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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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  • 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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  • inventory will randomly be populated with items from Melee Weapons 3, Armor 3, and Junk 3. This means his weapons and equipment can vary wildly. Besides these
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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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  • or abilities to speak of. Assuming the player can discern his location, missile weapons may be of use when fighting him. Coming prepared with one of the
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  • Morphogenetic (category Missile Weapon Mods)
    0.2 + compute power 3 − 5  for Nerve Poppy {\displaystyle {\text{difficulty}}=10+{\text{damage}}*0.2+{\frac {\text{compute power}}{3}}-5{\text{ for Nerve
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  • attack in melee with their \bite, a natural short blade weapon that deals 1d31-3 (Avg: 2) damage and is permanently equipped on their "blossom", which is equivalent
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  • instead attack with their \vicious bite, a natural short blade weapon that deals 3d23-6 (Avg: 4.5) damage. Cyclopean gibbons possess Teleportation at mutation
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  • effectiveness of healing effects. It will also cause the creature to phase out for 3-6 rounds, plus 1-2 rounds for every round they spend poisoned. When the venom
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  • This will cause them to give off light in a circular area with a radius of 3 tiles. Ctesiphus is a unique ray cat that can always be found in Joppa. The
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  • almost anywhere. The zone these groups are encountered in will also contain 3-6 chitinous pumas, who will be hostile to the gnus. Fork-horned gnus attack
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  • destroyed to find any other loot they may drop. When a glittermensch takes 3 or more damage from an attack, it will drop 1 gemstone on the ground, with
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  • excerpt from Glittermensch luminary#Gemstone Drops. When a glittermensch takes 3 or more damage from an attack, it will drop 1 gemstone on the ground, with
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  • combat, they have a swarm rack which fires 10 HE Missiles in a shotgun pattern. Each HE Missile deals →17 3d63-18 (Avg: 10.5) damage on impact, then explodes
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  • which he uses to fight in melee combat. They deal 1d61-6 (Avg: 3.5) base damage, plus 3-4 cold damage, and have →9 PV due to Fjorn-Kosef's Strength bonus
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  • Nearby (Floating Nearby) Breadth (Back) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
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  • fangs(favilink error!), a natural short blade weapon that deals 2d22-4 (Avg: 3) base damage and 1d6+910-15 (Avg: 12.5) acid damage. Hyrkhounds are swarmers
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  • possesses higher stats. Besides weapons and armor, Uulraig also always possesses 3 waterskins with varying volumes of water. Ualraig only possesses a single skill
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  • → 8 PV 1d6 Damage average: 3.5range: 1-6 $ 150.00 Commerce Value 7 lbs. Weight Ammo Type lead slug Accuracy Shots per Action 4 Ammo per Action 4 Max Ammo
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  • that weighs 3 pounds Tiers 2 - 3 0 1 cloak that weighs 3 pounds Tiers 4 - 5 0 2 cloak that weighs 3 pounds Tiers 6 - 7 0 3 cloak that weighs 3 pounds Tier
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  • will attack with their \vicious bite, a natural short blade weapon that deals 3d23-6 (Avg: 4.5) damage. Quartz baboons will reflect 5% of all damage they take
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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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  • 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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  • begin to flash red, and its target destination will be marked with an X. After 3 turns, the infiltator will teleport to the marked location, along with any
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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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  • is a 'civilian'??? Seems to be a variation on 'child' Cap-N went missing on 3 Ubu Ut. Relief palpable. Study concluded. *The rest of the page is occupied
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  • visage <3> Tinker I data disk: [Item mod] - serrated <3> Tinker I data disk: [Item mod] - sharp <1> Tinker I data disk: [Item mod] - six-fingered <3> Tinker
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  • if the random item's stats are higher. Finally, Esther will always possess 3 waterskins containing various quantities of water. Esther possesses Cudgel
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  • For each new liquid absorbed: They gain 10 QN They gain 20 max HP They gain 3 Levels Their name will be updated They will be given a new pseudopod based
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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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  • from the thin world sultantomb1 Go to JoppaWorld.53.3.0.2.6 at (39,14) sultantomb6 Go to JoppaWorld.53.3.1.0.1 at (39,14) thinworld Enter the thin world thinworldx
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  • bonus to hit and penetration, equal to +2 to hit and penetration for every 3 tiles they travel. In combination with his vibrokhopesh, this allows Saad Amus
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  • mutated bush that resides in the Moon Stair. The dreamcrungle can charge for 3 turns before firing a "dream" at an opposing creature. This is a 17 tile long
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  • → 5 PV 1d12+2 Damage average: 8.5range: 3-14 $ 1000.00 Commerce Value 6 lbs. Weight Damage Type Fire NonPenetrating Ammo Type energy Accuracy Shots per
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  • → 8 PV 1d6 Damage average: 3.5range: 1-6 $ 250.00 Commerce Value 40 lbs. Weight Ammo Type lead slug Accuracy Shots per Action 6 Ammo per Action 6 Max Ammo
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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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  • BaseArrowProjectile XRL.World.Parts.MissilePerformance XRL.World.GetMissileWeaponPerformanceEvent XRL.World.Parts.MissileWeapon, method MissileHit This is only the base
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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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  • Manipulators (Hands) Control Unit (Head) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) Right Tread (Tread) Left Tread (Tread) * Excludes
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  • reaches 0, the antiprism will "refract" the creature it is engulfing, creating 2-3 copies of them in random adjacent tiles. This will fail if the gelatinous antiprism
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  • Phase-harmonic (category Missile Weapon Mods)
    weapon becomes omniphase. Phase-harmonic can be applied to: Any grenade Any missile weapon that does not already have omniphase projectiles Phase-harmonic grenades
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  • possession of it; indeed, even if the weapon is held in your hand or your missile weapon slot, the only available dialog option is "I haven't located Ruin
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  • Sensory Ganglion (Face) Pseudopod (Hand) Nuclear Protrusion (Head) Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations Infobox data from
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  • will be struck by an electric discharge, an attack that deals 1d61-6 (Avg: 3.5) and has the ability to arc to creatures adjacent to the target. When a humor
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  • skill might have all of their equipment cracked down to 0 AV, as well as a -3 or -4 penalty from a cleaved effect directly applied to themselves. In-game
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  • river passes through here from the zones to the north and south. Strata: 2, 3, 4 Temperature: 7°, -2°, -11° These three strata are quite similar, each containing
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  • the wearer. Similarly to the Force Bubble mutation, the wearer can fire missile weapons or other projectiles (such as Lase beams) outward through their
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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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  • center easternmost zone, which contains two guaranteed cybernetics credit wedge 3¢. Within the crematory proper, the Bell of Rest will always return the player
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  • game is that 1 AV = 3 DV (1 AV = 2DV later on). so that studded leather armor (+3AV -2DV) is still a 9 vs some cloth robes, which is 3(+1AV 0DV). Just equipping
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  • from serrated and nanon mods. These modification apply to both melee and missile weapons and will affect percentages displayed when looking at equipped weapons
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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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  • 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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  • will be struck by an electric discharge, an attack that deals 1d61-6 (Avg: 3.5) and has the ability to arc to creatures adjacent to the target. When a gyrohumor
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  • difficulty 15. If this fails, the creature will be latched onto by the madpole for 3d43-12 (Avg: 7.5) turns, giving the madpole an additional attack on the creature
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  • Weapon Class: Pistol Accuracy: High Perfect The high-voltage arc winder is a missile weapon which is unusual in that it does not have a PV value. Upon striking
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  • (Body) Floating Nearby (Floating Nearby) Right Hardpoint (Missile Weapon) Left Hardpoint (Missile Weapon) * Excludes limbs granted via mutations Infobox data
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  • energy-loaded missile weapons gain a +2 bonus to their damage dice when overloaded: The following energy-loaded missile weapons gain 2-3 additional damage
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  • (Hand) Twigs (Hands) Central Node (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) Roots (Roots) * Excludes limbs granted
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  • Displacer (category Missile Weapon Mods)
    item you create with tinkering. no Value multiplier 1.5 Difficulty +3 Complexity +3 Charge per Use 250 EMP-sensitive? yes OverloadableWhether this mod is
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  • condenser 3 hydraulic brass foaminator 3 powered telescope 3 grappling gun 3 Pistols brass foaminator 3 gas burner 3 telescope 3 hydraulic press 3 tread guard
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  • (Hand) Tendrils (Hands) Central Node (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) Roots (Roots) * Excludes limbs granted
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  • artifact missile weapon electrobow 3 4 120.0 0 weird artifact weird artifact electromagnetic sensor - 3 60.0 0 cracked tube cracked tube empty injector 3 1 3
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  • (Hand) Tendrils (Hands) Central Node (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) Roots (Roots) * Excludes limbs granted
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  • 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
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  • rounds Level 3+: 1d3 + (mutationRank)/3 + 1 rounds (max 1d3 + 7) Confusion duration: Level 1-2: 2d3 + 2 rounds Level 3+: 2d3 + (mutationRank*2)/3 + 2 rounds
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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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  • Additional Notes section of the missile weapon combat page. This information is reliable as of patch 2.0.201.114. XRL.World.Parts.MissileWeapon, method FireEvent
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  • the arconaut's guaranteed inventory items, they will also always spawn with 3d43-12 (Avg: 7.5) items from the Junk 1 loot tables, which can yield a wide
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  • active. With all those, shooting a pistol only costs 187 action points (an 81.3% reduction), for over 5 shots per round before quickness modifiers. This information
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  • \hoary fists, natural cudgel weapons with a to-hit bonus of 4 and a damage of 3d33-9 (Avg: 6). To supplement their fists, cragmensch brainers possess the Cudgel
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  • beyond this. Missile Combat Missile combat is combat between two opponents with missile weapons such as bows, pistols, and rifles. To make a missile attack,
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  • weapon. Step 1 - Roll the attacker's PV value against the defender's AV value 3 times (let's call this a triplet). Step 1a - Each individual roll within the
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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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  • launcher, missile launcher, HE missile, phase cannon, nullray pistol, short bow, compound bow, and flamethrower. Adjusted the tiers of some missile weapons
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  • longer attempt to fire missile weapons at targets further away than their weapons' maximum range. NPCs are now willing to fire missile weapons and throw thrown
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  • Horns now costs 4 mutation points instead of 3. Changed the damage scaling from 2d(3+[rank/2]) to 2d(3+[rank/3]). Changed tho to-hit bonus scaling from +rank
    173 KB (27,079 words) - 23:42, 17 January 2024
  • Legs (Feet) Hind Legs (Feet) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
    4 KB (418 words) - 20:16, 28 November 2023
  • Character @ ID? VehicleTemplarMech3 Faction Playerneutral (Loved100 Reputation) Demeanor neutral Gender neuter Inventory \machine hull6d6 →5/1005 x1(100%)
    2 KB (169 words) - 22:27, 15 November 2023
  • been properly dissected? Let's play my favorite game, "folding chair or missile launcher?" Why are these called neck-rings when they go on your arm? Why
    4 KB (284 words) - 06:28, 4 March 2021
  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
    1 KB (94 words) - 18:27, 21 January 2023
  • (Hand) Twigs (Hands) Central Node (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) Roots (Roots) * Excludes limbs granted
    3 KB (352 words) - 16:37, 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
    1 KB (82 words) - 18:27, 21 January 2023
  • defensive stance is increased to +3. Improved Dueling Stance: Your to-hit bonus in dueling stance is increased to +3. En Garde!: Activated; cooldown 100
    100 KB (16,042 words) - 23:08, 29 November 2019
  • as becoming stuck, will also terminate sprinting. Reloading or firing a missile weapon will not cancel sprinting, but shooting is subject to an accuracy
    2 KB (412 words) - 14:04, 8 September 2022
  • Left Hand (Hand) Hands (Hands) Head (Head) Right Missile Weapon (Missile Weapon) Left Missile Weapon (Missile Weapon) * Excludes limbs granted via mutations
    3 KB (203 words) - 16:35, 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
    8 KB (401 words) - 16:32, 18 January 2024
  • Category Magazine Minimum item tier 3 Rarity Uncommon Tinkerable yes Tinker skill Tinker I Bit required <2> AutotinkerableCan appear spontaneously on an
    2 KB (38 words) - 20:30, 16 June 2022
  • with rare electromagnetic shielding. Purple prickles make neutron cell with 3 flux drams, or must find different source. At the moment there appears to be
    36 KB (1,086 words) - 19:06, 9 May 2024
  • Reduced the number of mutation points granted by the Amphibious defect from 4 to 3. Fixed a big bug with movespeed calculation. Getting your movespeed above 100
    37 KB (5,921 words) - 23:08, 29 November 2019
  • flyssa <0004> gaslight kris <0004> laser pistol <0004> laser rifle <0004> missile launcher <0004> mortar tube <0004> vibro dagger <0004> chain laser <0005>
    331 bytes (20 words) - 18:01, 23 January 2021
  • which missile weapons to reload with in complex equipment setups. Reloading no longer reloads missile weapons that aren't equipped in your missile slots
    148 KB (23,434 words) - 06:27, 31 May 2022
  • boomrose arrow Explosive 1200 4+1d65-10 (Avg: 7.5)(+1d2 from collision) missile launcher from a rocket turret Explosive 5000 20+4d824-52 (Avg: 38) (+1d6
    3 KB (326 words) - 22:11, 18 July 2023
  • all resists (+40 all resists) ... Shug'ruith: +10 AV; +10 DV; omniphase (+3 AV; +3 DV) These powers will be granted to any clones of the Girsh Nephilim, but
    7 KB (1,038 words) - 21:18, 14 May 2024
  • cell Path: the list of Points in the current missile path p: the int value of the current index in the missile path Attacker: the attacking creature Returning
    84 KB (13,159 words) - 00:02, 1 May 2022
  • Action Default Laptop Default Notes Fire missile weapon F F Reload missile weapon R R Throw thrown weapon T T Mele attack nearest enemy
    12 KB (104 words) - 23:32, 27 November 2023
  • lost when in range of nightvision. Fixed a bug that caused unidentified missile weapons to display their identified icon in the missle weapon status bar
    38 KB (5,871 words) - 22:28, 10 May 2024
  • Name="Metal"></part> <tag Name="Tier" Value="3"></tag> <part Name="Examiner" AlternateDisplayName="rifle" Complexity="3" Difficulty="0"></part> </object> <object
    5 KB (506 words) - 15:51, 2 October 2020
  • 100 Headwear Counterweighted 33 Melee Weapon Displacer 100 Melee Weapon • Missile Weapon • Thrown Weapon Drum-loaded 33 Magazine Electrified 33 Melee Weapon
    886 bytes (40 words) - 00:15, 16 July 2022
  • Number="1-3" Blueprint="Snapjaw Scavenger 0" /> <object Chance="75" Number="1-3" Blueprint="Snapjaw Scavenger 0" /> <object Chance="25" Number="1-3" Blueprint="Snapjaw
    61 KB (6,640 words) - 12:43, 3 January 2024
  • Stat.Random(1, 3); if (num == 1) { str = "&R"; } if (num == 2) { str = "&r"; } if (num == 3) { str = "&W"; } int num2 = Stat.Random(1, 3); if (num2 == 1)
    16 KB (1,866 words) - 23:49, 16 April 2021