recursal/Fanatic-Fandom huggingface dataset:
Climbing boots

**Climbing boots** is an item in *Wasteland 2*.

## Overview

Heavy duty mountain climbing boots with crampons attached. These might be useful if there was more than one place in the whole world where you needed to climb something. And you haven't been there in 25 years!

## Characteristics

They can be given to Sandra near the entrance to the Angel Oracle coliseum for experience (after you've rescued her).
Cheyenne Mountain Entrance

**Cheyenne Mountain Entrance** is a location in *Wasteland 3: Cult of the Holy Detonation*.

## Background

Cheyenne Mountain is a pre-Deluge military and research facility rumored to house an ancient energy source.

## Points of interest

* Welcome to the world's most secure location - once. Immediately upon arrival, you get to fight a batch of Nucleists, trying to kill Brother Carbuncle, while Theodoric Curie cowers in the garage. You get to use the Kodiak here, so make full use of it - note that it can actually bypass the delayed death mechanic by running over the cultists. After the dust settles, chat Theo up. As it turns out, you need to jump through a few hoops before you can access the side rooms - of course, by dealing with the cultists.
* Pass by the tumor door and access the main entrance door. Mind the toaster and diggable. The garage to the side can be accessed through a level 7 locked door just near the entrance.
* Enter through the door to learn that the inner lockdown has been triggered. The door to the left of the inner doors can be opened with Lockpick 10. Inside, you can find a maintenance note and some loot, plus switches. Using the combination 10101 (1 means up, 0 means down) will destroy one of the powerful robots in the chamber that has the control for the doors. The opposite side leads to the control center for this section - and endless robot spawners that require shutting the security beacons down to disable. See Security Override for details.
* After defeating them, interact with the computer and lift the security lockdown - then join Theo and head on to the Observation Level.

## Characters

Quest-related
* Theodoric Curie, Benign, and Carbuncle

## Notable loot

* Page from Theo Curie's notes: Received from Theo after the initial encounter.
* Firmware prototype, radiation detection rod: Level 10 toaster in the holy radiation field by the main entrance.
* Detached Security Turret: Inside the control room, after the tutorial area.
* Infused Bolt Thrower recipe: In the crate behind the tumor.

## Gallery

The environment was started by Paul Moya and finished by Paul Fish.
Charley in Charge

**Charley in Charge** is an unused quest in *Wasteland 3*.

## Cut content

This quest is a part of huge cut from the game. Odinkirks are gone along with Air Force Academy Ruins location and all related quests.

However, this quest was later redesigned into A Very Hostile Takeover quest, so Charley still have the ability to invade The Bizarre.

## Raw strings

```
Charley in Charge
Meet the Odinkirks in the Bizarre Exterior to plan the attack on the Bizarre.
Charley is dead. There is no way to complete the mission.
Odinkirks are dead.
The Monster Army was elinated out but we didn't follow Charley's plan.
Charley is dead.
We sided with the Monster Army and killed the Odinkirks. We should go collect our reward from Flab.
We turned on Charley and killed the Odinkirks.
We've coordinated with the Odinkirks. We need to assault and secure the Bizarre.
Flab is dead. There is no way to complete this mission.
We let Flab know we eliminated the Odinkirks. He gave us a reward.
Charley is dead.
Talk to Charley
The Bizarre is now safely under Cartel Control. We can talk to Charley for a reward.
We left the Bizarre without completing the assault. The mission is failed.
The Bizarre is not yet secure for the Cartel to move in. We need to clear out the Payasos.
Charley is dead
We spoke to Charley and recieved our reward.
We left without eliminating the Payasos. The mission is failed.
With the Payaso gang defeated the Cartel is free to move in. We can talk to Charley for a reward.
We cut a deal leaving the Odinkirks in charge of the Bizarre. They killed Charley and gave us a reward.
Meet with Charley Knowes at the Little Vegas nightclub.
Talk to Brygo at Little Vegas
UNUSED
Talk to Brygo at Little Vegas
UNUSED
Charley Knowes radioed us for some help. After we last worked with him, he was promoted to a mid-level boss in Brygo's organization, and now he has an idea for another way to improve Brygo's fortunes.
We sided with the Monster Army instead of the Cartel. We should go get our reward from Flab.
We ignored Flab's request to elminate the Odinkirks. Flab will not be happy with us, he wanted to humilate Charley.
With Charley dead there is no point in completing this misison.
The Monster Army has been defeated. Wait for Charley to arrive and speak with him for a reward.
With Charley dead there is no chance of getting a reward.
Charley's asked us to meet him in person to discuss his plan.
We cut a deal leaving the Odinkirks in charge of the Bizarre. They killed Charley and gave us a reward. We should go talk to Brygo about this.
The Bizarre is under control of the Odinkirks, and Faran Brygo took some time out to talk about his winning strategy.
We spoke to Charley and recieved our reward. We should go talk to Brygo about this.
Charley's taken control of The Bizarre for Brygo's Organization. Brygo took some time to explain his winning strategy to us.
Charley says that the notorious cartel assassins, the Odinkirks, will want to be part of this job.
The Odinkirks will help us assault the Bizarre.
We told Flab about Charley's plan and he's offered us a reward if we side with him instead. He wants us to eliminate the Odinkirks."

```
Casa Regretti

## Effects

Applies Rowdy , when effect ends applies Hungover . If used again, the active Hungover  effect will not disappear.

## Ability

**Rowdy**  (1 AP): Drink to gain +25% Melee damage for 36 turns, but suffer -2 AP for 60 turns afterwards.

## Item Data

### ID

ITM\_Consumable\_Alcohol\_MountainMan

**Casa Regretti** is a consumable item in *Wasteland 3*.

## Locations

* Downtown Colorado Springs: Sold by Mary Milk-Teeth.
Ceramo-silk patches

## Effects

* +2 Armor
* +10% Evasion
* -5% Hit chance

**Ceramo-silk patches** is an armor mod in *Wasteland 3*.

## Description

Armor patches made of genetically-modified silk allow for a terrific range of movement, but offer less impact reduction than standard plates.

## Crafting

Ingredients to produce one (1) unit
* 1 Viscoelastic Plates
* 1 Icy Carapace Shard

## Locations

*The location is unknown. You can help Wasteland Wiki by submitting it.*
Clone pod

There are four clone pods at Sleeper Base Level 2 which can be used to clone characters. A clone pod must be entered with a single character so it must be disbanded from the party first. The character must carry a jug of clone fluid to start the cloning process. When the cloning process has started the character is removed from the pod and receives an empty jug. After a long time the clone is finished and can be picked up.

## See also

* Sleeper base
* Cloning
* Clone fluid
* Clone tech
Carmen

**Carmen** is a character in *Wasteland 3*.

## Background

Carmen is the unofficial leader of the latest batch of refugees Lewis Stenerud promised to get into Colorado Springs. Robbed of everything they had and forced to wait in a dingy hovel for transportation, she'd do anything to get out of the predicament she and others are in.

## Interactions

### Quests

* Unwelcome Guests: Carmen is an optional task during the quest: She and her refugees require transportation to Colorado Springs.
Casey James

**Casey James** is a character found in Atchison camp.

## Background

A tough, leather-skinned man in his early forties. His angular face is framed by wild sideburns, and he has tattoos of railroad spikes on both forearms. His war paint makes it look like he's covered in soot. Casey is the leader of the Atchisons, responsible for orchestrating the campaign of terror bombings that has gripped the Topekans with fear... And caused a campaign of reprisals against them. He is weary of the slaughter, but finds no other way or possible salvation for his people.

## Interactions

### Details

* Find a way to resolve the Topekan/Atchison conflict: Casey James is instrumental in brokering peace between the warring tribes. The player needs 5 Smart Ass to be able to broker a real peace treaty, at the expense of Casey's arm.
Clown Hammer

## Effects

15% to apply Stunned

**Clown Hammer** is a blunt weapon in *Wasteland 3*.

## Description

Anyone seeing tiny birds circling their heads is probably experiencing gross brain trauma.

## Characteristics

Damage can be increased from various bonuses. However, it is not recommended to waste high-tier mods on this weapon, due to low damage output. Especially not recommended to use rare and expensive damage type conversion mods.

Physical damage maximization example

* +8 Damage from Grand Slam Weights
* +33% Melee damage from Sadomasochist quirk at the cost of +33% Received damage
* +35% Melee damage from Strength attribute at level 10
* +50% Melee damage from Exoskeleton armor set
* +25% Melee damage from Threat Intelligence  helmet modification at the cost of -6 Armor

Applying all bonuses (+8 Damage +143% Melee damage) leads to the following result:
* 106 - 126 damage in weapon stats.The damage dealt to targets will depend on the armor they are wearing and the armor penetration rate on your character.

### Field stripping results

* 12-19 Scrap
* With Expert Disassembler:
	+ +30% Scrap
	+ Chance to get one mod:
		- 12.5%  Grooved Grip
		- 12.5%  Heavy Weights

## Locations

* Downtown Colorado Springs: Sold by Taiwan Jones.
* Peterson Air Force Base: Sold by Inspector Delgado after completion Unwelcome Guests.
* The Bizarre: Sold by The Sanctified Piscitelli.
* Denver Ruins: Sold by Sister Nancy Forge.
ChemTek armor set

## Cumulative effects

* +55% Healing bonus
* +40% Resistance to Poisoned

## Abilities

**Combat Stim** (2 AP): Use to gain +2 AP and +15% Hit Chance for 6 turns.

## Requirements

Strength
4

Weird Science
6

## Requirement penalties

Hit Chance
-20%

Action Points
-3

Combat Speed
-1.0

**ChemTek armor set** is an armor set in *Wasteland 3*.

## Armor set

* ChemTek Helmet
* ChemTek Chest
* ChemTek Legs

## Effects

Cumulative effects of all items.

* +32 Armor
* +55% Healing bonus
* +40% Resistance to Poisoned

Ability
**Combat Stim** (2 AP): Use to gain +2 AP and +15% Hit Chance for 6 turns.
Requirements
This armor has requirements for character attributes and skill levels. Failure to comply with these requirements will result in penalties.

* Strength: 4
* Weird Science: 6

Penalties

* Hit Chance: -20%
* Action Points: -3
* Combat Speed: -1.0

## Locations

Helmet
The Bizarre: Looted from the dentist's office.
Chest
Denver Ruins: Sold by Sister Nancy Forge.
Legs
Santa's Workshop: In Santa's house.
## Missing armor parts

Initially, the armor was supposed to be divided into five parts, but two of them were cut from the release version - hands (gloves) and feet (boots). However, all images of the armor remained unchanged, and the two missing pieces are not shown anywhere.

## Gallery

* ChemTek helmet without unique glow
* ChemTek chest without unique glow
* ChemTek legs without unique glow
* ChemTek hand, not included in the release version
* ChemTek feet, not included in the release version
Chris's notebook

**Chris's notebook** is an item in *Wasteland 2*.

## Overview

A well worn notebook with "Christopher van Graas" written on the cover, but otherwise blank. Guess Chris didn't have much to say. Strangely, however, the corners of pages two, three, six and nine have been folded over, like he was marking his place, even though nothing is written on them.

Triggers script *CA1\_Chris\_GrabbedNotebook*. The folded corners are the code to his vault box.

## Trivia

* The "CA" part of the script this item triggers refers to Chris Avellone, one of the game's writers.
Cleo Buchanan

## Description

Cleo Buchanan is the deceased wife of The Patriarch and mother of Valor Buchanan. Victory describes her as a stupid woman who doesn't understand any jokes. It appears she had been shot in the head and got killed. she died 2072.

## Location

You can find her Grave in Aspen by the Growler Bear Cage. it's the grave with the cross on it.
Central Complex

**Central Complex** is a location in *Wasteland 2*, in the agricultural center. Its layout is an almost exact replica of the one featured in *Wasteland*.

## Overview

The main administrative and experimental center of the Agricultural Center.

## Points of interest

* An enclosed area. You enter it from the south, into the main admin center, and meet Matt Forrestal and Kathy Lawson. The two main greenhouses are attacked by mutants and wildlife, with a group of scientists trapped in the eastern one. The western contains the ag center antenna.
* If ag center was sacrificed, only a half of the area is accessible and is completely deserted. The antenna has also been overgrown and overtaken by vines, destroying it completely.

## Characters

*Note: If ag center was not saved, only Patrick Larsen will be found here and ambush the Rangers*
* Matt Forrestal, chief of ag center
* Kathy Lawson, chief researcher
* Rose, companion, former Guardian, mentor
* Julio, worker
* Rachel
* Winston

## Notable loot

* Rose's Thorn: Carried by Rose.
* Pup Scout Funtime Camping Guide: Southwestern corner.
Chobham scrap plates

## Effects

* +10 Armor
* -1 AP

**Chobham scrap plates** is an armor mod in *Wasteland 3*.

## Description

Chobham composite plating makes fine tank protection. Heavy as they may be, those same plates work damn well zip-tied to your armor.

## Crafting

Ingredients to produce one (1) unit
* 1 Trauma Plate Insert
* 1 Purified Tar

## Locations

*The location is unknown. You can help Wasteland Wiki by submitting it.*
Chia shrine

CA\_BackerShrine\_Chia.unity3d

**Herbert shrine** is one of the mysterious shrines erected to commemorate backers.

## Location

West-southwest of Inglewood. See the map for details.

Location revealed by Igg Humperdink as quest reward.

## Layout

A table sits among the ruins: *Home: Sanctuary from a hostile world*.

## Notable loot

* 1200 experience from the table.
* There is a safe tucked behind a picture at the back of the shrine. Minimum level 8 safecracking to unlock.
Chris Avellone

**Christopher Frederic Avellone** (born 27 September 1971) is a video game designer who has worked on *Fallout 2*, *Van Buren* (the canceled *Fallout 3* by Black Isle Studios), *Fallout: New Vegas*, and *Wasteland 2*. He also expressed interest in writing a novella set in the *Wasteland 2* world.

## Career

### Before Interplay

Avellone is a descendant of Sicilian immigrants. After receiving his high school diploma at the renowned Thomas Jefferson High School for Science and Technology, he attended the College of William & Mary in Virginia (with Todd Howard) and completed with a Bachelors in English. During that time, he wrote short stories and scripts for role-playing games, some of which were published in the Dungeons & Dragons magazine *Dragon*.

Through Bruce Harlick, then editor with Hero Games, he received the chance to write a book for the role-playing game Dark Champions. After several publications with Hero Games, he decided that game design was a career option.

### Black Isle Studios

Steve Peterson, one of the founders of Hero Games, provided Avellone an interview with Interplay, a large game publisher at the time. His knowledge of role-playing games and his ideas impressed Interplay, and he was offered a position as a game designer. Around 1997 or 1998, Avellone moved to Orange County, where Interplay was located.

Avellone got involved with the *Fallout* series when production was started at Black Isle Studios on *Fallout 2*. While many feel that his "feel" for the Fallout canon was lacking, the design of New Reno has been praised by just as many. Later, he became the lead designer of a project codenamed *Van Buren*, which was canceled in 2003 and revealed to have been Black Isle's attempt at developing *Fallout 3*.

Aside from *Fallout* games, Avellone was also the lead designer of *Planescape: Torment*.

### Obsidian Entertainment

After leaving Black Isle Studios, Avellone, together with Feargus Urquhart, founded Obsidian Entertainment. At Obsidian, Avellone has worked on such titles as, *Neverwinter Nights 2* and its expansion, *Mask of the Betrayer*, and was lead designer on *Star Wars: Knights of the Old Republic II* and *Alpha Protocol*. He also wrote *All Roads*, a prequel to *Fallout: New Vegas*, and has also written a few *Star Wars* comics such as *Unseen, Unheard* for the *Star Wars Tales* series of comics and a few issues of *Star Wars: Clone Wars Adventures* comic series, such as *Heroes on Both Sides* and *Impregnable*, all of which have been published by Dark Horse Comics. He was a writer on *Fallout: New Vegas* and the lead designer on *New Vegas* add-ons. He also co-wrote the lyrics for the song "Begin Again" featured in the *Dead Money* add-on.

## External links

* Chris Avellone at Wikipedia
* Chris Avellone at The Vault, the *Fallout* wiki
Cheyenne Mountain Dew

## Effects

* Applies Wired
* Applies Holy Radiation  debuff x1

## Ability

**Wired**  (1 AP): Drink to gain +25% Evasion and +10% Critical chance for 36 turns, but will also irradiate the user.

## Item Data

### ID

ITM\_DLC2\_Consumable\_Drink\_CheyenneMountainDew

**Cheyenne Mountain Dew** is a consumable item in *Wasteland 3: Cult of the Holy Detonation*.

## Effect

Applies Wired  and Holy Radiation  debuff x1.

Wired

* +25% Evasion
* +10% Critical chance

## Locations

* Cheyenne Security Level: Box in generator room.
Cleric's cross

**Cleric's cross** is a trinket in *Wasteland 2*.

## Description

Few know the story behind this cross. Charles Cleric, a doctor, built a community of pacifists around his healing abilities. Less savory individuals took advantage of the Reborners' peaceful ways. A bit of Cleric's gift remains in this cross.

## Locations

* Canyon of Titan: Brother Franks, Outpost One
Cement the peace between Hollywood and the Bastion by freeing the penitents and wiping out the salt dealers and the slavers

**Cement the peace between Hollywood and the Bastion by freeing the penitents and wiping out the salt dealers and the slavers** is a quest in *Wasteland 2*.

## Overview

Once Ascension McDade is in control of God's Militia and Veronica leads Hollywood, the two sides agree to reconcile and start peace proceedings. In order for the agreement to hold, however, the slaves of the Militia have to be released and the salt and slavery in Hollywood must stop.

## Walkthrough

* Complete this quest before Oust Duke Schwag and install Flo as the manager of the diner to shut down the slaving operation.
* This is a quest that involves some legwork. First, head to Hollywood sewers and destroy the salt lab. The three tanks in the back have to be blown up. Shoot them or use explosives, your call.( maybe you just do it before votation against Heidi)
* After votation in Hollywood, Veronica will ask you to kill Heidi, she is located in Hollywood sewers in the lab where , maybe, you just destroyed the tree tanks. first of all kill Her and Sensuari. and go back to Veronica to complete the quest.
* She will tell you that Ascension McDade now have some problems and that you have to help him. you can find Him in Hollywood, close to los feliz access.
* He will say that Retribution Jones' revolt up and now you have to kill him. if you pass from Los Feliz all soldiers will be aggressive, kill the only ones that attack you.

* reach the bastion gate and kill all the ( now agressive ) guards, reach the pen where the pentinents are imprisoned and kill all the enemies and the cannon.
* now destroy ( brute force ) the panel that open the huge-2 way- metal Door that you just passed in. Finally, release the penitents from the holding pen at the Bastion by talking to Luis Bermudez.
* now you can enter in the observatory, kill Retribution Jones' and his followers ( hard fight, pull them in so they group up and one shot then with an RPG ) kill aggressive traders too.
* Finally go in Estatic chamber for the sing.
* NOTE2: before entering in the observatory you can kill all the Mount lee God's militia agressive soldiers for more XP. because after the signature between Veronica and Ascension McDade they wont attak you anymore.
* NOTE1: to correctly complete this quest you don't have to attak or make agressives God's militia before starting, and you don't have to kill Retribution Jones using glasses on the table that Malediction Mayweather gives to you for the quest for assassinate Ascension McDade and Retribution Jones.
Combat Shooting

**Combat Shooting** is a skill in *Wasteland*, *Wasteland 2 and Wasteland 3*.

## *Wasteland*

**Combat Shooting** is unique in 3 ways.

1. It exists only in the PC version of *Wasteland*.
2. It can only be learned at character creation.
3. It does absolutely, precisely *nothing*.

In the *Mercenaries, Spies and Private Eyes* PnP RPG by Michael A. Stackpole, on which the gameplay mechanics in *Wasteland* were based, Combat Shooting increased the player character's ability to hit with shots after the first with a burst/autofire attack.

This skill represents the ability to use one or two guns under combat circumstances. The level number of the skill
is used as an IQ modifier for determining who a crowd is a target and who seems to be the most threatening target. It becomes a Dexterity modifier only when switching targets in any single missile round.

However, as stated above, it has no effect in the game. Selecting it in *Wasteland Remastered* unlocks an achievement, however, which means it finally does *something*.

## *Wasteland 2*

The skill can be learned from Killing for Morons found in a bookcase at the Bastion of Faith, near Fealty Mayweather. The skill has a very specific effect: Increases the critical chance by 11% per every point above 1. As the book adds full ten skill levels, maxing it out at 99%, a character with Combat Shooting will make a critical hit with every single shot they fire, as long as the weapon they use has any kind of critical chance at all.

Perception level 10 is required to "discover" the hidden panel in the bookshelf. Else although you can still examine the bookshelf, you won't find the book, you will simply get message saying "you noticed a few books about weapon maintenance..etc".

## *Wasteland 3*

The skill can be learned from Dick Markowitz's STEALTH SQUAD  skill book given by Gary "NaCl" Wolfe, after hunting down all remaining synths and not buying Cyborg tech control unit or having Ironclad Cordite in your party. It gives +5% Critical chance per point invested.

## References

1. ↑ https://twitter.com/BrianFargo/status/392008623485775872
Commandant's Helmet

## Effects

+15% Critical chance; +10% Initiative

**Commandant's Helmet** is an armor piece in *Wasteland 3*.

## Description

When it's the post-nuclear apocalypse but you also need to make a fashion statement.

## Locations

* Peterson Air Force Base: Located in the high security armor, accessed in the vault after you deliver Hallie to La Perla during Slaver's Bounty.

## See also

* Looks like an alternate helmet to Attention Whore’s set of clothes .
Coffin Nails

## Effects

Applies Sharp , when effect ends applies Jittery . However, if used again, the active Jittery  effect will be removed.

## Ability

**Sharp**  (1 AP): Smoke to gain +10% Critical chance for 36 turns, but suffer -10% Hit chance for 60 turns afterwards.

## Item Data

### ID

ITM\_Consumable\_Cigarettes\_CoffinNails

**Coffin Nails** is a consumable in *Wasteland 3*.

## Locations

* Downtown Colorado Springs: Sold by Snappin' Jimmy Bob.
Click 19 (Wasteland 2)

## Click 19

**Click 19** is a tier 5 handgun in *Wasteland 2*.

## Description

This reliable sidearm was very popular among police before the bombs.

## Characteristics

The weapon alerts enemies (generates noise) in a 15 unit radius.

Just like Click 17, its newer iteration comes around as a jack-of-all-trades kind of handgun, with decent, but somewhat average parameters. It sports higher damage and Armor Penetration than the 17, but that's it - and, frankly, one might prefer to use the .45 Widow Maker instead because of its lower AP cost and save the 9mm ammo for their SMG users. The Click can, however, be employed successfully when your pistoleer somehow has less than 9 AP (Pistol Pete is an example) and thus can't shoot thrice in a single turn.

## Locations

* Brentwood Dentist: Justa Bill sells 1.
* Santa Fe Springs: Wastelander Trader sells 1.
Chris van Graas

**Chris van Graas** is a Rodia character in *Wasteland 2*.

## Background

The rude, stuck up son of Mayor Sam van Graas has been placed in charge of the distillery, thanks to him coming up with an unique tequila recipe. The fact has gone to his head and made him a horrible person to interact with.

## Interactions

* Chris will also hire the Rangers to kill his father and Steven Dengler, so that he controls Rodia.
* Chris turns hostile if the Rangers attack any of the Leather Jerks before killing Steven Dengler. If Chris is killed even while hostile, Mayor Sam van Graas will not be willing to interact with the Rangers even if he is freed.
Composite legs

**Composite legs** is an armor piece in *Wasteland 3*.

## Description

Because of the way the plates slide over each other, these legs offer excellent range of motion with very little exposed surface.

## Armor set

* Composite helmet
* Composite armor
* Composite legs

## Locations

* Denver Ruins: Sold by Human Outreach Mobile Gift Shop. Appears if the Commune is convinced to trust humans.
* Aspen: Sold by Opie.
* Sold by world map merchant O'Leary Family if encountered near Cannibal Jamboree.
Chris VanOverbake

Assessor **Chris VanOverbake** is a character in *Wasteland 2*.

## Background

An assessor working for the Red Skorpion Militia, VanOverbake heads its taxation department. He ensures that all the slaves, err, members of the Happy Valley farmer society remain happy and productive, paying what they owe their overseers, err, noble protectors. For anyone who refuses to pay up any of a quadrillion taxes invented to fuel Robert Danforth's war machine, there's always Chaos and the Final Assessment.

## Interactions

The best solution is to shoot him in the face. Although he has a large entourage protecting him, it is worth it, as he drops his unique pistol and plenty of loot for the taking.
Combat Routines

Ok, there are a few things we should have, probably on a few pages.

1) Encounter activation. What can activate an encounter, specifically the range encounters become active at and how random monster selection/frequency is determined.

2) Combat routines, things like order of attacks, effects of abilities and skills on order, chance to hit/jam/etc... Also the same information for monsters with various 'stats' as such they have.

3) Probably a page detailing how weapon attributes, esp. weapon type classes, effect what types of attacks are made (like grenade vs. mangler vs. pistol and such), chance to hit at various ranges, things like the autofire disp is working on now.

4) Lots of things I forgot because that's what usually happens to me.

Feel free to edit this page, branch it out to other pages, even merge exisiting pages if it turns out similar routines are being used for a number of actions. The only main split I see would be combat vs. Non-combat routines. And Skill check rolls seem to be the only non-combat routine really. Has there been any determination if a high luck can help in making skill/attribute checks outside of being referenced as a check pass in the action class data itself?

Here is the list I had made earlier under the to do list

Ok, here is a list of the routines we need to figure out.

1) Combat. Including all to-hit, damage, single/burst/auto, skill/attrib modifiers, 2d6 rolls, jamming, etc...

2) Within combat, reloads and unjams.

3) Nibble 02 skill checks (Just need to put the T&T rolls and bound attribute information together)

5) Trap/environmental damage (A d6 roll or set damage, can be with or without armor protection, right?)

8) Thrown in because I always forget something.

I'm just going to place things here as I discover them, feel free at placing the information where it needs to go.

The order in which combat occurs is:

1 Process party ranged attacks

2 Process enemy ranged attacks

3 Process melee attacks

4 Process post round commands

{eye:When a monster is killed with a hand explosive (grenades and the like) they do not retaliate. Does this eliminate the processing of thier attack(s), or is there a flag in step 2 where the attack is noted, but ignored due to death by shrapnel?}
Cryo exo leg armor

## Effects

+15% Cold resistance; +9% Energy resistance; +9% Fire resistance; +2% Cold damage; +30% Resistance to Frozen

## Item Data

### Value

$ 450

**Cryo exo leg armor** is an armor piece in *Wasteland 3: Battle of Steeltown*.

## Description

A pair of armored legs made for kicking snowmen in the South Pole.

## Armor set

* Cryo exo helmet
* Cryo exo suit
* Cryo exo leg armor

## Locations

* Steeltown admin level: Sold by Amos Ryan after completion of Factory Fracas quest.

## See also

* Elite cryo exo leg armor
* Elite energy exo leg armor
* Elite pyro exo leg armor
* Energy exo leg armor
* Pyro exo leg armor
ChemTek Chest

## Effects

+20% Healing bonus; +20% Resistance to Poisoned

## Ability

**Combat Stim** (2 AP): Use to gain +2 AP and +15% Hit Chance for 6 turns.

**ChemTek Chest** is an armor piece in *Wasteland 3*.

## Description

A sophisticated medical suit married to a military combat frame, this armor will help you dish it out and then patch you back up afterwards.

## Armor set

* ChemTek Helmet
* ChemTek Chest
* ChemTek Legs

## Location

Denver Ruins: Sold by Sister Nancy Forge.
Colorado Springs

Mama Cotter

**Colorado Springs** is a location in *Wasteland 3*.

## Background

Survivalist groups were common in Colorado in the years before the bombs fell. Wealthy survivalists had the resources to create elaborate bunkers for their families in case of disaster. They provided the key to the re-emergence of civilization in Colorado. The lock was the city of Colorado Springs, which escaped nuclear annihilation thanks to missile defense systems put in place to defend the nearby military installation at Cheyenne Mountain.

Colorado Springs is a rare, fully-functioning society in post-apocalyptic America - but many harsh sacrifices have to be made in order to maintain it.
Colorado Springs is the center of authority for most of the settlements and factions of Colorado and has been ruled by the Patriarch for over 50 years. The Patriarch rose to power by uniting the Hundred Families and leading them to victory over the vicious gangs of Colorado.

In recent years, Colorado Springs is experiencing an increasing problem with refugees fleeing the vicious warlords who dominate the eastern plains. The flow of refugees into Colorado Springs is putting a severe strain on resources and creating tensions with the Hundred Families. The second problem is oil: Colorado Springs usually gets its oil from the Gippers, the cult that controls most of the state's fuel production. Unfortunately, because of recent hostilities, the Gippers stopped oil deliveries to the city.

## Locations

* Downtown Colorado Springs (Garden of the Gods, Machine shop, Sans Luxe Apartments, Little Vegas)
* Peterson Air Force Base, the Ranger HQ.
* Broadmoor Heights (Patriarch's Palace, Old Survivalist Bunker)
Chance to Evade

**Chance to Evade** is a derived statistic in *Wasteland 2* and *Wasteland 3*.

## Wasteland 2

Chance to Evade determines the, well, chance to evade. It is calculated according to the following formula:

*Chance to Evade = Evasion Skill Bonus + (Awareness/2) + (Luck/2)*
## Wasteland 3

In the sequel formula changed. The main chance to evade is shown as Evasion statistic. Evasion Stat mainly provided by Speed (33% at 10 Speed). Some armor parts (mainly legs) and armor modifications for legs directly change it's value. However there is also a Lucky Evade Chance provided by Luck (20% at 10 Luck). Lucky Evade Chance works separately from Evasion Stat and this is a chance to evade whenever we're not evading. That means the more Evasion Stat we have the less effective Lucky Evade Chance will be (see examples below). In that case we get the following formula.

*Chance to Evade = Evasion Stat Chance + ((100 - Evasion Stat Chance) \* Lucky Evade Chance) / 100*
### Examples

#### Example 1

* 33% Evasion Stat Chance (Speed level 10)
* 20% Lucky Evade Chance (Luck level 10)

*Chance to Evade = 33 + ((100 - 33) \* 20) / 100 = 46,4*
With 33% in Evasion Stat we have 67% chance of not evading an attack. So while Lucky Evade Chance is working only when we're not evading 20% Lucky Evade Chance from 67% is only 13,4% chance to evade.

#### Example 2

* 50% Evasion Stat Chance
* 20% Lucky Evade Chance (Luck level 10)

*Chance to Evade = 50 + ((100 - 50) \* 20) / 100 = 60*
With 50% in Evasion Stat we have 50% chance of not evading an attack. 20% Lucky Evade Chance from 50% is only 10% chance to evade. So with 50% into Evasion Stat effectivness of Lucky Evade Chance reduced in half.

#### Example 3

* 0% Evasion Stat Chance
* 20% Lucky Evade Chance (Luck level 10)

*Chance to Evade = 0 + ((100 - 0) \* 20) / 100 = 20*
With 0% in Evasion Stat we have 100% of not evading an attack. 20% Lucky Evade Chance from 100% will be the full 20% chance to evade.
Cerebral Modem

## Ability

**Cerebral Uplink** (2 AP): Targets an enemy robot or synth and inhibits their systems, temporarily stunning them.
Deals 25-35 Energy damage.
Applies System Crash.

## Item Data

### ID

ITM\_Equip\_CyborgTech\_CerebralModem

**Cerebral Modem** is a cybernetic upgrade in *Wasteland 3*.

## Description

This bio-powered "wet chip" can connect to and assault the processes of nearby robots and synths. The cranial scar is easily concealed with a hat.

## Locations

* The Bizarre exterior.
* Yuma County Speedway: Sold by The Mechanic.
* Sold by world map merchant Cheebus.
Combat analysis processor

**Combat analysis processor** is an item in *Wasteland 3*.

## Description

The processor from one of the many killer robots that seem to be so en vogue these days. It's perfectly engineered to calculate all the different ways to kill your sorry ass.

## Crafting

Used to craft various items.

* Phase Temper Controller chest armor mod
* Slicer Dicer self-assembler deployable item
* Threat Intelligence helmet armor mod

## Locations

* Generic loot from robots, vehicles and turrets.
* Scorpitron world map encounter near Steeltown.
Chris Avellone's novella

Chris Avellone's novella on *Wasteland 2* world was one of the rewards promised by InXile Entertainment for the backers who pledged $30 or more. According to InXile, the author asked for additional time to revise and expand it to be a full size novel. Unfortunately, as of August, 2018, the novella did not materialize.

## References

1. ↑ Wasteland 2 by inXile entertainment, Update #41 - Get Back to Work!
Colin McComb

**Colin McComb** is one of the writers for *Wasteland 2*.

## Biography

Born May 1970, Colin McComb is an American writer and game designer born in Evanston, Illinois. He has a degree in Philosophy from Lake Forest College, from which he graduated in 1991.

In 1996, McComb left TSR to take a job at Interplay Entertainment's roleplaying division, later called Black Isle Studios. While there, he had a small role in the design of *Fallout 2* and a far more significant role in the design of *Planescape: Torment*.

McComb left Black Isle in 2000, and moved to Detroit, Michigan with Robin Moulder, who would become his wife in 2001.

In August 2012 Brian Fargo announced via his Twitter that Colin joined *Wasteland 2* team as a writer.

## External links

* Colin McComb on The Vault, the Fallout wiki
Cloning

**Cloning** is a process of producing individuals with identical genetic code. Although commonplace in nature, artificial cloning has only been successfully undertaken in the late 20th century, in the laboratories of Project Darwin and Sleeper One. The Desert Rangers in *Wasteland* and *Wasteland Remastered* can make use of abandoned clone pods at the latter to create copies of themselves or party members. A similar process is available in *Wasteland 3*.

## Cloning for Rangers (Wasteland/Remastered)

The cloning procedure takes place at the cloning bay on level two of Sleeper One.

Requirements
The procedure requires that one party member has the Clone Tech skill (available from the ruined library in the southeastern corner of Sleeper One's level one) and as many jugs as there are clones to make (jugs are available aplenty from the storage room in the eastern part of Sleeper One level 2, near the bay itself. Additionally, a power converter has to be installed on the power generator to the northeast of level two.
1. Head over to the room just south of the armory on level two. Inside is a chemical synthesizer that will be online if the power converter is installed. Interact with it to learn that the monitor indicates a chemical imbalance and blocked outflow system.
2. Use Clone Tech on the machine to set the chemical levels. A panel will slide down in the side, revealing a nozzle. Use a Jug on the terminal ("manual outflow device") to get some clone fluid. Each clone requires one dose of clone fluid.
3. Head over to the cloning bay in the corner. Make sure the person to be cloned has the fluid in their inventory, then disband them and enter the clone pod. You get the jug back after clone incubation begins.
4. Wait 48 hours for the incubation process to complete. Use the panel next to the pod to abort incubation or release the clone. Once released, they can be recruited like any other NPC.

Each clone is a 1:1 copy, down to skill points available and behavior (which means that a cloned Redhawk will be no more useful than the regular one, and you won't be able to issue specific fire mode commands or select targets for Covenant). In summary, you can use this in a few ways:

* Mass-produce your *good* character(s) and throw out the ones dragging you down.
* Clone NPCs you've recruited. NPCs you recruit are completely under your control.
* Spare bodies. Just in case someone dies.

After you step into the pod, you will retrieve the jug, now empty.

## Cloning for Rangers (Wasteland 3)

The process requires Don't You Be My Neighbor to be completed and not arrest Irv, rather have him join the Desert Rangers at Peterson Air Force Base, then asking him to make a clone for you. There is only enough material for the clone machine to make a single clone. In addition, Irv requests that, should the clone die, that their pink goo remains be brought back in order for a new clone to be made.

In the *Cult of the Holy Detonation* expansion, inside Cheyenne Mountain's Research Level, pink goo can be combined with a vial of advanced DNA to create an initial Uber-Clone. The Uber-Clone instead drops purple goo when killed.
Children of the Cabbage

**Children of the Cabbage** is a cassette tape in *Wasteland 3*.

## Description

The beautifully penned label on this tape reads, "Last Words."

## Transcript

I have failed. The wind is howling, and the snows have fallen heavy this year.

The children no longer speak to me. They huddle in the cold earth, bereft and barren of fruit.

I have done all I can. I have tended the furrows. I've watered them with my blood and my fat. Nothing is left of me now but bent bones and hollow regret.

The Children of the Cabbage tested me, and found me wanting. Darkness has fallen. I will go and lie with them one last time, and dream of a spring I will never see.

## Location

* The Bizarre: Inside the ruined greenhouse.
Charley Knowes

**Charley Knowes** is a character in *Wasteland 3*.

## Background

*This man greets you with a smile, but his eyes dart about, never staying focused on your faces. He has a collection of pins and medals strewn across his chest.*

Charley is the floor boss for the Little Vegas casino and a larger than life figure... If one takes his words at face value. Or the medals he's so fond of pinning on himself. His one real role is to act like an obstacle to anyone who tries to take a peek into Mr Brygo's business - and toe the line defined by Faran as close as possible.

## Interactions

### Quests

* Big Trouble in Little Vegas: Charley is a part of the quest, though not until you start figuring out what's going on.
Deluge

**Deluge** refers to multiple apocalyptic events in the timeline, and typically means a great rain or flood of some kind.

* Deluge of Water or the First Deluge, which appears in the Holy Bible
* Deluge of Fire or the Second Deluge, a name for the nuclear destruction of the Great War
* Final Deluge, a deluge awaited by the followers of the Church of the Final Deluge
* Deluge of Blood, great cataclysm prophesized by the Dorseys, and one of the purported forms that the Final Deluge will take
Character Data

Back to the Game Files

# The Character Record

This page is about editing the character information in Wasteland. Where it is stored, what the format is, and so on.

The character record is stored in the game1 and game2 file as part of the Saved Game data. The msq header for the game1 saved game is at offset 253C5h. These contain the character record for all party members.

A single character record is 100h bytes long and has the following structure and possible values:

Note on 2Bh, 2Ch, 2Dh and 2Eh above. These are something akin to a "stubbornness" value. It can change as time goes on. If you successfully get a npc to carry out a order, there is a 1 in 20 chance that this value will be lowered by 1. This chance occurs everytime you succeed in getting the npc to carry out a order, and it can be lowered all the way to zero. This adds realism to the game because the longer the npc is with you, the more comfortable he is and will be more likely to carry out your orders.

How the game decides if you level up. The formula is:
(New level \* New level \* 512) - (New level \* 512) = xp points needed to go up to new level.

## Skills

A character in the game can have any, or all of the available skills at any skill level (up to a limit defined by the difficulty of getting enough 'points' to achieve the skill, or the 8-bit limit of 255)\*. In general, Skill level 8 is the maximum anyone will get in a normal game, with super-jerks getting up to skill 10 in easy things like gambling. All NPCs come with some pre-defined skills, which make some NPCs great, and others utter lemons, but fun to play nonetheless. (eye:You can get a gambling skill of 11+ VERY early, if you have a high luck. IIRC luck also affects skill rolls (I think Ken said this) so a high luck makes it easier to gain skiils, or at least it seems to me when I play)

There are 2 bytes pertaining to the skills and are at offset 80h in the character record. Byte 1 is the code for the skill listed below. Byte 2 is the level that character currently has in that skill NOTE: There are several "invisible" skills, these are used by the npc's in your party

Here's a complete list of the Skills and their Codes:

* Without using an editor you can only hit 162? using the -SP cheat. This is assuming Supreme Jerk is level 162, I may be off on the number some. Also the game limits the number of skills, so you can have almost all, but not every skill on one character.
Bill Dugan

**Bill Dugan** was one of the designers of the original *Wasteland*. He also worked on the canceled *Meantime*. In *Wasteland* lore, **Bill Dugan** is a representative of the Temple of Blood who went missing from his office in downtown Needles, later found by the town's police force and placed in the morgue.
Clown MegaUzi

**Clown MegaUzi** is a weapon in *Fountain of Dreams*.

## Information

A good machine gun for the mid-game, which begins to appear more and more often as you progress. As a result, the ease of detection will make the Clown MegaUzi one of the best weapons in the game.

## Interesting facts

* Despite its name, it has almost no differences from any other machine guns.

## Locations

* Drops from Killer Clowns.
* Drops from BigTop Guard
* Available as the main weapon of most Clowns.
Cliff Sadler

Captain **Cliff Sadler** (callsign King Snake) is the leader of the Diamondback Militia.

## Background

Tough, professional, and charismatic, Captain Sadler is the man in charge of the Arizona Citizen's Militia or the Diamondbacks. Under his leadership, the outfit became a professional, well organized fighting force that operates with military precision and contests the M.A.D. Monks' control over the Canyon of Titan. Sadler firmly believes that the Servants pose a direct threat to the safety of the canyon and its people and that control over the silo should be wrestled from them by any means necessary.

Personally, he suffers from a nasty case of hemorrhoids. The pain in the ass is almost unbearable.

## Interactions

* With Hard Ass 7 and Kiss Ass 7, once the Rangers ask about the Militia, they can ask for some gear. The two speech checks will ensure that the Captain will be amenable.

### Details

* Sadler will give the Rangers the opportunity to work for the Diamondback Militia. His approach depends on whether the Rangers have killed any DBM personnel in the canyon. If they did not, he will be remarkably polite and offer a free upgrade (a combat armor and bulletproof shirt) from his personal safe. If they did, he will be fairly hostile, but will not attack.
* If the player successfully takes over the silo and brings the nuke to the DBM, he will offer free passage through Diamondback Canyon, but only if the player did not kill any DBMs earlier. Otherwise, the Rangers have to pay. In both cases, they receive the company discount on goods from Captain Martin Hogan.
Computer Science

**Computer Science** is a skill in *Wasteland 2*.

## Characteristics

Take this skill if you want to know more than how to turn it off and turn it on again. Allows the user to interface, hack or repair computers and other similar equipment found in the wasteland. Can also be used to rewire robots and some synthetics to fight on your side.

Importantly, it also has an offensive use: Using it on enemy robots allows Rangers to turn them permanently over to their side. They will self-destruct at the end of the round, though the caveat is that the Rangers do not receive experience for destroying them that way.
Cheebus

**Cheebus** is a character in *Wasteland 3*.

## Background

*A hunched man tosses junk into the back of an old pickup. Some robots help him. They beep as you approach and he looks up. His face is deformed. His hands have two thumbs each.*

Cheebus is a mutant who wanders the Colorado wastelands to heal the sick and the needy.

## Sells items

Inventory is randomly generated each time you've meet a merchant. Randomly means not just some items could be missed, but an entire group of items, for example there could be no Weapon Modifications at all. All possible items shown below.

**Ranged Weapons**
* Widow Maker
* Assault Shotgun
* Black Star
* Satyr Compact
* Kalash 97

**Melee Weapons**
* Cryo Cutter
* Engine Block Sledge
* Clawed Gauntlet

**Ranged Weapon Modifications**
* Phase Silencer
* Hammerforge-Rifled Barrel
* Extra Turkey Choke
* Ultraviolet Laser Sight
* 38mm Magnifying Scope
* Max Capacity Mag

**Melee Weapon Modifications**
* Fiberglass Grip
* Counterforce Weights

**Armor Modifications**
* Head Gear Platform
* Phase Temper Controller
* Accelerator Skeleton

**Consumables**
* Repair Kit
* Med Hypo
* Medic Pack
* Injury Kit
* Nitro Spike
* Suture Kit
* Antidote
* Med Dart
* Crystal Clear
* No-Glo

**Cybernetic Upgrades**
* CyberFist
* Nociception Clamp
* Subdermal Plating

**Ammunition**
* .30-06 ammo
* .38 ammo
* .45 ammo
* .50 ammo
* 5.56mm ammo
* 7.62mm ammo
* 9mm ammo
* Energy cells
* Flamethrower fuel
* Rockets
* Shotgun shells
* Spikes

## Locations

The markers on the map show the locations where the merchant has been seen, however they are not the only places where the merchant appears, but they show the area where the merchant is likely to appear.