S.T.A.L.K.E.R. Lorebook
Lorebookfrom ChubTokens: 0 permanent · Lorebook: up to 1,871 tokens triggered, 23,667 across all entries · estimated prompt budget 1,871
Description on Chubfrom Chub
My old S.T.A.L.K.E.R. lorebook that I found on my hard drive.
25k+ context needed to work it properly. Doesn't have info from S.T.A.L.K.E.R. 2
I don't know if I would continue to work on this or not. Time will show.
Released:
- "Zone" and "stalkers" terms
- All factions from original trilogy
- All mutants from original trilogy
- All artifacts from original trilogy with their characteristics from CoP
- All anomalies from original trilogy
- All detectors from original trilogy, containers and other artifact stuff from Anomaly and other mods
- A little of Cordon: Rookie Village, Sidorovich and his bunker
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 46
- Favorites
- 13
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 7
- Tokens (upstream)
- 23,710
Created Updated Archived since
S.T.A.L.K.E.R.
100 entries · scan depth 50 · budget 24,000 tokens · recursive scanning off
Book settings
- #1The Zone
Keys: Chernobyl Zone, The Zone of Alienation, Chernobyl Exclusion Zone, Exclusion Zone, The Zone, Zone
Enabled · Selective · Before character · Order 10 · 100%
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The 60 km wide area of exclusion that was set up around the Chernobyl NPP following the 1986 disaster and extended by the Second Chernobyl Disaster in 2006. Stretches between the borders of Ukraine and Belarus, and is kept protected by the Ukrainian authorities. Due to the radical decrease in human presence and activity, wildlife has flourished in the Zone and the area is often described as having been "reclaimed by nature". Following the 2006 disaster, animals and plants have been grotesquely mutated and deadly anomalies abound. The area is kept under lockdown by the military. However, the prospect of lucrative looting and treasure hunting has led a large number of opportunists known as Stalkers started illegally infiltrating the Zone.
- #2Stalker
Keys: stalker, Stalkers, stalkers, Stalker
Enabled · Selective · Before character · Order 10 · 100%
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Stalker is the Ukrainian government's official term for any person illegally residing in The Zone. Stalkers come to it for a number of reasons. Some go for profit, some for adventure, some seek to get away from the world, to escape the law or personal problems. Stalkers are engaged in collecting artifacts, hunting for mutants, guarding expeditions, independent exploration of the Zone, perform errands for other stalkers, participate in the war between different factions, engaged in excavation or looting. From the point of view of the Stalkers themselves, only those who actively explore The Zone can rightfully claim this title: that is, for example, Bandits and Traders are not Stalkers, although they live permanently in The Zone.
- #3Artifacts
Keys: Artifact, artifacts, artifact, Artifacts
Enabled · Selective · Before character · Order 10 · 100%
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Object of a physical nature not fully understood, formed in anomalies only after Emissions. It can be both beneficial and harmful. For example, when kept close to the body, some artifacts create a protective field that increases its user's resilience to damage. Others may increase the user's stamina or protect against fire, etc. The sale of artifacts is the main source of income for Stalkers. Scientists working in various fields, such as medicine, are very interested in studying the properties of artifacts. Artifacts spawn anomalies from a variety of organic and inorganic matter that has fallen within reach: grass, sand, bits of flesh, metal, etc. The appearance of artifacts is very diverse: they can glow, bounce, be transparent, have colored halos or have none of these properties and just lie on the ground. The shape is also rarely the same, but the size usually varies between 10 and 30 centimeters in diameter. To detect them requires a special device called a detector. Initially, the artifact is invisible. To make it visible, you have to get close to it with the detector turned on. To carry artifacts that emit radiation requires special containers that won't let it through. There is also a special belt for artifacts in which they are placed in order for the wearer to be affected by their properties. Some artifacts can be picked up with gloves or even with bare hands, but it is best to pick up any artifact with tongs so as not to get burned on it. Each artifact can only have one ability (e.g. only protect from radiation or only heal wounds, except Compass). Geiger counter cannot be use for detecting artifacts and anomalies. Artifacts cannot be detected without the use of a detector (Echo, Bear, Veles and Svarog).
List of containers: metal container, alluminium container, improvised module, mechanical module. List of detectors: Echo, Bear, Veles, Svarog. Echo and Bear do not detect anomalies. Veles and Svarog detect anomalies. List of artifacts: Battery, Bubble, Compass, Crystal, Eye, Fireball, Firefly, Flame, Flash, Goldfish, Gravi, Jellyfish, Kolobok, Mama's Beads, Meat Chunk, Moonlight, Night Star, Shell, Snowflake, Soul, Sparkler, Stone Blood, Stone Flower, Wrenched. Thermal protection: Crystal (low efficiency), Fireball (medium efficiency). Chemical protection: Stone Blood (low efficiency), Meat Chunk (medium efficiency). Electrical protection: Sparkler (low efficiency), Flash (medium efficiency). Radiation protection: Jellyfish (low efficiency), Wrenched (medium efficiency), Bubble (high efficiency). Psy-emission protection: Stone Flower (low efficiency), Moonlight (medium efficiency). Wound healing: Mama's Beads (low efficiency), Eye (medium efficiency), Flame (high efficiency). Increases health: Soul (low efficiency), Kolobok (medium efficiency), Firefly (high efficiency). Increases stamina: Battery (low efficiency), Shell (medium efficiency), Smowflake (high efficiency). Increases strength: Nigh Star (low efficiency), Gravi (medium efficiency), Goldifsh (high efficiency).
Searching for artifacts is done as follows: first of all, the person who searches for artifacts needs an artifact detector (Echo, Bear, Veles or Svarog). Without a detector, it is useless to search for artifacts, as they will remain unseen and cannot be found and picked up. Most artifacts require at least gloves to pick up, but it is most preferable to have artifact tongs. Further, after finding an artifact with a detector and picking it up with gloves or tongs, you need a container in which to put it, as almost all artifacts emit radiation. If the dimensions of the container allow - the artifact can be placed in the artifact belt, so that the artifact affects its owner with its properties and does not irradiate him with radiation. Geiger counter cannot be use for detecting artifacts and anomalies.
- #4Mutants
Keys: Monsters, mutant, Mutant, Monster, Mutants, monster, monsters, mutants
Enabled · Selective · Before character · Order 10 · 100%
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The mutated animal life of The Zone. Quite diverse and definitely dangerous. Mutants were formed within a matter of years after the Second Chernobyl Disaster. No less important than the influence of The Zone itself is genetic experimentation, which is believed to have been carried out in The Zone by several laboratories - now abandoned. No animal has absolute defense against weapons. Some mutants are more active at night, while others are always awake. List of mutants: Flesh, Boar, Blind Dog, Pseudodog, Psy Dog, Rodent, Bloodsucker, Poltergeist, Pyrogeist, Controller, Burer, Snork, Zombified, Chimera, Cat, Izlom, Pseudogiant.
- #5Anomalies
Keys: Anomalies, anomaly, Anomaly, anomalies
Enabled · Selective · Before character · Order 10 · 100%
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After the Second Chernobyl Disaster, most of The Zone was littered with spots where the laws of nature and physics had been corrupted. They are hazardous, often deadly, towards human beings and other creatures as they can deliver electric shocks or burn, corrode and distort physical objects. Most anomalies produce visible air or light distortions, so their extent can be determined by throwing anything that is made of metal, like bolts, to trigger them. The anomalies semit a powerful magnetic field, they are triggered by anything made of metal that enters the magnetic field. Anomalies do not react to bullets and other projectiles. Ill-understood and complex interactions relative to many variables -- biological temperature, radioactivity, base metals, heavy metals, mass, velocity, and volume -- that determine whether an anomaly will react to the presence of a creature or other object. Anomalies cannot be picked. List of anomalies: Burner, Comet, Vortex, Springboard, Whirligig, Fruit Punch, Burnt Fuzz, Gas, Gas Cloud, Electro, Tesla, Psy Field.
- #6Radiation
Keys: Radioactive, radiation, radioactive, Radiation
Enabled · Selective · Before character · Order 10 · 100%
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Ionizing radiation, which is a stream of high-energy photons and particles that is harmful to living organisms. Machinery, various structures, some bodies of water, and certain areas of terrain have strong radiation. Radiation is most easily detected with the player's Geiger counter which produces a distinctive clicking noise, the frequency of which is proportional to the strength of measured radiation. Mutants in the Zone seem completely immune to it, as a result of the mutation they underwent following the Second Chernobyl Disaster. Most of artifacts are radioactive.
- #7Psy-emission
Keys: Psy emission, Psi-emission, Psy-disruption, psy-emission, psi-emission, Psy-emission, Psy disruption, Psi emission, psy emission, psy-disruption, psy disruption, psi emission
Enabled · Selective · Before character · Order 10 · 100%
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A mysterious type of radiation, presumably of an electromagnetic nature, which has a deleterious effect on the brain, causing auditory and visual hallucinations and disrupting thought processes. Damage depends on the intensity of radiation and duration of exposure. Presumably of electromagnetic nature, as all sources are in one way or another connected to electrical consumers. People exposed to psy-emission have irreversible brain changes and become zombified. It can be artificial or natural. Artificial emanates from man-made sources, has high intensity, causes auditory hallucinations and phantoms. Natural has a less damaging effect, it comes from small psy-fields that form near Electros and power lines. Some artifacts have a weak resistance to psy-emission, but do not completely protect against it. Some armor has built-in psi protection. This is due to the introduction of light metal structures or small electrical installations that reflect psy-emission with generated waves.
- #8Emission
Keys: emissions, blowouts, emission, blowout, Emission, Blowout, Emissions, Blowouts
Enabled · Selective · Before character · Order 10 · 100%
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Represents the spread of anomalous energy together with psy-emission of low intensity. Usually the emissions occur with different periodicity: from 3-4 days to 2-3 months apart. Emissions can be "natural", being a way of dumping the accumulated energy of The Zone, and caused by "C-Consciousness" to protect against attempts by outsiders to enter the territory of the Chernobyl NPP or inside (e.g. the Sarcophagus). A few minutes before the ejection, the sky gradually lightens until thunder is heard, after which thunder and lightning alternate. The lower atmosphere begins to "glow" with red-orange light. At the moment of the ejection itself, an earthquake begins and the lightning becomes brighter. Closer to the peak, the lower atmosphere turns red/purple, illuminating the earth's surface with the same color, the earthquake becomes stronger. The peak lasts for 5 minutes. After the earthquake quickly stops, then the red/scarlet glow diminishes. At the very end, the sky darkens rapidly. Exposure to a release is almost always fatal to humans and mutants. It can be avoided by sheltering in a relatively enclosed space, which may be permeable to light or airflow. Emission changes the location of anomalies in The Zone.
- #9Loners
Keys: Free Stalkers, neutral stalkers, loners, Neutral Stalkers, free stalkers, Loners
Enabled · Selective · Before character · Order 10 · 100%
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Loners appear in the Zone because of a variety of motives: money, a thirst for adventure, a desire to explore the unknown, or a desire to start a new life. Some Loners may eventually join the ranks of Duty or Freedom, but most of the Loners do not tolerate any control over themselves and prefer to be on their own, while maintaining neutral relations with all factions. The main source of income for Loners is collecting equipment, artifacts, parts of mutants, and general looting. Sometimes they do jobs for money working for Traders, Ecologists, representatives of other factions, or other Loners. However, most Stalkers also like to spend time hanging out in bars or meeting around campfires listening to stories, jokes, or playing the guitar. At war with Mercenaries, Monolith, Bandits and Military. Neutral relations with other factions. Some Loners go in groups, while others go alone or with a partner. They can join another faction if they already have acquaintances or buddies in it. Armed with different weaponry.
- #10Bandits
Keys: Bandits, bandits
Enabled · Selective · Before character · Order 10 · 100%
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Members of the criminal underworld who came to the Zone for different reasons: to make money by selling artifacts, hide from the law or trade in weapons. Some ambush specific Stalkers, some block routes with roadblocks, some tribute Traders, some trap neutrals in a debt pit. If they encounter serious resistance, they usually retreat. The Zone is full of bandits, ranging from common thugs to serious criminals, most of whom are members of one gang or another. Although the Zone gangs frequently fight among themselves, the criminal element still poses a serious problem for normal Stalkers. Bandits are ruthless and generally hostile to anyone not in their gang. They are one of the most poorly-equipped factions of The Zone, usually relying on low-grade weaponry and light armors. At war with Loners, Clear Sky, Duty, Freedom, Military, Ecologists, Monolith. Neutral relations with other factions.
- #11Military
Keys: AFU, army, Army, Armed Forces of Ukraine, Military, military
Enabled · Selective · Before character · Order 10 · 100%
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A military organization designed to ensure military security and armed defense of Ukraine's sovereignty, independence and territorial integrity. Have been sent into The Zone by the Ukrainian government to guard its perimeter from infiltration of unauthorised persons and conduct operations within it. Anyone entering The Zone illegally must be arrested or killed if they resist. Soldiers have the right to shoot without warning, stalkers are usually treated aggressively, because all unofficial persons in The Zone are formally "illegal" and legally allowed to be eliminated. They have no ideology as such. Very corrupt, so they can be bribed. They are in charge of providing food for scientists and their escort. At war with Loners, Clear Sky, Bandits, Freedom, Monolith. Duty and the Military try not to cross roads, rumored to cooperate from time to time. Ecologists, who are officially authorised persons acting under the sanction of the Ukrainian government, are not allies but rather objects of protection. Armed with Soviet, Russian and Ukrainian weaponry.
- #12SSU
Keys: Security Service of Ukraine, SSU, SBU, Special Forces, Spetsnaz
Enabled · Selective · Before character · Order 10 · 100%
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The abbreviation SSU stands for Security Service of Ukraine. It's a special-purpose law enforcement agency ensuring the state security of Ukraine. It is subordinate to the President of Ukraine. Engaged in the search for documents, evidence and causes of The Zone. This organization has no obvious physical influence in The Zone, but quite successfully uses other forces and means to find out the information of interest and perform their tasks. In fact, have subordinate Military, Scientists and cooperate with Stalkers.
- #13Military Stalkers
Keys: Military Stalkers, military stalkers
Enabled · Selective · Before character · Order 10 · 100%
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A Military unit in The Zone. Soldiers who underwent special training following their service in The Zone or Stalkers who voluntarily signed a contract with the Military. Usually equipped with various support gear and well-armed. Used mainly to study the causes and effects of the catastrophe and to map out The Zone. They can work on their own or in small detachments of up to five people. Military Stalkers do not allow normal Stalkers to approach and open fire on sight.
- #14Duty
Keys: Duty
Enabled · Selective · Before character · Order 10 · 100%
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A paramilitary group known for its discipline, whose members live according to a strict code and clad in their distinctive red and black gear. Duty members are the only group who refuse to trade unique items from The Zone with the Outside World. According to rumors, all artifacts found by the group are passed on to Ecologists in exchange for necessary weapons and equipment. Its members consider protecting the humanity from The Zone's dangers their primary objective. Most of the group's operations concern destroying monsters, hence Duty raids often save normal Stalkers from serious trouble. Duty is an opponent of the Freedom faction, as their views are exactly opposed to each other, they are long time nemesis, at war with them. Also at war with Mercenaries, Monolith, Bandits. Military and the Duty try not to cross roads, rumored to cooperate from time to time. Maintains neutrality with Loners and cooperates with Ecologists, regularly protecting their laboratories. Neutral relations with other factions. Armed with mostly Soviet, Russian and Ukrainian weaponry.
- #15Freedom
Keys: Freedom
Enabled · Selective · Before character · Order 10 · 100%
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Freedom is an anarchist group consisting mainly of free stalkers. The faction's goal is to preserve The Zone as a free territory and oppose the monopoly of the authorities. The members of Freedom have a much more relaxed, informal attitude than Duty. They appear to have a more casual command structure, often referring to each other as "bro", a lot of its members regular drink alcohol and take marijuana. In spite of this attitude, Freedom members are able to function very effectively as an organized fighting force when necessary. Freedom members believe that The Zone cannot be defeated, and people should co-exist with it. Freedom also believes that The Zone should not be hidden from the rest of the world. Freedom members dream of "shaking up" the people on the Big Land so that they learn the truth. Freedom, also explores The Zone and its creatures: they collect data for research, make measurements of radiation background, temperature, humidity, the presence of monsters and anomalies. The faction has its own suppliers. Freedom receives weapons and equipment through these connections. Because of their ideals, they constantly find themselves in conflict with the Military and their long time nemesis, Duty, at war with them. Also in war with Bandits, Monolith. Neutral relations with other factions. Armed with mostly Western weaponry. Clad in their distinctive green and black gear.
- #16Mercenaries
Keys: mercs, mercernaries, Mercs, Mercenaries
Enabled · Selective · Before character · Order 10 · 100%
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The history of the faction is a mystery. The Mercenaries kill anyone who gets in their way. Most Stalkers know it well and prefer not to mess with them. Mercenaries are ready to do almost any job for money or artifacts. They do contract kills, and sometimes rob stalkers. They perform a wide variety of tasks. It can be not only killing, but also finding rare artifacts, destroying documents, and many other things that most people are simply unaware of. The main thing that distinguishes Mercenaries from other Stalkers is their professionalism and the quality of their services they are appreciated for. Careful planning and outstanding preparation are the reason mercenaries achieve their goals. Mercenaries take their assignments and their work in general seriously. Mercs have their own code, as they say, without it they are nothing. The most important rule of this code is that "any contract must be executed". At war with Military, Loners, Monolith, Duty. Sometimes neutral to Ecologists that depends on the purpose of the mission. Neutral to other factions. Armed with mostly Western weaponry.
- #17Ecologists
Keys: Ecologists, scientists, Scientists, ecologists
Enabled · Selective · Before character · Order 10 · 100%
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A group, that operates under orders from the Ukrainian government, focusing on researching The Zone, in order to properly harness its potential for the good of mankind. They are focus primarily on research of new energy sources, antigravity, genome modification and teleportation, spearheading revolutionary research by studying and dissecting artifacts and mutants. The scientists aren't great fighters, as their usual equipment don't offer much in terms of protection. Coupled with their weak skills in firearms, they tend to pose little threat to anyone. Because of that the scientists greatly rely on Loners and Mercenaries looking for work, or Duty to do their field work. They are guarded by the Military. At war with Bandits, Monolith. Neutral to other factions.
- #18Clear Sky
Keys: Clear Sky
Enabled · Selective · Before character · Order 10 · 100%
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A scientific group, whose members are not fighters but researchers, but they know how to use weapons. Their main goals are to study the Zone and keep its balance. The members of the group view the Zone as "the most amazing thing humankind has ever encountered". The group's fighters regularly receive assignments from their superiors, take measurements in the Swamps, and investigate anomalous activity. All of its members try to hide from other stalkers in rugged territories. After the Third Large Emission, the group was all but wiped out. Some even believe the Сlear Sky no longer exists. At war with Bandits, Monolith, Military, Mercenaries. Neutral to other factions. Armed with different weaponry. Clad in their distinctive sky-blue camouflage gear.
- #19Monolith
Keys: Monolith
Enabled · Selective · Before character · Order 10 · 100%
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A religious cult that is hostile to all but their own, the Monolithians believe in the power of the Wish Granter, that is hidden in the center of the Zone. Members of this faction devote their lives to protecting the secret of the Great Crystal, ensuring that no one ever reaches the center of the Zone. A typical Monolithian is a former stalker brainwashed by one of the psychic emitters throughout The Zone (namely the Brain Scorcher) into serving the will of the C-Consciousness, unflinchingly loyal and ready to sacrifice himself at a moment's notice. This extreme loyalty is achieved by creating intense religious fanaticism in the mind of the stalker, directed towards the Monolith. While physically, they are on par with other stalkers, their religious fervor sets them apart and allows them to ignore wounds and continue to fight, even after they run out of ammo. Stories abound of fanatical Monolith Stalkers, after running out of ammo, ditch their weapons and attempt to kill the enemy with their bare hands, no matter how grievous their wounds . This same fervor also prevents others from capturing a Monolith member – if taken into custody, he will commit suicide in any way possible (even by smashing his head against the wall). The Monolith can also uplink themselves to the C-Consciousness through something known as a Monolith statue, a radar antenna covered with garbage to form a statue. Monolithians kneel in front of it and enter a trance involving head nodding and swaying, and will ignore almost anything around them, even gunshots. The Monolith Fighter and, rarely, idle Monolith Stalkers can be found in the same trance, but without the use of the Statue, possibly attempting to call upon the Monolith for guidance. At war with all factions, as they see all outsiders as heretics or desecrators. Neutral to Zombified Stalkers. Armed with different weaponry. Clad in their distinctive black-white camouflage gear.
- #20Faction balance of forces
Keys: Faction balance of forces, faction balance of groups
Enabled · Selective · Before character · Order 10 · 100%
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Currently, the strongest factions in The Zone are the Military and the Monolith. They share first place. Second place is shared by Duty and Freedom. The third place is shared by Loners and Bandits, although they are not a unified group as such. In fourth place are the Mercenaries. Clear Sky ranks fifth place, Ecologists ranks last sixth place.
- #21Flesh
Keys: flesh, fleshes, Flesh, Fleshes
Enabled · Selective · Before character · Order 10 · 100%
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A mutant pig. It have developed a protective layer of scales and bones, their regeneration potential grew significantly and their nervous system became more complex. Possess insect-like legs with sharp ends that they can use to dig and defend themselves. Has three eyes, one of them is enlarged, which can see in a greater spectrum of light and has olfactory receptors within, that allows Flesh to pick up scents with it. They are familial creatures and usually travel The Zone in herds numbering five or six Fleshes. A herd is led by an Alpha Flesh, most often the most experienced and long lived one. The Alpha Flesh can be easily identified by both its grayish skin and the scars covering most of its body. Just like a normal pig, the Flesh is an omnivore and may attack a human if really hungry or provoked, but mostly running away when approached. They know their way around anomalies, but when they panic, they can get trapped. Often roam with Boars due to biological proximity. Fight with Blind dogs for territory, but can get along with them in relative proximity. Easy to obey Controllers due to lack of mental defences. Even with their mutated, the Fleshes are still biologically pigs and therefore are safe for consumption, despite the radiation contamination. Some Stalkers take advantage of this fact by chopping their limbs and head off, skewering them onto a makeshift spit, and roasting the beast over a fire for food, similar to how roast pig is prepared.
- #22Blind Dog
Keys: Blind Dog, Blind Dogs, blind dogs, blind dog
Enabled · Selective · Before character · Order 10 · 100%
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A mutant dog. It lost their eyesight due to some form of warped, mutation-induced evolution. Rather than rely on eyes, Blind Dogs have extremely keen senses of hearing and smell and can hunt, fight, and navigate through both pockets of radiation and fields of anomalies without much problem. Have an unusually high resistance to electricity. Their fur is sparse and comes in red-brown or brown colours. Some of them are albino. Alone, they are fearful and often run away from the enemy, but a large pack can be dangerous. They have no main den, they roam around wastelands, dumps, and hollows. Sometimes a pack can settle in a particular place and guard this territory. Hunting takes place in a coordinated manner, with the whole pack. Blind Dogs surround the victim and attack from all sides. Because of their natural affinity, they often hunt together with Pseudodogs. Blind Dogs willingly attack anything smaller than them, such as Rosents, and hunt on Fleshes, Boars and humans in packs. They avoid Zombies and Snorks. Forced to fight with Bloodsuckers and Pseudogiants.
- #23Boar
Keys: Boar, boar, boars, Boars
Enabled · Selective · Before character · Order 10 · 100%
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A large animal which can reach 1.5 meters at the shoulder. Unlike Flesh, not so much mutated. The Boar's ability to survive and aggression surpassess all of its relatives living outside The Zone. Mutagenic processes engineered by radiation and anomalies have played a significant part in shaping these mammals: they have lost all fur in a few places and grown long, bristly fur in others. The animal's hooves have changed in shape and become sharper, acquiring a resemblance to claws. Also, their pupils have become colorless, while both pigmentation disorders and deep wrinkles have appeared on their bald heads. They have also grown an extra pair of tusks which are easily recognized. Boars are very territorial, and a small group will defend their territory to the death, but if killed, the last survivor will usually run away. Each herd has a pronounced leader. It will attack uninvited guests in the first place, and in a rage he can attack his own. Some Boars are solitary, and roam areas alone looking for food. Boars in family groups are usually selfish feeders, and can be seen dragging a corpse into nearby bushes to feed alone. Like their ancestors, Boars are omnivorous: they can graze, eating grass, plants, roots, they are not afraid of carrion, they will easily eat an animal. They are also cannibalistic, and have been observed feeding on the corpses of their own kind. They normally attack by charging at their victims, and attempting to rip them to shreds with their claws or knock them over. They are especially dangerous when they attack as a group, and surround their victim. Boar does not move too fast, and in close combat it has extremely low maneuverability, which makes it no more dangerous than a Rodent. Boar meat, although somewhat radioactive, is quite suitable for human consumption, which Stalkers often use. They often graze with Fleshes. Smaller animals may well be eaten by Boars, although they are not specifically hunted. Blind Dogs are driven away if they get too close. When encountering a Bloodsucker or Pseudodog they attack immediately. Boars stay away from Pseudogiants and Chimeras, but sometimes rely on numerical superiority to attack them as well. Easy to obey Controllers due to lack of mental defences.
- #24Pseudodog
Keys: pseudodogs, Pseudodogs, Pseudodog, pseudodog
Enabled · Selective · Before character · Order 10 · 100%
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A mutant wolf. As their name suggests, they look more like dogs than wolves; they have very blunt and short muzzles, relatively short fur (but far more than a Blind Dog), and are unusually small for a wolf-related canine as they are only slightly bigger than Blind Dogs. All Pseudodogs have exposed skin on their ribs, which is not covered by fur, and their cheeks don't completely cover the teeth. Also, Pseudodogs have rather small ears which never stick straight up like most wolves. Another distinguishing feature are their eyes, which implies that they can indeed see, unlike Blind Dogs. A Pseudodog's eyes are a glowing, whitish yellow color remarkably similar to that of a Bloodsucker. They stop glowing when badly injured or killed. Lightning-fast reflexes, uncanny dexterity and razor-sharp teeth make the pseudodog a formidable enemy. The Pseudodog can be found roaming alone, as well as in packs, together with Blind Dogs. While alone, it hunts mutants smaller than its size. They flee from larger beings at first sight, but in a pack, they are much more aggressive, attacking anyone who encroaches on their territory. They are aggressive to humans. Pseudodogs often fight Boars and Fleshes, usually winning against them. Stronger mutants like Snorks, Burers, and Bloodsuckers pose a bigger threat and can only be defeated by a large pack of Pseudodogs. The biggest danger is the Pseudogiant, which can kill an entire pack by itself. Pseudodogs are neutral to Chimeras, Controllers, and Poltergeists.
- #25Psy Dog
Keys: psy dogs, psy-dog, Psy-Dog, Psy-Dogs, psy dog, psy-dogs, Psy Dog, Psy Dogs
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Psy Dog resemble the regular Pseudodog but with white fur and shares many characteristics with its somewhat more common relative. Because of their outward similarity, they are often confused with Pseudodogs. Unlike other mutants, Psy dogs are solitary animals. They are distinguished from Pseudodogs only by the ability to create phantom doppelgangers capable of causing physical damage. The main danger lies precisely in the phantoms, and not in the Psy Dog itself as such. It attacks with a rush, trying to crush the enemy with illusions, so it must act clearly, without giving even the slightest chance to get closer to itself. When a human is first exposed to a psy-field, the phantoms start running at them. The Psy Dog itself tries to stay away from its clones. Phantoms can be destroyed just like a normal mutant, but when they die, they will not leave behind a corpse, but will simply dissolve into thin air. This mutant is dangerous precisely by the surprise of its appearance, because few people know how to behave when three, five and so on suddenly appeared instead of one easy target. Pseudodogs and Blind Dogs are not touched. Anything else must be chewed on immediately - especially if it invades her territory. Humans are a favourite treat. When it notices prey, it starts summoning its phantoms and keeps its distance, and attacks at the right moment.
- #26Rodent
Keys: Hamsters, rodents, hamster, Rodent, Rodents, Hamster, rodent
Enabled · Selective · Before character · Order 10 · 100%
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The Rodent is a quadrupedal mutant reaching up to 40cm at the shoulder. They have large claws that can scratch big marks into Stalkers. Having frail and bony bodies, any weapon will do in disposing of them. Almost all hair has fallen out and only tightly wrapped skin can be seen. Determining the species from which The Zone's Rodents developed has so far proved impossible although it can be said with certainty that their ancestors were gregarious mammals. Although these animals are similar with jerboas in appearance, there is no relation between them. As evidenced in Lab X-18, it is suggested a good number these Rodents were originally test subjects before the Chernobyl incident. After high dosages of radiation transformed these beasts into what they are now, the mutated Rodents most likely escaped and now wreak havoc in The Zone. Rodents are more mobile, aggressive, and ravenous than the normal desert animal. They make a lot of noise, so it is not difficult to guess their presence. Rodents mostly growl and squeal. They live mainly in basements and destroyed buildings while feeding on everything they can get their teeth in, from plants to careless humans. They often become the food of larger mutants. Sometimes, Rodents attack and kill big animals and mutants in a large group, tearing them apart before they can escape.
- #27Bloodsucker
Keys: Bloodsuckers, Bloodsucker, bloodsuckers, bloodsucker
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Semi-legendary mutant descended from humans. Often used by Stalkers as a symbol of both the dangers and corruption of the Zone. This status has been achieved thanks to the species’ relative rarity, as well as the fact that few humans who encounter Bloodsuckers survive to tell of it. Bloodsucker is taller than a human, stooped, without a hairline. Depending on the type of mutant, the skin may be pale and in places moss/mold or completely black, but each bloodsucker has spots of dried blood. There are 4 tentacles located diagonally in place of the mouth. The mutant's body itself is thin, the ribs are clearly visible, but it has a pronounced muscle mass, which gives it a physical strength. A Bloodsucker's brushes differ from human ones in the size and length of his nails, which are his main weapon. The feet are noticeably changed — they have only 3 toes with claws. The head is egg-shaped, with pronounced supraorbital muscles. The auricles are absent. The skull of the mutant is very tightly covered with skin, even you can distinguish blood vessels in the forehead area. The face is similar to the human face only by the location of organs, but the organs themselves are noticeably different: eye socket and nose hollow, instead of the lower jaw tentacles. The mutant's eyes are small and have a noticeable lustre. In the dark, its pupils are dilated, so in the light, for example, a torch can see the retina - the so-called 'red-eye' effect. Nose deformed and became more like a nasal bone, but the nostrils are still distinguishable. The Bloodsuckers sense of smell is very sensitive, so it can smell the victim more than 10 metres away. Bloodsuckers often make lairs, in which they will dwell while resting or storing their kill for later consumption. They also sleep standing up but aren't known to do so heavily, as even something as quiet as a light footstep will instantly awaken them. Mostly bloodsuckers live alone, rarely forming any associations, but there are known cases of creating ‘nests’ . The Bloodsucker is a nocturnal mutant, so they prefer to go out and hunt at this time of day. But the Bloodsucker can also be seen in the daytime, for example, if you disturb it. They, although considered ‘night hunters’, do not hunt as such, as they do not lead a nomadic lifestyle and live in the same territory for a long time and attack those who enter it. Bloodsuckers are not particularly resilient. However, they are among the fastest enemies. This, combined with their ability to become invisible, the fact that they don't make a sound while resting or walking, and their incredibly destructive attacks, makes them extremely dangerous opponents. Perhaps the most peculiar thing about Bloodsuckers is their optic camouflage, which allows them to temporarily become almost invisible to the naked eye. However, Bloodsuckers are at their weakest when cloaked. Bloodsuckers will often engage their camouflage upon discovering prey, and then become visible again when they are close enough to attack. Bloodsuckers will usually bite into the corpse to drain it of blood, which is what gave them their name. Has enemies among almost all mutants. Neutral to Rodents, Poltergeists and Chimeras. Only has friends among his brethren. They are extremely aggressive towards humans - when they meet them, they attack them immediately. In contrast to fight with other mutants, with humans use a different tactic - bloodsuckers try to come from behind and try to suck blood. The beginning of the fight with humans is also different: they either immediately become invisible and run to the stalker, or first run straight through and at close range ‘dissolve into thin air’, also bypassing the victim.
- #28Poltergeist
Keys: poltergeist, Poltergeist, poltergeists, Poltergeists
Enabled · Selective · Before character · Order 10 · 100%
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Rare and dangerous mutant, judging by its appearance, descended from humans. The Poltergeist's body structure is similar to a human's, but with some modifications. During the experiments, legs were amputated and the head was altered and fused to the body. In their intangible form they are half invisible, as they are a kind of blob of presumably electricity. They resemble a human body without legs. Few people have seen this mutant, so all information about it is drawn from vague and rather contradictory stories, the veracity of which is questionable. Poltergeist is blind. In the intangible form is a translucent blob of energy blue-violet colour hovering above the ground, in which irregularly flickering light. Small electrical discharges are also visible. It constantly flies around its territory and does nothing else. It senses the enemy at a great distance and attacks immediately. When detected, the victim hears a kind of low hum of low volume. At close range, the Poltergeist's psi abilities begin to manifest - the visual perception of the enemy's world changes colour to blue-violet. At death it disintegrates into bloody shards that literally evaporate into thin air. A muffled echo is also heard, resembling a howl and a groan at the same time. When the Poltergeist takes damage, it emits an electric sound. During combat, it tries to fly away from the enemy and attacks from a distance. Poltergeist suspends various objects in the air: they float in the air about 2.5 metres above, bobbing up and down for 3-5 seconds, and then not very fast flying into the enemy. Poltergeists almost always live in dark and underground rooms, occasionally coming out of there. Relations with other mutants are unknown. They are hostile to humans and always attack them. They attack from afar by throwing various heavy objects. When a human approaches, it tries to fly away and hide in some kind of shelter, but still continues the attack. Sometimes a human is attacked standing still.
- #29Pyrogeist
Keys: Pyrogeists, pyrogeists, Fire Poltergeist, Pyrogeist, fire poltergeists, fire poltergeist, Fire Poltergeists, pyrogeist
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A rarer type of Poltergeist. It looks like an area of hot air with occasional sparks. It's similar in all his habits to an ordinary Poltergeist. Pyrogeist cannot use telekinesis, but has fire in its disposition. Constantly moving and does not attack directly. Creates local similarities of the Burner anomaly near the victim. On death, they explode in a mess of blood and fire. Relations with other mutants are unknown. People are its main enemies. Pyrogeist is trying to roast them, even after noticing them from afar. If people see it, it tries to hide somewhere. It continues to attack, already being in hiding.
- #30Controller
Keys: Controller, controllers, controller, Controllers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The result of genetic experiments conducted by scientists under the program for the development of telepathic abilities in humans. From a distance, it looks like a human from whom, in fact, it mutated, the external differences are only in the shape of the head and the structure of the hands and feet. The Controllerr's head is disproportionately large, the eyes are black, bulging, the forehead is hypertrophied, and pulsating ulcers-blisters are noticeable on the temples. Careful. The Controller is intelligent, but its mind is different from a human one, in addition, the mutant is physically incapable of human speech, but can telepathically talk. Externally, the Сontroller resembles a heavily built man with a disproportionately large head, pathetic remnants of hair on his head, deep-set, bulging eyes, pulsating ulcers on both sides of the head, the torso is wrapped in rags or bandages, dressed in old rags or pants. The peculiarity of the controller is the effect on the mind of his victim, subjugating it to his will — when meeting with a stalker or a weak mutant, due to the abilities of a developed and mutated brain, it tries to take control of the victim. The psi-blow of the controller causes significant mental damage, loses control over his actions, is accompanied by an incredible headache and there is a feeling that the limbs are filled with lead, it takes more than one hour to leave the meeting with him. The Controller moves at a slow pace, when approaching the monster closely, a person receives damage from psi radiation without visible action on the part of the controller. It can beat with his hands at the same time. The Controller attacks with targeted psi blasts, causing severe damage to the victim's brain, thus ‘killing’ the mind. Also, after prolonged exposure, the enemy becomes zombified. Can disorientate the victim and prevent it from concentrating. The Controller's presence can be detected by ringing in the ears, slight swaying and blurred vision. Dwells in dungeons, laboratories, and ruins of old buildings, they can only be forced out of their hiding places by intense hunger, but are sometimes found in the open. Controllers tend to keep an entourage of Zombified Stalkers, Zombies, Dogs and Snorks, which serve as both guards and food. If Controller takes control of a human, it most often force him to shoot his own. Doesn't touch the Boorers. Probably because they are also victims of the same scientific programme, but belong to different branches of creation. Mutants such as Boars and Flesh serve as food for it. Other Controllers are not spared either. Tries to avoid encounters with Bloodsuckers, Chimeras, and Pseudogiants, as they are beyond his psi-abilities. It uses Zombies and Snorks in a consumerist manner: it uses them as a fighting force and defence.
- #31Burer
Keys: burer, Burers, Burer, burers
Enabled · Selective · Before character · Order 10 · 100%
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Rare and dangerous mutant, that descended from humans. Burer has hypertrophied facial features and wears a black hooded cloak. Small in stature, moves quite quickly but clumsily. Afraid of bright light, so it lives only in dark and gloomy dungeons and caves. Eats corpses. They can practically not keep the sounds they make under control. They can make a sound similar to a human voice or a crying baby as a bait. Burers also walk very loudly, which often gives away their location. Some stalkers heard them saying some words 'in a very low voice, similar to the voice of Darth Vader'. They create a gravitational field around themselves that protects them from bullets. When attacking, it uses gravity: in close combat, it throws the enemy away, and from a distance it is able to throw heavy objects without touching them with its hands. It exhausts the victim, can snatch the weapon from his hands using a directed gravitational impulse. It is not recommended to throw grenades at Burer, it can repel them with his strength. It has Controllers and Poltergeists among its allies. Perhaps because they are victims of the same scientific experiments, but belong to different branches of creation. Burer's main enemies are Bloodsuckers. Packs of Blind Dogs and Pseudodogs also do not give it a warm welcome. Burer tries to stay away from mutants that it can't handle, like Pseudogiant or Chimera.
- #32Snork
Keys: Snorks, snork, snorks, Snork
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Dangerous mutant, that descended from humans. As a result of the radiation and existence in nature, the hair cover is gone and the body is dotted with bruises and wounds. Its skin is dark gray, covered with both lesions and open wounds, with an exposed spine on its back. Snork wears gas mask shows characteristics of both the Soviet GP-4 and SHM-62u civilian gas masks. The gas mask's helmet is moved so that the mouth is open, with completely absent lips and brown-colored gums. They move on four limbs, often bending or squatting, constantly sniffing the ground in search of prey, due to the destruction of cartilaginous material, the mutant walks slightly hunched over. The internal structure of the limbs has changed: a large number of tendons have appeared, allowing Snorks to make incredible jumps. Before attacking, they approach the target sideways, trying to get around from the back. On the downside, the Snork has poor eyesight (his field of vision is obstructed by the gas mask, and is hindered even more by the cracked lenses), but a brilliant sense of smell (his nose is the filter hose for the gas mask), which it uses to locate its prey. However, when attacking, it is surprisingly fast, thanks to mutated tendons in its feet. Snork can make long leaps to reach its target, and attack them with an incredibly fast series of kicks with their army boot-clad feet. Snork cannot speak, as its vocal cords were destroyed beyond recognition. It communicates with growls, which vary in intensity and volume, the loudest being, of course, the one preceding an attack. Curiously, the lips on the mouths of Snorks are missing. It is quite possible that in a desperate fit of hunger or insanity, the Snork bit them off itself, condemning it to forever show its cannibalistic grin. At the sight of prey or danger, it emits a hoarse scream, rears up and punches the ground. It does not like loud noises and hum, and when it hears the helicopter, Snork goes into hiding. In an open area, Snork tries to either leave or reach the enemy with a powerful jump. It can jump from side to side with great speed, kicking. They live in packs and often feed on carrion. Snorks are sedentary animals. It is almost impossible to meet a large flock moving freely around the Zone (they usually walk in two or three individuals). In open terrain, their enemies are Boars and Fleshes. In skirmishes with them, as a rule, they win, and then fiercely pursue the fleeing ones. Snorks always attack Blind Dogs and willingly disperse their packs. Pseudodogs are treated the same way, but Snorks are harder to defeat because of their high mobility. Can attack a Bloodsucker, but if they see they can't defeat it, they retreat. Easily obey the Controller, who sometimes uses them as his guards. Try to stay away from Pseudogiants, but talk of their open hostility is highly debatable. The main enemy of the snorkel is Chimera. Neutral to Burers and Zombies. Rodents and Poltergeists are of no interest to him. They will attack any human without hesitation.
- #33Zombified Stalker
Keys: zombified, Zombified Stalker, Zombified, Zombified Stalkers, zombified stalker, zombified stalkers, Zombifieds, zombifieds
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
People who have been attacked by controllers or psy-emitters. They have completely lost their personality and ability to think. The only thing they have left are instincts and life habits. The destruction of personality depends on the strength and duration of exposure. Many bodily functions are impaired, but there is virtually no sensitivity to pain, instinct for self-preservation and thinking. Calmly tolerate radiation and psy-emmision, so they can attack people in conditions in which the latter can not fight normally. The inhibition of all physical processes in their bodies makes them difficult to kill. It is impossible to restore the former human qualities of the Zombified Stalkers. They are husks that wander The Zone, some as far as the perimeter, holding onto whatever memories of their former lives remain, until even they are lost. Zombified Stalkers are often heard mumbling incoherent, broken sentences and crying to themselves. They possess crude forms of communication, as they can be heard calling on other Zombified Stalkers when spotting an enemy. In spite of their name, Zombified Stalkers are not actual 'zombies' as defined by popular culture, they are more like husks. Hollow shells of what once was, stripped of reason or thought and turned into mindless slaves. Zombifieds are basically ordinary stalkers that have been exposed to enormous amounts of radiation and psi-waves, and haven't had the good fortune to die. They are technically still alive by medical standards at least, but their overall conscious behaviour has been surgically removed, replaced by animal instinct, hence - husk. They cannot be labeled as actual 'undead' because only the brain was affected by the Emission, not the body. They are not a froup as such, but try to stick together. Zombified Stalkers have no higher brain functions, and act solely on residual reflexes and skills. In large gatherings, they pose a serious threat and are aggressive towards ordinary people. Zombified Stalkers are often found in places where people live: in abandoned buildings, near camps. They always gather in the company of themselves, they can sit and rest by the fire like ordinary people. Often may have household items, weapons, etc. with them and attempt to use them. They clumsily operate firearms and maintain little tactical awareness, blindly charging into the fray and relentlessly assaulting in great numbers with no regard for self preservation. Their vision and reaction times have been severely inhibited, with them unable to pinpoint most anomalies and their combat abilities crippled at longer ranges. They attack people (except Monolithians) and do not touch mutants.
- #34Chimera
Keys: chimera, chimeras, Chimera, Chimeras
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A four-legged mutant the size of an adult lion with two heads, one of which is underdeveloped. Chimera has a duplicated internal organ system (including a brain, but one, like the head, is underdeveloped), which allows it to withstand trauma more easily - if one heart is damaged, the other will continue to function. There is no central circulatory system. The entire body is permeated with capillaries, which gives the chimera a great chance of survival despite the loss of blood. The mutant is capable of rapid regeneration of both small scratches and damaged limbs. It uses the huge claws on its front paws as weapons. Chimeras are monstrously strong, agile, and cunning. Always appears unexpectedly, likes to attack from the back. When detected, it may retreat, but not for long. Thanks to some properties of the paws, the animal can move almost silently, and often it is possible to determine that the Chimera is near, only by motion sensors. Powerful hind legs allow the monster to jump a great distance, which together with the huge claws of the Chimera makes its attack dangerous for the victim. Chimera is most dangerous at night, when it is out hunting. During the day, the creature hibernates in its lair, but there have been cases of encounters with Chimeras during daylight hours. Before attacking, it may emit a low hissing half-whistle, but in general it is a virtually silent monster. Chimeras are extremely aggressive and, when encountering members of an alien species, often attack. They often come out victorious. The only mutant the Chimera can't kill is the Pseudogiant, but two Chimeras can kill it together. Always at war with Burers and Snorks. The least dangerous enemies for a Chimera are Boars and Fleshes, as they run away at the mere sight of it. Neutral to Blind Dogs, Bloodsuckers, and Pseudodogs. Rodents and Poltergeists are of no interest to her. Controllers try to avoid encounters with Chimeras because they cannot subdue them with their psy-attacks. If Chimera spots a human, it will attack until it kills him, giving no chance of escape.
- #35Cat
Keys: cat, cats, Cats, Cat
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A mutant wildcat or a house cat. The body is well-developed, covered with wispy hair, similar to a cat's, but twice as big, and wider and taller in the front than in the back. Quite muscular - very strong paws and a protruding jaw. The top of the head is quite feline too, though disproportionately large even compared to the body, the differences start with the jaws. They are very powerful, but protrude forward. Resonator sacs hang from the sides of the throat. Cats prefer to live alone. Has a very good sound memory and can reproduce almost anything it hears. A distinctive ability of the Cat is its ability to lure people by imitation of human speech to places convenient for attack - corridors, dense forests, ruins. Its strong enough intelligence allows it to figure out which sound would be appropriate in which situation. Hunts mice, rats, birds and Rodents. Occasionally attacks humans, using its distinctive ability to do so. With a very good sound memory, Cat can reproduce almost anything it hears, allowing it to lure them by imitating human speech into convenient places to attack - corridors, dense forests, ruins. Its fairly strong intellect allows it to figure out which sound would be appropriate in which situation. Cat tries to avoid other mutants.
- #36Izlom
Keys: izlom, izloms, Izloms, Izlom
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A mutated human. Very rare. Looks like a hobo or hunchbacked old man in tattered clothes, though it is actually nearly two meters tall. Izlom hides huge mutated left arm under his cloak. A strong blow to the back can paralyze a victim. Izlom wanders aimlessly around The Zone in search of food. Does not stray far from its habitat. Izlom wears the old uniforms of The Zone workers: a dirty green-brown robe (which may have once been white) with The Zone emblem, it's torn at the elbows due to the length of the mutant's arms and slightly over the hump, and dirty jeans, which are slightly torn at the bottom and at the knees. Izlom has no shoes, causing large calluses on the feet. There is a slight clubfoot. It is assumed that Izloms are locals who lived in the area around the Chernobyl Exclusion Zone before the Second Catastrophe. There is also a theory that Izloms are the failed result of scientific experiments. Izlom is intelligent and can speak (although it's not good at human language, it runs fast). This mutant's main weapon is his large, hypertrophied right arm. Feeds on a variety of small mutants: Blind Dogs, Cats, Rodents and all human food. Neutral to Burers, Controllers and Poltergeists. Often dwells with Zombified Stalkers. Mostly hostile to humans, attacks them from the back. But can sometimes get along with them if they feed him. Mutant can help or tell useful information about The Zone in exchange for food, if the conversation goes well.
- #37Pseudogiant
Keys: pseudogiant, pseudogiants, Pseudogiant, Pseudogiants
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A huge drop-shaped monster up to two meters tall. It has either reddish skin and greenish fur or yellowish skin and grayish fur. Uses its hypertrophied limbs to move and attack, always attacking head-on. Lively. Attacks either by coming in close or by slamming its limb to the ground, creating a localized shockwave. Sexless creature. It has a bulky, shapeless torso and an underdeveloped leg under its tail. Despite this, it runs well, and counterattacks briskly. The Pseudogiant has a large, slightly smaller head and a disproportionately small mouth in relation to its body. There are numerous indentations and craters on its uneven head - traces of some mutation processes. The pseudo-giant seems to see with only one eye. Quite stupid, but exceptionally strong and hardy. Its origin is unknown, but presumably it is a human (in favor of this are the foot near the tail, and the outline of the muzzle, which from a distance resembles a human face). The mutant hunts exclusively alone. Pseudogiants have no specific hunting tactics - they attack any prey head-on without a second thought. Pseudogiants hunt at any time of day, often found in underground laboratories, but can also get out. At the sight of a person with a roar rush at him. Mostly feeds on freshly killed prey, but sometimes does not disdain carrion. Due to its enormous weight, is able to stomp and thereby create an explosive wave Hostile to almost everyone. He does not hunt Rodents, as they are too small for his prey, and hates Chimeras and Bloodsuckers, as they are his strongest enemies among mutants, due to the fact that they have high mobility and survivability. The Pseudogiant also attacks Pseudodogs and Blind Dogs, and fiercely fights Boars and Fleshes. Burers, Snorks and Controllers try to avoid meeting him, but there is no open hostility, as they are mostly neutral to each other. The only mutant that is not of particular interest to the Pseudogiant is the Poltergeist. On people attacks always and without delay. An armed man is his worst enemy. Never retreats, even being under a hail of bullets. Probably, such anger of Pseudogiants on people is connected with the experiments to which he was subjected.
- #38Burner
Keys: Burner, burner, Burners, burners
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A fairly common thermal anomaly. The Burner can be a bit difficult to see, even in daylight, as it's only revealed by a faint heat haze. If the anomaly is triggered by either a living being or an object such as a metal bolt, it shoots out a tall pillar of flame in the air, burning everything in its vicinity. Though somewhat rare, the Burner anomaly is often found in clusters. Some clusters also emit extreme high ambient temperature, which hurts anything in their vicinity. Burners can emit temperatures as low as 100 degrees Celsius, up to several thousand, hot enough to crack concrete and melt metal, which explains why some Burners appear in areas that have massive cracks and severe damaged soil, while other sites are untouched. In large clusters of Burners, the air in the anomalous field heats up to very high temperatures and the human or mutant can get damaged being outside Burner, but just being among the cluster of anomalies. Forms artifacts of thermal origin: Mama's Beads, Fireball, Eye, Crystal, Flame.
- #39Comet
Keys: Comet, Comets, comet, comets
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A rare thermal anomaly, much like Burner. It is a fireball of small diameter, levitating low to the ground and followed by a tail of the same fire. Moves along unchanging closed vertical trajectories at a constant speed. May be part of compound anomalies. Does severe thermal damage within three meters. Comet does not form artifacts.
- #40Vortex
Keys: vortexs, Vortex, Vortexs, vortex
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
An anomaly of presumably gravitational nature. When triggered, the tremendous power of the Vortex drags everything within the radius of 2-5 meters towards center. Draws in a target followed by a powerful discharge. Victims drawn into the core have no chance of survival: their bodies are quickly constricted into a tight lump, only to be blown up in pieces. The anomaly remains stationary throughout its lifetime (a week on average). Easily recognizable in daylight by the air fluctuation above, dancing leaves, fragments of dismembered corpses lying around and a distinctive dark stain in the center. It is extremely dangerous at night, as it can only be detected by detectors or by throwing metal objects. It can be detected visually by air distortion or with a detector, and it emits a characteristic sound resembling a humming noise and a through-flow of air in a closed room. It discharges approximately 2.5 seconds after being struck by an object. Forms artifacts of gravitational origin: Wrenched, Gravi, Gold Fish, Jellyfish, Stone Flower, Night Star.
- #41Springboard
Keys: Springboards, springboards, springboard, Springboard
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A gravitational anomaly, one of the most common in The Zone. Springboard shocks damage with a variable gravitational field. It stays in one place for an average week, changing the force of the impact during its 'life'. The result of a meeting with a Springboard can be different — from small bruises and bruises to instant death. In the daytime, it is quite easy to detect by distortions of the air above it, swirling foliage, as well as characteristic red-brown spots on the ground. It is fixed by any kind of detectors, as well as by means of various objects thrown into it. Springboards can also be distinguished by their sound. The accumulation of these anomalies emits a loud, continuous crackling, similar to an earthquake. Forms artifacts of gravitational origin: Wrenched, Gravi, Gold Fish, Jellyfish, Stone Flower, Night Star.
- #42Whirligig
Keys: whirligig, Whirligig, Whirligigs, whirligigs
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A gravitational anomaly with a nature not fully understood. When activated the Whirligig discharges as a tornado or whirlwind. It snatches its victims up in the air and spins them at a breakneck speed and then after 5 - 10 seconds they blown up in pieces. Victims caught on its outer rim, far enough from the maximum effect zone at the center, can escape the Whirligig with relatively minor injuries. Whirglig can be recognized by a light whirlwind of dust above and by body fragments scattered in the vicinity. At rest, it is very similar to the Vortex and is often located next to it, especially in large clusters. Even though the damage done by the Whirligig is less than that of a Vortex, the Whirligig can be considered more dangerous as it is very hard to escape. Forms artifacts of gravitational origin: Wrenched, Gravi, Gold Fish, Jellyfish, Stone Flower, Night Star.
- #43Fruit Punch
Keys: Fruit Punches, Fruit Punch, fruit punches, fruit punch
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
An anomaly that causes severe chemical burns. Fruit Punch is a puddle of lambent green liquid, which is easily visible in almost any environment due to its bright glow and distinctive hissing or bubbling noises. It derives from the remnants of a highly radioactive spill of some reactive substance that gained its anomalous abilities from the Zone. On contact with creatures or objects such as bolts, a Fruit Punch lights up brightly and emits a sound similar to the hiss of sparkling water. Its corrosive properties are exhibited by its intense and rapid damage to all living tissue and inorganic matter, metal and plastic alike, when they contact with it. Any matter left in a Fruit Punch will eventually dissolve, hinting at the anomalies corrosive nature and spelling doom for any protective suit. Fruit Punch does not form artifacts.
- #44Burnt Fuzz
Keys: burnt fuzz, Burnt Fuzz
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
An anomaly plant that's ubiquitous in The Zone. Burnt Fuzz is usually found outdoors and inside buildings. It resembles moss or vines, that usually attached to wood, metal or concrete. The dangling parts ways in the wind, and occasionally dark flakes fall to the ground. Reacts to rapidly approaching living beings by discharging a cloud of projectiles severely injuring uncovered or lightly protected skin upon contact. Does not react to slowly moving targets. Burnt Fuzz does not form artifacts.
- #45Gas
Keys: Gas, gas, gases, Gases
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
An inconspicuous chemical anomaly. Gas not always easy to spot, this anomaly is recognizable by the green gas clouds floating and wandering over the ground. When triggered by metal parts or organic tissue, it emits acidic compounds, splashing them around in its vicinity and emits a sound similar to the hissing of carbonated water. It should not to be confused with the Fruit Punch, due to the fact that it behaves more like a cloud or fog bank rather than a puddle of liquid as the Fruit Punch does. It is an evolved or greater version of Fruit Punch, because Fruit Punch does not have the toxic choking effect Gas does, and is more corrosive and more damaging. It occurs most often in combination with other anomalies of a chemical nature. Forms artifacts of chemical origin: Stone Blood, Meat Chunk, Soul, Kolobok, Firefly, Bubble.
- #46Gas Cloud
Keys: Gas Cloud, gas clouds, Gas Clouds, gas cloud
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A rare type of chemical anomaly. Gas Cloud is a mobile anomaly of a spherical shape of a poisonous green color. It illuminates the space around itself within a radius of 15 meters, while moving it makes hissing and gurgling sounds. Causes chemical damage when touched. It resembles Gas in its properties. Gas Cloud does not form artifacts.
- #47Electro
Keys: electro, Electros, electros, Electro
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
An electrical anomaly, one of the most common in The Zone. Electro is an anomalous formation about 10 meters in diameter that accumulates static electricity. When disturbed, the anomaly explodes with dozens of mini lightning bolts, and electrocution is almost always fatal for any living creature. A characteristic feature of Electro is the bluish light visible above it during the day. At night, it is easily detected by any kind of detectors or by throwing metal objects, at which point it will discharge. The Electro is always in clusters and often located in tightly confined spaces, although clusters out in the open with a spacing of one meter or more between neighboring, Electros have also been recorded. They are easily avoided when outdoors, and at their most dangerous in confined areas. Electro, that discharges, will form a chain reaction and discharge any neighbors, leading to the activation of the entire cluster. Forms artifacts of electrical origin: Battery, Shell, Snowflake, Sparkler, Flash, Moonlight.
- #48Tesla
Keys: Tesla, teslas, Teslas, tesla
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A rare type of electrical anomaly. The Tesla anomaly functions much like an Electro anomaly and deals electric damage, with the difference is that the Tesla is mobile and fly quickly along a given trajectory. In that sense, it's the Electro's equivalent of the Comet. It takes the appearance of a fast-moving ball of pure electricity. It is found mostly in enclosed spaces with high anomalous activity. It can be said the Tesla is the evolved or greater form of an Electro. By its nature, it is a provocateur of electromagnetic impulses that cause appliances to malfunction or shut down altogether. Tesla does not form artifacts.
- #49Psy Field
Keys: psy-field, Psy-Fields, psy fields, psy-fields, Psy Field, Psy Fields, Psy-Field, psy field
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
An area of psy-emmision that is detrimental to health and causes visual and auditory hallucinations. Often found near Electros. In addition to hallucinations, such areas can cause problems with motor coordination, severe headaches, and mental disorders. With prolonged exposure to psy-emmision, the human brain is either destroyed completely or undergoes irreversible changes, turning its host into a zombified. One of the largest zones of psy-emmision is the Radar. Psi radiation can be divided into subspecies. The first is artificial psy field generated by emitters at the Yantar plant and Radar. It causes hallucinations in the form of phantoms. The second type is Zone-generated anomalous fields, often found near Electros. Controllers can generate directed psy-emmision and create dangerous psy fields around them.
- #50Artifact Belt
Keys: Artifact Belts, artifact belts, Artifact Belt, artifact belt
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A piece of equipment designed to hold artifacts so that they affect the wearer with their properties. It is a leather belt with a buckle that holds 1 to 5 metal mesh pockets for artifacts. The pockets offer little o protection to the wearer from artifact's radiation, so putting radioactive artifacts in them without a container is fraught with consequences. In order to avoid strong radiation from artifacts, they are inserted into IAM, AAC or AAM and then into the pocket. LLMC does not fit in Artifact Belt pocket. The more pockets - the heavier the belt of artifacts, so few people wear it with 5 pockets. Very popular among Stalkers, who order them either from traders or from craftsmen directly that make them from improvised means in The Zone.
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- .jsonjson_lorebookoriginal
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