Surges
Surges are a Game Mechanic in Sixty Four.
Surges can spawn up to six tiles away from the player's cursor and can either be harvested by hovering over them or harnessed using a
Stabilizer.
There are different types of surges, each related to one of the Stones in the game.
Surge Abilities[edit | edit source]
Surges appear in 3 different tiers, 1-Star, 2-Star and 3-Star. They differ in size and value upon harvesting/harnessing them.
The first surge to appear takes 30s-150s of active digging to summon. Every surge after that takes 20s-100s of active digging to summon.
There is a 75% chance of a surge being 1-Star, a 15% chance of a surge being 2-Star, and a 10% chance of a surge being 3-Star.
When stabilized, the surges produce the following effects:
Charonite: Boosts a random channel for a short amount of time.
Elmerine: Tries to refill a random building.
Qanetite: Hits a random cube with the force dependant on the surge grade
Beta-Pylene: Hits a random cube containing Beta-Pylene, knocking it out of the cube and leaving mostly Charonite. Damages the cube.
Hell Gem: Boosts a random converter.
Chromalit: Spawns a surge. Just one Chromalit surge can be stabilized.
Celestial Foam: Forces immediate annihilation of one Hell Gem with one cube of Celestial Foam.
Hollow Stone: Spawns a Hollow Stone.
Void: Recharges one second-grade stabilizer and dies out shortly after.
Reality: Recharges all the symbols to some degree, depending on the grade of the surge.
Surge Harvesting[edit | edit source]
Surges can be harvested for their respective resources. If the player has collected at least 2,048 of a resource in their gameplay, there is a permanent 512 resource bonus from each surge of that type collected.
Surge yields can be determined by the following table:
| Stars | % of Inventory Worth |
|---|---|
| ★ | 10% |
| ★★ | 30% |
| ★★★ | 50% |
Surges also have a cap on yield, depending on the resource. They can be found in the table below:
| Type | Yield Limit |
|---|---|
| 262,144 | |
| 262,144 | |
| 262,144 | |
| 262,144 | |
| 262,144 | |
| 16,384 | |
| 262,144 | |
| 512 | |
| 512 | |
| 512 |
Surge Ability Timers[edit | edit source]
Upon stabilization, it takes roughly 1.5 times longer to activate the ability than normal. Moving a second stabilizer next to a surge already hooked onto one disrupts it and causes the timer to reset to one 1.5x times longer than normal as well.
The length of time it takes for a surge ability to activate can be found in the table below, assuming the stabilizer is first grade:
| Type | ★ | ★★ | ★★★ |
|---|---|---|---|
| 12s | 4s | 2s | |
| 32s | 16s | 6s | |
| 4s | 1.5s | 0.5s | |
| 4s | 1.5s | 0.5s | |
| 36s | 24s | 16s | |
| 96s | 64s | 48s | |
| 8s | 4s | 2s | |
| 48s | 36s | 24s | |
| 36s | 24s | 16s | |
| 96s | 64s | 48s |
*These timers also have a variation upon triggering, and can be triggered up to 1.5x faster or slower than normal.
Second grade stabilizers have these timers halved, and the
Shattered Stabilizer has these timers quartered.
Additional Information[edit | edit source]
The following audio plays when a surge is collected:
The following audio plays when a surge ability activates:
