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This page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.

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A list of all pages that have property "Description" with value "The remains of the leg of a massive, ancient exostrider mechanoid.". Since there have been only a few results, also nearby values are displayed.

Showing below up to 26 results starting with #1.

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List of results

  • Days To Start Rot  + (The number of days before a food item starts to rot if not refigerated.)
  • Pain Shock Threshold  + (The pain level at which this creature is downed from [[pain]].)
  • Foxfur  + (The pelt of a fox. It protects well from the cold and is quite luxurious, fetching a high price.)
  • Mining Yield  + (The percentage of mined resources a miner will produce. This applies to both wall mining and deep drill mining. This doesn't affect the production rate of rock chunks from deep drills.)
  • Animal Gather Yield  + (The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal. Higher percentages reduce the chance of wasting the product.)
  • Techprint  + (The physical form of techprints can range The physical form of techprints can range from scraps of paper with diagrams, all the way to advanced self-contained teaching machines. Regardless of form, they play the same role. They give your researchers the confidence that an idea is possible, and a rough idea of the designs in more established societies. Your researchers need the foundational knowledge offered by techprints to know where to start on a given technology. Only after enough techprints have been applied can your researchers work out the fine details of how to make use of the technology in your particular situation. Applying techprints to a satisfied project fulfills half the remaining research progress. In addition, researchers always gain a boost to their intellectual skills when applying techprints, even on already-completed technologies.s, even on already-completed technologies.)
  • Mass  + (The physical mass of an object.)
  • Food Poison Chance  + (The probability that this character will inadvertently poison a meal they cook. Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting)
  • Armor - Blunt  + (The protection given against blunt damage The protection given against blunt damage like fists, club impacts and rock falls.</br></br>Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.</br></br>The remaining armor rating is then compared against a random number from 0 to 100.</br></br><span style="visibility:hidden;">00</span>- If the random number is under half the armor rating, the damage deflects harmlessly.</br><br /><span style="visibility:hidden;">00</span>- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.</br><br /><span style="visibility:hidden;">00</span>- If the random number is greater than the armor rating, the armor has no effect.</br></br>For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.</br></br>Each layer of armor is applied separately, from the outside in.of mitigating the damage. Each layer of armor is applied separately, from the outside in.)
  • Armor - Sharp  + (The protection given against sharp damage The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.</br></br>Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.</br></br>The remaining armor rating is then compared against a random number from 0 to 100.</br></br><span style="visibility:hidden;">00</span>- If the random number is under half the armor rating, the damage deflects harmlessly.</br><br /><span style="visibility:hidden;">00</span>- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.</br><br /><span style="visibility:hidden;">00</span>- If the random number is greater than the armor rating, the armor has no effect.</br></br>For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.</br></br>Each layer of armor is applied separately, from the outside in.of mitigating the damage. Each layer of armor is applied separately, from the outside in.)
  • Armor - Heat  + (The protection given against temperature-rThe protection given against temperature-related damage like burns.</br></br>Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.</br></br>The remaining armor rating is then compared against a random number from 0 to 100.</br></br><span style="visibility:hidden;">00</span>- If the random number is under half the armor rating, the damage deflects harmlessly.</br><br /><span style="visibility:hidden;">00</span>- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.</br><br /><span style="visibility:hidden;">00</span>- If the random number is greater than the armor rating, the armor has no effect.</br></br>For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.</br></br>Each layer of armor is applied separately, from the outside in.of mitigating the damage. Each layer of armor is applied separately, from the outside in.)
  • Effect Radius  + (The radius of the area of effect of this ability.)
  • Slave Suppression Fall Rate  + (The rate at which [[slave]] [[suppression]] falls.)
  • Shield Recharge Rate  + (The rate at which a shield gains energy as long as it is not broken.)
  • Deterioration Rate  + (The rate at which this item [[Deterioration|deteriorates]] when left outside, in average hit points per day.<br/>Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.)
  • Entity Study Rate  + (The rate at which this person generates knowledge from studying unnatural entities.)
  • Neural Heat Recovery Rate  + (The rate at which this person reduces [[neural heat]].)
  • Ancient exostrider midsection  + (The remains of a massive, ancient exostridThe remains of a massive, ancient exostrider war mechanoid. Long ago, some high-energy weapon shattered the body and fused the parts into an almost-solid mass.<br/>In its guts, it looks like there is a still-functional transponder. If you could extract the transponder, you could decrypt it to gather valuable information.<br/>The mech's incendiary weapon cells are intact but unstable, and will likely detonate after you do some damage.le, and will likely detonate after you do some damage.)
  • Mechanoid slag chunk  + (The remains of a smashed mechanoid. While useless in its current form, it can be smelted to recover steel.)
  • Ancient ruined APC  + (The remains of an ancient armored troop carrier which was destroyed by some kind of heavy weapon. All the useful components were looted or deteriorated long ago.)
  • Ancient dropship  + (The remains of an ancient dropship. The valuable parts were looted long ago and the rest has deteriorated to uselessness.)
  • Ancient ruined tank  + (The remains of an ancient tank which was destroyed by some kind of heavy weapon. All the useful components were looted or deteriorated long ago.)
  • Compacted steel  + (The remains of some ancient, collapsed structure. Rich in steel.)
  • Ancient exostrider cannon  + (The remains of the back-mounted energy cannon of a massive, ancient exostrider mechanoid.)
  • Ancient exostrider head  + (The remains of the head of a massive, ancient exostrider mechanoid. It was blasted by some kind of high-energy weapon.)
  • Alpaca wool  + (The remarkably soft wool of an alpaca. It is warm, protects well from heat, and fetches a high price.)
  • Smashed stump  + (The remnants of a tree destroyed by damage. It's ugly. The stump can be extracted but yields very little usable wood. Left outdoors, the stump will deteriorate in time.)
  • Gaumaker pod  + (The result of the merging of several Gaumaker dryads, this symbiotic plant/animal pod is an essential part of the Gauranlen life cycle. After some time, it will flower into a mature Gauranlen pod which can be harvested to plant a new Gauranlen tree.)
  • Metal hell  + (The room is made entirely of gray metal with jagged and twisted shapes that seem to defy human comprehension. The air thrums with dirty energy, accented by the occasional creak of the grinding metal walls.)
  • Ancient warspider remains  + (The ruined remains of an ancient mid-scale warspider. It has been picked over many times, and there is nothing valuable left to loot.)
  • Polux seed  + (The seed of a polux tree. It can be planted to create a new polux tree which will absorb pollution from nearby terrain.)
  • Ancient warwalker leg  + (The shattered leg of a mid-scale warwalker that fell here long ago. It has been picked clean by looters, and no valuable components remain.)
  • Ancient warsprinter remains  + (The shattered remains of an ancient sub-scale warsprinter. Whatever parts weren't ruined when it was destroyed were looted long ago.)
  • Basic subcore  + (The simplest possible mechanoid brain, thiThe simplest possible mechanoid brain, this is a tiny psychodynamic substrate unit housing a dull subpersona. Since this is only a basic-tier subcore, it can only drive the simplest of mechanoids. Like all mechanoid subcores, it contains a subpersona with a psychic presence, albeit a very faint one.psychic presence, albeit a very faint one.)
  • Construction Speed (Material Factor)  + (The speed at which [[buildings]] made of this are constructed is multiplied by this value.<br/>Some materials, like [[stone]], are slow to build from, while others, like [[wood]], are fast.)
  • Assembly Speed Factor  + (The speed at which people assemble genes here is multiplied by this value.)
  • Research Speed Factor  + (The speed at which people do [[research]] is multiplied by this value.)
  • Medical Operation Speed  + (The speed at which the character performs medical operations.)
  • Door Opening Speed  + (The speed at which the door opens. It can vary based on the type of door constructed and the material used to construct it.)
  • Immunity Gain Speed  + (The speed at which this character gains immunity to [[disease]]s. If this is too slow, the character will [[Death|die]] from the disease before developing immunity.)
  • Animal Gather Speed  + (The speed at which this person [[milk]]s, [[Wool|shears]], and otherwise gathers resources from [[animals]].)
  • Drug Cooking Speed  + (The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.)
  • Mechanoid Shredding Speed  + (The speed at which this person can shred a mechanoid for resources.)
  • Activity Suppression Speed  + (The speed at which this person can suppress unnatural [[entities]]. A higher speed means they take less time to suppress each entity.)
  • General Labor Speed  + (The speed at which this person carries outThe speed at which this person carries out general labor like making stone blocks, making chemfuel at a refinery, burning items, tailoring clothes, creating art, smithing armor and weapons or smelting slag. This stat applies both to activities that involve no skill, as well as those where the skill affects the quality of the product instead of the speed of production.roduct instead of the speed of production.)
  • Cooking Speed  + (The speed at which this person cooks meals.)
  • Smelting Speed  + (The speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill.)
  • Consciousness  + (The state or quality of awareness. A pawn loses consciousness when this falls below 30%, and dies when this reaches 0%.)
  • Bearskin  + (The strong furry leather of a bear. Compared to most leather, it is quite a bit tougher and a bit better at all kinds of temperature regulation)
  • Lizardskin  + (The tanned skin of a cold-blooded reptile. Lizardskin is reasonably tough, but does not insulate well at all.)