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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
    5 KB (564 words) - 16:31, 18 January 2024
  • find for this reason. It is included only as a random loot in the Missile 2 and Missile 3 item tables. For this reason, it is most likely to be found randomly
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  • greater quantity). For example, a specialized tier 3 chest might contain 1d4+23-6 (Avg: 4.5) items from Missile 3. This information is reliable as of patch 2
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  • name implies, quite heavy. Weapons‎ (5 C) Melee Weapons‎ (6 C, 4 P) Missile Weapons‎ (3 C) Natural Weapons‎ (303 P) Thrown Weapons‎ (2 C, 25 P) Vibro Weapons‎
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  • melee weapons or shields. Variants: Hardpoint, Missile Weapon Missile weapons are used to hold all missile weapons. Variants: Middle Hardpoint, Thrown Weapon
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  • about attacking, refer to the relevant combat mechanics page: Melee combat Missile weapon combat Thrown weapon combat A weapon's PV is displayed in game in
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  • randomly-generated missile weapon turrets and supplies them with the ammo that they require to function, such as energy cells, grenades, lead slugs, HE Missiles, or gourds
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  • in a pool of 3 common mods, 2 uncommon mods, 1 rare mod, and 1 rare 3 mod, the total weight would be 7813 (2000+2000+2000+800+800+210+3) and the weighted
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  • person. Creates a 3x3 force field centered around yourself Duration: (level based) rounds Cooldown: 100 rounds You may fire missile weapons through the
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  • capability also extends to missile weapon slots, allowing one to wield missile weapons that normally require two slots in only one missile weapon slot. If the
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  • missile launcher « » missile launcher Grease wets the arming handle and streaks down the wide missile chute toward a welded shoulder rest. Weapon Class:
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • (Floating Nearby) Back (Back) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
    2 KB (136 words) - 16:36, 18 January 2024
  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
    2 KB (136 words) - 16:36, 18 January 2024
  • (Floating Nearby) Back (Back) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • (Back) Face (Face) Feet (Feet) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
    2 KB (142 words) - 16:36, 18 January 2024
  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
    2 KB (142 words) - 16:36, 18 January 2024
  • (Back) Face (Face) Feet (Feet) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
    2 KB (142 words) - 14:35, 18 January 2024
  • 6 levels, starting at level 3, you gain 1 attribute point, which can be used to increase a single attribute by 1 (level 3, 9, 15, 21, ...) A variety of
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  • Support Struts (Feet) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) * Excludes limbs granted via mutations Infobox data
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  • mortar tube is a lightweight version of the missile launcher. It deals less projectile damage than the missile launcher on a direct hit, with a lower explosion
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  • Manipulators (Hands) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) Right Tread (Tread) Left Tread (Tread) * Excludes
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  • Manipulators (Hands) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) * Excludes limbs granted via mutations Infobox data
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  • (Feet) Hind Feet (Feet) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) * Excludes limbs granted via mutations Infobox data
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  • Support Struts (Feet) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) * Excludes limbs granted via mutations Infobox data
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  • (Feet) Hind Feet (Feet) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) * Excludes limbs granted via mutations Infobox data
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  • (Feet) Hind Feet (Feet) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) * Excludes limbs granted via mutations Infobox data
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  • Accuracy: Very High -25 move speed Perfect An arc cannon is an artifact and a missile weapon belonging to the Heavy Weapon skill tree. Arc cannons must be identified
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  • randomly-generated relic firearms, the linear cannon is notable for being the only missile weapon with vibro projectiles, although arc winders and high-voltage arc
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  • field Duration: (level based) rounds Cooldown: 100 rounds You may fire missile weapons through the force field. Force Wall is a mental mutation that allows
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  • mercurial uses a laser rifle as its primary weapon, and will also be carrying 3 chem cells. It will drop all of these items on death, but due to its teleportation
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • without risk of the shot going wild. Perfect A combat shotgun is a mid-tier missile weapon notable for the high number of projectiles it fires per shot, making
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  • average: 3.5range: 1-6 $ 100.00 Commerce Value 3 lbs. Weight Ammo Type lead slug Accuracy Shots per Action 1 Ammo per Action 1 Max Ammo 16 Complexity 3 Tier
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  • (Face) Feet (Feet) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) * Excludes limbs granted via mutations Infobox data
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  • Manipulators (Hands) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) Right Tread (Tread) Left Tread (Tread) * Excludes
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  • (Feet) Hind Feet (Feet) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) * Excludes limbs granted via mutations Infobox data
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  • (Feet) Hind Feet (Feet) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) * Excludes limbs granted via mutations Infobox data
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  • (Feet) Hind Feet (Feet) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) * Excludes limbs granted via mutations Infobox data
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Manipulators (Hands) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) Right Tread (Tread) Left Tread (Tread) * Excludes
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Carapace (3) Night Vision (3) Mutations Carapace (3) Night Vision (3) Corpse Dropped electric snail corpse (100%) Experience? 400 XP XP Tier 3 Role Unspecified
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  • Legs (Feet) Hind Legs (Feet) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • electrobow is a ranged weapon with the highest possible accuracy for a missile weapon. It can often be found in the early- to mid- game and has quite high
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • remaining valid tiles to place them in. 1-3 Naphtaali foragers 1-3 Naphtaali runts 1-3 Naphtaali blowgunners 1-3 Naphtaali stalkers 4-8 additional Naphtaali
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  • (Floating Nearby) Back (Back) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Accuracy: Medium -25 move speed Perfect The grenade launcher is a mid-tier missile weapon that uses grenades as ammo, and allows the user to fire grenades
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  • Quantity Weight Chance Book 3-43-4 (Avg: 3.5) 100 100.00% Item from Books 3-43-4 (Avg: 3.5) 100 100.00% Item from Junk 1 1-31-3 (Avg: 2) 100 100.00%
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  • → 7 PV 1d6 Damage average: 3.5range: 1-6 $ 50.00 Commerce Value 3 lbs. Weight Ammo Type lead slug Accuracy Shots per Action 1 Ammo per Action 1 Max Ammo
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Heavy Weapon Accuracy: Medium Multiple ammo used per shot: 3 Multiple projectiles per shot: 3 -25 move speed Perfect A chain laser is a Heavy Weapon that
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • StandaloneMarkovBook(no results) 3-43-4 (Avg: 3.5) 100 100.00% Item from Books 3-43-4 (Avg: 3.5) 100 100.00% Item from Junk 1 1-31-3 (Avg: 2) 100 100.00%
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  • Nearby) Back (Back) Face (Face) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • attacks. Specifically, it reduces the implantee's aim variance by 3° when firing missile weapons. The bonus from multiple stabilizer arm locks stack if this
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  • Feet (Feet) Hind Feet (Feet) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Hands Jump Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1) Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1)
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  • afflicted with itchy skin, which eventually leads to the fungal infection after 2-3 days. Drinking honey or eating yuckwheat stems does not help in fighting off
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  • recharging a chem cell from empty requires 3 A bits because its capacity is 10000, which when divided by 3000 gives 3 with a remainder. If you don't have enough
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  • the Quills mutation at level 6, and the Triple-jointed mutation at level 3. Quills provides Mafeo with damage reflection, immunity to the quills of other
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  • afflicted with itchy skin, which eventually leads to the fungal infection after 2-3 days. Drinking honey or eating yuckwheat stems does not help in fighting off
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  • afflicted with itchy skin, which eventually leads to the fungal infection after 2-3 days. Drinking honey or eating yuckwheat stems does not help in fighting off
    2 KB (219 words) - 16:37, 18 January 2024
  • afflicted with itchy skin, which eventually leads to the fungal infection after 2-3 days. Drinking honey or eating yuckwheat stems does not help in fighting off
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  • glint with larvae burning to be born. Perfect A giant centipede nest spawns 1-3 giant centipedes every 15 to 20 turns. After the nest has spawned a total of
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  • (Floating Nearby) Back (Back) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • the Quills mutation at level 6, and the Triple-jointed mutation at level 3. Quills provides Aloysius with damage reflection, immunity to the quills of
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • disallows gaining the other. Note that this mutation does not grant any missile weapon slots. The following formula is used to determine melee attack chance
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  • equipped in a Missile Weapon body equipment slot and fired at targets using the Fire missile weapon keybind. The first component to a missile weapon attack
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  • shot going wild. -25 move speed Perfect The flamethrower is a middle-tier missile weapon that consumes oil and spews out an erratic cone of flame. Despite
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  • Expertise Jump Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1) Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1)
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • (Floating Nearby) Back (Back) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • attack in melee with their \fists. They may also spawn with an additional missile weapon, which they may opt to swap out their laser rifle for if the new
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  • (Floating Nearby) Back (Back) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • [20] Complexity 3 Tier 3 Bits <024> Can Disassemble yes Can Build yes Tinker Skill Tinker II Skill Used Pistol Potential Mods? missile weapon, firearm
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • eventually disappear. Specifically, the giant beetle nest will spawn 1-31-3 (Avg: 2) giant beetles every 15-2015-20 (Avg: 17.5) turns. It will continue
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • can be disarmed. Shooting a booster gun has the base action cost of 3000 (3 full turns, normally), otherwise it's equivalent to a dart gun. This section
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  • (Floating Nearby) Back (Back) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Floating Nearby (Floating Nearby) Back (Back) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) Muscular Foot (Tail) * Excludes limbs
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  • relief. Weapon Class: Heavy Weapon Accuracy: Low Multiple ammo used per shot: 3 Multiple projectiles per shot: 5 Spray fire: This item can be fired while adjacent
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  • Back (Back) Feelers (Face) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • the Quills mutation at level 6, and the Triple-jointed mutation at level 3. Quills provides Sparafucile with damage reflection, immunity to the quills
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  • the Quills mutation at level 6, and the Triple-jointed mutation at level 3. Quills provides Barathrum with damage reflection, immunity to the quills of
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Freezing Ray (3) Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1) Mutations Freezing Ray (3) Horns (3) Multiple Legs (3) Thick Fur (1)
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  • → 6 PV 1d3 Damage average: 2range: 1-3 $ 25.00 Commerce Value 5 lbs. Weight Accuracy Shots per Action 1 Ammo per Action 1 Max Volume 4 drams Liquid Generation
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  • the Quills mutation at level 6, and the Triple-jointed mutation at level 3. Quills provides Iseppa with damage reflection, immunity to the quills of other
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  • the Quills mutation at level 6, and the Triple-jointed mutation at level 3. Quills provides Jacobo with damage reflection, immunity to the quills of other
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  • Back (Back) Feelers (Face) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • the Quills mutation at level 6, and the Triple-jointed mutation at level 3. Quills provides Q Girl with damage reflection, immunity to the quills of other
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  • (Floating Nearby) Back (Back) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • snail corpse may be butchered into an enigma cap or enigma cone which grant 3 levels of the Confusion mutation. Enigma snails are one of only a few types
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  • Fighting Jump Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1) Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1)
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  • melee with their \claws, natural short blade weapons that deal 1d61-6 (Avg: 3.5) damage each. Girshlings are swarmers, meaning a girshling will receive a
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • 5-7 Something from Ammo 3 3-5 Something from Ammo 4 3-5 Something from Ammo 5 3-5 Something from Ammo 6 3-5 Something from Ammo 7 3-5 canteen with 1d65-10-64
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  • Generation 1 dram of sap every 50 turns Complexity 3 Tier 2 Skill Used Bow and Rifle Potential Mods? missile weapon, firearm, general, rifle, magazine Character
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • when you sprint. Deft Throwing 50 10 Agility Your throw range is increased by 3 and your throw variance is halved when throwing at a target inside your throw
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Back (Back) Feelers (Face) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Skills Jump Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1) Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1)
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  • (Cudgel) Jump Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1) Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1)
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  • the Quills mutation at level 6, and the Triple-jointed mutation at level 3. Quills provides Dardi with damage reflection, immunity to the quills of other
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  • Chromelings also attack with their \bite, a natural axe weapon that deals 1d31-3 (Avg: 2) damage. This information is reliable as of patch 2.0.201.75. GritGate
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  • Legs (Feet) Hind Legs (Feet) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Class: Bows & Rifles Accuracy: Low Multiple ammo used per shot: 3 Multiple projectiles per shot: 3 Perfect The carbine is a mid-tier rifle that is notable for
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • and knowledge of the Jump skill enhance her ranged combat. She will use missile weapons as well if given one, and though she lacks any related skills, her
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  • Blade Jump Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1) Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1)
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  • with one piece of equipment, a clay pot, which will grant xem an AV bonus of 3. Xe possesses no weaponry, and will simply attack in melee with xyr manipulators
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • natural axe weapon that deals 1d31-3 (Avg: 2) damage, while their claws are natural short blade weapons that each deal 1d31-3 (Avg: 2) damage. Bears have a
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  • the Quills mutation at level 6, and the Triple-jointed mutation at level 3. Quills provides Hortensa with damage reflection, immunity to the quills of
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  • Feet (Feet) Hind Feet (Feet) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Up to three items from Junk 2 (25% chance each) Up to three items from Junk 3 (25% chance each) Up to one item from Junk 4 (5% chance) A guaranteed ranged
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  • They attack with their \fists, natural cudgel weapons that deal 2d22-4 (Avg: 3) damage. When an albino ape dies, it has a 10% chance to drop an albino ape
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  • from Melee Weapons 3, will have a 75% chance to possess one item from Armor 3, and will have a 5% chance to possess one item from Junk 3. Finally, they possess
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  • (Floating Nearby) Back (Back) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • the Quills mutation at level 6, and the Triple-jointed mutation at level 3. Quills provides a Barathrumite tinker with damage reflection, immunity to
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  • knollworms are very similar to plated knollworms, but with a lower AV stat (3 rather than 6) which makes them easier to kill. This lower durability also
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  • chromeling's in that it is a natural long blade weapon that deals 1d3+12-4 (Avg: 3) damage. This information is reliable as of patch 2.0.201.76. GritGate
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • for the fact that they will always be carrying a cybernetics credit wedge 3¢, and they also have the highest chance to be implanted among Putus Templar
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Legs (Feet) Hind Legs (Feet) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Harvestry Jump Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1) Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1)
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  • natural shield of his \curved horns. He's also a light source with a radius of 3. His light-refracting hide and elemental resistances allow him to retain viability
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • 2d22-4 (Avg: 3) damage, and has a →penetration value that depends on the particular blue jell's Strength modifier. Blue jells also possess 3 other "pseudopods"
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  • (Floating Nearby) Back (Back) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Mechanimist zealot spawns with either of the following: A weapon from Melee Weapons 3 (75% chance) A weapon from Melee Weapons 4 (25% chance) This information is
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  • relief. Weapon Class: Heavy Weapon Accuracy: Low Multiple ammo used per shot: 3 Multiple projectiles per shot: 5 Spray fire: This item can be fired while adjacent
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  • Harvestry Jump Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1) Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1)
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  • encounters throughout other parts of the world. The psyberneticist will always have 3 random mental mutations of levels between 1 and 4. This information is reliable
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  • to inflict shamed on a target. Yurl possesses Burgeoning at mutation level 3, Confusion at level 4, Force Bubble at level 2, Photosynthetic Skin at level
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  • Class: Bows & Rifles Accuracy: Low Multiple ammo used per shot: 3 Multiple projectiles per shot: 3 ♂: This weapon bears the mark of Sparafucile. Perfect The
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  • Back (Back) Feelers (Face) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • phylactery is activated. Because they are legendary, they also come with a +3 ego bonus. The summoned Wraith-Knight will be holographic, meaning that they
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  • simultaneously are preferred, such as using grenades, piercing/spraying missile weapons like the eigenrifle or flamethrower, or area damage effects like
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  • + (level * 3) Level 1-3: 1d11 Level 4+: 1d2+[(level-4)/3] No Unarmed attacks made while spiked gauntlets are equipped 20 + (tier * 2) 1d31-3 (Avg: 2) No
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  • → 8 PV 1d6 Damage average: 3.5range: 1-6 $ 300.00 Commerce Value 6 lbs. Weight Ammo Type lead slug Accuracy Shots per Action 4 Ammo per Action 4 Max Ammo
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  • highlighted in red; creatures remaining in these tiles when the gaze is triggered (3 turns later) must make a Toughness save with difficulty 20 or be instantly
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  • Skills Jump Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1) Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1)
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • combat (if they are E-Ros's leader) whenever they are separated more than 3 tiles apart. While teleporting, E-Ros will say "I'm coming, (player's name)
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  • launcher and 6-106-10 (Avg: 8) mk III grenades (11.6% chance) light rail (3.5% chance) Two mk II or mk III grenades (or a stack of sower's seed) As is
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  • Feet (Feet) Hind Feet (Feet) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • clay pot, which it will wear on its roots. This will grant it an additional 3 AV. Euclid does not have set dialogue, and instead will generate a random passage
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  • Rodanis Y will also deactivate. If Rodanis Y is higher in elevation than 3 strata below the surface, they will be able to generate their own energy via
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  • of junk from Junk 1R and a 50% chance to have one piece of junk from Junk 3. Legendary snapjaws will be named, along with a procedurally generated title
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  • method GetFor XRL.World.Parts.EnergyAmmoLoader, method HandleEvent(GetMissileWeaponPerformanceEvent) XRL.World.Parts.Gaslight XRL.World.Parts.RealityStabilization
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • For tinkering-based builds, pump shotguns can be a good early source of <3> bits.
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  • Harvestry Jump Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1) Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1)
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  • considered as an off hand weapon with a base 15% chance to strike for 2d22-4 (Avg: 3) damage with a 25% chance of poison. For more information, visit Bilge Sphincter
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  • weight of the missiles within the swarm rack itself, but not offset the amount required to reload. As a gigantic weapon, it takes up four missile weapon slots
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  • realized that they were "not what [they] could be", and "downgraded" themselves 3 times, hence their current title. Shem -1 appears to be naive and childlike
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  • the Quills mutation at level 6, and the Triple-jointed mutation at level 3. Quills provides Otho with damage reflection, immunity to the quills of other
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  • Skills Jump Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1) Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1)
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  • rapidly advance one of their physical mutations, causing it to gain a permanent 3 level bonus. Levels gained in this way do not count towards the usual 10 level
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • knollworms are very similar to knollworms, but with a higher AV (6 rather than 3) which makes them much harder to kill. This higher durability also makes plated
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Back (Back) Feelers (Face) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • attack in melee with their \bite, a natural short blade weapon that deals 1d31-3 (Avg: 2) damage. Feral dogs are swarmers, meaning they gain +1 to their to-hit
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  • attack in melee with their \peck, a natural short blade weapon that deals 1d31-3 (Avg: 2) damage. Glowcrows, being birds, possess the Wings mutation at mutation
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  • Left Fin (Fin) Tail Fin (Fin) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • damage, and their claws are short blade class weapons that each deal 1d31-3 (Avg: 2) damage. To supplement their bite and their claws, barkbiters possess
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  • of which they possess 4. Each pseudopod is a cudgel weapon that deals 1d31-3 (Avg: 2) damage, and has a →penetration value that depends on the particular
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  • (Floating Nearby) Back (Back) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • boulderer for each use, in addition to incurring a cooldown period of 1d2+12-3 (Avg: 2.5). Each use of the ability will produce 1 boulder. Boulderers cannot
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  • (Floating Nearby) Arm (Arm) Breadth (Back) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Skills Jump Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1) Mutations Horns (3) Multiple Legs (3) Thick Fur (1) Heightened Hearing (1)
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  • Feet (Feet) Hind Feet (Feet) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • 2d22-4 (Avg: 3) damage, and has a →penetration value that depends on the particular brown jell's Strength modifier. Brown jells also possess 3 other "pseudopods"
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  • Girsh Qon is one of the six Girsh Nephilim. She will be found with Girsh Qas 3 strata underneath their "chuppah" in the Moon Stair.
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  • (Floating Nearby) Back (Back) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Floating Nearby slot. Missile weapons can be fired when equipped in the Floating Nearby slot. They will alternate fire with missile weapons held in your
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  • Nearly all baboon heroes will spawn accompanied by a group of 4-8 baboons and 1-3 hulking baboons, who will be followers to the baboon hero. Baboon heroes will
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  • dueling stance is increased to +3. Improved Defensive Stance 100 23 Agility Your DV bonus in defensive stance is increased to +3. Improved Aggressive Stance
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  • 2d22-4 (Avg: 3) damage, and has a →penetration value that depends on the particular black jell's Strength modifier. Black jells also possess 3 other "pseudopods"
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • with their \claws, natural long blade weapons that each deal 1d61-6 (Avg: 3.5) damage. Slumberlings possess the Long Blade Proficiency (starting in Aggressive
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  • with their \armored claws, natural short blade weapons that each deal 1d31-3 (Avg: 2) damage. Additionally, chitinous pumas possess the Short Blade Expertise
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  • Girsh Qas is one of the six Girsh Nephilim. She will be found with Girsh Qon 3 strata underneath their "chuppah" in the Moon Stair.
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  • Legs (Feet) Hind Legs (Feet) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • 2d22-4 (Avg: 3) damage, and has a →penetration value that depends on the particular green jell's Strength modifier. Green jells also possess 3 other "pseudopods"
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  • skills, respectively. A "missile cannibal", as it is referred to internally, is a unique variant of juicing cannibal. A single missile cannibal can always be
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  • goatfolk, he may also come with additional equipment from Melee Weapons 3, Armor 3, and Junk 3, and will choose to switch out his normal equipment if this random
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  • (Back) Face (Face) Feet (Feet) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • the six Girsh Nephilim. They will be found in their cradle, which extends 3 strata beneath a random surface zone in the Palladium Reef.
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  • Movement Speed penalty of 100 - 10 * MutationLevel. They cannot attack or fire missile weapons without emerging from the ground. They will be invisible until they
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  • claw(favilink error!), natural cudgel weapons that each deal 1d61-6 (Avg: 3.5) damage. To supplement their claws, eyeless king crabs possess the Cudgel
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  • caravan, which will include the trader along with 1-31-3 (Avg: 2) great saltbacks and 2-42-4 (Avg: 3) caravan guards. The main exception to this rule is when
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  • with their \rust-encrusted claws, natural cudgel weapons that each deal 1d31-3 (Avg: 2) damage. To compliment their claws, rustaceans have the Cudgel Proficiency
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  • Manipulators (Hands) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) Right Tread (Tread) Left Tread (Tread) * Excludes
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  • or occasionally equipped by creatures. Mechanimist rummagers have about a 3% chance of spawning with a sniper rifle. Crowsong is guaranteed to have a sniper
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  • from Melee Weapons 3, will have a 75% chance to possess one item from Armor 3, and will have a 5% chance to possess one item from Junk 3. Finally, they possess
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  • three extradimensional hunters when first damaged, and summons an additional 1-3 extradimensional hunters every 150-200 turns until the player kills it, leaves
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  • the Quills mutation at level 6, and the Triple-jointed mutation at level 3. Quills provides a Barathrumite arconaut with damage reflection, immunity to
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  • Scorpiocks attack in melee with their \claws, natural axe weapons that deal 1d31-3 (Avg: 2) damage each, and their \bite, a natural short blade weapon that deals
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  • each of his pistols in a single turn, respectively. After Tszappur fires a missile weapon or uses a thrown item, he will retreat from his target for 1d11 rounds
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  • him, you're basically set in terms of ammo for the rest of the game. All missile weapons that use lead slugs are much more powerful than anthing else you
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Ogre apes attack with their \ape fists, natural cudgel weapons that deal 3d33-9 (Avg: 6) damage. To complement their fists, ogre apes possess the Cudgel
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  • (Back) Face (Face) Feet (Feet) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Nulling (category Missile Weapon Mods)
    normality for its wearer. It requires 750 charge each turn until fully booted, and 3 charge per turn afterwards. Its boot time is based on the tier of the item:
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • creatures will move along with the frustum. Engulfed creatures will suffer 3-7 damage every round and will be unable to move of their own accord; attempting
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  • Left Fin (Fin) Tail Fin (Fin) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • extrudes itself forward in wedge form. Perfect A gelatinous wedge is a tier 3 creature belonging to the oozes faction, and is typically found underground
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  • (Back) Face (Face) Feet (Feet) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • from Melee Weapons 3, will have a 75% chance to possess one item from Armor 3, and will have a 5% chance to possess one item from Junk 3. Finally, they possess
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Found as a guaranteed loot drop from mercurials, who will also be carrying 3 chem cells. However, note that the mercurial will teleport away from its attacker
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  • occasionally equipped by high-tier creatures. Notably, Gunner-Knight Templars have a 3.5% chance to be carrying a light rail. Crafted with the Tinker II skill, after
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  • Leaf (Hand) Leaves (Hands) Blossom (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) Roots (Roots) * Excludes limbs granted
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • engulfing, and will remain completely stationary. Engulfed creatures will suffer 3-7 damage every round and will be unable to move; attempting to move will instead
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  • and a damage of 3d33-9 (Avg: 6). They will also attack at range with their Stunning Force mutation, which they possess at mutation level 3. To supplement
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