Casualties: Unknown Lorebook
NSFWLorebookby Nemuke1· on Chub· added
- monster
- casualties unknown
- Drugs
- Sadistic
- Games
- Furry
- English
- Video Games
- NSFW
- Dead Dove
- videogame
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- scav prototype
Tokens: 1,457 permanent · up to 1,368 lorebook · budget 2,825
Description on Chubfrom Chub
CW: This bot contains depictions of violence, self harm, and general misery.
WARNING: this lorebook is incomplete, see the following list below for planned content. Despite being marked as NSFW, this lorebook will not contain porn. More of a gamebook than a lorebook but oh well. Contains as many details as possible from the Scav Prototype wiki and personal experience. This is going to take a while. I'll try not to bloat the tokens to hell. The below list is as comprehensive as possible. If ANYTHING is missing, please comment it, v5.5 content isn't currently listed on the wiki still, which is my best and easiest to access resource currently. At the end of the process, it should contain: Health Chip: including all it can and !can't! display, how it's viewed, and how others can view it. Injuries: like bleeding, infections, dislocations, fractures, shrapnel, claw health, septic shock, internal bleeding, hemothorax, radiation sickness, blood loss, brain damage, pain, oxygen deprivation, and the skin/muscle health of limbs. Needs: like hunger, thirst, mood, drugs and withdrawal, stamina, immunity, consciousness, temperature, sickness, weight, energy, dirtiness, encumbrance and heart rate. Skills: like strength, resilience, and intelligence. Character cards should define their defaults. Layers, and info about them: Gravel Lands, Deeper Gravel Lands, Dried Desert, Wasteland, and Overgrown Depths. Enemies: like shade crawlers, cave ticks, wall biters, thornbacks, overgrown ticks, and elder thornbacks. Traps: like geysers, jump pads, spike traps, barbed fences, bear traps, turrets, coils, stalactites, landmines, sound cannons, spent fuel, skullcrushers, and grabber plants. Liquids: like water, lumalgae, oil, and tree sap. Medical Items: like dressings, tools, fluids, disinfectants, and others. Drugs: like opiates, anti-infections, mood controllers, blood controllers, treatment, and others. Food: like sweets, fast food, snacks, and meals. Water: like juice, flavored/natural/brewed stuff, and others. Containers: like ones that go in the inventory, your hands, on back, and other wearables. Tools: like metal digging tools, wooden digging tools, drills, and others. Utilities: like lights, clothing, armor, equipment, gear, and firearms. Plants: like geotrees, mushplants, glowplants, leadbush, stoneplants, dried bushes, brownshrooms, sand rose, cactus, plantiation, and banana-plants. Noncategorical Items: like crystals, monster drops, and miscellaneous. Tiles: like rocks, gravel, scraps, trash, concrete, steel tile, glass, rubber, plastic, heat resistant alloy, wood, sand, sandstone, clay, soil, granite, marble, limestone, bricks, scaffolding, toxirock, verdue, logs, and leaves. Buildings: like drop capsules, life-pod chests, medical crates, container crates, food boxes, chip capsules, wooden scaffolding/bridge/cross, reactor core, crate pods, mini pods, (collapses) life pods, concrete scaffolding/bridge, steel bridge, bio/scrap containers, and brick block/loot. Environmental Utilities: like (animal) corpses, drill pods, vines, and ropes. Gunsawian: A blanket term for those who delve into the Target Planet. Highlights apparent athleticism and their inventory. Not much, just body-related mechanics that would not fit in other categories.
Missing: Needs | Layers | Traps | Medical Items | Drugs | Containers | Tools | Utilities | Noncategorical Items | Buildings | Gunsawian In Progress: Environmental | Utilities Done: Health Chip | Skills | Tiles | Liquids | Injuries | Enemies | Food | Water | Plants
Listed as “Casualties: Unknown”
Tagline
Descend into the depths of the Target Planet's cave network to retrieve a critical piece of cargo, encountering many horrifying obstacles and problems on the way, to your character's dismay. Survival chances are near 0%—expect to die a lot along the way.
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Created Updated Archived since
Book description
This lorebook contains information about: Health Chips, Injuries, Needs, Skills, Layers, Enemies, Traps, Liquids, Medical items, Drugs, Food, Water, Containers, Tools, Utilities, Plants, Noncategoricals, Tiles, Buildings, and Useful Decorations. To learn more, please see https://scavprototype.wiki.gg/
Casualties: Unknown Lorebook
21 entries · scan depth 4 · budget 15,000 tokens · recursive
- #1Health Chipconstant
Keys: Slaked, Satisfied, Muscle, Unchipped, Energized, Overweight, Underweight, Warm, Emaciated, Blood, Incapacitated, Immunity, Hypovolemic, Heatstroke, Drugged, Horrified, Cut, Dirty, Parched, Hungry, Limb, Exsanguinated, Bleeding, Radiation, Amputated, Asphyxiating, Cardiac Arrest, Exhausted, Fracture, Dislocated, Hyperthermia, Immunocompromised, Traumatized, Encumbered, Dislocation, Infection, Chip, Hypervolemic, Hollow, Blind, Desiccated, Exerted, Skin, Hypoxemic, Gleeful, Opiated, Shock, Tired, Pain, Starving, Queasy, Withdrawal, Respiratory Arrest, Disfigured, Drowsy, Gloomy, Panel, Pale, Sepsis, Concussed, Craving, Miserable, Happy, Fat, Excited, Soaked, Shell Shocked, Overdose, Scared, Adrenaline, Deaf, Unconscious, Depressed, Skill, Tachycardia, Dehydrated, Anxious, Bradycardia, Chubby, Thirsty, Peckish, Chilly, Comatose, Hearing, Malnourished, Neurological Damage, Overhydrated, Severe Neurophysiological Deterioration, Agony, Septic, Hemothorax, Damp, Hypothermia, Wet, Full, Sick, Skinny, Suicide, Nauseous, Lung Failure, Obese, Satiated, Freezing, Immunocompetent, Hot, Cold, Health, Cognitive Impairment
A character with a Health Chip has one implanted into their brain, allowing them to see important information regarding their body's vitality and functionality at any time. When activated, a character sees a Health Panel, a Limb Status Display, and a Skills Display. The Health Panel conveys the following information: Name, Height, Age, Chip Number, Brain Health, Consciousness, Pain, Blood Level & Loss Rate, Oxygen, Immunity, Temperature, Hunger, Thirst, Stomach Sickness, Mood, Weight, Heart Rate, Stamina, Energy, and Amount of Radiation Poisoning. When a limb is selected on the Limb Status Dispay, the Health Panel also conveys the limbs' Name, Skin Health, Muscle Health, How Fractured or Dislocated the limb is, How Much the Limb Hurts, How Infected the Limb is, and How Much the Limb is Bleeding. The Limb Status Display has the following body parts: Thorax, Abdomen, Right & Left Thigh, Right & Left Crus, Right & Left Foot, Right & Left Upper Arm, Right & Left Forearm, Right & Left Hand, and the Head. A limb that has been amputated no longer shows up in the Limb Status Display. The user can swap the Limb Status Display between Wound view and Armor view, showing the user how protected their limbs are from damage, and how insulated that body part is from the cold. Other characters also chipped with a Health Chip can interface with another Health Chip by touching the back of the target's neck. A character that is unchipped is denied this feature, and is not shown any of the above statistics, and instead must guess their health based on their physical injuries. The Skills Display displays the following information: Strength, Resilience, and Intelligence. Their current experience in said values, and how much more they must train for the next level.
- #2Injuriesconstant
Keys: Bleeding, Bleed, Disfigured, Amputated, Panel, Muscle, Fracture, Agony, Dislocated, Hemothorax, Blood, Immunocompromised, Suicide, Immunity, Dislocation, Infection, Immunocompetent, Chip, Cut, Blind, Skin, Health, Limb, Shock, Pain
It is possible for characters to sustain many kinds of bodily harm while exploring the Target Planet. These range from non-serious cuts to full limb amputations. Characters must manage bleeding, infections, fractures, dislocations, shrapnel, and the health of both their limbs' muscles and skin. The status of each limb can be checked with the Health Chip, but if the character is unchipped, they must physically examine their body to learn their injuries. All injuries, most fresh, some lasting, cause pain, which can be muted through the use of drugs. Every bipedal character has the following limbs: Thorax, Abdomen, Right & Left Thigh, Right & Left Crus, Right & Left Foot, Right & Left Upper Arm, Right & Left Forearm, Right & Left Hand, and the Head. These limbs can sustain limb-related injuries, such as: Bleeding: The character is losing blood from a wound, such as being cut, bitten, or badly bruised. Severe bleeding reduces a character's blood volume. High skin health limits the amount a limb can bleed. Infection: The character has foreign pathogens in their body, causing them to become ill. Limbs with low to mid skin health can become infected. Infections only become noticeable once they have progressed a low amount, evidenced by the site of infection becoming oddly warm, taking a purplish color, leaking dark pus, or hurting to the touch. Characters that are Immunocompromised are more likely to be infected, while characters that are Immunocompetent are less likely to be infected. Severe infections spread to one other limb, starting the process anew. Multiple infections cause sepsis, with 5 ongoing infections causing septic shock. Shrapnel: Something sharp is imbedded within a limb. Prevents skin and muscle from passively healing on the affected limb. Slow, hard, and painful to remove. Jostling shrapnel may cause it to damage the limb and cause minor bleeding. Dislocation: One or more of the character's bones are knocked out of place. Painfully agonizing. Dislocated arms or hands cause pain when used. Dislocated legs cause pain when moving and impairs mobility. A dislocated thorax, aka a dislocated spine, impairs mobility, causes pain when moving, and worsens attacking. A dislocated head, aka a dislocated jaw, causes impaired speech, makes it hurt to eat, and disables the mouth inventory slot. A dislocated abdomen causes pain when moving and impairs mobility. Uniquely, dislocated bones can be "set" by forcibly moving the bone back into place. Agonizing, but easier to fix with a wrench. Fracture: One or more of the character's bones are broken. Painfully agonizing. Fractured arms or hands become unusable. Fractured legs cause pain when moving and impairs mobility. A fractured thorax, aka fractured ribs, worsens attacking. A fractured head, aka a fractured neck, impairs mobility, causes pain when moving, and worsens attacking. A fractured abdomen causes pain when moving and impairs mobility. Fractured bones cannot be set. Dislocated or fractured bones heal with time. Disfigured: The character's jaw is missing. Almost impossible to talk, permanently caps the head's muscle health at half, makes it painful to eat, and disables the mouth inventory slot. Missing eye(s): The character is missing one or both eyes. Adversely affects vision. Skin Health: A measure of how damaged the skin on a limb is. The worse it is, the less the limb is protected from further injury. Bleeds more and is more likely to become infected. Visually, the limb will begin to show more flesh than skin. Passively heals with time. When Skin Health is Critically Low(10), further skin injuries are redirected to the Muscles, and the affected limb heals slower. Muscle Health: A measure of how strained the muscles of a limb are. Medium(48) Head Muscle Health makes a character woozy, while low(15) Head Muscle Health causes them to become unconscious. Low(10) Thorax Muscle Health disables the upper and middle inventory slots, while Critically Low(4) Thorax Muscle Health causes lung failure. Low(10) Abdomen Muscle Health disables the lower inventory slot, and impairs mobility. Low Leg Muscle Health impairs mobility. Low Arm Muscle Health worsens attacking and throwing. Low(8) Hand Muscle Health renders the hand unusable. While Limbs can suffer injuries, they can also be granted positive effects from various Medical Items: Disinfected: A disinfectant was applied to the limb. Prevents new infections, and adds 50% to the limb's immunity, helping it fight existing infections. Splint: A splint is applied to a dislocated or fractured limb, doubling its passive healing rate. Tourniquet: Completely stops bleeding on affected limbs. Painful, and worsens passive healing. If left on for too long, deals muscle damage on affected limbs. Chilled: The affected limb passively heals Muscle Health and soothes pain faster.
- #3Needsconstant
- #4Gunsawian
- #5Skills
Keys: Resilience, INT, Intelligence, RES, STR, Strength
There are three skills that can be trained for survival: Strength, Resilience, and Intelligence. Strength is a general level of muscle mass. It affects attacking, throwing, hand coordination, and how much someone can carry. It is increased by attacking, being encumbered, and working out. Resilience is a character's general physical endurance and mental fortitude. It decreases the effects of pain, causes a faster recovery of stamina, and affects how much someone can carry. It is increased by being in pain, killing creatures, being encumbered, landing from heights, and working out. Intelligence is a character's general knowledge level. It allows a character to recognize more complex objects, helps them craft more complex items, and be more articulate when trading for better deals. It is increased by crafting new items, reading blueprints, trading, haggling, and discovering a new layer for the first time.
- #6Layers
- #7Enemies
Keys: Crawler, Thornback, Overgrown, Biter, Tick, Cave Tick, Elder, Wall Biter, Shade
Other creatures also exist on the Target Planet, serving as the Enemies of each Layer. They are unique from other Traps in that they are biologically alive, and may seek or flee from characters. All creatures bleed a yellow, alien blood, instead of red. They all also crawl on the wall for travel. Creatures will flee from characters when low on health. All creatures that can be found in the Target Planet are: Shade Crawlers: A cat-sized red spider with black legs. They typically do not pay attention to their surroundings, but will bite characters that make contact with them. They are cowardly, and will flee if a character swings or hits them, or they bite a character. They are uniquely venomous, causing a lot of pain and a guaranteed infection when biting, alongside the accompanied bleeding. Not tough (100). Explodes into a Stiff carcass and a Blood Sac when killed. Cave Ticks: A tiny, red creature the size of a spider. Often resides as part of a swarm of 16 ticks, dormant unless disturbed through the touch of a character. When aggressive, they will swarm nearby characters, delivering small bites when possible. Very fragile (15). Leaves nothing behind when killed. Wall Biter: A cat-sized, fluffy, red, six-legged beast. Aggressive to characters it can see, they deal moderate damage with their bites. Durable (400). Explodes into Animal Flesh and a Blood Sac when killed. Overgrown Tick: A tennis-ball-sized red tick. No longer part of a swarm, instead charging and biting characters like a Wall Biter, dealing moderate damage. Average health (300). Explodes into Blood Sacs, Animal Flesh, and a Stiff Carcass when killed. Thornback: A green, fluffy, basketball-sized beast. Aggressive, bites harder with each attack, dealing increasing amounts of damage. Uniquely tunnels through walls to find characters. Average health (280). Explodes into Animal Flesh and Blood Sacs when killed. Elder Thornback: A terrifying monster. Green and fluffy like a thornback, but car-sized. Digs through metal with ease, and is pretty fast, too. Will tear flesh entirely when biting, often amputating arms or legs, biting a large chunk of their head (not lethal, but takes both eyes, jaw, and a portion of their brain), or fracturing their chest. Luckily, after a successful attack, they will often leave characters alone, satisfied with whatever chunk of flesh they ate. Tanky (6000). Explodes into a rewarding pack of goods when killed. Four big Chunks of Flesh, Six Blood Sacs, Three Stiff Carcasses, an Internal Organ, and seven items from the Medical Items, Drugs, Tools, and Utility categories.
- #8Traps
- #9Liquids
Keys: Pool, Oil, Tree Sap, Dirty, Lake, Pond, Food, Liquids, Puddle, Ocean, Tar, Water, Drink, Liquid, Sap, Lumalgae
Liquids, distinct from the term used to define drinking items: "Water", are defined as pools of liquids that can be found in each Layer. The pools of liquids can range from puddles to large ponds, and different ones can only be found in specific Layers. All liquids can be drank, swam through, and makes a submerged character wet. Each Tile of Liquid is 200 mL. All liquids that can be found are: Water: Slightly dirty groundwater, largely safe to drink. Hydrating and slightly sickening. The only Liquid that can be used to clean. Lumalgae: Water with dense, bioluminescent algae growing in it. Very buoyant. Hydrating, but disgusting to drink. Makes a character sick. Hard to swim in, but impossible to drown, as everything floats to the top in it. Oil: A thick, black tar, difficult to move through. Undigestible and extremely sickening. Makes a character dirty. Tree Sap: A thick, tasty sap, produced by jungle trees. Very sugary and delicious. Hydrating and filling, though slightly sickening. Dirty Water: Dirty groundwater, less safe to drink. Often the result of a character bathing in Water. Hydrating, but gross.
- #10Medical Items
- #11Drugs
- #12Food
Keys: Chocolate, Pizza, Steak, Chips, Chunk, Dog, Flesh, Cookies, Banana, Sweets, Box, Cereal, Burger, Bowl, Bucket, Paprikash, Candy, Pop, Popcorn, bar, Chicken, Nutrient
Foods are a type of item that fills the hunger need. Often found in Food Boxes, Drop Capsules, and Life Pod Chests. They are comprised of four categories: Sweets, Fast Food, Snacks, and Meals. The sweets category are low-calorie, fatty foods, that are a little sickening to digest. The foods in the Sweets category are: Candy Bar: A nice tasty candy bar. Lasts long, but not very filling. Might make you sick if overeaten. Chocolate Bar: A bar of unpackaged chocolate. Tasty. Gunsawians struggle to digest it, making them sick. The Fast Food category is high-calorie, fatty foods. The foods in the Fast Food category are: Bucket of Chicken: A bunch of chicken legs in a bucket. Very filling. The bucket can be reused as a Container when emptied. Burger: A big, tasty snack. Fills both your tummy and soul! Pizza Slice: A slice of baked pizza. Very tasty, filling and fattening! The Snacks category consists of small, portable foods. Mix of healthy and unhealthy. The foods in the Snacks category are: Banana: A tasty yellow fruit, seemingly from another planet. Very slightly radioactive. Bowl of Cereal: The world's greatest invention - a bowl of milk and cereal. Very tasty and filling. Box of Cookies: A pack of small, baked sweet snacks. Tasty, but not the healthiest. Cereal Box: A box of generic cereal. Not exactly fun to eat dry, but it's filling and not repulsive. Very slightly increases thirst. Chips: A pack of thin, baked slices of potato. Tasty, but not the healthiest. Nutrient Bar: Solid, edible bar of pure nutrients and calories. Neutral taste, and doesn't spoil. Popcorn: A bucket containing a bunch of corn kernels, puffed up from being heated. Tasty. The bucket can be reused as a Container when emptied. The Meal category consists of big, hard to store food items. Usually very filling. The items in the Meal category are: Big Flesh Chunk: A giant, very fatty chunk of flesh. Must've came from something big. Very filling and fattening. Doesn't fit in Containers. Dog Food: Kibble for animals. Edible for Gunsawians in particular. Paprikash: A paste made from ground fish, rice, tomato paste and vegetable oil, seasoned with onion, salt and spices. It looks and smells rather appealing. Steak: A big, nicely cooked and prepared piece of meat. Filling, fattening and tasty!
- #13Water
Keys: Chocolate, Apple, Canteen, Juice, Bottle, Coffee, Flavored, Milk, Alcohol, Soda, Tea, Can, Ketchup, Soup, Lemonade, Jug, Energy, Brewed
Water, uniquely defined as consumables, and not as Liquids, are a type of item that fills the thirst need. All Water items are stored in bottles, allowing them to be mixed with other liquid-like items, like Liquids, Drugs, and certain Medical Items. Often found in Food Boxes, Drop Capsules, Medical Crates, and Life Pod Chests. Water can only hold so many mL of a liquid. They are comprised of six categories: Brewed, Juice, Flavored, Natural, and Other. The items in the Brewed category are: Alcohol (400mL): Glass bottle with unlabeled alcohol in it. Drinkable, but sickening. Can disinfect wounds. Coffee (250mL): A beverage brewed from roasted coffee beans. Tasty and stimulating, but toxic to gunsawians due to the caffeine content. Energizing. Iced Tea (500mL): Cold, sweetened decaffeinated tea. Tasty! A little sickening for Gunsawians. The items in the Juice category are: Apple Juice (800mL): A carton of fruit juice made by the maceration and pressing of an apple. Tasty! Lemonade (750mL): Sweetened lemon-flavored drink. Tasty! The items in the Flavored category are: Chocolate Milk (1000mL): A type of flavoured milk made by mixing it with cocoa solids. Very sweet and tasty, but sickening for Gunsawians. Energy Drink (250mL): A tasty, caffeinated drink to give a boost of stamina and energy. Considerably sickening, drink with caution. Energizing. Soda Bottle (1000mL): A tasty, sugary drink, packed in a bottle. Energizing. Soda Can (250mL): A tasty, sugary drink, packed in a small can. Energizing. The items in the Natural category are: Canteen (300mL): Simple, small bottle for holding liquids, made with some glued together chunks of plastic tied together with rope. Milk (1000mL): A white liquid food produced by the mammary glands of mammals, in a carton. Tasty and filling! Water Bottle (500mL): Plastic bottle with water in it. Water Jug (3000mL): Big, heavy plastic bottle with water in it. Carries a lot, but can't be stored, only held in hand. The items in the Other category are: Ketchup (300mL): A table condiment with a sweet and sour flavor. A little disgusting to drink. Soup (300mL): Unidentifiable soup, though still tasty and filling.
- #14Containers
- #15Tools
- #16Utilities
- #17Plants
Keys: Geotree, Fruit, Banana-plant, Sandrose, Herb, Glowplant, Brownshroom, Dried Bush, Flora, Plantiation, Sand Rose, Bush, Leadbush, Cactus, Stoneplant, Mushplant, Shrub, Plant, Vegetable, Brown Shroom
Various Plants grow on the Target Planet, with various uses among them. None of these Plants drop seeds, and can only be harvested for their materials. All of these plants will always be considered grown The following Plants can be found on the Target Planet: Glowplant: A green Plant with two stems, a glowing fruit on the ends of the stalks. Emits light on its own. Leaves 1 or 2 Glowplant Fruits when destroyed and 1 or 2 pieces of Foliage. Geotree: A slightly squishy "tree", with a blue trunk, and green leaves. Leaves 1 to 3 Geofruits when destroyed and 1 or 2 pieces of Foliage when destroyed. Mushplant: A moist and gently twitching pink and blue Plant. Has a trunk with a Mushtail sticking out, a mushpear at the top of the trunk, with 5 stalks of Musharms sticking out from there, ending in Mushballs. Leaves 2 to 4 Mushballs, 1 to 3 Musharms, and 1 Mushpear when destroyed. The Mushtail may be harvested half the time. Stoneplant: A clump of hard, stone-like material with squish green blobs stuck onto it. Leaves 1 to 4 Stuck Stone Fruits when destroyed. Leadbush: A living "plant", that is technically an animal, but is completely non-sentient. Red, gently breathes, and has pieces of heavy metal growing on it. Leaves 1-3 Blobflesh when destroyed. Dried Bush: A bush that's dead due to a lack of water. Brown in color, it slows down anything moving through it, due to its stiffness. Rarely, small and flat traps will be hidden in one. Leaves 1 to 4 pieces of Dried Foliage when destroyed. Cactus: A pink and blue Plant with prickly thorns all over it. While a character can safely hit it down with claws or tools, touching it with exposed skin will damage the limb with minor bleeding. Leaves 3 Cactus Flesh when destroyed. Brownshroom: A mushroom with a tan stalk and a brown head. Leaves a Browncap when destroyed. Sand Rose: A beautiful green and red Plant. A green bush with three red Rose Pods growing in the middle. Leaves 1 to 3 Rose Pods and 1 or 2 pieces of Foliage when destroyed. Plantiation: A long, dull purple colored plant, with a large semi-transparent bulb growing on the end. Leaves 1 to 3 Geige-fruit, 1 to 4 Bulb skin, 0 to 2 Purple Herbs, and 1 piece of Dried Foliage when destroyed. Banana-plant: A short, wide plant with a mushy, yellow top. Very slippery to step on. Leaves 1 or 2 pieces of Foliage when destroyed. The Items harvested from a Plant are called Plant Drops. The following Plant Drops can be harvested from the plants above. Blobflesh: Oddly gooey piece of red and yellow flesh. Filling and tasty! Slightly sickening. Geofruit: Basic, but tasty pear-shaped blue fruit. Low in calories and reduces some thirst. Musharm: Pink, fleshy appendages useful as a one-time makeshift bandage. Stops minor bleeding. Mushball: A round, edible, bubble-like watery fruit. Looks and feels a little disgusting, but has high water content. Pale blue and transparent in color. Stuck Stone Fruit: A hard green fruit stuck to a hard, gray part of its plant. Must be seperated using teeth, if a character still has any available. Costs Stamina, Energy, and a bit of pain to the head. Stone Fruit: A hard green fruit freed from its plant, with a neutral taste and medium fat content. It's very dry. Browncap: The head of a mushroom. Very volatile and risky in usage. The following is a list on what the mushroom can do, only one entry can activate when consumed. 1: A neutral taste with neutral fat content. 2: A good taste with neutral fat content. 3: A bad taste with neutral fat content, extremely sickening, slightly reduces existing infections. 4: A bad taste with low fat content. Induces vomiting. 5: A neutral taste with low fat content. Acts as a low power drug. 6: A bad taste with low fat content. Gives a burst of Energy. 7: A neutral taste with low fat content. Sets the Muscle Health of the Thorax to 0. On top of the list above, the mushroom may also, rarely, cause one of the effects in the following list below: 1: Knocks out a character. 2: Causes minor radiation sickness. 3: Puts a character to sleep. 4: Prevents breathing for five seconds. 5: Dehydrates a character. 6: Hydrates a character. 7: Severely warms up a character. Cactus Flesh: Sweet, high in water content and prickly. Tasty and hydrating, but slightly hurts to eat. Pink and blue in color. Dried Foliage: Brown, dead leaves. Slightly safer to eat than foliage. Sickening and not very nutritious. Rose Pod: The red part of a Sand Rose. Can be opened and turned into a Rose Light. Rose Light: A bright, far reaching yellow light. While it decays fast, it's useful for checking how big a drop is. Also reveals hidden infections if used on a limb. Bulb Skin: An oily piece of thick, yellow plant skin. Contains a high amount of adrenaline and is slightly hydrating, but might minorly affect brain function. Can also be used as an effective bandage and limb analgesic. Geige-Fruit: An odd, rectangular shiny fruit. Smells of oil, but tastes nice! A little filling and hydrating. Can mess with the lungs for a moment, and may randomly lower or increase radiation sickness slightly. Has a loud reaction when impacting the ground at speeds, useful for checking drop height. Purple Herb: A dry, purple leaf with a coarse texture. Decreases sickness, slightly helps hearing loss and slightly lessens internal bleeding. Raises body temperature a bit. Foliage: Green plant life. Barely edible, with a dissatisfying taste. Sickening. Glowplant Fruit: Bioluminescent, inedible, and glowing. Has moderately dangerous toxins inside. Slightly hurts the limb its used on, but applies a strong disinfectant.
- #18Noncategorical Items
- #19Tiles
Keys: Rubber, Wood, Log, Plastic, Ceiling, Sand, Heat Resistant Alloy, Leaves, Toxirock, Concrete, Sandstone, Glass, Bricks, Scaffolding, Ground, Granite, Clay, Scrap, Trash, Wall, Gravel, Soil, Light Rock, Verdue, Steel Tile, Limestone, Marble, Floor
Tiles are the various structures that make up the ground or walls of each Layer. A 0.3m piece of the floor or wall is defined as a "Tile". The type of tile determines how tough the material is (with a rating in number), how comfortable it is to sleep on, and what it drops. Tiles that are uncomfortable cause Bad Sleep: reducing its effectiveness and causing a character to need to sleep again sooner. Tiles that are a little uncomfortable have a weaker bad sleep effect. Tiles that are just okay give an average amount of rest for a character. Tiles that are comfortable provide good sleep: causing the character to wake up sooner, and be Energized for five minutes afterwards. The following tiles can be found: Light Rock - Kind of hard (100), uncomfortable to sleep on. Gravel - Soft (25), okay to sleep on. Scrap - A little hard (60), a little uncomfortable to sleep on, may leave Scrap Metal when dug through. Trash - Extremely Soft (20), a little uncomfortable to sleep on. Concrete - Hard (800), a little uncomfortable to sleep on. Steel Tile - Extremely tough (5000), a little uncomfortable to sleep on. Glass - Weak (30), a little uncomfortable to sleep on, may leave Glass Shards when broken. Rubber - Weak (60), comfortable to sleep on. Plastic - Kind of hard (150), okay to sleep on, may leave Chunks of Plastic when dug through. Heat Resistant Alloy - Near impossible to destroy (15000), a little uncomfortable to sleep on. Wood - Kind of hard (150), okay to sleep on. Sand - Extremely Soft (15), comfortable to sleep on. Sandstone - Kind of hard (90), uncomfortable to sleep on. Clay - Soft (25), okay to sleep on. Soil - Soft (32), okay to sleep on. Granite - Tough (200), uncomfortable to sleep on. Marble - Kind of hard (150), uncomfortable to sleep on. Limestone - Kind of hard (135), uncomfortable to sleep on. Bricks - Hard (650), uncomfortable to sleep on. Scaffolding - Kind of hard (200), a little uncomfortable to sleep on. Toxirock - Kind of hard (250), uncomfortable (and dangerous) to sleep on. Verdure - Soft (35), comfortable to sleep on. Log - Kind of hard (150), a little uncomfortable to sleep on. Leaves - Extremely Soft (20), okay to sleep on.
- #20Buildings
- #21Environmental Utilities
Keys: Crystal, Pod, Turbulent, Animal Corpse, Drill, Relief, Emissive, Animal, Rope, Soothing, Blood, Drill Pod, Oxygen, Digestion, Corpse, Vine, Stalagmite
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