recursal/Fanatic-Fandom huggingface dataset:
Brew Oil Bomb

**Brew Oil Bomb** is a spell in *War Wind II*.

## Description

When this spell is activated, an oil bomb
appears in the caster's inventory. If the unit has the Bomb Planting skill, the bomb may be thrown as far as the unit's range of attack. If the unit does not have Bomb Planting, the bomb instantly explodes when used. An Alchemist makes an oil bomb. When a unit uses it, a nearby area can be targeted and the potion explodes. All units in the radius of detonation take damage.
Officer

## Offensive

### Rate of fire

Medium
 average pause between shots

### Range

1-6

**Officer** is a warrior of the Descendants.

## Background

It costs 600 Resources to train this advanced
warrior. Once a Security Office is obtained, any
Intern with potential who trains there becomes
an Officer. These individuals show high potential
for combat manoeuvres and strategy. By utilising
these talented individuals as security Officers, the Descendants further ensure
the continued survival - and progression - of the faction.
S.U.N. Shaman

## Offensive

### Rate of fire

Slow
 long pause between shots

### Range

1-6

**S.U.N. Shaman** is a caster of the SUN.

## Background

It costs 1000 Resources to train this basic
Shama'Li mage. Some Farmers tend not toward
open combat, but the ways of magic. Training at
a Temple of NagaRom grants a Farmer the title of
Shama'Li Shaman. The Shaman's training is bal-
anced between transcendental and grounded philosophies, specialising in spells
that are both spiritual and rooted in Yavaun's soil.
Jynni Creeper the Sovereign

**Jynni Creeper the Sovereign** is a Eaggra Hero unit in *War Wind*.

## Background

Jynn is a famed and skilled tracker of the treacherous Wild Lands. Her abilities are greater than most rangers, however, she is not the best of warriors. She carries an organic dart launcher. To attract her to your Inn, you must have at least thirty units in the village. She also costs a fair amount of resources.
Elemental

**Elemental** is a Shama'Li War machine unit in *War Wind*.

## Background

A Guru who has acquired all five Bio-Upgrades and whose clan has achieved the same dependencies as a Cruiser can transform into an Elemental. These forces of nature possess awesome combat ability and become entirely preoccupied with matters of attack and defence. They are therefore the most uncharacteristic of all Shama'Li.
Haunted Sites

**Haunted Sites** is a Descendants mission in *War Wind II*.

## Briefing

The Shama'Li alone seem to comprehend our fragile position on Yavaun. Johnas Bruener has met with the SUN leaders in our area, and they have proven supportive to our cause. The SUN advise us to take a pilgrimage to the ruins of Mount Caranei. If we can surmount the guardians of these haunted sites, we may find the home of the mystic known as Juien Gien Eight Eyes. What advice can he give us? What answers can he provide? The Elders are skeptical, but not without hope.
It is your task to contact this being. Follow the canyons north. The SUN say that the way to Caranei is marked by the ancient Lotus Tree. Be cautious in your expedition, howeve,r for you must certainly pass through OVerlord territory.
Overlord Minister

## Offensive

### Rate of fire

Slow
 long pause between shots

### Range

1-8

**Overlord Minister** is a caster of the Overlords.

## Background

It costs 1000 Resources to train this advanced
Tha'Roon mage. The rare Imperial Guard who
demonstrates superior lineage and psychic ability
may train at an Arcanery and rise to the rank of
Minister. Ministers possess advanced cerebral
magic and stealth skills. Their incredible mental powers are second only to the
Prime Minister, who deploys the Ministers as executors of His Law. Thus the
Ministers are the nobility of the Overlords, and can conscript Tha'Roon and
Obblinox townspeople with a simple word of command.
Scout Drone

**Scout Drone** is a unit of the SUN.

## Background

It costs 800 Resources and three Butanium to
build this automated patrol unit. The same technology
that produced the Attack Drone also
enabled
Eaggra engineers to create the Scout
Drone.
Research for Drone construction must
be
done at a Dish before a unit can build one. Only a unit with Construction skill
level three can build a Drone. Scout Drones have a self-destructive blast attack,
and can fly over impassable ground, but are more useful for mapping unknown
terrain than direct combat. This function should not be disregarded, as the Scout
Drone provides crucial intelligence regarding enemy troop movement. Once a
Scout Drone is launched, you see unit movement and terrain changes in any area
that S.U.N. units have travelled - all other areas of the map are gray.
Defoliant Bomb

**Defoliant Bomb** is a spell in *War Wind II*.

## Description

This bomb is similar to other
explosives, but affects plant life only. It affects a roughly four by four area in which all trees, shrubs, and stumps are completely eliminated. In addition, Eaggra sustain two to ten poison damage from this bomb, regardless of the unit's armour. The defoliant bomb also inflicts five to thirty points of damage on farms and gardens. Note that even a unit without Bomb Planting ability may safely and effectively detonate a defoliant bomb, though they do not have the option to plant or lob it.
Barnacle Infection

Barnacle Infection is one of many Afflictions you can get in We Need To Go Deeper by ingesting water while drowning.

## Effects

When you contract the Barnacle Infection, small Barnacle Spiders will periodically hatch inside your character's body and escape through your mouth, attacking you and anyone else they see immediately afterwards.

## Sources

Here are the current sources you can contract the Barnacle Infection from:

* Ingesting water from the Infected Depths (40% chance)

## Barnacle Spider

The Barnacle Spider is a common enemy found in the Caves of the Infected Depths and that can be hatched from players infected with the Barnacle Infection or from Barnacle Hatchers.

### Description

The Barnacle Spiders are colonial organisms comprised of experimental barnacles, with this being the smallest version of the Barnacle Spider. Due to it's very small size it is very weak and agile, making them not generally pose much of a threat.

### Behavior

It will quickly follow and bite anyone nearby. They can easily be killed, as anything stronger than a wrench kills them instantly. They are, however, highly mobile, being able to outrun players as well as walking on the ceilings, making them difficult to hit.
Command on Wheels

**Command on Wheels** is a Marines mission in *War Wind II*.

## Briefing

Our Overlord friends did not appreciate your move into the Bedraltar region. But they've still got their pants on, so to speak. For now, we'll keep military activity in that sector to a minimum. The established base could become a useful center of operations, in the future....
As of immediately, we're putting your command on wheels. Pick up a supply tank from a Tha'Roon trader in sector C-278. After mobilizing a substantial Marine contingent, rendezvous with an alpha squad at the waterfall near the Holls of Te. Your combined forces should carry you south through the hills without much friction, then you can deliver the supply tank to the Marine base K43.
Saw'Sha

**Saw'Sha** is a hero of the Overlords.

## Background

Saw'Shaw is a famed Obblinox war general from
the days when Tha'Roon and Obblinox fought
each other. Now serving her Tha'Roon masters,
Saw'Shaw has retained her command position.
But because of her previous affiliation with
Obblinox rebels, many Tha'Roon regard her as suspect. Her assassination would
cause another Obblinox uprising, thus she is kept out of harm's way . . . for now.
Saw'Shaw comprehends the fragility of her position within the Overlord power
structure and realises that once the war against the Eaggra and Shama'Li ends,
she will be eliminated.
Garage

**Garage** is a Obblinox building in *War Wind*.

## Background

Advanced Workers must be trained in a Technical Facility in order to build Some structures, good roads, and Complex machinery such as drones. In addition, Research at a Technical Facility may also provide your units with access to Bio-Upgrades.

## Gameplay

* All Obblinox units, with the exception of the Biker and Colossus, can Research Bio-Upgrades in a Garage. An Obblinox Engineer can Research Barges, if a Truck has been built, an Engineer can Research Cruisers, Flying Drones, and the Obblinox Colossus.
Rebellion

**Rebellion** is a Eaggra mission in *War Wind*.

## Briefing

From the rooted wisdom of the elders, by the blessings of sun and rain, so it is that we bestow this commission upon the budding clan Faction E19. Your strength swells forth from the earth, and the sun itself calls upon you to defy our enslavers. The legendary hero, Tywald Chainbreaker arrives with these tidings: 'Stand and fight. Rebel against your Obblinox captors!' Let the overthrow of your Obblinox guards be but the first step. We must then clear the area of any dangerous beasts and establish a base for future operations. It is a difficult task, undertaken without the ability to call for aid or train in magic and weapons. Beware of Tha'Roon forces in the area.
Artisan

**Artisan** is a Eaggra Advanced worker unit in *War Wind*.

## Background

With age and experience, Scrubs that survive can be promoted to the honoured role of Artisan. No longer a simple Worker, Artisans can direct the construction of vehicles, advanced buildings, and land mines. It is Within their power to disassemble buildings with even greater ease than an Eaggra Scrub. To create an Artisan, you must have a total of three Scrubs and a Plant (Technical Facility).
Radio Dispatch Station

## Defensive

### Speed

,

**Radio Dispatch Station** is a building of the Descendants.

## Background

It costs 4500 Resources to build. Any
unit with Builder skill level two and
Construction level one can make a Radio Dispatch
Station, once the Campus exists. This structure
improves communications and mapping. Both
Surveillance and Defence Satellite technology can be researched here.
Prime Minister

**Prime Minister** is a leader of the Overlords.

## Background

The Prime Minister is the Tha'Roon high commander
of all Overlord forces. Tha'Roon and
Obblinox
alike must
bow and scrape before him his
word is absolute law. A forceful leader,
the
Prime
Minister is also skilled in the ways of
stealthy movement. But by far, the Prime Minister's magic is his greatest power,
and he does not hesitate to employ it in cunning rhetoric or deadly combat.
Even without the use of puissant incantations, the Prime Minister's baleful countenance
demands submission of all creatures. The Prime Minister can use Magic
and
Work songs,
and has a magic staff laser attack.
Rogue

**Rogue** is a Tha'Roon Scout unit in *War Wind*.

## Background

These feared members of Tha' Roon society are stronger in combat than most Scouts. They have long range attack Capacity along with greater speed. They possess the Stealth level "Masked," and so do not appear on opponents' minimaps. A Rogue can be developed by Training a Servant in an Academy.
Mounted Cavalier

**Mounted Cavalier** is a warrior of the SUN.

## Background

It costs 600 Resources and two Supplies to obtain
this advanced Shama'Li warrior. As an advanced
form of training, alone Cavalier who has attained
Animal Handling skill level two may brave the
wilds of Yavaun in order to subdue and acquire a
mount. These mounts are none other than the great Bonca of the plains, sturdy animals who can carry their rider rapidly over the terrain and detect hidd n
enemy units. If a Mounted Cavalier comes within visual range of an enemy unit,
the Bonca mount makes a warning noise. When the Mounted Cavalier is "killed, "
the Bonca dies and the unit reverts back to a Cavalier. Once mounted on the back
of these great beasts, the Cavalier is quite a formidable close - range fighter.
Mounted Cavaliers move fast and are eligible for animal training at a Corral.
Hover Pod

## Offensive

### Rate of fire

Slow
 long pause between shots

### Range

1-4

**Hover Pod** is a vehicle of the Overlords.

## Background

It costs 2000 Resources and three Butanium to
make this single-unit transport vehicle. Any unit
with a Construction skill level of two can build a
Hover Pod. Armed with light ballistic weaponry,
Hover Pods are designed for fast hit-and-run
strikes against poorly manned enemy stations. This is a hovering vehicle that
moves effectively over both water and land.
Rook

**Rook** is a vehicle of the SUN.

## Background

t costs 2000 Resources and three Supplies to
train a Rook. The Elder Bonca are the most
sacred grandfathers among the beasts of Yavaun.
It is therefore only with utmost reverence that
Shama'Li Cavaliers subdue these animals in order
to acquire a Rook. Only a Cavalier with an Animal Handling skill level of two
may do so, as the great beasts are willful and stubborn. Rooks have no attacks,
and can transport up to four units. A Rook makes a warning noise when an
enemy is within visual range, regardless of the enemy's Stealth level. When a
Rook is 'killed,' the Elder Bonca disappears and is replaced by the units it carried.
Raise Stones

**Raise Stones** is a SUN mission in *War Wind II*.

## Briefing

We are organized and healed, but vulnerable without shelter. Let us raise stones above our heads, and make walls around.
Begin by remaking towns and restoring trade routes. Go to the village of Oxidant and rebuild a coastal town there. It has been long abandoned. The sea wind howls through its cracks and wild things join the chorus with their own fearsome baying, beasts of all size and temperaments. Take caution with these animals! Though Servants Under NagaRom respect all life, construction cannot progress smoothly until these threats are removed. A sacrifice must be made in order to serve the higher purpose.
Edge of Caranei

**Edge of Caranei** is a Descendants mission in *War Wind II*. At the end of the mission you get to act on Juien Gien's advice: Either collect all that is yours (namely, Earth stuff) or search for the Atlantis Gate.

## Briefing

Now that you have reached the edge of Caranei, begin your search for Juien Gien Eight Eyes. Remain optimistic, for we have sent reinforcements from north of your position. These units are learned in the engineering sciences of old Earth. With their help, you will be able to engage in more advanced constructions, as well as learn how to use a strange native element called Butanium. Apply work droids to butanium acquisition, then utilize this marvelous compound to power your machinery.
Grabby briar

**Grabby briar** is a wildlife of the Wildlife.

## Background

This is a strange form of plant that serves no
clear evolutionary purpose. The Grabby Briar possesses
a very high stealth capability and is usually
mistaken for a normal leafy plant. But it
moves
its slender
tendrils with amazing speed
when a unit passes over it, stealing any items that the unfortunate individual
may have in his or her pack. Descendant scientists conducted numerous experiments
with this creature,
walking back and forth in front of a Grabby Briar while
carrying
different things,
but could not discover
why the creature takes these
items.
Grabby Briars seem to steal indiscriminately. The Descendant experiment
almost
ended
in disaster when a scientist tried to take an item back from the
Grabby
Briar - these creatures fight when attacked.
Designer

**Designer** is a Shama'Li Advanced worker unit in *War Wind*.

## Background

Skilled in both the creative and technical aspects of architecture, Designers can make advanced buildings and vehicles, and are capable of moderate construction and deconstruction. To acquire a Designer, you must have a total of four Initiates and a Guild House.
An Ancient Truck

**An Ancient Truck** is a Marines mission in *War Wind II*.

## Briefing

Humans can only survive on Yavaun if they conquer it. In order to do that, we must build our own nation, one which we control absolutely. We need every human pulling his or her weight for this cause. Unforutnately, those who call themselves the Descenants waste valuable energy as they worship fairy antiques and the wreckage of an old world. The simpering little worms talk about magic, and listen to strange prophecies. It makes me sick! In the interest of human survival, we must drag these people away from their little "artifacts" and Shama'Li babble - by whatever means necessary.
The prisoner we rescued form the Eaggra camp spoke of a Descendant caravan returning an ancient truck to their leaders. You are to intercept and destroy this truck. Maybe then we can bring those pansy Descendants under our command. We cannot allow the truck to reach the I-81 highway to the west, soldier. If it does, we'll lose it for good.
Decapodian

* Interior

The Decapodian is a rare enemy found in the Atlantic Waters and Ancient Abyss.

## Description

The Decapodians are crab-like enemies, appearing almost humanoid and who seem to have achieved certain levels of intelligence, going as far as to accept surrendered humans as their own, as some messages suggest. They will sometimes appear after destroying seaweeds, suggesting they either use it as a home, a source of food or are commonly found among those for whatever reason. They are found in both the Atlantic Waters and the Ancient Abyss, suggesting that they are capable of survive high and low pressures.

## Behavior

Outside the submarine, they will continuously swim towards it until they touch it, at which point they will breach the ship. Once inside, they will deploy hit and run tactics inside of the ship, and attack with their sharp pincers. Shooting it with a torpedo while its still outside is enough to kill it.

## Trivia

* "Decapodian" is a play on "Decapod", an order of crustaceans within the class Malacostraca. "Decapod" literally means "10 feet", which is ironic considering Decapodians only possess 6.

## Gallery

* A Decapodian attacking a player during a flood.
Cybernetics

**Cybernetic upgrades** are technological enhancements fused with a subject's
anatomy in order to enhance its abilities. This takes different forms, depending
on the faction, but the results are the same for each. Upgrades are researched
and granted in packages - multiple augmentations meant to increase a selected
unit's defensive, offensive, or specialised capabilities.

Each eligible unit can get
any one of the three upgrades. No unit can get more than one. If a unit already
has an upgrade, they may purchase another, but the new upgrade replaces the
old one. Take care when selecting units to upgrade. Offensive packages won't do
much for worker units, and the Brain Chip that comes with a Specialised Upgrade
is wasted on a unit that has no skills to advance. Cybernetic upgrades cannot be
given to vehicles or non-humanoid units.

In order to give a unit a cybernetic upgrade, select the building that houses the
package you're looking for (see the list of Faction-Specific Buildings on page 83
to find where different upgrades are researched). If the Upgrade button is in the
centre column of the interface side bar, that package must be researched before
it can be made available to your units. Cybernetic upgrade packages are
researched individually at a cost of 5000 Resource units plus 5000 Influence.

Note that you cannot research more advanced cybernetic packages first. Research
must progress from Defensive, to Offensive, and finally to Specialised.
If a building's interface side bar has a cybernetic upgrade icon in the right hand
column, you may then left-click on the package icon and then left-click on the
unit(s) that you wish to upgrade. Each unit selected proceeds to that building,
receives an upgrade package, and Resources are appropriately deducted.

## Defensive Cybernetics

These cost 100 Resource points per unit upgraded. Selected units are granted all
of the following:

* Cable Muscles: Unit gains a point of armour, and loses a level of speed.
* Additional Heart: Unit's Life is increased by ten points.
* Cloaking Skin: Unit gains one level of Stealth ability.

## Offensive Cybernetics

These cost 200 Resource points per unit upgraded. Selected units are granted all
of the following:

* Reactive Sinew: Unit's rate of fire increases by one level.
* NitroStat Heart: Unit gains one level of speed.
* Hyper Nerves: Reaction time increased by one level.
* Bionic Senses: Unit receives pinpoint accuracy senses for a +30% hit bonus.

## Specialised Cybernetics

These cost 300 Resource points per unit upgraded. In addition, units with
Specialised Cybernetics require an additional one Butanium per seven time segments
(twenty seconds). Selected units are granted all
of the following:

* Explosive Strength: Unit inflicts 10 more points of damage per attack, and unit gets one extra inventory slot.
* Adrenalized Heart: Unit regenerates at a slow rate.
* Calcified Hide: Increases armour by one point.
* Brain Chip: All unit's skills increase by one level.
* Telescopic Vision: Unit can see two squares further.
Force of Arms

**Force of Arms** is a Eaggra mission in *War Wind*.

## Briefing

From the rooted wisdom of the elders, by the blessings of sun and rain, so it is that we bestow this commission upon the thriving clan Faction E19. The revolution needs a force of arms. Without equipment, the sacrifice in Eaggra lives grows greater by the day. Your clan must find a way to cross the lake and capture the weapons stored at the Obblinox base of Ghumb. Plan your mission carefully, for the freedom of Eaggra everywhere relies upon your success.
Safe Haven

**Safe Haven** is a SUN mission in *War Wind II*.

## Briefing

While those humans who name themselves Descendants are filled with the spirit of NagaRom, other humans tread a darker path. They are called MArines and the seek to eliminate any who oppose their conquest of the lands of Te and Ghuet, where the Eaggra maintain what was once a safe haven. As with the Overlords, we will challenge any group which strives for unjust dominance over others.
Our head school has developed new Cavalier training for the SUN, and surely this will aid you in forming swift, mounted armies. Move quickly! Race to defend the Eaggra towns from the Marines' vicious assault.
Karl Richards

**Karl Richards** is a leader of the Marines.

## Background

Commander Richards is the Head of all Marine Operations. He's an ex-drill sergeant and a brilliant strategist, able to inspire any team to give one hundred and ten percent. He says 'jump' and every Marine is airborne in a second. Even at age 60, Richards is in top physical condition for combat. He collects high-calibre pistols and knows how to use them. Richards can use the War song and has the ability to persuade units to join at a reduced cost.
Compulsive Fear

**Compulsive Fear** is a Low Level of the Tha'Roon in *War Wind*.

## Description

The number of four entities shall feel the effects of your power if they are close to your position, fleeing from you in absolute terror for the spell's brief duration, Ware ye, student of the mind, that this discipline affects friend or foe alike.
Deadly Indulgence

**Deadly Indulgence** is a Descendants mission in *War Wind II*.

## Briefing

The Elders are perplexed. We find it necessary to postpone our current projects, for a new situation has arisen. It seems the Obblinox have taken a special interest in us, sparing no effort to destroy our modest colonies. For what reason the Obblinox train their malice in our direction, we cannot know. Could they know our ultimate plan and mean to prevent it? If so, why?
Such inquisitviness may only prove a deadly indulgence. You must turn back these armies so that we can return to the primary task - returning to Earth. Our newest technologies will be made available to expedite your conflict.
Resources (War Wind)

**Resources** are the raw materials needed to develop its fighting force, expand the settlement, and sustain the war effort. Every upgrade, training, unit, and so on costs a variable amount of resources.

## Obtaining

* The usual method of acquiring resources is by devoting a worker to harvesting the conifer forests that cover Yavaun or mining the rock formations. An advanced worker harvests more rapidly. Some heroes can also perform harvesting operations, like the Eaggra Prime Maker.
* Salvaging bio-slag, securing treasure, or stealing resources stockpiled in the enemy's courthouse also provide income.

## Sourcing

* Colorful canopies are spread across the land of Yavaun. These conifer forests are used by all the races as a valuable stock of resources and minerals. Mining the conifer tree forests provide a constant 200 points of resource material and unlike rocks, can be regrown with the appropriate spell.

* Mining the outcroppings of rocks randomly provides one of the following:
	+ 50% chance of 100 resources
	+ 20% chance of 200 resources
	+ 10% chance of 300 resources
	+ 10% chance of 400 resources
	+ 10% chance of 500 resources.

* Retrieving Bio-Slag provides between 100 to 500 resources: One hundred for each upgrade the victim had.
* Finding treasure provides from 100 to 1000. These are found on maps, usually near a Creature, or in his lair.
Hermit

*This Disambiguation page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

"Hermit" may refer to:

* Hermit Crab, an enemy found in the caves of all biomes.

* Hermit Hovel, an Expedition type that can appear in all biomes.

* Trash Crab, an NPC found in the Hermit Hovel, which can appear in all biomes.
Grunt

## Offensive

### Rate of fire

Slow
 long pause between shots

### Range

1-4

**Grunt** is a warrior of the Marines.

## Background

It costs 800 Resources to train this basic warrior.
Ah, the Grunt. The meat and potatoes of the
Marines. Take one Enlistee, add a few weeks of
intensive training at a Barracks, a splash of physical
conditioning, sprinkle on some pain, and
there's a red-blooded Grunt. Garnish with a sub-machine gun.
Enlistee

**Enlistee** is a worker of the Marines.

## Background

It costs 1500 Resources to hire this
worker. Any human townsperson
who joins becomes an Enlistee.
Enlistee status is the basic starting
point for all Marines. They're
recruited from the humans who have lived off the land, and want something more.
Everyone new starts out as an Enlistee, building, harvesting, making repairs where
necessary. They can also put in a request for training that toughens them up, gets
them ready for combat. Enlistees can receive extended training at a Headquarters to
increase their skill levels. An Enlistee trained at the Headquarters becomes a Sapper.
An Enlistee with potential who trains at the Headquarters becomes a Grenadier. An
Enlistee trained at the Barracks becomes a Grunt. An Enlistee with potential who
trains at the Barracks becomes a Gunny Sergeant. Finally, an Enlistee with potential
can become a Techie with training at a Base, once the proper research is completed.
Ending the Rebellion

**Ending the Rebellion** is a Tha'Roon mission in *War Wind*.

## Briefing

By decree of the High Tha'Roon Minister, we charge your invincible clan to take action. Hear us then, our magnificient troops of the clan House Mondra. With our Obblinox foes all but destroyed, the time has come to focus once again on the Eaggra, and with every effort bring an end to this terrible folly, their insane rebellion. According to intelligence reports, they have established a massive weapons depot behind their lines. It has few guards. Destroy these weapons and the Eaggra rebellion shall crumble.
Breaking the Machine

**Breaking the Machine** is a Eaggra mission in *War Wind*.

## Briefing

From the rooted wisdom of the elders, by the blessings of sun and rain, so it is that we bestow this commission upon the flourishing clan Faction E19. The time of the great migration is upon us. At last we trek to the homeland, to that place of first memories our Elders long have known. Those of our brothers still under the Obblinox guard cannot be left behind. Deep in the wild lands lies a camp known as The Machine. Have no mercy upon its Obblinox guards. Free our Eaggra kin from slavery, so that they may join our noble cause.
Defence Satellite

**Defence Satellite** is a satellite of the Descendants.

## Background

It costs 7000 Resources and four Butanium to
build this automated airborne defence system.
After the proper research has been completed at
the Radio Dispatch Station, any unit with
Construction skill level three and Builder skill
level three may build a Satellite. Once built, the Satellite must be assigned a
Surveillance or Defence posture. Unlike the Surveillance Satellites, Defence systems
are designed mainly to capitalise on their superior airborne position and
eliminate
any aggressor. Moving
freely at low
altitudes,
the Defence Satellite uses
a
powerful
laser against land-bound units,
buildings,
and vehicles.
Initiate

**Initiate** is a Shama'Li Worker unit in *War Wind*.

## Background

A Shama'Li initiate marks the beginning of a long path. For this reason the Initiates are treated with much care, but dase also charged with the more mundane duties of Shama' Li living. While an Initiate may become a Guru some day, the Shama'Li believe it is the common duties that give him his roots. The Initiates are moderate workers capable of average construction and deconstruction.
Artifact Vehicle

**Artifact Vehicle** is a vehicle of the Hero.

## Background

Rumors abound regarding an ancient human vehicle that came through the
Transportation Event. People speak of a battered pick-up truck as the Artifact Vehicle. The Descendants consider this vehicle with humble reverence - it could be the only material remnant from Earth on Yavaun. The Marines have also searched for this vehicle, though they wish to destroy it and the symbolic link to their past.
Dorian Gray

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

* Painting

Dorian Gray is a rare enemy brought by the Time Traveller into the Submarine.

## Description

Dorian Gray appears to be a young man wearing a dapper, blue suit and holding a sacrificial knife. Beyond his appearance, however, he holds a dark secret - made immortal and ageless, his soul bounded to a painting made twisted and monstrous. Once a depiction of Dorian, the painting now bears his age and the burden of his sin, the image portrayed now unrecognizable - the portrayal of an aged Dorian, more akin to a corpse than a man, distorted by a sinful past and the curse that it will forever bear.

## Behavior

Dorian Gray is invincible, and will be unaffected by any blows received. His painting, however, will appear somewhere inside the sub, and will be vulnerable to damage. If you wish to kill Dorian Gray, you need to search for his painting, and putting a final end to to the twisted object, the murderous Dorian Gray, and the curse he bears.

After being killed, Dorian Gray will always drop his unique Suit.

## History

* Version 1.4f2: Dorian Gray now guaranteed to drop his Suit upon death.

## Trivia

* Dorian Gray is based on the novel The Picture of Dorian Gray, by Oscar Wilde.
* Dorian Gray was added in commemoration of Pride Month, on June 3rd.

## Gallery

* The transformation of Dorian's painting.
Frobbit

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

Frobbits are event enemies that hatch from destroyed Frobbit Eggs.

## Description

The Frobbit is an escaped experiment created by Dr. Moreau, an ungodly amalgamation of a frog and a rabbit (hence its name). It is highly aggressive and reproduces rapidly, making it a threat to the ecossystem of the Living Infinite. Interestingly, neither frogs nor rabbits produce shelled eggs, suggesting they also contain the DNA of other creatures, synthetic or modified DNA or have rapidly evolved to produce shelled eggs.

## Moreau's quote

You see, some brilliant mind has recently been experimenting with creating the Most Ultimate Hopping Creature Ever Known to Man - an uncanny hybrid of Frog and Rabbit - a Frobbit, if you will. This experiment was so incredibly successful that it managed to hop its way out of the facility and off my- er - off SOMEONE'S Secret Island and into The Living Infinite's depths themselves.
This creature lives to breed, and as such it has left countless of its spawn in its wake - in the form of large EGGS containing its young. If not stopped, this creature will undoubtedly overrun the undersea eco-system with its many Hopping Hatchlings in a matter of weeks.

## Behavior

Even right after hatching, they are extremely aggressive and will hop towards the player and bite it repeatedly when they are close enough. While not particularly dangerous, they have a decent amount of health and will often spawn as mini-bosses. Smart teams can, however, simply leave the eggs alone until they are prepared to fight the Frobbit inside.
Grenadier

**Grenadier** is a Eaggra War machine unit in *War Wind*.

## Background

An Artisan who has acquired all five Bio-Upgrades and whose clan has achieved the same dependencies as a Cruiser, can transform into a Grenadier. These troops have tremendous, long-ranged firepower, providing the Eaggra with a means of projecting deadly artillery fire.

## Gameplay

A coding oversight allows the Eaggra Grenadier to bypass the normally hefty cooldown between shots. If you have enough Grenadiers to one-shot enemy units, simply command them to attack a new target after the first has died. They will fire again almost immediately.
Laboratory

**Laboratory** is a Tha'Roon building in *War Wind*.

## Background

Advanced Workers must be trained in a Technical Facility in order to build Some structures, good roads, and Complex machinery such as drones. In addition, Research at a Technical Facility may also provide your units with access to Bio-Upgrades.

## Gameplay

* All Tha' Roon units, with the exception of the Rover and Jump Troop, can Research and receive Bio-Upgrades in a Laboratory. A Tha' Roon Architect can Research Land Mines, Barges, Cruisers, Jump Troops, and Flying Drones in a Laboratory.
Grand Master

**Grand Master** is a Shama'Li Advanced scout unit in *War Wind*.

## Background

Skilled in the arts of magic, melee and manipulation, to produce a Grand Master, your clan must Conduct Research at an Outpost, have a total of four Disciples, and one of those Disciples must be trained at an Outpost. There they are taught advanced control over their focus and inner strength, Grand Masters have the Stealth ability level "Invisible." In addition, they have the power to project energy forces from their fists, allowing them to strike foes from a great distance, and they possess other spell casting abilities, as well.
Angler Fish

The Angler Fish is a common enemy found in the Dark Depths.

## Description

The Angler fish are bony, predatorial fish named for their characteristic mode of predation, in which a bioluminescent fleshy growth from the fish's head (the esca or illicium) acts as a lure. The angler fish is able to distend both its jaw and its stomach, since its bones are thin and flexible, to enormous size, allowing it to swallow prey up to twice as large as its entire body. In The Living Infinite, it's a constant victim of the parasitizing done by Baby Lampreys, with some Angler fish being parasitized by upwards to half a dozen of them.

## Behavior

Boasting extremely high health and high DPS, this enemy can be a dangerous foe. When it spots a submarine, it will attempt to chase it and bite it. However, this creature is very slow and can be easily outrun by allocating 2 or more power units to the Engine Console, depending on the Submarine you are using. Additionally, it can be detected easily due to his bioluminescent lure and its large size makes it prone to getting stuck if you find a hole big enough to fit your submarine but not big enough for the angler fish.

## Tactics

The most common strategy is increasing the submarine's speed to avoid it entirely. It's also possible to keep it a bay by using torpedoes, however, that's not advisable due to their limited quantity. With the Requin, you need 3 power units allocated to engines to outrun it, but experienced gunners may be able to keep it at bay without needing to use torpedoes. Its biggest threat is when it is chasing you from below, which can be very problematic in tight spaces and will often cause heavy damage to the Hull should the Angler Fish not be taken care of very quickly.

## Trivia

A much larger version of the Angler Fish, known as The Lost Light, was a placeholder boss in the Dark Depths.
Dinner

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

## Description

At the end of of every biome, once traveling downwards your team will find themselves taking a moment to breathe and rest with Dinner Sequences that take place in the time between transitioning between biomes. These brief sequences will give you an opportunity to better bond with your crew as you heal and drink elixirs together, and impress upon you the days-long journey your characters take as they voyage deeper into the trench.
Unlike normal elixirs, the ones you drink at Dinner sections only grant half of their effects.

First 5 Dinner Sequences will show day of your journey, suggesting that it takes one day to complete each biome. However, after arriving at last biome, all further sequences have "Day ???" shown, instead.
Barnacle Grabber

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The Barnacle Grabber is a common enemy found in the Infected Depths.

## Description

The Barnacle Grabber appears to be a large colonial organism comprised of experimental barnacles. It has a round, rough body, with 4 of the larger barnacles having long sharp limbs protuding from them, that act as the creature's means of propulsion and defense.

## Behavior

Like other grabber-type enemies, it will latch on ship if it's close, disabling shields and causing hull breach. 4 segmented limbs will appear inside, which will swing at nearby players to damage them. The limbs have low health and are only dangerous due to their quantity and the fact that each of them will cause a hole. Once all limbs are destroyed, the body floats off, now completely harmless, but is now vulnerable if you wish to finish it.

Additionally, it will sometimes spawn from Barnacle Mines when they are destroyed.

 Boss
Lying Filth

**Lying Filth** is a Marines mission in *War Wind II*. This mission is available if you choose to defend your homeland.

## Briefing

Nothing burns a Marine worse than deceit and betrayal. Our reports confirm that the Overlords have pitted us against the Eaggra in order to weaken our armies. Even now the lying filth are mobilizing their forces for an assault on New Paris Island! You are entrusted with the highest command: Defend our position, protect our generals. I'll be honest – the odds are against us. But we are Marines and we do not back down. We will face down any challenge, no matter how many bug-eyed slithering scum-suckers they throw at us. Our mighty nation must survive!
Gas Fish

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The Gas Fish is a common enemy found in the Ancient Abyss.

## Description

The Gas Fish is a weird, pink and yellow fish with an inflated, round body that is filled with pores, which it uses to filtrate the plankton from the water that enters its body, similarly to sea sponges. It's large belly is expanded and filled with toxic and volatile gases, which it presumably uses to increase its buoyancy, and that makes the Gas Fish explode upon its death.

## Behavior

The Gas Fish is passive and will not attack the Submarine and will barely move. What makes this a dangerous enemy, however, is the fact that the gases inside its belly are incredibly volatile, and touching or shooting the Gas Fish will cause it to explode, dealing damage to anything nearby and sometimes releasing clouds of toxins where it once was.

## Trivia

* The Gas Fish was inspired by pufferfishes and sea sponges.

 Cave Enemies
 Obstacles
Biomes

While you descend into The Living Infinite, you will encounter different Biomes which appear as different water layers. Each biome has an unique assortment of Enemies, Obstacles, as well as biome-specific Civilizations and Bosses. In addition, most also have unique mechanics, such as Afflictions or flood effects, making each biome challenging in its own way. All Biomes in a layer are equally likely to appear, with the exception of the first layer, where the Atlantic Waters have a higher spawn chance (50%) than the others (25% each).

During the Biome transition, you and your crew will gather for a Dinner sequence, wherein you will be able to converse and ingest Stat increasing food before you reach the next Biome.

## List Of Biomes

### Top Layer

* Atlantic Waters
* Frozen Waters
* Cursed Waters

### Second Layer

* Dark Depths
* Infected Depths
* Micro Depths

### Third Layer

* Volcanic Depths
* Aurelian Depths

### Fourth Layer

* Ancient Abyss
* Mechanical Abyss
Crew Bots

The Crew Bots are NPCs that can help fill the crew of small teams of players. They can be either 'male' (Gentlebots) or 'female' (Ladybots) and will have different personalities, meaning they will have different dialogue, commenting differently in different situations.

## Game Description

Here is a full list of the amazing things your brand new Crew Bots can do:

* Repair Vessels!
* Defend Against Invading Foes!
* Man the Weapons!
* Change Power on Command!
* Revive Fallen Comrades!
* Explore Caverns!
* Future Functions Pending!

While Crew Bots are able to make their own decisions (most of the time), you can command your bots to do any of these tasks yourself by utilizing the amazing Command Wheel! (Middle Mouse by Default)

Crew Bots can be recruited by adding them in empty player slots when starting a new voyage, or will be delivered by the Time Traveller inside Bot Crates when a crewmember leaves the match.

## Variants

* Repair Bot - Has a Pipe Wrench and can fight and repair.
* Fight Bot - Has a Sword and can fight very efficiently.
* Med Bot - Has a Medkit and can heal the player and other bots.
* Translator Bot - Has a Translation Book and can lower prices from Shops.
* Music Bot - Has a Phonograph and can improve Time Traveller drops.

## Personalities

* Ruffian
* Formal
* Glitched
* Sassy
* Coward
* Military
* Depressed
* Hack
* Salesman

## Commands

By pressing the middle mouse button, you can command bots to do specific tasks, as well as quickly communicate with other players. The commands include:

* Repair Vessels!
* Defend Against Invading Foes!
* Man the Weapons!
* Change Power on Command!
* Revive Fallen Comrades!
* Explore Caverns!
* Well Done!
* Insults!
Angel Fish

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The Angel Fish is a common enemy found in the caves of the Aurelian Depths.

## Description

The Angel Fish is a jellyfish like creature that floats just over the head of a player. It has a translucent, gelatinous body that is pale white in color. However, due to the water being pink, the jellyfish seems to take on a pink-ish color, allowing it to better blend into the background.

## Behavior

This creature that will attempt to revive the dead bodies of other creatures found within the caves of the Aurelian water. This creature also lacks any ability to attack and will do no damage to the player as a result.

## Tactics

Destroying the dead bodies of enemies will make the Angel Fish completely ineffective and defenseless. Destroying the fish itself is easy, as it does no damage and will always follow a player.

 Boss
Fungi

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

**Fungi** are enemies spawned by Fungi Spawners while the Submarine is flooding in the Infected Depths whist in Awakened Mode.

## Description

Fungi are strange floating masses of what appears to be fungal growth. They feature three light green eyes, each seemingly looking in a different direction, and a twisted nose beneath them. They also have three short protrusions, which are root-like in appearance.

## Behavior

Fungi will only appear inside the Submarines if it is flooding in the Infected Depths in Awakened Mode. Fungi Spawners will begin to appear and grow, and will eventually release a single Fungi. These spawners are similar to Wall Barnacles, though take longer to grow. Once released, Fungi will quickly float around the Submarine and damage any players it comes into direct contact with.

## Trivia

* Fungi have a similar look and color palette to the fungi found in Growth Dimension, suggesting that they may have originated from there.

 Boss
Intro Cutscene

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

The Intro Cutscene plays whenever players launch the game. It hints at a major portion of the game's Lore.

## Description

The Intro Cutscene describes the final moments of the famed Captain Nemo of The Nautilus in The Meteor. In it viewers will watch Captain Nemo at his cluttered desk, while his ship The Nautilus sinks into the abyss below. He will be writing one final note, which will later be sent as a Message Bottle. The cutscene will be voiced over by what is presumed Captain Nemo's voice, with his final note to mankind. His exact message can be seen in the Stay Out Message Bottle. As the cutscene continues the light in the room Captain Nemo is in will fade, The Nautilus will sink, and Captain Nemo's Message Bottle will be sent out.
Defender

**Defender** is a Shama'Li Warrior unit in *War Wind*.

## Background

Using the mystic martial arts of hand-to-hand combat, the Defender is the ultimate in unarmed Combat. By focusing personal strength, the Defender can use an opponent's aggression against him, To acquire a Defender, you must conduct Research at a Temple, and train an Initiate in an Outpost.
Constructions (War Wind)

Buildings are not the only structures which can be built by your Workers. Walls, Bridges and Roads can be useful, even necessary additions to your homeland in order to further your clan's goals, The exact requirements for building each of these structures varies according to the race.

## Walls

These are hard to breach constructs of synthetic origin consisting of either Solid Walls or Offensive Walls.

* Solid Walls: These structures are made from anything the four races can mine/refine from the planet's surface (earth, Wood, stone, or iron). They are used as barriers to keep things in or out, to surround towns, villages, and supply Centres, or as obstacles for approaching enemies. They are tough to demolish and immovable once placed.
* Offensive Walls: These Walls are Constructed for an improved defence against invasion by hostile forces. They are Constructed with extra holder features that take shape as harmful energy fields. They can be passed årt for through, though this inflicts significant damage upon those foolish enough to pass through.

## Roads

Each road feature allows travelling units using them to move at a modified rate that is faster than its normal speed.

* Rock Roads. A cheap, easily constructed road that allows units to travel fairly rapidly.
* Paved Roads: A more advanced type of road, smoother and easier to traverse. It allows faster movement than can be accomplished via either rough terrain or a rock road.

## Bridges

Structures which allow individual unit or troop movement over terrain features such as rivers. They are defensible and capable of being
destroyed. Structures of this type are also held, or controlled, by the strongest force in the area, becoming objects of dispute in skirmishes over territory.

## Land Mines

Land Mines are explosive devices that can be Created and used by units who engage in Combat. Land Mines placed by your units are only visible to you; your opponents cannot see them.
Resurrection

**Resurrection** is a spell in *War Wind II*.

## Description

A group spell that every unit in the
group must know. So long as a target body is still on the map, this spell can bring it back from the dead. Life points and Mana points of a resurrected unit are full. However, the resurrected unit is stripped of all equipment, cybernetics, and extended training.