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  • ...ield]]s, and inflict [[brain shock]] or [[vomiting]] on pawns with certain implants. For a full list of effects, see [[EMP]].
    3 KB (420 words) - 13:05, 23 December 2023
  • ...humanoids with brain implants, and vomiting on those with certain stomach implants.
    8 KB (1,103 words) - 21:02, 15 February 2024
  • ...old or stored for later use. A detoxifier kidney prevents installation of implants ''into'' the kidney, namely the [[immunoenhancer]].{{RoyaltyIcon}} ...acks, like a [[cobra]]'s bite or [[venom fangs|venom-based]] [[venom talon|implants]]{{RoyaltyIcon}}, but those are rare. Lungs require {{Required Resources|De
    9 KB (1,348 words) - 11:34, 8 January 2024
  • * Fix: Some implants don’t add to pawn market value. * Fix: Empire pawns generate with implants and the body purist trait together.
    7 KB (1,085 words) - 03:17, 17 October 2023
  • ...trade]] (+18%), the [[Ideology_(DLC)#Social_roles|leader role]] (+2%), the implants [[Psychic reader]] (+3%) and [[Psychic sensitizer]] (+0.75%), the [[Psychic ...#Social_roles|leader role]], the [[Psychically hypersensitive]] trait, the implants [[Psychic sensitizer]] and [[Psychic reader]], a Legendary [[Eltex staff]],
    11 KB (1,437 words) - 21:05, 8 February 2024
  • ...the Empire is also difficult due to their ubiquitious [[death acidifier]] implants and the general difficulty of killing the pawns wearing this armor and carr
    4 KB (621 words) - 11:55, 4 April 2024
  • ...ng them uglier and slower. It is the middle option of the three skin gland implants, with protection and penalties between that of the [[Toughskin gland|toughs
    5 KB (711 words) - 11:23, 8 January 2024
  • 5 KB (658 words) - 11:37, 8 January 2024
  • !Body parts/ Implants | x1 || 2 - 4 kinds || 1 each || 1 each || All body parts or implants
    30 KB (4,274 words) - 21:07, 5 February 2024
  • * Stomach implants: *** ''Note that the effect of these implants is displayed on the item and hediff info cards as a multiplier ('''''x75%''
    12 KB (1,722 words) - 03:13, 9 March 2024
  • ...ong option for body modders - not conflicting with any other. Also, having implants of any kind installed will annoy fellow colonists who have the Body Purist
    5 KB (745 words) - 22:43, 9 January 2024
  • ...g the Empire is also difficult due to their ubiquitous [[death acidifier]] implants and the general difficulty of killing Cataphract-level soldiers. But, once
    5 KB (768 words) - 12:01, 25 January 2024
  • ...al underground organ farm. [PAWN_possessive] body was used to grow organic implants for wounded mercenaries. Though [PAWN_possessive] upbringing has left [PAWN
    8 KB (1,047 words) - 11:29, 31 March 2021
  • ...the Empire is also difficult due to their ubiquitious [[death acidifier]] implants and the general difficulty of killing the pawns wearing this armor and carr
    5 KB (750 words) - 03:20, 17 February 2024
  • ...es movement capacity by reducing consciousness; the downside is that these implants increase time awake, lowering the MTB for rebellions.
    17 KB (2,520 words) - 03:55, 12 May 2024
  • ...the most protective and has the largest penalties of the three skin gland implants, being stronger than both the [[Toughskin gland|toughskin]] and [[armorskin
    7 KB (939 words) - 20:37, 13 March 2024
  • ...alf-cycler|implants]] or [[nuclear stomach|stomach]] [[reprocessor stomach|implants]].{{RoyaltyIcon}}
    14 KB (2,074 words) - 16:20, 25 February 2024
  • ** [[Artificial body parts|Implants]]
    7 KB (1,078 words) - 02:21, 7 May 2024
  • ...an become mechanitors through a [[mechlink]]. Mechlinks are self-installed implants, meaning a solo colonist can become a mechanitor. Multiple mechanitors may
    8 KB (1,199 words) - 21:05, 5 May 2024
  • ...hting the Empire is difficult due to their ubiquitious [[Death acidifier]] implants and the general difficulty of killing the pawns wearing this armor and carr
    7 KB (1,091 words) - 03:19, 17 February 2024

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