it.
|}
|}

Latest revision as of 10:08, 16 February 2025

Anomalies are items collected from the gateway and are used for research, money-generation, and individual powers.

Affinities

Affinities are individual traits assigned to players at the start of a round. On-spawn every single affinity rolls a dice, and if it rolls a high enough number then you get the affinity. This process repeats for every affinity, and having 1 affinity doesn't affect your ability to get another (they are independant probabilities). Some job roles affect your probability of getting certain affinities.

By default players have a 25% chance to spawn with each affinity. You can spawn with no affinities or multiple affinities.

Inside of gateways, coloured stones may spawn which when picked up will glow if the player has the corresponding affinity. Every round the colours for the affinities are randomly generated, but research documents inside the gateways reveal information as to what affinities correspond to what colours.

Force

  • Effects relating to motion and the application of force on an object.

Radiance

  • Effects relation to light, radiation and other forms of emissions.
  • Players in the science department have a 40% chance to have this affinity rather than a 25% chance.

Anima

  • Effects relating to life-force and the soul.
  • Players in the medical department have a 40% chance to have this affinity rather than a 25% chance.

Psionic

  • Effects relating to powers of the mind.
  • Players in the science department have a 40% chance to have this affinity rather than a 25% chance.

Entropy

  • Effects relating to randomness and decay.
  • The clown has a 75% chance to have this affinity and a 15% chance to roll other affinities.

Space

  • Effects relating to spatial positioning and concepts of the void.

Attunement

Along with affinities, each player has a random attunement value. Attunement represents the amount of natural power that a character has, and players with more attunement will be able to power more potent anomalies without needing to use sacrifices.

While the attunement value is random, it is related to the number of affinities that a player has. Someone who has 2 affinities will be more likely to have a higher attunement value than someone with only 1.

You can test your attunement level by picking up the coloured stones explained in the previous section. The brigher the rock glows, the greater your attunment level is.

Anomaly Researching

To utilise an anomaly, you first need to identify its affinities. If you have the affinity of the anomaly, interacting it will trigger the anomalies effects (however you might not know what affinities you have yourself). If you do not have the affinities, the science department is capable of triggering specific affinities via a machine in research.

Science Machines

Within the science department there is an experimentor room which contains a podeum. Outside is a computer which can be used to invoke certain effects from specific affinities.

Place the anomaly in this room, and activate the affinities in sequence to see if the anomaly reacts.

Using a researched anomaly

Once you have unconverted the affinities associated with an anomaly, you can destroy the anomaly in the destructive analyzer to gain research points. It can also be sold through cargo, and can be sold for a significant amount of money.

Artifact Crafting

Artifacts are crafted through the use of anomalies, and can be supplied with the following things:

  • Effects, which determine the power that the anomaly grants.
  • Sources, which determine how the anomaly sources its powers.
  • An optional trinket, which acts as a modifier for the final artifact. These are generally no-catch upgrades which can be found through exploring, although there are other methods of obtaining them such as through the traitor uplink (which provides a trinket to make a crafted anomaly universally usable by the owner of the trinket).

To create a useful artifact, the effects on the anomalies must be balanced by the sources which feed the artifact and allow it to function.

For low level anomalies, or if you have a high natural attunement, you may be able to feed the anomaly simply by wielding it. Higher level anomalies are likely to need some forms of sacrifice to function.

Possible trinkey types and effects
Trinket Effect
Omni-Trinket Available in the traitor uplink for 1 TC. Will make an artifact able to be used by anybody, without the need for the correct affinities.
Attunement Crystal Increases the amount of power that the artifact gains from natural attunement.
Absorption Crystal The artifact becomes capable of gaining power from those nearby, rather than just the wielder itself.

Artifacts

Artifacts are items forged from anomalies, and can harness their powers in useful ways.

Artifacts need a vessel as their base to be crafted. The vessel determines how the artifact will act, how it is used, and how many anomaly effects it can have.

Anomaly effects work sequentially and effects may modify the target for the next effect in the sequence. The default target for anomalies is the person wielding the anomaly.

Using effects requires the artifact to have power. Artifacts will naturally gain power from the user through attunement, however powerful anomaly effects may require greater power sources (which are generally harder to obtain).

Anomaly effect come in 2 types:

  • Continuous: The effect can be activated or deactivated at will. If the effect targets the wielder, then this effect will apply while the anomaly is wielded. If the effect applies to a target, then it may last for a certain amount of time or while they are in range of a specific target area.
  • Activated: The effect needs to be triggered and will apply its effect every time it is activated. The effect has no duration.

If an artifact has no delivery method but has an activated effect, then an action button will be granted to the wielder of the anomaly which will trigger the effect. Some effects, such as blink, require a target. In this case, the action button will be a targeted action button that lets the user select their desired target.

Some negative effects can still function if the user does not have the affinity, however the user will never be able to control that effect. This creates scenarios where found artifacts may be able to blind a user even if they do not have the radiance affinity.

Vessels

Ring

  • Worn on the hands slot.
  • Is considered wielded while equipped to the correct slot.
  • Can hold up to 1 effect.
  • Cannot hold delivery effects.

Staff

  • A staff, held by its wielder.
  • Is considered wielded while somebody is holding it.
  • Can hold up to 3 effects.
  • Amplifies the power granted from attunement, allowing it to use more powerful effects.

Sword

Belt

Armour

Pillar

Sourcing Power

  • Every anomaly can hold a fixed amount of power, and has an attunement charge rate multiplier.
  • All players have a random attunement value.
  • Encantations allow for higher cost effects to be activated, but these take time to perform.
  • Sacrifices can be used to power high-tier artifacts without encantation.

Effects

Caption text
Effect Type Affinity Effect
Heal Passive Anima Heals the target over time, using an exponentially increasing amount of power based on how much damage the target has taken.
Soul Charge Active Anima Tempoarilly reduces the max-health of the target to increase the amount of power stored in the anomaly.
Blink Active (Req. Target) Space Teleports the wielder to the targeted location.
Freeze Active Space Releases a field of snow around the target, which freezes and slows anyone nearby the target.
Cold Immunity Passive Space Grants the wielder an innate immunity to cold temperatures.
Throw Active Force Throws a target with force, smashing them through walls and windows.
Attraction Active Force Creates a gravity well at the target location which attracts nearby items.
Repulse Active Force Creates a gravity well that pushes items away from the targeted location.
Night Vision Passive Radiance Grants the ability to see in the dark.
Break Lights Active Radiance Breaks all lights nearby the target location.
Blind Passive Radiance Renders the target unable to see.

Special Effects

Special effects are unique and have their own special behaviours that work outside of the standard targeting system.

Effect Name Affinity Effect Description
Soul Bind Anima Binds to the soul of the victim. The victim can always locate the artifact, can always use the artifact as if they were wearing it. The artifact breaks upon the death of the user, but the amount of power supplied through attunement is significantly increased.
Binding Any The artifact cannot be dropped until its power is drained. Requires the anomaly to be wielded via equipped, or the user must make an attempt to use it.