recursal/Fanatic-Fandom huggingface dataset:
Ancient Apparition/Sounds

Hero

Strategy

Equipment

Gear

Talents

Relics

Responses

Sounds

Animations

Lore

Unreleased Content

Old Abilities

Changelogs

Known Bugs

## Attacks

* **Projectile launch** sound plays as the attack projectile is released.
	+ ▶️ Projectile launch 1
	+ ▶️ Projectile launch 2
	+ ▶️ Projectile launch 3
	+ ▶️ Projectile launch 4

* **Projectile impact** sound plays as the attack projectile successfully hits the target.
	+ ▶️ Projectile impact 1
	+ ▶️ Projectile impact 2
	+ ▶️ Projectile impact 3

## Movement

* ▶️ Loop sound plays permanently on Ancient Apparition, gets louder while moving (10% vol).

## Abilities

### Cold Feet

* ▶️ Cast sound plays twice, once on Ancient Apparition upon cast (100% vol) and once again on the target if it gets frozen at the end at a lower pitch (70% vol).
* Tick sounds play on the target on each damage tick of Cold Feet, audible to the debuffed unit's owner only. (50% vol).
	+ ▶️ Tick 1
	+ ▶️ Tick 2
	+ ▶️ Tick 3
* ▶️ Full sound example.

### Ice Vortex

* ▶️ Cast sound plays on Ancient Apparition upon cast.
* ▶️ Loop sound plays at the targeted area upon cast and lasts as long as the vortex does (15% vol).
* ▶️ Full sound example.

*Shatterblast Core*

* ▶️ Target sound plays at the targeted area upon cast.
* ▶️ Full sound example.

### Chilling Touch

* ▶️ Cast sound plays on Ancient Apparition upon cast.

### Ice Blast

* ▶️ Cast sound plays on Ancient Apparition upon launching the tracer projectile.
* ▶️ Release sound plays whenever the actual projectile is released, be it by Ancient Apparition's death or by casting the sub-spell.
* ▶️ Target sound plays when the Ice Blast reaches the marked area.
* ▶️ Unused Ice Blast travel sound. It used to play on the icy ball while it was traveling.
* Tick sounds play on each hit enemy on each damage tick (20%-40% vol).
	+ ▶️ Target 1
	+ ▶️ Target 2
	+ ▶️ Target 3
* ▶️ Full sound example.
Aghanim

This page is about the lore character. For the item, see  Aghanim's Scepter. For the event game mode, see Aghanim's Labyrinth.

**Aghanim** was a mighty wizard whose abilities approached that of a demi-god. He owned the true legendary  Aghanim's Scepter. Although he was exceedingly powerful during his lifetime, he declined later in life and had become a has-been by the time of his death. The circumstances of his death are unclear, with conflicting stories passing around as rumors.

## Son

After his disappearance, his namesake scepter was passed onto his son,  Rubick. His secrets are closely held by Rubick, and coveted by people like Mireska, who desire its awesome power. Rubick lives in the shadow of his father, constantly striving to match his fame and power, but has not succeeded thus far.

## Trivia

* Aghanim is named after Agahnim, a dark wizard from the *Zelda* franchise.

## References

1. ↑ Feast of Abscession response:▶️ *Your old man died a has-been, Rubick. And you, a never-was.*
2. ↑ Grimstroke response: ▶️ *Is it true about Aghanim's demise? I've heard conflicting reports.*
3. ↑ Dark Willow response: ▶️ *I want your father's secrets!*
4. ↑ Pangolier response: ▶️ *Step out of your father's shadow, Rubick. The world awaits.*
Alchemist/Gear

Hero

Strategy

Equipment

Gear

Talents

Relics

Responses

Sounds

Animations

Lore

Old Abilities

Changelogs

Known Bugs

This is a list of cosmetic items that reflects  Alchemist's design aesthetics. For items that are meant to be worn by the hero, see Equipment.

### Loading Screens

Beneath the War Moon Chemical Rage Convicts' Trophies Loading Screen Loading Screen of Big 'Un Loading Screen of the Boilerplate Bruiser Loading Screen of the Darkbrew Enforcer Mini Heroes Loading Screen Raid of the Northern Exiles Loading Screen Razil's Revitalizer Loading Screen
Ancient Granite Golem/Changelogs

Ancient Granite Golem

Old Abilities

Unreleased Content

Changelogs

## Version History

VersionDescription

7.33b

* Reduced  Granite Aura max health bonus from 15%/16.5%/18%/21% to 15%/16%/17%/19%.

7.33

* Increased  Granite Aura max health bonus from 15% to 15%/16.5%/18%/21%. []

7.31

* Reduced health from 1700 to 1500.
* Rescaled attack damage from 77‒87 to 80‒84.
* Reduced magic resistance from 50% to 30%.
* Increased base attack time from 1.35 to 2.
* Increased attack speed from 100 to 150.
* Reduced gold bounty from **78‒88** to **78‒82**.
* CHANGED defense class from Basic to Default. []
* Granite Aura is now a 800 radius aura when unit is not player-controlled. []

7.28

* Reduced magic resistance from 70% to 50%.
* Increased model scale from 1.15 to 1.3.

7.26b

* Increased gold bounty from **70‒79** to **78‒88**.

7.26

* Reduced gold bounty from **78‒88** to **70‒79**.

7.20

* Increased  Granite Aura radius from 900 to 1200.

7.07d

* Reduced gold bounty from **86‒97** to **78‒88**.

7.06

* Reduced gold bounty from **107‒121** to **86‒97**.
* Reduced experience bounty from **155XP** to **124XP**.

7.00

* No longer has spell immunity.
* Increased magic resistance from 0% to 70%.

6.86

* CHANGED attack type from Chaos to Hero.

6.83

* Reduced health from 2000 to 1700.
* ADDED new  Granite Aura ability.

 *Increases the health capacity of nearby units.*
Radius: 900
Health bonus: 15%

6.63

* Updated default unit color.

6.35

* Lots of tweaks to the gold bonuses, levels, stats and abilities on neutral creeps.

5.53

* REMOVED  Hurl Boulder.
* REMOVED  Slam

UNKNOWN

* CREATED
* ADDED to new ancient Large Golem Camp.

## Patch History

Patch
Description

24 Mar 2022

* Granite Aura now shows its aura radius on  `Mouse` hover.

25 May 2020

* Fixed  Granite Aura's buff text value being hardcoded.

17 Dec 2014

* UPDATE 2
	+ Fixed various bugs with  Granite Aura.
Air Dragons

▶️ Not so fast!
This article contains spoilers!
This article contains spoilers about **Dota: Dragon's Blood**

▶️ By the forge of creation.
This section is under construction. It may still lack crucial information or contain unvalidated statements.

You can help by coordinating with the authors and offer your help.

▶️ I don't feel right about this…
This article contains lore that's exclusive to Dota: Dragon's Blood and may not be canon with the main continuity

**Air dragons** are a species of elemental dragon exclusive to the series of Dota: Dragon's Blood.
Alpine Stalker's Pants

## Set Items

The Alpine Stalker's SetLucky Alpine Stalker's HatAlpine Stalker's Scarf**Alpine Stalker's Pants**Alpine Stalker's Gloves
This item is part of a set that was pulled from the Dota 2 Store due to community feedback over thematic concerns. A small number of copies purchased before its removal can still be found on the Steam Market.

## Gallery

* All Positions
* Front
* Side
* Back
* Earthshock
* Overpower
* Enrage
* Enrage &  Overpower
* Store page before it was removed

## Trivia

* This item was one of the first to receive **Immortal** rarity.
* This item is one of the most expensive cosmetic items in the game, due to its extreme rareness.

## Update history

Patch
Description

31 Oct 2014

* Removed from the drop list.

30 Oct 2014

* Added to the drop list by mistake.

21 Aug 2012

* Removed from the Dota 2 Store after community feedback.
* Changed rarity from **Uncommon** to **Immortal**.
Ancestral Luck Set

## Set Items

**Ancestral Luck Set**Flaming Scepter of Ancestral LuckBracer and Band of Ancestral LuckMantle of Ancestral LuckBelt of Ancestral LuckMasks of Ancestral LuckAncestral Luck Loading Screen
The weapon piece comes with a custom  Ignite animation.

## Promo Edition

A promotional edition of this set called "**Ancestral Fortune**" was given out to players who purchased the Ogre Magi mousepad at The International 2014 shop venue. Unlike the regular set, it came in **Genuine** quality, and included an Autograph Rune of its creator, as well as a bonus Loading Screen.
Admiral's Prow

This item was never made available. It was originally intended to form a set, along with Old Ironsides Gauntlet and Old Ironsides Pauldrons. After Admiral's Prow was pulled from the game, the remaining set pieces were distributed freely through drops.

This item was supposed to grant Kunkka a custom teleport animation.

## Unofficial Set Items

**Admiral's Prow**
Old Ironsides Pauldrons
Old Ironsides Gauntlet

## Gallery

* Unofficial set model (Includes other unreleased pieces)
Companion Assignments

*Main article:* Companion

Companions now work differently than settlers at most job stations.

Companions can no longer count as job slots for missions. Companions who are assigned will gain benefits per cycle:

* A small amount of companion experience
* A very small amount of affinity (max of 900 - which means you can't reach the perk with it)
* A random reward: 1 junk item or 6-12 pre-war money or 10-20 vendor credits
* A small chance to increase the appropriate Settler Skill based on the job station
* Each cycle takes 2 realtime hours (not game hours)
* Rewards go into the Mission Container
* Companion experience is not added until the next time you take the companion with you (there may be a delay)
* Works for the following job stations: Militia, Engineer, Technician, Entertainer, Hunter, Craftsman
* No special activation is required; once you assign them they will passively give benefits over time
Alienware Summer's End Cup

The **Alienware Summer’s End Cup** is a minor tournament held by American organization Beyond the Summit and the second in the series of Alienware Cups (the first being Area 51 DOTA 2 Cup). It will take place during the weekend of September 13, with 8 invited teams from around the world competing for a prize pool of US$10,000.

## Format

* **Single elimination bracket** with all matches being best-of-3.

## Teams

* 5Jungz
* 4 Clover & Lepricon
* Ninjas in Pyjamas
* Alliance
* Arcade.PowerRangers
* Golden Boys

## Prize Allocation

 A11st |  5Jungz | $4,500
 A22nd |  Golden Boys | $2,500
 A33rd |  Ninjas in Pyjamas | $1,500
 A44th |  4 Clover & Lepricon | $1,500
Aghanim's 2021 Scenes from the Continuum Vault

No seal or key is needed to open this treasure, as it is already unlocked.

This treasure can be obtained by leveling Aghanim's Labyrinth Battle Pass. It contains loading screens that alternate version of Aghanim with the Continuum Device. Each treasure yields one item.

## Contents

### Regular

Aghanim's Labyrinth 2021 Loading Screen I
Aghanim's Labyrinth 2021 Loading Screen II
Aghanim's Labyrinth 2021 Loading Screen III
Aghanim's Labyrinth 2021 Loading Screen IV
Aghanim's Labyrinth 2021 Loading Screen V
Aghanim's Labyrinth 2021 Loading Screen VI
Aghanim's Labyrinth 2021 Loading Screen VII
Aghanim's Labyrinth 2021 Loading Screen VIII
Aghanim's Labyrinth 2021 Loading Screen IX
Disarming

Last updated for version `1.8.0-BETA-7`

*Main article:* Skill

Disarming traps and mines in Horizon can be done by characters with appropriate Skill points. Disarming Skill unlocks either way, by choosing a certain Perk or by gaining enough Skill points. Traps are divided into four categories, which determine which skills can disarm them. "Complex Explosives" count extra and are primarily intended for the Dynamic Trap System. Once a category requirement has been achieved the player is able to disarm.

## Categories

 Basic Explosives
 Complex Explosives
 Tech Class 1
 Tech Class 2

## See Also

* Dynamic Traps
* Skills
* Perk
Ancient Guardian

Item

Changelogs

**Ancient Guardian** is a Tier 4 neutral item dropped by neutral creeps.

▲

* Automatically placed in the  Courier's backpack slots.
 Availability

## Ability

Ancient Power

**Ability**
Passive
**Affects**
Self

Grants additional +50 damage if the wearer is within 2000 range from an Ancient

**Damage:** 50**Range:** 2000Modifiers []modifier\_item\_ancient\_power

## Recent changes

Main Article: Ancient Guardian/Changelogs

VersionDescription

7.35

* CREATED
Caravan Robot

## General

This new addon replaces most Pack Brahmin with new Cargo Robots which are mostly protectron-class robots based on the Drinking Buddy robot. Unlike other protectrons, these robots are very quiet.

Trashcan Carla has a unique robot

## Installation

This addon should be installed before starting a new game. The pathfinding of the robots might also be a little screwy, this may need fixing.

If installed mid-playthrough, most of the existing pack brahmin walking around will be replaced by invisible robots. Newly created supply lines will properly display robots.
Algid Falcon

## Set Items

**Algid Falcon**Algid LegacyAlgid Falcon BracerAlgid Falcon GreavesAlgid Falcon CapeAlgid Falcon QuiverAlgid Falcon PauldronAlgid Falcon HelmAlgid Falcon Loading Screen
The bow from this set has an ambient effect style that can be unlocked with a Tribute Upgrade Infuser. An alternate set comes with the effect unlocked.

## Styles

* **Default Style**
* **Ambient Effect Unlock**

## Gallery

* Top
* Front
(Default)
* Back
(Default)
* Front
(Ambient Effect Unlock)
* Back
(Ambient Effect Unlock)

## Trivia

* This set's internal name is *Arvalia's Legacy*.

## Patch History

Patch
Description

08 Aug 2019

* Fixed Algid Legacy effect colors.
Cooking Station

Cooking Stations are workstations consisting of a cooking pot suspended over a campfire by cinder blocks, a modified Pre-War stove, and a rotisserie spit. They facilitate the cooking of various food, drink, and aid items from ingredients found in the waste or grown in Settlements. *Horizon* extends the vanilla repertoire of craftable Workbenches and craftable Items. Survivalist (Perk), Survival (Skill) and Hunter (Perk) will higher your chance to find items useable in Cooking Workbenches. Be it from harvesting Wild Plants or Enemies.

 Oil 1

* Version 1
* Version 2
* Version 3
* Version 4
* Version 5
* Version 6
* Command Workstation

## Crafting Table

Every crafting action in the cooking station, regardless of which item the player crafted, increases the Survival skill by 0.01 skill pts. Conversely, this means that survival skill can be increased by crafting bottles. Crafting 100 Empty Dirty Bottles will yield to +1.0 survival skill.

## See Also

* Architect
* Crafting
* Chemistry Station
Carbon Fiber Sheet

Last updated for version `1.8.0-BETA-7`

*Main articles:* Tech Lab, Weapons Lab

## Stats

* Weight: 0.1
* Value: 25

## Recipe/Requires

* Energy Cells 15
* Oil 2
* Plastic 10
* Rubber 1
* Smokeless Powder 85
* Skill: Chemistry 20
* Skill: Science 20

## Obtaining

* Tech Lab (Materials)
* Weapons Lab (Materials)
* Market Trading Terminal (Trevor)

## Uses

Crafting

* Bolts (Weapons Lab)
* Polymer Sheet (Tech Lab)
* Ballistic Fiber (Tech Lab)
Beer

## Stats

* Weight: 0.5
* Value: 5

## Effects

* STR 1 for 3m
* CHR 1 for 3m
* INT -1 for 3m

## Obtaining

* Trading
* Scrap: Gwinnet Ale, Brew, Lager, Pale, Pilsner, Stout (Field Scrapping)
* Production: Chemical Factory (Recipe: -2 Glass, -2 Yeast, -1 Razorgrain, -1 Hubflower, -1 Tato)

1. ↑ Use the Field Kit and scrap them manually.

## Uses

* Outgoing Mail: Receive Pre-War Money 5 (Mailbox)
* Trading: Box of Collectible Items (Market Trading Terminal)
* Trading: Common Tools (x4) (Market Trading Terminal)
* Trading: Ground Meat (Animal) (x8) – Brahmin (Market Trading Terminal)
* Trading: Justice (Revolver) (Market Trading Terminal)
Acid

*Main article:* Component
## Stats

* Weight: 0,1
* Value: 10
* Form ID:

## Uses

* Crafting: Food Items (Cooking Station: Cutting Fluid, Vegetable Starch)
* Crafting: Remedies (Antibiotics, Loaded B1 Shot, Poison Antidote, Skeeto Tonic)
* Crafting: Syringer Ammo (Weapons Lab)
* Production: Compost (from Wood) (Plant Nursery)
* Production: Pharmaceuticals (Chemical Factory)
* Production: Calcium, Phosphorus (Chemical Factory)
Carbon Fiber

*Main article:* Component
## Stats

* Weight: 0,01
* Value: 0
* Form ID:

## Changelog

* This is a new crafting component
* Requires Energy Cells, Smokeless Powder, Plastic, Oil, and Cryogenic Fluid
* Requires 30 Ballistics Skill and 10 Science Skill
* Used to craft Bolts and other items
* Crafted from the Tech Lab or Weapons Lab under "Materials"
* Can also be traded in the Trading Market Terminal
Alloy

## Common Alloys

Common Alloys are Steel, Aluminum, and Titanium Alloys which rank from [Low Grade], [Mid Grade], up to [High Grade] exactly like the crafted alloy platings.

All existing junk items contain rank 1, 2, or 3 of the appropriate alloy. Prototype items give less alloys.

## Special Alloys

* Beryllium-Copper
* Tungsten-Carbide
* Nickel-Cobalt was formerly known as Nickel-Iron

Magnesium-Zinc, Zirconium-Tin, and Cobalt-Chromium Alloy are removed, and replaced with standard magnesium, zirconium, and chromium.

## Obtaining

* Metalworking/Crafting (Tech Lab > Materials)
* Scrapping Junk Items
* Loot
* Market Trading Terminal: Black Market

## Uses

* craft Weapon (ZX-1 Experimentation Lab)
* craft Armor and Power Armor
Bobblehead

Last updated for version `1.8.0-BETA-7`

*Main article:* Horizon Wiki

## General

Bobbleheads are overhauled, to balance them better and help remove some of the pressure of building characters around them. SPECIAL Bobbleheads no longer give S.P.E.C.I.A.L.s, but instead give +1 perk point each and are renamed so they don't have a misleading name, perks are updated as well.

🌀 *The content below transcludes to Perk.*

## Developer Notes

* 💾 **Developer Note:** I changed the SPECIAL-based bobbleheads, because feeling forced to go to a specific location to get a specific stat, seemed like a poor game mechanic. Instead, you have more freedom in obtaining bobbleheads in any order. The SPECIAL-based ones I don't feel are as forced for your build.

## See Also

* Skills
* Perks
* SPECIALs
* Guide/Bobbleheads
Command Table

Last updated for version `1.8.0-BETA-7`

*Main articles:* Architect, Settler Mission

Allows to setup Settler Missions to bring back useful supplies.

## Recipe

* Basic Circuitry 2
* Steel 8
* Wood 18

#### Repeated Deployment Settings

Repeatable missions will automatically deposit items and no longer give any type of debriefing reports. A deployed mission will stop repeating if it lacks the resources or settlers required. When a mission fails to repeat, it must be re-deploy manually to run again.

* Turn Off: auto-repeating for all mission types
* Turn On: auto-repeating for all mission types
* Turn On/Off: auto-repeating or just a single run for a certain mission type

#### Mission Report

Repeatable missions will automatically deposit the items and no longer give any type of debriefing reports!

#### Open Mission Container

The Mission containers is holding all items settlers have been found. These Items are normally revealed after reading the Mission Report.

## Display Total Settlement Statistics

* Owned (Established)
* Successful Settlements
	+ Farming Communities
	+ Military Outposts
	+ Trading Markets
	+ Research Outposts
	+ Industrial Parks
	+ Recreational Parks
* Residents[*citation needed*]
* Average Happiness
* Tenants
* Total Workshop Population

## Helpful Menus

* Settlement Options Menu
* Architect Options Menu
* Documentation Menu

## See Also

* Settler
* Wilson
* Architect
Cell Respawn

## General

The cell respawn setting in Horizon now defaults to 35 days on a new game and only work in Survival Mode.

Cell Respawn times can be adjusted in the Global Options menu under Environment Options.

## Timer

Cell Respawn timer options are:

* Default: goes back to whatever vanilla FO4 was set to
* 7 days
* 21 days
* 35 days
* 70 days
* 140 days

Cell Respawn timer option for "Never" is removed since 140 days is a long enough time period.

## Respawn Rate

**Cleared** and **Uncleared** cells both respawn at the same rate now if non-default option is used.

## See Also

* Timescale
* Guide/Cell Respawn
Educational Material

*Main article:* Component
## Stats

* Weight: 0,1
* Value: 10
* Form ID:

## Changelog

Educational Material is a component useful for research-like tasks.

* Many books (the ones you sell for caps) now provide an "Educational Material" component
* Educational Material is used in certain recipes and settlement crafting
* Different books provide different amounts of Educational Material (ex: a math book gives more than a literature book)
* These books can still be sold for caps, if you don't care about using them in crafting/settlement recipes
* Each point of Educational Material is worth 10 caps value (whether its in the books, or the scrapped Educational Material)
* When you put magazines/guides into the outgoing Mailbox (for pre-war money), you now also get 1 Educational Material each
* Some items that grant XP upon consumption, will also give you Educational Material when you consume them
* BOS Technical Documents can be converted into Educational Material in the Tech Lab under Materials
* Scavenger job missions can yield a random book each mission (it can be a ruined book or a useful book)
* Many books now have new graphical models
* 7 new types of books are available from loot (ex: different types of math, history, and science books)

1. ↑ This is basically like writing down the info you learned, and then selling the original magazine to a trader
Compost

*Main article:* Component
## Stats

* Weight: 0
* Value: 0
* Form ID:

## Compostable Food

🌀 *The content below is transcluded from Food#Compostable Food.*
Almost any food item can be placed in the Farming Workbench and will automatically be converted into **compost** after a production cycle of 90 minutes. Compost, in turn, is converted into Fertilizer (at a rate of 20:1) after a cycle that also lasts 90 minutes. Both, compost and fertilizer, cycle run simultaneously.

Compost is important for building garden planters which in turn allow for planting on any substrate. Fertilizer instead, is important for doubling the crop production but also for a number of crafting recipes not further listed here.

📝 **Note:** Compostable items not used in any other recipe: Cotton Candy Bites, Diseased Meat, Dandy Boy Apples, Fancy Lads Snack Cakes, Potato Crisps, Rotten Fruit, etc.
Basic Circuitry

*Main article:* Component
## Stats

* Weight: 0,02
* Value: 0
* Form ID:

## Changelog

Basic Circuitry is rescaled, and on average is doubled in counts (for most recipes and some junk).

* Basic Circuitry replaces Copper for many basic settlement object recipes
* The formula for Power generation devices is usually "1 basic circuitry per power they provide"
* The formula for Water pumps is usually "1 basic circuitry per power they require"
* Lights usually require 1 Basic Circuitry each, but no longer require copper
* Your current supply of basic circuitry is rescaled up as well (since junk items are updated)
* Junk item lamps and light bulbs now give Basic Circuitry instead of copper
* The copper yields found in some junk items is reduced
* Basic Circuitry can be generated by Junk Yards

1. ↑ This includes commonly used objects such as power generators, lights, and certain other objects. Copper is still used for mainly objects that benefit the player or are considered advanced progression.
Home Plate

Home Plate is now registered as a fully functional settlement, and not just a workshop.

## General

Home Plate is a fully functional settlement and thus can be linked as a Supply Line. Settlers and Companions can be sent to Home Plate and Settlers can be recruited using the Recruitment Station. Home Plate has a map marker, and will show active supply lines to/from Home Plate on the map.

Home Plate has a large underground area (Vault 86) and automatically comes with 30 Defense since it's protected within Diamond City (mostly for recruiting purposes).

## Obtaining

The place can now receive the key to Home Plate for free by completing Diamond City quests:

* Out in Left Field
* Pool Cleaning
* Painting the Town

After completing all 3 quests, a mail "Diamond City Care Package" is sent to the mailbox, which must be used from the AID tab. Upon using the package, it will give the key and start the quest to unlock Home Plate.

If you Home Plate is already owned, the package will give all the caps back that were used to purchase Home Plate.

## Changes

Uses its own unique floors, just to make sure they can't be scrapped and the collision works properly. The crafting/living area is fully decorated and comes with crafting stations. The front area is stretched slightly to make room for the staircase leading down. Workshop lights or conduits in the front area have been removed. The fog is reduced, so that it looks more natural at close range.

Has it's own self-sufficient scrapping recipes so you can scrap most of the objects/debris in there. Has custom walls and pieces that prevent scrap mods from scrapping them, so "scrapall" should usually be safe.

Brahmin should not spawn in Home Plate, vanilla caravans (provisioners) may have problems reaching Home Plate.

## Control Panel

*Main article:* Control Panel
* Call Unassigned Settlers: Allows you to automatically teleport all unassigned settlers to the front area (currently not functional).
* Decorations: can't be scrapped by accident, but can be toggled on/off by a switch on the wall near the workbench (currently not functional).
* There is a panel by the Diamond City gate exterior, that lets you travel directly into Home Plate (as well as an exit back out).

## Technical Issues

🌀 *The content below transcludes to Technical Issues.*
* Although, Provisioners are fine to use (Supply Line), they just will not work with Home Plate properly. Even regular settlers/companions will sometimes have trouble walking to home plate, because its not originally designed as a settlement. It's recommended to use a Cargo Bot Supply Line instead.

## See Also

* Enhanced Settlements
* Settlements
Field Supplies

*Main article:* Items
**Field Supplies** is an item that represents various portable supplies. Field Supplies were formally known as **Supply Kits** and **Military Kits**.

## Uses

* Caravan travel
* Upgrading many Operation sites
* Most Missions

## Production

You gain 1 Field Supply produced for each surplus of 1:1:1 ratio of food/water/power rating. The starting settlement production max for Field Supplies is now 40 per cycle, upgradeable to 400. Each Expedition Camp increases the production max by +10. Each Community increases the production max by +20. Each Farming Colony increases the production max by an additional +20 (+40 total since its also a community).

Field supplies are currently very abundant. There are 8 recipes to manually craft Field Supplies from various combinations of food items, located in the Cooking Station.
Guide/Crop Farming

Last updated for version `1.8.0-BETA-7`

🌀 *The content below transcludes to Special:WhatLinksHere/Guide/Crop Farming.*
Before you can start planting crops you have to find or domesticate them (go to section: Plant Nursery in your production manager). Harvest Wild Plants, put them into a workbench of your choice and create a Work Order using the Production Manager menu (Resource Station).

Another possibility is to visit vendors who sell crops. Vendors such as "Farmers", "Food and Water" as well as "General" vendors, all can sell crop bundles.

Composting, Domestication, and Fertilizing. You can manually grow and pick your own crops or you can use your Settlers to farm for you with the Horizon Architect Crop Rows (with increased crop ratings). Automated Planter can also be built with increased Workshop Technology level. These work autonomously and are only dependent on rare components and power.

For every 20 Crop Rating 1 Crop is stored into your Production Storage (which you might change to your prefered Master Workbench). Additionally, you can use the Farming Workbench to create Compost (put rotten, waste or fresh food items into the farming workbench) which also automatically turns Compost into Fertilizer. Production is passive at a rate of 20:1, thus for every 20 compost you will receive 1 fertilizer at the end of a production cycle (90 min real-time). Fertilizer in turn is used for...

* Wild Plant Domestication (Plant Nursery)
* Crop Fertilizing to boost crop yield

On average you need 3x6 crop rows to increase production by 1 crop or 2x automated planter. If crop stability/fertilization[*citation needed*] is optimal, then the crop rate of 3 and 6 rows is doubled, i.e. to 6 and 12, respectively, so a 6x row can have the same crop rate as an automated planter.

The table shows the ratio of crops (crop-) to crop rating (f=fertilized), food rating, water rating and supply kits.

Keep an eye on your maximum crop production (Production Limit). 1 crop counts for all types of crops (1x carrot, 1x corn, etc.). The limit can easily be increased through Successful Settlements and the like. But to a certain extent it also depends on whether or not desolation mode has been installed.

It is also important to know that the amount of food in a settlement is always covered locally with the same amount of water. The amount that arises through water + food should then be covered by defense so that the settlement is optimally secured. When a settlement is in balance (Food/Water = 20 Crop Rating and 20 Water Rating), the production of Supply Kits is raised by 1 (but here, too, the production limits, amount of successful settlements must be observed).
Component

*Main article:* Junk
This article lists all **components** in FO4 Horizon.

## Shipments

Shipments are supposed to be a ripoff. Its a last resort thing if tons of caps are available to spare.

## TIP

🌀 *The content below is transcluded from Guide/Component Management.*

By highlighting **components**, junk items that contain them, are also highlighted in the world. Important components can be marked in the Pip-Boy by selecting **Component View** (Pip-boy > INV > Junk). If the Scrapper perk, rank 2 is unlocked, every junk item lying around in the world, is highlighted.

A Master Workbench, to manage items quickly, is always recommended. It allows to store items in a settlement of choice by transporting items of any workbench into one single workbench. This can be setup in the Resource Station anytime. In this regard, a Supply Line is almost essential, to keep performance high, Horizon uses its own supply line system called: Cargo Bot Supply Line. It is also advisable to change the default Cargo Destiation, from both, Wilson and the Production Storage to a master workbench (settlement) of choice in order to concentrate items even better.

Before each crafting and/or trading action it recommended to check "Component View". Horizon has added so many new items and components that some might not be tagged with the magnifying glass symbol 🔍 yet. That often reveals new junk items better kept for crafting, building or trading.

Proper inventory management makes trading, sorting and finding junk more effective. Junk can be sorted by valued (VAL) while trading or in any other inventory. Not all vendors in Horizon buy all junk items and some might even buy "no value" junk items, which obviously shouldn't be sold. When trading, Wilson's Auto-Transport option might be disabled before hand. Otherwise Wilson may transport items and thus an invetory category might be blank at some point.

The Field Kit allows for "Junk Scrapping", to reduce weight and decrease inventory bloat, thus less micro-management and better inventar overview will be the consequence.

Time can be saved by picking the entire inventory of a corpse, by pressing the "R" key twice, and inspecting loot whenever the player character is overloaded. High carrying capacity from strength, Personal Cargo Bot, various item mods and/or backpacks will greatly influence inventar management intervals in this regard. If Wilson's auto-transport option is not available, the Strong Back and/or Lone Wanderer perk may help.

## See Also

* Junk
* Items
* Production
* Resource Station
* Wilson

## References

1. ↑ https://discord.com/channels/436824471295361025/436824471295361027/914609421701767240
Guide/DLC

🌀 *The content below transcludes to Special:WhatLinksHere/Guide/DLC.*
This is a general opinion about modified DLC difficulty, suggestions and issues.

### Automatron

Available at level 10, not possible to activate earlier. You might want to do it once you have a stable source of robot damage and Salvaging, for all the sweet robot loot.

### Far Harbor

Advertised once you rescue Nick, but can be started manually. Level 15 recommended, especially main quest.

### Nuka-World

Can be started manually. No settlements until you finish the main questline one way or another. Then you can build one at Nuka-World Red Rocket. Caravan Travel Hub is available at the DLC entry area. Very hard enemies. Level recommended: 20+.
Guide

This is a collection of guides which introduce a new player to Horizon.

* First, read Guide/Installation to install Horizon
* Follow Guide/Load Order to make sure your load order is correct
* Check Guide/FAQ if you have some questions
* Ask in Horizon Discord if still something is unclear or you have some issues
* Read some other guide about Horizon
Energy Cell

*Main article:* Component
## Stats

* Weight: 0,001
* Value: 0
* Form ID:

## Ammunition

* Crafting: 150 EC -> 10 2mm EC
* Crafting: 100 EC -> 100 Electron Charge Cells
* Crafting: 72 EC -> 20 Fusion Cells
* Crafting: 62 EC + 62 Smokeless Powder > 20 Plasma cartridges
* Crafting: 90 EC + Fusion Casing + Nuclear Material > Fusion Core
Horizon Wiki/Section 3

Help

* **FAQ** & **Troubleshooting**
* **Installation**
	+ Clean Installation
	+ Mod Manager
	+ Load Order
	+ INI Settings
* **Guides**
	+ New Player & All In One
	+ Settings
	+ Save Options
	+ Settlement Building
	+ Useful Locations
* **Modding**
	+ Modding Horizon
	+ Developer Notes
	+ Mod Compatibility
	+ Mod Incompatibility
* **Patches & Addons**
	+ Patched Modlists
	+ Unofficial Addons

Videos
Horizon Wiki/Section 1

Welcome to the Horizon WikiWelcome to the Horizon Wiki
Current Version: **1.9.3** • Patch notes
The Horizon guide written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.
Please read Conflict Resolution and Editing Guidelines before making major edits.
Join Horizon @ Discord for real-time discussion and support.
Join #fo4horizon-wiki @ QuakeNet for wiki-related discussion.

 About Horizon

Horizon is a vast modification for *Fallout 4* which completely overhauls the entire game, including expansions, rebalancing, and a myriad other changes meant to make the game more challenging, better balanced, and significantly more interesting in the late game.

The goal is to maintain the core elements of the *Fallout* series - exploration, survival, and crafting - while maintaining player interest that can wane due to the way the base game's systems are structured. In order to maintain the challenge, Horizon is built and balanced around Survival Mode, but can technically be played without it. For the discerning players, there are 4 optional difficulty modes so that Fallout players of all skill levels can enjoy survival mode and the changes Horizon introduces.

[Download @ Nexus Mods]
Horizon Wiki

Welcome to the Horizon WikiWelcome to the Horizon Wiki
Current Version: **1.9.3** • Patch notes
The Horizon guide written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.
Please read Conflict Resolution and Editing Guidelines before making major edits.
Join Horizon @ Discord for real-time discussion and support.
Join #fo4horizon-wiki @ QuakeNet for wiki-related discussion.

 About Horizon

Horizon is a vast modification for *Fallout 4* which completely overhauls the entire game, including expansions, rebalancing, and a myriad other changes meant to make the game more challenging, better balanced, and significantly more interesting in the late game.

The goal is to maintain the core elements of the *Fallout* series - exploration, survival, and crafting - while maintaining player interest that can wane due to the way the base game's systems are structured. In order to maintain the challenge, Horizon is built and balanced around Survival Mode, but can technically be played without it. For the discerning players, there are 4 optional difficulty modes so that Fallout players of all skill levels can enjoy survival mode and the changes Horizon introduces.

[Download @ Nexus Mods]

Wasteland Basics

* **Systems**
	+ Loot
	+ Desolation Mode
	+ Scavenger Mode
	+ Revival Mode
	+ Survival Mode
	+ Health
	+ Doctors
	+ Mailbox
	+ Lock Breaching
	+ Dynamic Skill Gain
	+ Dynamic Traps
	+ Dynamic Encounters

* **Character**
	+ SPECIAL
	+ Specialization
	+ Skills
	+ Perks
	+ Experience
	+ Leveling
	+ Magazines
	+ Bobbleheads
	+ Player Threat Level

Uniting the Commonwealth

* **Conquering**
	+ Combat
	+ Weapons
	+ Ammo
	+ Enemies
	+ Armor And Clothing
	+ Power Armor
	+ Companions
	+ Combat Pets
	+ Cargo Bots
	+ Wilson

* **Rebuilding**
	+ Settlements
	+ Settlements Enhanced
	+ Crafting
	+ Architect
	+ Settlers
	+ Settler Missions
	+ Tenants
	+ Crops
	+ Water Purification
	+ Caravan Travel
	+ Supply Lines
	+ Production
	+ Workshop Level

The World at Large

* **Economy**
	+ Vendors
	+ Currencies
	+ Income
	+ Market Trading Terminal
	+ Courier Trading Service

* **Maps**
	+ Commonwealth
	+ Nuka-World
	+ Far Harbor

Help

* **FAQ** & **Troubleshooting**
* **Installation**
	+ Clean Installation
	+ Mod Manager
	+ Load Order
	+ INI Settings
* **Guides**
	+ New Player & All In One
	+ Settings
	+ Save Options
	+ Settlement Building
	+ Useful Locations
* **Modding**
	+ Modding Horizon
	+ Developer Notes
	+ Mod Compatibility
	+ Mod Incompatibility
* **Patches & Addons**
	+ Patched Modlists
	+ Unofficial Addons

Videos

Wiki Community

We are currently maintaining 3,058 pages (409 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to Horizon Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here. Last edited on: 2022-05-27.
Horizon Wiki/Section 4

Wiki Community

We are currently maintaining 3,058 pages (409 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to Horizon Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.
Guide/Water Pump

Last updated for version `1.8.0-BETA-7`

*Main article:* Architect

This guide shows the efficiency of water pumps in terms of building costs.

## Water per building cost table

Components not in the table (since these are common and can be neglected);

* Ceramic
* Concrete
* Rubber
* Steel
* Wood

The table below gives an overview of building cost for 10, 20, 50 and 100 water per pump. While the first column behind a component equals 10 water, the 2nd 20, 3rd 50 and 4th 100 water cost.

## Summary

The table shows that all water pumps and the water tower require valuable components. Except for the water tower, all pumps require aluminium, basic circuitry and gear, some also oil and copper.

The Water Tower, on the other hand, requires less technical, more population and trade-based goods, such as vendor credits. Nevertheless, Oil 10 weighs heavily, especially with Desolation Mode if the focus is on ammo crafting. If the player does not use ammo and there are plenty of vendor credits available, the water tower is worth considering.

Ultimately, since components are rare, it is advisable in the case of a min-max strategy to squint to tech level 4 as quickly as possible and build the large industrial water pump. as this one can scoop the most water per building cost. only catch, power 15. Since power building objects also need components, this is where it gets interesting..

## Gallery

* Improvised
* Compact
* Powered
* Medium
* Large
* Water Collector
* Water Tower
* Large Industrial
Livestock

Horizon introduces several buildings that can automatically produce animal products.

## Chicken Coop

* Adds +1 Chicken Production and +6 Food
* Requires 6 Live Chicken, Workshop Survival 1, and other materials [*info needed*] to build
* Chicken coops produce Live Chickens through the Production System under "Activated Production"
* Chicken production maxes out at 20 per production cycle
* The actual chickens inside the coop do not move around or animate, and only players who own Far Harbor will see them

### Live Chicken

* Live Chickens can be purchased or sold on the Trading Market Terminal
* Live Chickens can be purchased from Far Harbor general vendors
* Live Chickens can be converted into Chicken Meat, which can be used or turned into Ground Meat
Guide/Mod Compatibility

## Recommended

The following table list recommended mods based on Greb's Horizon Essential Mods. Some mods might require Fallout 4 Script Extender (F4SE) to work. The table can be sorted by clicking on the col header.

## See Also

* Guide/Modding Horizon – For general advice on modding.
* Guide/Load Order
* Guide/Mod Incompatibility
* HDPR – Horizon Discord Patch Repository, for current Horizon patches.
Guide/Bobbleheads

Last updated for version `1.8.0-BETA-7`

*Main article:* Bobbleheads
Bobbleheads are nerfed in Horizon but still some of them grant +1 perk rank. Getting them as soon as possible might be worth a try. 3 of 6 perk bobbleheads can be reached with starting combat, absolutely passively, from level 1! Aquaboy/Aquagirl and Stealth is recommended.
Horizon Wiki/Section 2

Wasteland Basics

* **Systems**
	+ Loot
	+ Desolation Mode
	+ Scavenger Mode
	+ Revival Mode
	+ Survival Mode
	+ Health
	+ Doctors
	+ Mailbox
	+ Lock Breaching
	+ Dynamic Skill Gain
	+ Dynamic Traps
	+ Dynamic Encounters

* **Character**
	+ SPECIAL
	+ Specialization
	+ Skills
	+ Perks
	+ Experience
	+ Leveling
	+ Magazines
	+ Bobbleheads
	+ Player Threat Level

Uniting the Commonwealth

* **Conquering**
	+ Combat
	+ Weapons
	+ Ammo
	+ Enemies
	+ Armor And Clothing
	+ Power Armor
	+ Companions
	+ Combat Pets
	+ Cargo Bots
	+ Wilson

* **Rebuilding**
	+ Settlements
	+ Settlements Enhanced
	+ Crafting
	+ Architect
	+ Settlers
	+ Settler Missions
	+ Tenants
	+ Crops
	+ Water Purification
	+ Caravan Travel
	+ Supply Lines
	+ Production
	+ Workshop Level

The World at Large

* **Economy**
	+ Vendors
	+ Currencies
	+ Income
	+ Market Trading Terminal
	+ Courier Trading Service

* **Maps**
	+ Commonwealth
	+ Nuka-World
	+ Far Harbor
Guide/Settlement Take Over

Last updated for version `1.8.0-BETA-7`

🌀 *The content below transcludes to Special:WhatLinksHere/Guide/Settlement Take Over.*
The following table shows certain ways to take over a settlement in Horizon. Since playstyle varies based on player preference, an extremely simplified presentation is offered here. In order to make standardization possible, the settlements are divided into two categories. Quest dependent and takeover possible with level 1.

Some settlements can only be taken over by completing a quest. It is important to pay attention to how high the player level is, as the requirements of the quest can depend on the level. Settlements that can only be taken over by completing a quest are marked with a ☑️.

Many settlements can be taken over by skillful play. It's not required fight, often times crowds of enemies can be lured into other crowds, can be lured into another location to watch how the AI annihilate itself. Settlements that can be taken over from level 1 are marked with a 1️⃣.

Settlements marked with a Ⓜ️ are part of the "Clearing the Way" quest.

Approx. 15 settlements can be taken over very easily. More than enough to enable a stable production of a whole range of resources, especially in the beginning of a game.
Expedition Camp

*Main article:* Settlement
Expedition Camp is a settlement that maintains a small size, qualifies for certain requirements, and can thus gain special benefits.

Expedition Camps are not mandatory, however they are ideal for optimal benefits and Horizon's settlement progression. They require less settlers to enable fast travel and gain a bonus to mining.

You don't need to designate something as an Expedition Camp, once a settlement meets the requirements it is automatically counted as one (see #Technical Issues).

## Requirements

* 5 or less settlers
* 1 Communications Rating (i.e. Rescue Station or Crow Messenger)
* 10 Food, 10 Water, and 20 Defense
* 1 type of production capability (crops, extractor, oil well, job stations, etc.) [*info needed*]

## Benefits

* Expedition Camps grants a +25% production bonus to Extractors and Oil Wells in that settlement
* Expedition Camps bypass the Caravan Travel Hub restrictions, and allow you to travel from them even with 0 settlers
* For each Expedition Camp you have, you gain +1 Expedition Bonus to the maximum of +15.
* Expedition Camps help unlock Militia, Technician, and Hunter job Mission Slots:
	+ Militia: +1 per Expedition Camp (up to +5)
	+ Technicians: +1 per Expedition Camp (up to +7)
	+ Hunters: +1 for every 3 Expedition Camps (up to +4)
* +10 maximum Field Supply production

## Tips

* Camps will not attract Tenants, because of their maximum size limit
* Settler limit can be set to 5 in the recruitment station to avoid losing camp status
* The "Food and Water Depots" are excellent for places you want few (or no) settlers, since they no longer require an assigned settler
* Be careful where you send companions, because if they increase a camp's population to 6, it will no longer qualify as an Expedition Camp
* Recommended Expedition Camps
	+ Red Rocket
	+ Abernathy (or Sanctuary... don't make both communities)
	+ Hangman's Alley
	+ Boston Airport
	+ Bunker Hill
	+ Greentop Nursery
	+ Jamaica Plain
	+ Graygarden
	+ Tenpines
	+ Finch Farm
	+ Taffington

## Technical Issues

* Expedition camp status is not updated immediately, so if Caravan Travel does not work, wait a bit.
Guide/Documentation Menu

Last updated for version `1.8.0-BETA-7`

*Main article:* Field Kit

### Documentation System

* A new menu-driven documentation system is added, which allows me to easily add new sections
* The following sections are available:
* Architect - Building: A summary of building things in Architect
* Architect - Missions and Production: Details on how missions work
* Horizon - Skills: Details on each skill in the skill system
* More will be added with future patches

### Documentation Menu

* Details on each skill now shows how much skill each source can give
* access documents regarding: Water Production, Crop Production, Cargo Bot Supply Lines, Wilson
* Workshop Level upgrades for Tech, Trading, and Construction
* Settler Outfitter, ZX-1 Experimentation Lab
Karma

Last updated for version `1.8.0-BETA-7`

*Main article:* Skill

Karma is currently considered a beta test, and isn't fully implemented yet.

## General

Karma's skill rating can go from 0 to 200 while 100 defines being "neutral". The perks display karma as -9 to +9 in terms of ranks.

* Murdering reduces karma, but only above 10 murders
* Assaults reduces karma, but only above 10 assaults
* Stealing reduces karma only above 20 thefts and above 110 skill
* Pickpocketing reduces karma only above 20 pickpockets and above 110 skill
* Eating corpses reduces karma above 80 skill
* Sandman kills reduces karma above 70 skill
* Completing quests improves karma

Having a threshold allows some of the buggy counts to not ruin any rating. Some penalties only occur if beeing above a certain karma level. I.e. its not "evil" to steal for neutral karma, but it will lower karma for a good person.

## See Also

* Skill
* Perk
Grenade Menu

Last updated for version `1.8.0-BETA-7`

*Main article:* Weapons Lab
The **Grenade Menu** allows to swap Grenades and Mines. Using this device gives a popup menu to select a grenade or mine in the inventory. The "Mine" menu, shows an option that can toggle to make grenades/mines automatically throwable when pressing the corresponding Key. This device can be crafted in the Weapons Lab, and is located in the Pip-Boy "Aid" tab. As any item this can be added to the favorites bar.1.4.0:17