recursal/Fanatic-Fandom huggingface dataset:
Arms Dealer

"Arms Dealer" is a quest where you deliver 30 pistol ammo to the quest giver to help him protect himself.

This
quest only appears via Radio Scan Frequency with a low probability.

Time alloted: 30 days

Rewards:

* 10 Pistol ammo (at the end the quest giver only takes 20 ammo)
* 10 Cordite
* 10 Magnesium

Denying results in no penalty.
Factions/es

(me gustaría que alguien se tomara el tiempo de traducir esto al ingles, gracias)
Las facciones

-Las Facciones varían entre cuatro, los Cortacabelleras, los Matriarcas, los Merodeadores y los Militares.

-Los Cortacabelleras se localizan en el mapa con un color rosado y son muy débiles, es fácil derrotarlos ya que no llevan armadura ni armas, visten con casi nada de ropa como si fuera el fin del mundo, que lo es. aparecen después entre el día 25-50.

-Las Matriarcas, son una facción compuesta por mujeres, su eslogan es "somos duras como clavos"; son una facción con fuerza media,pudiendo portar armas como bates, tuberías, rocas y en días altos pistolas y granadas. aparecen entre el día 60-80. botín mediano tras ser derrotados. the hmmmm.

-Los Merodeadores, son un grupo de saqueadores caníbales, con ropas apocalípticas, son de fuerza media-alta , portan las siguientes armas bates, vara corrugada, hacha, palanca. suelen aparecer en grupos de 2-4 integrantes. aparecen desde el día 100-150. botín decente.-the hmmmm.

-los militares, son la facción mas dura del juego, tienen armas de fuego y armas cuerpo a cuerpo de alto nivel, también portan explosivos como granadas, aparecen en grupos grandes de 3 como mínimo hasta 4 integrantes, tienen un botín muy bueno y stats altas como enemigos.aparecen desde el dia 120 a mas-the hmmmm.

datos extras.
Se puede comerciar con las facciones si el carisma de los personajes es alto.

existe una zona entre las montañas donde se puede encontrar una zona de choque, puede ser tanto de automovil como de helicoptero, siempre tendrá a un grupo de tres militares en su interior.

English: (I'd like someone to take the time to translate this into English, thank you) Factions - Factions vary by four, The Scalpers, the Matriarchs, the Marauders, and the Corps. -The Scalpers are located on the map with a pink color and are very weak, it is easy to defeat them since they do not wear armor or weapons, they dress with almost no clothes as if it were the end of the world, which it is. -The Mapermarants Maperters

The hardest faction is the Corps, they wear body armour and carry guns or high level melee weapons, best to avoid them as they travel in groups - potato\_salad\_52

Translated by:Henry\_EDF
Toy

"*Provides stress relief for children.*"

**Toys** can be found from expeditions in the wasteland and are stored in toy boxes.

Playing toys raises less tireness than reading books or training, in addition it requires less materials to construct. If you play strategy in which one kid stays in the shelter for long, the Trauma and Stress level rises, toys will do him/her good.

A single toy values 20 so it worths to keep several ones to gain benefits on trading.

Toys provide stress relief for children, they cannot be used by adults, much like with books for adults, playing with toys will also increase the child's charisma and intelligence, so even with no stress, finding time for a child to play with toys is worth it.
Food Ration

"*Sustenance used to combat hunger.*"

**Food rations** can be found from expeditions in the wasteland. They can also be obtained at the shelter through the use of planters.

Food rations are stored in pantries which can be interacted with to feed survivors. One food ration is used to fill up the family pet's food bowl.
M16

The M16 is a unique weapon, based on a real life fully-automatic rifle created during the cold war.

This rifle is the most powerful firearm in the game. It has 30 bullets in its magazine, which can be fired all in one round. Each bullet deals 90-100 hp of damage. The rifle can also deal 20-40 hp of damage as a melee weapon.

The M16 can only be obtained if the family has a pet fish to provide the code for the Mystery Hatch. It is found there, along with 75 bullets and 3 grenades.
Character Attributes

**Attributes** determine a character's efficiency at performing specific tasks while in the wasteland or inside the shelter. Some items or tasks require a survivor to have a minimum value for a particular attribute. Characters can gain experience and level up their attributes whenever they are used.

* **Strength** = Dictates damage dealt with weapons or fists. Also used to figure out if a "bully" attempt was successful.

* **Dexterity** = Used to work out if an attack in combat hits. Also used to figure out if a "flee" attempt is successful.

* **Intelligence** = Used in "recruitment" attempts. The higher the number the better the chance you have of recruiting them.

* **Charisma** = Used in "trade" attempts. The higher the number the better the chance of getting "good" trades with NPCs.

* **Perception** = This is used when searching locations and dictates your chance of item discovery.

While in the shelter, characters can increase strength and dexterity by training with a punchbag and can improve intelligence constructing items and by reading books (in the case of adults) or playing with toys (in the case of children). Perception and charisma may also be improved by reading books or playing with toys.

When away from the shelter, characters can become more perceptive by visiting many locations on an expedition and can develop their charisma by trading with other survivors.
Recycling plant

The Recycling plant is a structure created at the Level 4 Work Bench. The Recycling Plant can be used to convert items into their constituent parts. It is an enhanced version of the Makeshift Recycler/Incinerator, and yields more materials.

"The Recycling Plant is capable of breaking down virtually any item into its constituent parts."

The Recycling Plant Planter requires a level 4 work bench and can be crafted by combining 25 metal, 20 pipes, 10 valves, 10 transistors, and 2 circuit boards.

Below is a partial table of some of the items the recycling plant can break down along with the parts yielded.
Guilt Trip

"Guilt Trip" is a quest where you have to deliver 10 springs to a character called Joshua. The quest has a time limit of 10 days to complete. Once completed no reward is immediately given and instead the character promises to visit at a later date.

The reward items once they return to the shelter are:

* 4 Bandages
* 2 Flashbangs
* 2 First Aid Kits
* 15 Pipes
* 15 Plastic
Tyre

"A round portion of galvanised rubber. Required to repair the Camper Van."

**Tyres** are an item in Sheltered.

## Obtaining

Usually, Tyres can be found in Petrol Stations, Shacks and Scrapyards, although the latter have a higher chance to contain Tyres and other RV parts. The item is using the British spelling of "tire".

## Use

As implied in the description, Tyres are used in order to repair the Camper van. You will need four Tyres to fix the RV.
The Double

"The Double" is a quest where a character wants you to give them 20 pipes to upgrade their water filter. The character comes to the shelter to ask for them and if they are promised instead of immediately given they will check back later to ask again. There is no time limit to complete the quest.

The rewards for this quest are:

* 20 Plastic
* 1 Grenade
Defibulator

To unlock you must complete 50 days of the survival campaign, on day 50 you are rescued by the husband with the RV and drive away giving you an achievement and unlocking it.
Defibulator, once charged can revive a member once. If your shelter is out of power the defib would not be charged.
Once revived the member would be at half life and in a weakened state, while in the weakened state they cannot be revived again. Treat this as an extra chance at life and each member gets one.

Once a revived member dies again they will still have a defib countdown as if they can be revived, not sure if this is a bug or if it is intended (maybe in the future it would be unlimited) or maybe the dev wants you to watch your family pass away before you can harvest their flesh.
Pistol

"*A small barreled fire-arm that can be fired quickly. Equip and use on expeditions.*"

**Pistols** can be found from expeditions in the wasteland. They require pistol ammo to fire.

stats

Required strength: **6**

melee damage: **10-14**

melee accuracy: **-5%**

using a pistol when doing a expedition is usually not advisable as it's damage is not that great and you'll have to carry bullets which just removes a slot from you're inventory. a better alternative is the hatchet as it deals almost the same amount of damage, without you needing to sacrifice a inventory slot, the only situation that using a pistol is advisable is when you are being breached and you have a lot of pistol ammo on hand.

"*A small barreled fire-arm that can be fired quickly. Equip and use on expeditions.*"
Grave

"*Digging this grave on the surface will allow dead humans to be buried away.*"

**Graves** can be crafted by combining 2 wood, 4 nails, and 1 duct tape.

A grave takes up some of the limited space on the surface, reducing how much land is available for snare traps, additional graves, or other surface constructions. But it will slowly deteriorate and disappear, eventually freeing up the space again.

Another option for corpse disposal is to burn them in an incinerator.
Circuit Board

"*A series of electrical connections. Used in system upgrades and crafting.*"

**Circuit boards** can be found from expeditions in the wasteland.

## Crafting

They are used to create:

* Makeshift Recycler (Work Bench Tier 2)
* Metal Detector (Work Bench Tier 3)
* Jukebox (Work Bench Tier 4)
* Solar Panel (Work Bench Tier 4)
* Recycling Plant (Work Bench Tier 4)
* Water Condenser (Work Bench Tier 4)
* Motion Detector (Work Bench Tier 4)
* Rifle Sentry Trap (Work Bench Tier 4)
* Hacking Terminal (Work Bench Tier 4)

## Upgrading

Circuit boards are used to upgrade:

* Generator
* Water Filter
* Radio Transmitter

## Recycling

Using the Recycling Plant, it gives

* 1 Plastic
* 2 Fuses
* 1 Wiring
* 2 Transistors

## Recycled from

Using the Recycling Plant, it can be obtained from:

* Broken TV
* Broken Radio
* Burnt Out Laptop
* Motion Detector
* Hacking Terminal
Shelter

The **Shelter** is the main location where the family resides. The entrance of the shelter is guarded by a vault door leading to the surface and two large security doors to prevent radioactive particles from entering. The inside of the shelter consists of several shelter rooms in which various structures can be found.

When visiting the surface above the shelter characters are required to wear a hazmat suit or risk radiation poisoning. Here you'll find the oxygen filter, water filter, and camper van. Characters may also construct snare traps to catch animals such as rabbits and deer. Periodically you may also notice NPCs shambling across the waste. Some are just passing by, others will ask if you're interested in trading goods, while others will attempt to join the family in the shelter.
Wetwork

"Wetwork" is a quest, where a character called Douglas wants you to 'cause an accident to a guy'.

When confronting the target, you can choose to fight him or spare him.

If you spare the target, he will give you a reward. Douglas will ambush you during a later expedition, armed with knife. He is a strong opponent.

Drops:

* 1 Knife
* 1 Good Bulletproof vest (too damaged to use)

If you fight the target, he is unarmed but strong. If you kill him, Douglas will give you a reward.

Drops:

* 10 Circuit Breakers
* 5 Relaxants
* 5 Anti Rads
* 2 Books
* 2 Toys

Quest Rewards:

* 20 Rubbers
* 6 Concrete
* 5 Wiring
Leather

"*Stripped from the carcass of a deal animal. Useful in constructing bags and armor.*"

**Leather** can be found from expeditions in the wasteland or harvested from rabbits or deer captured using Snare Traps. It is used to create the saddle, the tent and bed-roll, rucksacks, bulletproof vests, and punchbags.

Leather is used to upgrade the water filter's level 1 Efficieny and the oxygen filter's level 2 and 4 resistance.
Black rain

Black rain is just like rain but it fills the water butts with contaminated water, and infects other, pure water with contamination. Black rain happens when a player survives 15 days. By drinking contaminated water, you risk your character getting radiation poisoning. You can still use toilets, showers, objects which consume water and even go on expeditions without getting Radiation Poisoning. When the black rain is over, water starts de-contaminating. Then you can drink water without risking your characters. These are the risks of drinking contaminated water:

No chance getting sick:
0% - 10% contamination

Low chance getting sick:
11% - 25% contamination

Medium chance getting sick:
26% - 39% contamination

High chance getting sick:
40% - 74% contamination

Confirmed sickness:
75% or more contamination

When you go out without a hazmat suit while the black rain is happening, you get Radiation Sickness quicker, making your character die faster. And when you go on expeditions while it's raining, it slows the whole expedition, decreases stats slightly faster. It is recommended to not go to expeditions during black rain. When the black rain starts, maintain all characters with water ASAP (as soon as possible). That makes the characters not thirsty during black rain. If the contamination is more than 10%, it is not recommended to do this, or you'll get your character into Radiation Sickness. To cure the sickness, you have to use Anti-Rads (anti-radiation tablets) and the sickness will be stopped. If you don't have any of these, you'll have to go to an expedition, and go to pharmacies or places like that. If you don't find any, you can make makeshift Anti-Rads. If you cannot do this, it is time to say goodbye to your character. Always do not drink water when the contamination is more than 10%!
Deer

**Deer** can sometimes walk over your **shelter**. They can be caught by **snare traps** to gain **food**. You cannot interact with deer unless they have been captured by a snare trap.

Trapped deer will occasionally bellow. This can be a useful reminder that a trap is ready to harvest, or an annoyance if harvesting is intentionally deferred until later.
Character Traits

**Traits** determine a character's efficiency in the game. Characters can change traits depending on certain gameplay events. When creating a character, players have the option to choose one positive trait (traits do change character stats). After creation, each character is randomly assigned a negative trait as well.

A good tactic is to keep restarting your save, until you get the desired/preferred negative traits (which you can turn into positive traits) on your characters. Also, if you allow the trauma bar to be completely filled on a character, any positive trait will be changed to the negative version (Proactive turns into Lazy, and so on).

## Traits

### Tips

* Courageous generally goes well with the "Troubled" & "Violent" stat sets.
* Proactive generally goes well with the "Street Smart" stat set.
* Hands-on generally goes well with the "Athletic" stat set.
* Optimistic is good to have late game but early on serves little to no purpose.
* Resourceful is good to have late game but early on serves little to no purpose.
Bed

**Beds** are used by characters to sleep and reduce their tiredness stat. Better beds reduce tiredness faster.

## Sleeping Bag

"*The most basic form of a bed that lacks any sort of real comfort. Reduces tiredness.*"

**Sleeping bags** can be crafted by combining 3 wool and 3 nylon. Sleeping bags take 18 hours to fully restore an unmodified character's sleep stat.

## Bed

"*The single bed offers a moderate night's sleep, but it's better than sleeping on the floor. Reduces tiredness.*"

**Beds** require a level 2 work bench and can be crafted by combining 3 springs, 6 wool, 3 wood, and 6 nails. Beds take 12 hours to fully restore an unmodified character's sleep stat.

## Comfy Bed

"*A sturdy bed that offers a good night's sleep. Reduces tiredness.*"

**Comfy beds** require a level 3 work bench and can be crafted by combining 4 springs, 8 wool, 4 wood, and 8 nails. Comfy beds take 6 hours to fully restore an unmodified character's sleep stat.

## Bunk Bed

"*Two people can use this Bunk Bed to sleep at the same time. Reduces tiredness.*"

**Comfy bunk beds** require a level 4 work bench and can be crafted by combining 6 springs, 12 wool, 6 wood, and 12 nails. Comfy bunk beds take 6 hours to fully restore an unmodified character's sleep stat.
Rucksack

The Rucksack allows the wearer to carry a various quantity of items, by increasing the slots within the inventory during Expeditions. The Rucksack increases inventory by 8 slots and the Large Rucksack increases by 12 Slots. With the appropriate crafting table, The Tier 3 Rucksack can be crafted, utilizing 5 Leather and 5 Nylon. While the Large Rucksack in Tier 4, consumes 7 Leather and 7 Nylon.

The Rucksack can be reused and recycled by using the Makeshift Recycler. Recycling the Rucksack returns a portion of the material to the shelters inventory.
Water Butt

**Water butts** are used to store water for characters to drink while in the shelter. Better water butts can contain greater amounts of water.

## Small Water Butt

"*The small water butt is capable of storing 20 units of water.*"

**Small water butts** can be crafted by combining 4 plastic, 2 rubber, and 1 duct tape.

## Medium Water Butt

"*A medium sized water butt capable of storing 30 units of water.*"

**Medium water butts** require a level 2 work bench and can be crafted by combining 6 plastic, 4 rubber, and 2 duct tape.

## Large Water Butt

"*A large water butt capable of storing 40 units of water.*"

**Large water butts** require a level 4 work bench and can be crafted by combining 8 plastic, 6 rubber, and 2 duct tape.

## Auto Water Butt

"*The auto water butt is capable of storing 40 units of water. It also has the ability to generate its own water.*"

**Auto water butts** require the blueprint found in the wasteland and can be crafted by combining 12 plastic, 10 rubber, and 3 duct tape.
Pipe

"*A metal pipe used in crafting. Can also be equipped as a weapon.*"

**Pipes** can be found from expeditions in the wasteland. They are used to create showers, incinerators, and an efficient toilet.

Pipes can be obtained by recycling: valves.
When recycled it produces: none.

Pipes are used to upgrade the generator, work bench, water filter, door and oxygen filter.
Combat Basics

Before entering the arena with a newly assembled robot, you are well-advised to take it for a spin in the Testing Ground, and see if its parameters satisfy you.

To test a robot that you just created in the garage, click on the 'test'.

* Pressing 'ESC' returns the robot in the garage.
* To enter the lobby, click on the 'battle'
* Movement in the game is done with 'W', 'A', 'S', 'D' or arrow keys.
* Picking left-shooting weapons is done with the left mouse button.
* Picking the right weapons is done with the right mouse button.
* Choosing particular weapon is done with keys from '1 'to '4'.
Shack

A **Shack** is a location that can be found during expeditions in the wasteland. They commonly contain weapons and camper van parts. Shacks are located in forested areas on the map.

## Possible Loot

* Battery
* Bucket
* Circuit Breaker
* Crowbar
* Duct Tape
* Fuse
* Hatchet
* Leather
* Limestone
* Metal
* Motor
* Nail
* Nylon
* Petrol Can
* Pistol
* Pistol Ammo
* Plastic
* Rifle
* Rifle Ammo
* Sand
* Shotgun
* Shotgun Ammo
* Spring
* Transistor
* Tyre
* Water
* Wiring
* Wood
Solar panel

"The **solar panel** will generate power during the day, reducing the amount of fuel being used by your generator."

**Solar panels** require a level 4 work bench and can be crafted by combining 5 circuit boards, 2 batteries, 10 plastic, and 5 wiring. It reduces the fuel consumption by about 0.1 each.
Hazmat Suit

**Hazmat suits** are required to prevent radiation poisoning when performing activities on the surface above the shelter, such as fixing and upgrading the oxygen and water filters.

They are stored in a cabinet near the entrance of the shelter and are unable to be equipped by characters when going on an expedition.

No more than 2 people can have a hazmat suit on at once. Also, putting a hazmat suit back into the storage is not an automatic action.
Incinerator

"*This handy device allows you to destroy any excess items in your inventory and gain fuel for the generator in exchange*."

**Incinerator** can be crafted by combining 10 metal, 2 hinges, 4 pipes, and 2 valves. Burning coal in the incinerator provides an alternative source of power other than petrol cans.

Beside coals, you can virtually burn any item before you get Recycler Plant to deal with junky items. Some items recommended for burning in Incinerator are coal, powder, wood, butter and soap, so considering spare them instead of taking for showering. In case of powder, it's much cheaper than gasoline and might not be used in early game. You may not want to burn gasoline in Incinerator as it only gives one hour of power, whereas it may fuel up a day in Generator. Items that Recycle Plant cannot deal with can be burned by Incinerator.

Instead of using graves, human corpses can be cremated in the incinerator, providing a cost-free method of disposing bodies in the shelter. Pet corpses can also be incinerated.

Incinerator has the maximum capacity of 99.0, building multiple incinerator does not have any effect.

Remember to disable the Generator while using Incinerator.
Water Filter

The **Water Filter** is the shelter's primary source of water. The water filter collects rainfall on the surface and transfers it into the shelter's water butts.

It also filters out dirtiness from contaminated water collected from black rain events. Characters who drink contaminated water risk suffering from radiation poisoning.

It can be upgraded 4 times in : decontamination, durability and efficiency

**Decontamination** (increase the rate at which the water filters out contaminated water by ...) :

* level 1 (25%) : 6 wool, 6 pipes
* level 2 (50%) : 6 wirings, 12 plastics, 6 motors
* level 3 (75%) : 8 switches, 10 nylons, 14 valves, 8 duct tapes
* level 4 (100%) : 10 transistor, 10 rubbers, 5 switches, 15 metals, 10 hinges

**Durability** (increase the durability of the water filter by ...) :

* level 1 (10%) : 4 metal, 8 pipes
* level 2 (20%) : 8 pipes, 6 valves, 10 hinges
* level 3 (30%) : 10 rubbers, 16 switches, 10 fuses, 4 circuit breakers
* level 4 (50%) : 5 motors, 15 wirings, 10 pipes, 10 metals, 10 springs

**Efficiency** (increase the efficiency of the water filter by ...) :

* level 1 (10%) : 4 rubbers, 8 leathers
* level 2 (20%) : 12 wirings, 6 circuit boards, 6 battery
* level 3 (30%) : 10 pipes, 12 [[spring[[s, 8 motors, 10 switches
* level 4 (50%) : 10 transistors, 10 rubbers, 15 metals, 5 duct tapes, 10 plastics
Empty Petrol Can

*An empty, plastic petrol can. Can be recycled for plastic.*"

**Empty Petrol Can** can be found during wasteland expeditions, and are left in the shelter’s inventory after pouring petrol into the generator. They can be recycled for plastic, burned in the incinerator, or have a small amount of value in trades.
Super Impatient Guy

"Super Impatient Guy" is a quest in which a character demands 15 rubber. The quest time limit is 10 days for completion.

Rufusal initiates combat with the character. Giving the items to the character does not grant an immediate reward, however they will return to the shelter several days later with items. Winning the fight or giving the rubber grants the same rewards which are as follows:

* 5 Rations
* 10 Cement
* 5 Nylon
* 10 Rope
* 2 Flashbangs
Sheltered

Sheltered is a game released to Steam on 4th August 2015 that was developed by Unicube and Team 17 Digital and was published by Team 17 Digital.

*"Panting, scared, the shelter airlock smashes down behind you. You wish you did not have to go outside, but you do. It would be easier to give up. But you don’t. The hardship, the hunger, the thirst. The fear. You keep reminding yourself why you stay alive. Why you do this. Then you hear it. “Daddy you’re back.” You wife’s face lights up and you open a bag full of medical supplies. You need not tell her how you got them. You simply enjoy your small victory in this, the harshest of times. In the post-apocalyptic world, you must keep your family alive in your underground bunker in this deep strategy game from Unicube..."*

**Sheltered** is a post-apocalyptic disaster management game that gives a whole new meaning to the term “nuclear family”. Given a head-start over the billions lost in a nuclear holocaust, you must gather as many supplies as possible en route to the concrete underground shelter that will soon become your family home for the foreseeable dreary future.

With all hope lost, how will you cope in this bleak new world? How you handle the many moral choices you'll encounter on a daily basis could be the difference between your family surviving or dying. Combat claustrophobia, radiation and mental exhaustion as you cling desperately to life in the cramp, cold and scary underground shelter. You’ll have to leave the scant protection the shelter offers behind as you’re forced to venture outside into the dangerous desolate wasteland to scavenge for vital supplies which could ensure your family's survival for just one more day.
Bulletproof vest

## Overview

There are three vests, the Great Bulletproof Vest, the Good Bulletproof Vest, and the Poor Bulletproof Vest.

The Poor Vest can take a single gunshot before being defeated, and will slightly reduce melee damage.
The Good Vest will take two before being defeated, and will reduce melee damage slightly more.
The Great Vest will take three and reduce melee damage significantly.

The Poor Vest takes 8 Nylon and 10 Leather.
The Good Vest takes 5 added Rubber.
The Great Vest takes 2 additional Metal.
Wiring

"*Copper wiring that can carry an electrical current. Used in system upgrades and crafting.*"

**Wiring** can be found from expeditions in the wasteland. It is used to create lights, stoves, jukeboxes, and solar panels.

Wiring is used to upgrade the generator, water filter, and oxygen filter.

## Recycled from

* Broken TV
* Broken Radio
Sheltered Wiki

Sheltered is a survival strategy game where you're set the task of keeping your family alive in the cut-throat, desolate expanse that is the post-apocalyptic era. Two parents and two children. Given a head-start over the billions lost in the nuclear holocaust, you start in an almost impenetrable underground fortress designed to keep a family alive and well. But in this dark and unforgiving world there are innumerable dangers that threaten the life of your family.
The highest dangers of all are the dregs of the nuclear war. The rest of the human race that wander the wilderness, alone, cold, malnourished, and wanting nothing more than to share your well-prepared comforts.
The game contains a highly complex system that keeps track of the family water and food rations, their mental well being, their general fatigue and sickness levels. The player will have to send out members of their family (or possible survivors they have recruited into their shelter) to scavenge for supplies in the wasteland.
**Important links:**

* Team 17 Discord
* Sheltered on Steam
* Sheltered 2 on Steam
* Unicube website

**Handy Guides**
Getting Started
General Tips
Wiki Content
Items
Locations
**Game Mechanics**
Traits
Attributes
Stats
Controls

* Irradiated beasts of the nuclear wasteland.
* High radiation levels outside of the shelter.
* Finite food, water and oxygen.
* Claustrophobia.
* Necessary systems breaking down.

To write a new article, just enter the article title in the box below.

**Registering**

* Feel free to register and join our user base by clicking **here**.

**Not sure where to start?**

* Find out more about the wiki on the **Official Help Wiki**.

**Adding content**

* If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
302.4

**Вышло** - 22 Ноября 2019

* Добавлена система замораживания анимации (включено по умолчанию) для уменьшения нагрузки на процессор – анимация находящихся на расстоянии дино будет обновляться на альтернативных кадрах. Игроки могут отключить эту опцию на вкладке «Расширенные настройки» в меню настроек игры. С включенной опцией «Замораживание анимации (Animation Staggering)» ее эффект будет применяться только на дальнем расстоянии, а если вместе с этой опцией включить еще и "Низкое качество анимаций (Low Quality Animations)", то эффект замораживания анимации будет более агрессивным, с уменьшением расстояния, на котором он будет применяться.
* Различными способами улучшена производительность процессора как для клиента, так и сервера.
* Значительно улучшена стабильность работы сервера, исправлены различные сбои, связанные с работой сети.
* Физика выброшенных предметов изменена обратно к прогнозированию выброшенных игроком предметов на стороне клиента, а также изменена логика физики неактивных выброшенных предметов для повышения производительности сервера.
* Улучшено размещение выброшенных предметов при их выбрасывании с построек для уменьшения вероятности их застревания.
* Перезарядка луков из положения лежа с видом от 3-го лица больше не приводит к их застреванию.
* Стрельба из луков в режиме круговой камеры больше не приводит к их застреванию.
* Стрельба из луков во время бега больше не приводит к их застреванию.
* Теперь стало легче смотреть на предметы для их подбора.
* Исправлен подбор предметов кнутом, которые лежат плашмя на земле (раньше такие предметы не получалось поднять).
* Добавлена альтернативная опция для подбора всех предметов поблизости, по умолчанию на кнопку F.
* Добавлены новые настройки сервера для ограничения количества выброшенных предметов в заданной области, по умолчанию они включены на выделенных серверах (скорее они хотели сказать: на официальных серверах). Для использования этого функционала на неофициальных серверах добавьте следующие строчки в файле Game.ini вашего сервера в разделе ShooterGameMode (для включения ограничения используйте значения больше 0):

LimitNonPlayerDroppedItemsRange=1600

LimitNonPlayerDroppedItemsCount=600
Body

The **Body** is the housing part of the composite Battery for a Body Module to be assembled.

The Bodies are divided into Light, Medium and Heavy categories. The heavier a Body is, the more Durability it has.

## Stats

* ***Durability***: How much Damage the Body can withstand before being destroyed. Generally, 2-Handed Bodies are more durable than their 4-Handed counterparts.
* ***Weight***: How much the Body will add to your total Robot Weight.
* ***Number of Weapon Slots***: Generally, the Bodies come in 2-Handed and 4-Handed varieties.
* ***Number of Battery Slots***: Generally, the 2-Handed Bodies accept a single Battery, while the 4-Handed Bodies accept two batteries. You can assemble a 4-Handed Body Module with only a single battery, but, aside of showing off your self-confidence, no known reason exists of why you would chose to do so.

## Strategies

There are two main considerations when choosing a Body – its Weight and the number of Weapons it allows you to equip.

* Bodies from a heavier category than your Chassis are likely to negatively impact your speed. It is therefore recommended to stick to Light Bodies if you’re going for a Skirmisher-type build.
* If you want to absolutely minimize your Weight, you might opt to take a 4-Handed body, but only equip it with 2 Weapons; this may leave you at a disadvantage, though.
* If you’re going for a Juggernaut-type build, speed will not be your main strength so you might as well go for 4-Handed Body; you will be an easy target, however, and combined with the lower Durability this can severely reduce your life expectancy in battle. Therefore, this option should be used only if you’re confident in your proficiency with the weapons and/or you have suitable to offset your weaknesses.
* If you use a Medium or Heavy Chassis, you might consider picking a Body from a lighter category, so as to reduce your Speed disadvantage or compensate for a higher number of guns on a 4-Handed Body.
Battery

The **Battery** is the inset part of the composite Module. It must be selected and then attached to a Body part that is already placed on the Workbench screen.
You will need at least one Battery to assemble a Body module. A Battery has two characteristics: Energy Capacity and Energy Regeneration.

A 4-Handed Body can accept 2 Batteries. You will be allowed to save the Module even if you only put one Battery inside but this will put you at a disadvantage, as you will find yourself low on Energy in prolonged battle.

The Energy provided from your Battery is used for firing Devices.

## Stats

* ***Energy Capacity***: Determines the maximum amount of Energy at your disposal and that total is cumulative (if you have more than one battery equipped), that is, if 2 Batteries are equipped, their Energy value is summed up. You can never surpass your Energy Capacity.
* ***Energy Regeneration***: The rate at which you will regenerate spent energy, measured in amount per second. Keep in mind that the Battery starts to regenerate after 2 seconds of inactivity (that is, no Weapons or Devices are used). If you find yourself running low on Energy in the middle of combat, it might be a good idea to look for cover, where you will be able to recharge without being exposed to enemy fire. Generally, the higher a battery's Capacity is – the lower its Regeneration rate is.

## Strategies

Generally, the higher a Battery’s Energy Capacity is, the lower its Energy Regeneration rate. Therefore, you should choose your Battery with regard to your preferred tactics.

* If you’re a Skirmisher or a Balanced-type robot that prefers hit-and-run tactics, you should go for high-regen batteries. They will give you sufficient Capacity to deal a surprise blow to your enemy, and then you can break line of sight to quickly regenerate.
* If you’re a Juggernaut, you won’t be able to either pursue, or escape quicker enemies, so you should make sure to have sufficient Energy for when they decide to bring the battle to you. Therefore, you should go for high-capacity batteries that are better suited for prolonged firefights.
* If you prefer to use Mine and Turret Devices to ambush enemies (as opposed to deploying them mid-combat), you should consider high-regen batteries. Conversely, if you prefer to use Shields or other devices in a firefight, high-capacity might be the way to go – otherwise, you might find yourself short on Energy for you Weapons after using the Device.
* Depending on your play-style and build, you may either go for a specialized battery (either with the highest capacity, or with the highest regen), or you might choose one of the more balanced Batteries. Additionally, if you’re using a 4-Handed Body, with 2 Battery slots, you might want to combine high-regen and high-capacity batteries for a more balanced Energy management.
Pewpew

The **Pewpew** is a rapid-fire Light Barrel that can be combined with any Light Firing Mechanism to assemble a Weapon Module. It is an Energy Barrel and it does not consume ammo.

## Tactics

Like most rapid-fire Barrels, the Pewpew has a low Accuracy, and as such is not well suited for long-range combat. The Pewpew is best used in close-to-medium distance, where the law accuracy drawback diminishes in importance and you can make a full use of its rapid firing rate.

Considering its effectiveness up close, the Pewpew is best suited with a Skirmisher-type robot. Any Light Chassis will be a good match for this weapon, and the faster the robot is – the easier it will be close up with enemy for maximum efficiency.

Like all Energy Weapons, you don’t have to worry about ammo for the Pewpew, but it does expend a lot more Energy and drains your Battery quicker when in battle. You should account for this when selecting your Battery. Since rapid-fire weapons are often used in prolonged, up-close shootouts – a high-Cap, low-Regen battery is advisable, so it can carry you through the duration of the fight.

If your build allows you to often get close enough for point-blank shooting, you should consider attaching the Pewpew to a Revolver or Hiccs Firing Mechanism. Although these would reduce your Accuracy, they will enhance your Damage-Per-Second for a truly devastating damage output. Keep in mind though, that the Pewpew’s higher Energy use can drain your battery in a matter of seconds: don’t engage up close with enemies you’re not sure you’ll be able to finish off or disable in time. Running out of Energy next to a capable opponent will leave you defenseless and at their mercy.

If you have a Juggernaut-type build, and you find it difficult to close in, the Pewpew can still be a good complimentary weapon. Fast enemies may prefer to approach and circle you, in which case your Rocket and Blaster just might not fire quick enough to save you. With a slow build, you may want to consider using a 4-Handed Body, and then attaching one or two rapid-fire Weapon Modules to it.
Repair

The **Repair** menu is accessed by a button on the bottom of your screen. When you open it, notice the Auto Repair checkbox. If you activate it, your robot will be repaired automatically upon returning to the garage after a battle.

Keep in mind, that if you lack the funds to repair ALL of the damage sustained, no repairs will be done automatically and you will have to fix your robot manually, by entering this screen.

Next to each module, you can see its individual repair cost. Clicking the Wrench button will repair this module only.

One thing to keep in mind is that even if your body is destroyed, the rest of your modules suffer no additional damage and you'll only have to repair the damage they've sustained up to this point.
Nailer

The **Nailer** is a rapid-fire Light Barrel that can be combined with any Light Firing Mechanism to assemble a Weapon Module.

## Tactics

Like most rapid-fire Barrels, the Nailer has a low Accuracy, and as such is not well suited for long-range combat.

The Nailer is best used in close-to-medium distance, where the law accuracy drawback diminishes in importance and you can make a full use of its rapid firing rate.

Considering its effectiveness up close, the Nailer is best suited with a Skirmisher-type robot. Any Light Chassis will be a good match for this weapon, and the faster the robot is – the easier it will be close up with enemy for maximum efficiency.

If your build allows you to often get close enough for point-blank shooting, you should consider attaching the Nailer to a Revolver or Hiccs Firing Mechanism. Although these would reduce your Accuracy, they will enhance your Damage-Per-Second for a truly devastating damage output.

If you have a Juggernaut-type build, and you find it difficult to close in, the Nailer can still be a good complimentary weapon. Fast enemies may prefer to approach and circle you, in which case your Rocket and Blaster just might not fire quick enough to save you. With a slow build, you may want to consider using a 4-Handed Body, and then attaching one or two rapid-fire Weapon Modules to it.
Slingshot

The **Slingshot** is a high-precision Light Barrel that can be combined with any Light Firing Mechanism to assemble a Weapon Module.

## Tactics

Like most precision Barrels, the Slingshot has a low Rate-Of-Fire, and as such is not well suited for close-range combat.

The Slingshot is best used in medium-to-long distance, where the lower ROF drawback is compensated by consistently scoring hits, while opponents with less precise weapons spray fire all around you.

Considering its effectiveness over distance, the Slingshot is well suited for Juggernaut or Balanced builds; however, even with a Skirmisher-type robot you can reliably score a few hits and then retreat before the enemy has a chance to close in on you.

If your preferred tactic is getting close enough for point-blank shooting, you should consider attaching the Slingshot to a Revolver or Hiccs Firing Mechanism. Although these would reduce your Accuracy, this will hardly matter in close range, while on the other hand your Damage-Per-Second will be increased. Keep in mind, that you still might not be a match for a rapid-fire weapon-wielding foe.

Any 4-Handed robot build would benefit from attaching a precision weapon, to take advantage of the situations where the enemy is far from you but you can’t or won’t close the distance fast enough.

The best tactic with a predominantly precision-based build by far, is aiming for an opponent’s Chassis, to disable him. Once you destroy his movement capability and he’s a sitting duck – just pull back, as far as you can, and dismantle him at your leisure. While you’re sure to take return fire, it will hardly deal significant damage to you (unless, of course, the enemy is equipped with Area of Effect or precision weapons himself!).
Anti Robot Mine

The **Anti-robot Mine** is a deployable Device. It can be placed on the battlefield where it will bury itself into the ground, before activating. The activated mine is completely invisible to the enemy, but it still can be destroyed if fired upon. The Mine will stay active until the end of the round.

## Effect

When an enemy enters the Mine’s detection radius, it will detonate and affect all enemies within the area of effect.

The Anti-robot Mine deals heavy damage to enemies within the blast area.

The Mine can’t be triggered by the robot who placed it or by his allies.

## Strategies

Booby-Trap – Place the Mine on a frequently travelled spot to secure an explosive surprise for the next enemy that passes through. Best used in narrow passages or in front of Pick Up spawn points.

Avoiding Pursuit – Drop the Mine in a narrow passage while being pursued by an enemy some distance behind you. Your opponent will have to stop and spend some time trying to destroy the invisible mine, hopefully buying you enough time to escape

Up Close and Personal – Deploy the Mine in close quarters combat or near a Juggernaut-type robot. Even if your enemies see it coming, they might not have enough time or space to evade the explosion.

### Counter-strategies

Tip-Toe – When you know you’re playing against an opponent using mines, try not to use the most common routes through the map. Hug the walls, instead of going for the shortest path between two points, when possible.

Mine-Sweep – While it’s nearly impossible to clear mines with most weapon, the Trasher and the Sprayshot, with their 100% hit rate within a cone of effect, are perfect “minesweepers”. Just aim for a spot where you suspect a mine might be placed, such as a door threshold or a Pick Up spawn point, and fire away. These two weapons make sure to destroy any buried explosives, guaranteed. Also, all weapons that deliver area-of-effect damage (such as Missiles) are also a viable, albeit more expensive alternative.

Destroy Parent – Destroying an enemy Mine-user will immediately deactivate all the Mines he has planted. If your team is being harassed by running into a lot of Mine trap, you should prioritize the enemy Mine-users in combat.
Rocket-launcher

The **Rocket Launcher** is an Area of Effect (AOE) Heavy Barrel that can be combined with any Heavy Firing Mechanism to assemble a Weapon Module. It fires a physical projectile that has to travel to its target before scoring a hit (or a humiliating miss!).

## Tactics

Like most precision Barrels, the Rocket Launcher has a low Rate-Of-Fire; its Splash Damage capability, however, keeps it efficient at both close and long range.
Considering its weight, the Rocket Launcher is best used on a Juggernaut build, or as the single Heavy Weapon on a Balanced build.

Over long distance, it’s hard to score a direct hit with The Rocket Launcher, due to its projectile travel time. Unless you’re firing at an immobile enemy, try to anticipate his movement and aim at a hard surface on his path, so you can catch him within the blast radius. Otherwise, if you fire directly at the foe and you miss, your projectile will continue on its trajectory and you will score no damage at all!

If your prefer using the Rocket Launcher in medium-to-long distance, but you find the enemies dodging your missiles too often, you should consider attaching the Rocket Launcher to a Cannon Firing Mechanism. Although this would reduce your Rate of Fire a bit, it will increase the travelling speed of your projectiles.

To maximize your damage-dealing and Credit gain, when faced with multiple opponents, always try to position yourself in such a way, as to get the most enemies caught in your AOE weapon’s Splash Area. Keep in mind, that this tactic is not efficient for killing a particular enemy, and should generally be applied only if you have your teammates backing you up.

If you find yourself aiming more often at the ground near an enemy, rather than aiming for a direct hit, makes sure to ONLY use AOE weapons in your build. Otherwise, any other weapon that requires a direct aim is just a dead weight for you.

Like all AOE weapons, the Rocket Launcher is extremely handy for clearing mines, as its wide splash area covers more space than you could clear with standard bullets. However, it’s not very good at bringing down Deployable Shields – if you hit a shield with your projectile, only the Direct Hit Damage will be applied; combined with the slower rate of fire of the weapon this make other tactics more preferable.

Slow firing speed is the main disadvantage to AOE weapons – it is best to combine an AOE weapon with another type of gun, in case you’re assaulted up-close by fast enemy Skirmishers with rapid-fire weapons.

Another drawback to AOE weapons is the difficulty of dealing concentrated damage to a single enemy robot part, mostly due to the projectile travel time. It is therefore advisable that you rely on another weapon for targeting specific parts, such as the enemy’s Chassis or Body.
Small House

A **Small House** is a location that can be found during expeditions in the wasteland.

## Possible Loot

* Battery
* Book
* Bucket
* Bulb
* Cement
* Circuit Board
* Circuit Breaker
* Duct Tape
* Food Ration
* Fuse
* Gas Mask
* Hinge
* Leather
* Limestone
* Matches
* Metal
* Nail
* Nylon
* Petrol Can
* Plastic
* Record
* Rope
* Rubber
* Sand
* Spring
* Toy
* Transistor
* Switch
* Valve
* Water
* Wood
Credits

**Credits** are the primary in-game currency in *Guns and Robots*. They are used to buy robot parts, avatars, unique devices, drones, brand new garages and much more.

The primary way to acquire credits is to participate in battles. Each point of damage you inflict on your enemies will be earning you credits; you don't have to kill an opponent or to win a match. Therefore, it's better to face a superior enemy and damage him as much as you can before you die, instead of running around the map and trying to get a Draw Match.

Should you decide that you want to upgrade your robot more quickly – you can also purchase Credits from the Official Website of *Guns and Robots*.
Garage

When you log in the game, you will find yourself in the **garage**, where you can assemble your own deadly creations.

If you're playing for the first time, you will find there Rusty – a pre-assembled fighter that you can use to immediately enter battle. Or, you can stick around and explore the Garage and the Workbench, to customize a robot of your own.

You start with 3 available robot slots in the Garage. Should you find them insufficient, you can purchase additional slots with the Credits you earn, or you can just disassemble one of your old robots. To disassemble a robot, just select its Chassis and Right-click it.