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Finality’s Toll

Note: This is NOT a offical scenario. You only have 2 pawns with low starting resources and all yields and work speed decreased by 20% and Healing decreased by 10%. Player starting pawns have bad traits while Non-playable pawns have better traits. Taming and Training is decreased by 15%. Have fun ;) Your faction will be a New Tribe. Start with 2 people. Arrive in drop pods. Player starting characters have a 100% chance to start with trait: Ugly Player starting characters have a 100% chance to start with trait: Volatile Player starting characters have a 100% chance to start with trait: Pessimist Player starting characters have a 80% chance to start with trait: Wimp Player starting characters have a 80% chance to start with trait: Abrasive Non-player characters have a 100% chance to start with trait: Fast walker Non-player characters have a 100% chance to start with trait: Optimist Non-player characters have a 100% chance to start with trait: Super-immune Non-player characters have a 80% chance to start with trait: Hard worker All characters have a 80% chance to start with trait: Great memory Player starting characters have a 70% chance to start with trait: Tough The stat "global work speed" will be universally multiplied by 80%. The stat "general labor speed" will be universally multiplied by 80%. The stat "mining yield" will be universally multiplied by 80%. The stat "animal gather yield" will be universally multiplied by 80%. The stat "plant harvest yield" will be universally multiplied by 80%. The stat "drug crop harvest yield" will be universally multiplied by 80%. The stat "meat amount" will be universally multiplied by 80%. The stat "leather amount" will be universally multiplied by 80%. The stat "immunity gain speed" will be universally multiplied by 80%. The stat "Insulation - Cold" will be universally multiplied by 85%. The stat "Insulation - Heat" will be universally multiplied by 85%. The stat "Insulation - Cold" will be universally multiplied by 85%. The stat "Armor - Heat" will be universally multiplied by 85%. The stat "goodwill impact" will be universally multiplied by 85%. The stat "comfort" will be universally multiplied by 85%. The stat "tame animal chance" will be universally multiplied by 85%. The stat "train animal chance" will be universally multiplied by 85%. The stat "medical tend quality offset" will be universally multiplied by 90%. The stat "medical tend quality" will be universally multiplied by 90%. The stat "medical tend quality maximum" will be universally multiplied by 90%. The stat "injury healing factor" will be universally multiplied by 90%. The stat "toxic resistance" will be universally multiplied by 90%. The stat "foraged food amount" will be universally multiplied by 90%. The stat "beauty" will be universally multiplied by 90%. The stat "filth multiplier" will be universally multiplied by 115%. The stat "filth rate" will be universally multiplied by 115%. The stat "food poison chance" will be universally multiplied by 120%. The stat "food poison chance" will be universally multiplied by 120%. The stat "wildness" will be universally multiplied by 120%. Incident created: -Enemy raid -Flashstorm -Crop blight -Psychic drone Incident(s) disabled: -Psychic soothe -Self-tame -Aurora Start with: -Packaged survival meal x30 -Wood x50 -Steel x25 -Flak vest -Flak pants -Bolt-action rifle