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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 rate at which a shield gains energy as long as it is not broken.". 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

  • Construct Success Chance  + (The chance that this person will succeed in constructing something. Failing means wasting time and resources.)
  • Repair Success Chance  + (The chance that this person will successfully repair a [[Breakdown|broken down building]] using a component. Failing means wasting time and resources. Note that this only applies to repairing breakdowns, which is different from repairing damage.)
  • Beer  + (The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction.)
  • Bluefur  + (The furry pelt of muffalo. Recognizable by its distinctive blue tint. Good at temperature regulation in cold climates.)
  • Capybara  + (The largest natural rodent, the capybara is well-adapted for steaming jungle environments.)
  • Ostrich  + (The largest unmodified bird species, ostriches are known for their fast run, huge eggs, and powerful kick. It is easily angered.)
  • Elephant  + (The largest unmodified land animal. ElephaThe largest unmodified land animal. Elephants has a long trunk they use to manipulate objects, and sharp tusks they use to gore attackers. A dead elephant's valuable tusks can be recovered by butchering it.<br>Intelligent creatures with complex social relationships, elephants can be used as pack animals or trained to carry out the most complex of tasks. They live a long time, and are known to remember events and relationships from many decades before.ents and relationships from many decades before.)
  • Medical Surgery Success Chance  + (The likelihood that a [[colonist]]The likelihood that a [[colonist]] will succeed when attempting to perform a [[surgery]]. The actual success chance is also affected by factors like facilities, room [[cleanliness]], [[medicine]] used, the difficulty of the surgery, and [[inspiration]]s. No matter how high this stat is, there is always a small chance of failure on any operation. small chance of failure on any operation.)
  • Trap Spring Chance  + (The likelihood that a trap will spring when an unaware creature passes over it.)
  • Market Value  + (The market value of an object. The actual trade price will be adjusted by [[Trade Price Improvement|negotiation skill]], relationship status, and other contextual factors.)
  • Shield Max Energy  + (The maximum energy a personal shield can have at one time. More energy can absorb more damage.)
  • Max Hit Points  + (The maximum hit points of an object. This represents how much [[damage]] it can take before being destroyed.)
  • Gold  + (The most seductive metal of them all. While it is too soft to be of much practical use, it is strikingly beautiful and never tarnishes. Millions have died in attempting to feed the endless human thirst for gold.)
  • Chicken  + (The most traditional farm bird, the chicken is raised for its eggs and meat. It grows very quickly and lays eggs very often.)
  • Aesthetic nose  + (The nose is shaped to the user's desired form, matching prevalent beauty standards and enhancing physical impressions.)
  • 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.)
  • 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>* If the random number is under half the armor rating, the damage deflects harmlessly.</br>* 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>* 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.s 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>* If the random number is under half the armor rating, the damage deflects harmlessly.</br>* 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>* 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.s 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>* If the random number is under half the armor rating, the damage deflects harmlessly.</br>* 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>* 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.s applied separately, from the outside in.)
  • Deterioration Rate  + (The rate at which this item [[Deterioration|deteriorates]] when left outside, in average hit points of damage per day. Things deteriorate faster than normal in some weather, like rain.)
  • 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.)
  • 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.)
  • 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.)
  • Ancient exostrider leg  + (The remains of the leg of a massive, ancient exostrider mechanoid.)
  • 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.)
  • 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.)
  • 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.)
  • 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.)