Flesh sack
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Flesh sack
A swollen lump of flesh with something inside. These stationary fleshbeasts act as digestive organs, supplying the surrounding fleshmass with nutrients. However, they're unable to break down non-organic matter, meaning that valuable items can occasionally be found within.
Base Stats
Building
- Size
- 2 × 2
- Passability
- pass through only
- Cover Effectiveness
- 75%
- Blocks Wind
- True
- Terrain Affordance
- Light
Flesh sacks are organ structures dispersed among Fleshmass infested areas that drop valuable loot when destroyed.
Occurrence[edit]
Flesh sacks are only generated within the Pit gate's undercave and the Distress Signal quest map. In both cases, the number spawned depends on the number of threat points, resulting in 1-4 flesh sacks for the distress signal quest and 3-9 for the undercave. On distress signal maps, flesh sacks always spawn in proper rooms, with a clump of fleshmass generated in their proximity.
Distress Signal Quest Threat points Flesh sacks 0 1 500 2 1500 3 2000 4
| Threat points | Flesh sacks |
|---|---|
| 0 | 3 |
| 500 | 5 |
| 1000 | 7 |
| 5000 | 9 |
Summary[edit]
Flesh sacks contain items which are dropped when the sack is destroyed. One of the flesh sacks generated by the Distress signal quest will always contain one shard.
Loot[edit]
A regular flesh sack will yield one of the following items:
| Item | Amount | Chance |
|---|---|---|
| 1 | ~ 7.81% | |
| 1 | ~ 7.81% | |
| 1 | ~ 7.81% | |
| 1 | ~ 7.81% | |
| 1 | ~ 7.81% | |
| 1 | ~ 3.91% | |
| 15 - 30 | ~ 3.91% | |
| 15 - 30 | ~ 3.91% | |
| 15 - 30 | ~ 3.91% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% |
Items with quality, such as apparel, tome, or nerve spiker, range from awful to excellent.
Corpses spawn with the same gear as raiders of the same type. Inventory-wise, these particular corpses tend to carry:
- Meals: All three types of corpses carry 2-3 meals, with a 50% chance of being simple meals, and 25% chance each of being fine meals or packaged survival meals.
- Drugs: Corpses of addicts carry 2-5 of one drug they're addicted to. Pirate boss corpses have a 80% chance of carrying 1-2 combat drugs, i.e. go-juice or yayo.
- Medicine: Pirate gunner corpses have a 10% chance of carrying 1 medicine.
Analysis[edit]
The Provoke pit gate ritual consumes
75 bioferrite and can be used to continuously generate undercaves which come with
3-9 flesh sacks. This means that, with a sufficient supply of bioferrite, pit gates can be farmed for archotech legs, arms and eyes in a late-game colony,making this a far more efficient method than trading for them. Always accepting distress signals can also help with this. Loot is generated when the pit gate is entered for the first time, so it can be be very easily save scummed if you have the patience to repeatedly clear the undercave.
Gallery[edit]
Version history[edit]
- Anomaly DLC Release - Added.
