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  • Wilderness Lore skill, not four times. The basic chance to find an interesting encounter is 10%. The Wilderness Lore skills double this to 20%. The chance
    1 KB (141 words) - 15:38, 5 December 2023
  • 15)% to get interesting encounters on the overmap +(Tier * 2 + 15)% faster movement on the world map The chance to find interesting encounters is a modifier
    3 KB (221 words) - 15:35, 6 December 2023
  • chance to get lost in ruins is reduced by 50% The chance to find interesting encounters while traveling through ruins on the overworld is increased by 100%
    2 KB (173 words) - 12:24, 6 February 2024
  • Wilderness Lore: Flower Fields 25 15 Intelligence Doubles the chance of interesting encounters while traveling in the flower fields. Reduces the chance of getting
    4 KB (551 words) - 06:28, 16 November 2023
  • Doubles the chance of interesting encounters while traveling in the jungles. Reduces the chance of getting lost
    444 bytes (15 words) - 19:52, 5 April 2022
  • Doubles the chance of interesting encounters while traveling in the salt dunes. Reduces the chance of getting
    457 bytes (40 words) - 19:52, 5 April 2022
  • Doubles the chance of interesting encounters while traveling in the flower fields. Reduces the chance of getting
    462 bytes (42 words) - 19:54, 5 April 2022
  • Doubles the chance of interesting encounters while traveling in the salt marshes and watervine fields. Reduces
    525 bytes (40 words) - 19:53, 5 April 2022
  • Doubles the chance of interesting encounters while traveling through chrome ruins. Reduces the chance of getting
    437 bytes (38 words) - 19:52, 5 April 2022
  • Doubles the chance of interesting encounters while traveling in the desert canyons. Reduces the chance of getting
    471 bytes (35 words) - 19:53, 5 April 2022
  • Doubles the chance of interesting encounters while traveling across rivers and lakes. Reduces the chance of getting
    468 bytes (39 words) - 19:52, 5 April 2022
  • Doubles the chance of interesting encounters while traveling in the hills and mountains. Reduces the chance of
    483 bytes (44 words) - 19:53, 5 April 2022
  • infections at once can result in a vast amount of new knowledge, and open up interesting opportunities to explore lairs and ruins. glowcrust provides a continuous
    11 KB (1,253 words) - 07:43, 23 December 2023
  • weight inside, these husks roll along the ground at high speed until they encounter a living creature. They then release the surface tension of their husks
    6 KB (1,037 words) - 02:36, 19 January 2024
  • player onward. The cultural importance of water in Qud makes thirst an interesting mechanic, but our previous hunger mechanic didn't quite meet our standards
    100 KB (16,042 words) - 23:08, 29 November 2019
  • IfLedBy, and IfZoneName conversation predicates. We retired encounter tables (EncounterTables.xml) in favor of the much more flexible population tables
    124 KB (19,743 words) - 16:30, 24 April 2023
  • special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override
    220 KB (34,573 words) - 08:35, 26 October 2023
  • out this page for information on how to introduce it to dynamic encounters: Encounter and Population Modding The game implements a wide variety of parts
    16 KB (429 words) - 07:17, 31 March 2024
  • urshiib tinkers and arconauts, respectively. Stairwell teleporters are now interesting. Existing teleporters in saved games will not be affected. The default
    173 KB (27,079 words) - 23:42, 17 January 2024