recursal/Fanatic-Fandom huggingface dataset:
Greenhouse

The greenhouse is the primary source of food for your (early) Colonists. This particular structure will produce 2 kg of food per Sol. During mid- and end-game the Greenhouse becomes ~~obsolete~~ a thing to occupy yourself with, thanks to the technologically augmented Farms you can put everywhere on the map.

* Costs: 3 supplies
* Requires: 3 kWh and 1 water per sol
* Produces: 2 food per sol
* Footprint: 2x4

The Greenhouse can optionally be converted into a Refrigerator to store more food. After the conversion, the structure no longer produces food, but instead increases the food storage limit. This is recommended during late game, as you really don't want to waste those boxes, so might as well make them useful again!
Suggestions Page

Hey there guys! Here is a page where you can list your own suggestions for stuff you want on this wikia. Right now this basically means about ~~75%~~ ~~50% 25%~~ of Sol 0 content should be on this page, but put any high priority stuff or stuff you don't know much about on this page. If you have time and you know about something on this page, add it to the wikia so you can help others. Oh, and just to clarify, because i don't know if it says anywhere, but the account that made this is Psychomanticore, so anything you need help with should be messaged to me there =D (that includes page deletion requests, edit permissions, stuff like that)

* All unlockable structures (99 44/100% done)
* Upgrade types
* Some links on the home page to help visitors find what they're looking for (90%)
* ~~The four rockets, and~~ the three landers (80%)
* Worlds, other than Mars and Earth (50%)
* The five challenges (10%)
Refrigerator

Refrigerator, doesn't produce the 2 food/sol but instead increase the food capacity of your Mars base by 400.

Refrigerators provide additional Food storage capacity for the colony. Each refrigerator increases the Food storage limit by 400 kg. They are also really nice place to cool off during those hot Martian summers. Refrigerators can only be built by converting a Greenhouse, which means Food production will be reduced by 2 kg per sol when the conversion occurs.

* Cost:  1 Greenhouse

* Power Use: 3 kWh

* Provides: 400 kg Food storage

* Footprint: 2x4
Launchpad

A launchpad allows large Landers carrying colonists and heavy machinery to land safely and with pinpoint accuracy. It is required before any of the large rockets can be launched from Earth. A launchpad must be connected to a hall, and includes a docking port that connects to the lander, so that colonists need not bother to go outside. Only one launchpad can be constructed in a colony.

* Cost: 6 supplies
* Requires: 1 kWh
* Footprint: 8x8
Solar panels

`{{delete}}`

Solar panels produce 6 kWh of power. Dust gathers on the panels over time, but the panels may be repaired at no cost. They also provide constant entertainment and exercise for your astronauts.

* cost: 2 supplies
* produces: 6 kWh

Solar panels play their part in minimizing risk to get the Colony Planning challenge. Simply build more than is needed, and even mass dirty panels will not take your electricity down below zero.
Astronauts

Astronauts are the builders of your colony, and are capable of building all unlocked structures. They also repair damaged structures, and contribute to the general maintenance of the colony. They are either brought from Earth or, if you have declared independence from Earth, can be recruited from your colonists at the Launchpad. Astronauts are a bit antisocial, having never been seen out of their spacesuits, and they prefer to be outside away from the normal colonists. They enjoy camping out in landers when you aren't looking, and somehow manage to eat twice as much as everyone else.

Mass: 100 kg

Requires:

* 2 kg food and 1 L water per sol

* a place to live (a lander is fine)
Sol

The average length of a Martian solar day (often called a *sol*) is 24h 39m 35s. This yields a conversion factor of 1.0274912510 days/sol. Thus Mars' solar day is only about 2.7% longer than Earth's.

As a resource, one sol is a unit of time. Time cannot be created or produced; all of us are given the same amount of time. So use it wisely! Go outside.
Oxygen

Oxygen is an unusual resource in that it cannot be stored or manufactured in excess. It can only be stored in Halls, and can only be produced by Oxygen Generators.

Colonists breathe oxygen as they walk through halls and Structures. It is possible for a large cluster of colonists to suck all the air out of a room, so try to prevent them from making any friends.

A quick overview of the oxygen levels throughout the colony can be accessed by clicking the button on the main GUI over the power/food/water/population indicators.
Hall - Airlock

### Avert Ye Eyes All Who Wish To Be Unspoiled!

The airlock allows astronauts and forklifts to cross through, improving accessibility across the colony. (However, heavy vehicles like the Dozer or Mineral Extractor cannot pass through.) The airlock becomes available on the next colony after you complete the Colony Planning challenge. We promise the top propeller is totally not an outside air vent.

requires: completion of Colony Planning challenge

* Cost: 1 supply

* Power Consumption: 1 kWh
* Footprint: 2x2
Refinery

Refineries allow the colony to mine the surface of Mars. It can be placed anywhere, and does not need to be connected to the rest of the colony structures. The refinery can be upgraded in the Geology Lab. Return a Mineral Extractor to the refinery to process raw minerals into usable materials.

* Cost: 4 supplies

* Requires: 6 KW
* Footprint: 8x8

**Upgrading the Refinery**

The Refinery upgrade has to be the hardest aspect of the game.  You have to use Dozer to get 3 boulders into the Geology Lab for each level (that's 8x3=24 boulders to max out the Refinery at level 9).

Dozer has two functions: "Move boulder to here" and "Move boulder to not here".  It's great at the second, but really not at the first.  Here are some hints to upgrade your dozing skill from "Dreadful" to "Tedious" (which I think is as good as it gets).

1. Dozer is haphazard enough at normal speed, but 2x just seems to amplify the weirdness.
**Never, EVER operate Dozer at 2x speed.**

2. Dozer has two modes: "Doze" and "Navigate".  It's supposed to retract the blade when in Navigate, but it seems Earth skimped on the actuators and sometimes it gets stuck.
**Always assume Dozer is in Doze mode, and will push boulders it comes across.**

3. You keep your research even if your Geology lab is destroyed.  (But don't destroy an old Geology lab if you're part-way through an upgrade level - you'll lose the 1 or 2 boulder progress.) For that reason, don't bother pushing boulders around the map.  Bring Mohammed to the mountain.  Or, erm, some form of analogy that makes sense.
**Build a new Geology lab near the boulders you're using.**

4. But not too near - boulders that enter your lab while it's not researching for the refinery are just ground down to provide 100 Ore.  Don't waste your boulders!
**Always make sure you're actively researching the Refinery Upgrade before pushing a boulder in.**

5. For some reason, when Dozer first touches a boulder, the boulder tends to spin off quite far in a somewhat unpredictable direction (but *usually* more or less forwards).
**Approach a boulder heading in a direction that has a lot of empty space.**

6. When turning with a boulder, the boulder generally recentres itself on Dozer's blade, but if you turn too sharply, it tends to spin off to the side.
**Turn slowly, in small increments.  If you need to turn in a large angle, make a big circle, or circle Dozer around the boulder before re-engaging it.**

7. If you think Dozer copes with one boulder badly, there's no hope with you for two boulders!
**Push boulders one at a time.  Choose your boulder and get it into the Geology lab, before going for a second one.**

8. Obstacles make Dozer very unhappy.  If it, or its boulder, wander anywhere near a piece of building, that boulder is going to have a mind of its own.
**Do your dozing early on.  Make it the first thing you do when moving into a new area.  And don't be afraid to temporarily dismantle structures that might get in the way.**
Gypsum

Gypsum is crucial for your Bacteria strain research, together with another mineral named clay.

To find gypsum in the ground on Mars you'll need to use a Small Rover. Gypsum appears white on the map.

To obtain gypsum you will need to launch a Mineral Extractor from Earth, and build a Refinery to process the gypsum for use in your Biology Lab.
Armor

Armor is an "add-on" or addition to buildings or hallways. It is used to help withstand dust devils and meteor strikes. Without armor, a large base could be completely torn apart from meteors. Although expensive in the short run, armor is well worth the cost of ore to protect your base.

The best strategy while using armor is to get everyone and everything inside during a meteor strike or dust devil. Make sure to have weather satellites equipped to prepare for disasters such as those.
Small Lander

The Small Lander is the first lander available in Sol 0. It is launched using the Type One Rocket.

The small lander can be removed by launching, but first it must be refueled using either the Methane Generator or the colony's supply of Methane and Water. It may also be left on the surface indefinitely. As long as the Small Lander is present, it provides shelter for up to two Colonists or Astronauts.

In one contributor's opinion, the Small Lander resembles the SpaceX Dragon capsule.
Type Four Rocket

The Type Four Rocket becomes available when you complete the Martian City Challenge. It is basically a modified Type Two, with a payload dedicated to a colonist transport lander. It contains several compartments, all dedicated to seating colonists, and is capable of moving up to 36 people in style and comfort. If your city is already self contained and ready to grow rapidly, this lovely space liner will bring you plenty of colonists who are happier and more relaxed than the usual raw Terries.
Living Quarters

### Avert Ye Eyes All Who Wish To Be Unspoiled!

Living Quarters are unlockable structures superior to the Habitat, unlocked by completing the Martian City challenge (population over 100).

Living Quarters provide twelve beds for colonists and astronauts. Beds are only provided when sufficient oxygen is present. Living Quarters must be connected to a Hall.

Living Quarters have an identical footprint to Habitats, providing double the beds in the same area, but at higher power cost.

requires: completion of Martian City challenge

cost: 4 supplies

consumes: 6 kWh

provides: 12 beds

footprint: 4 x 4
Type One Rocket

The Type One Rocket is available at the beginning of the game, and requires nothing to operate (except the political will of your nation, and a modest budget). This rocket is the first step in establishing a human colony on Mars.

In one contributor's opinion, the Type One resembles a real-life Delta IV Heavy with a Dragon capsule payload.

The Type One has a cargo capacity of 7,000 kg, of which 6,000kg is the small lander. This leaves 1,000 kg for a cargo of your choice. Except, the payload fairing is too small to carry the Mineral Extractor or Dozer. Only the Type Two Rocket can carry such a load.
Forklift

Forklifts are capable of carrying up to six supply boxes. These machines can greatly speed up the construction of a colony, as Astronauts can carry only one supply box at a a time. Once an astronaut has initiated construction of a Structure, a forklift can drop off the remaining supplies to complete it.

Like most vehicles, forklifts are sensitive to bright light, and should be allowed to sleep during high solar radiation.

Mass: 600 kg
Solar Panel

Solar Panels produce 6 kW of power. Dust accumulates on the panels over time, but the panels may be repaired at no cost. They also provide constant entertainment and exercise for your astronauts.

To repair a panel, an astronaut must reach the repair access point at the west side of the panel. Select an astronaut, click 'repair', and then click the dusty panel.

In the event of a Dust Storm, all Solar Panels reduce power output because of reduced sunlight. So it is prudent to have extra power available if possible.

During the mid- to late-game, a colony requires a lot of power. Upgrading to Geothermal Plants is helpful, because they produce more power per area, and they never get dusty. Maintaining this many solar panels would have your astronauts running around all the time.

* Cost: 2 supplies

* Produces: 6 kW

* Footprint: 2x2
Mars

Mars is the planet where the game is set. This is where you will be building a colony using supplies sent from Earth in rockets. During the start you will be extremely dependent on Earth, but after a while you can declare independence, which ceases all rocket launches and gives you 2 Colonists every 100 Sols. You can then turn them into Astronauts at the Launch Pad.

You can locate resources spread around the map, which can be used in many different areas of development, with the most prominent usually being Methane, as it allows you to remove Landers and transport rockets from Mars, allowing for a larger building area.
Recycling Center

A Recycling Center increases available Water by processing the colony's used water. It must be connected to a Cryotank - Water. Up to 4 Recycling Centers may be attached to one Cryotank - Water.

* Requires a Launch Pad.
* Costs: 2 Supplies
* Uses: 2 kWh
* Recovers: 0-10 L / Sol
* Footprint: 2x2, shares a 1x2 area with the footprint of the water tank

tip: don't build these until you can't build any more worthwhile water tanks. By that time, you will (hopefully) be able to sustain the over ten colonists you (hopefully) have.
Main Page

<hero description="This is a (currently) unofficial wikia for the game "Sol 0", a space-based colonisation game. Theer is currently nowhere for people to put content they find, so im making this now, so people can share ideas." imagename="" cropposition="" />This is the main Sol 0 Unofficial wikia page! This is where you can look for info about Sol 0, and maybe even add some content that's not already here to help others out. (This was not made by the owner of Sol 0, but he has knowledge of this wikias existence.)
Pallet

Pallets are used to store Supplies from Earth. While supplies may be temporarily held by a Rocket, Forklift, or Astronaut, it is sometimes convenient to store supplies in another location. Use an astronaut or a forklift to bring supplies to a pallet. A pallet is required to build or use the 3D Printer.

cost: 0 supplies

consumes: nothing

capacity: 6 supplies
Weather Satellite

A weather satellite, coupled with a Radar Array on the surface of Mars, allows meteorite and dust storms to be predicted in advance, instead of after it's too late. Build multiple radar arrays to increase the warning time on weather events, so that your colonists have more precious seconds to run around screaming.

The Weather Satellite goes into a highly inclined polar orbit that only passes over the colony twice each sol. While reaching this orbit from Earth requires less delta-V than a landing, for some reason the Weather Satellite requires a dedicated launch on a specially modified rocket that does not land.

Mass: 1000 kg (exclusive launch)

Requires: Geology Lab
Small Rover

The Small Rover is very valuable in the beginning of the game.

The first thing to do when you land on Mars is to find resources so that your colony will flourish!

The rover is crucial for survival, as its function is to scan below the surface for the following resources:

* Clay
* Gypsum
* Ice (Water)
* Methane
* Ore

Rovers are self-sustaining thanks to a solar panel, and do not require any resources to operate, but seem to have difficulty with soft soil and boulders.

In the opinion of one editor, the Small Rover resembles one of the twin Mars rovers, Spirit and Opportunity.

Mass: 200 kg
Cryotank - Water

Build a cryotank over subsurface ice (blue resource). The cryotank will process the ice into drinkable water. If more water is required, more cryotanks can be built on other ice deposits, or Recycling Centers can be added to each cryotank. The rate of water production is depends on the amount of ice resources directly under the tank.

* Costs: 2 supplies

* Consumes: 2 kWh

* Produces: 0 - 40 L / sol, depending on resource quality.

* Capacity: 400 L
* Footprint 4x4
Ore

Ore is the most useful Resource because it can be used to upgrade Armor and improve Refinery efficiency, but mainly because it can be made into Supplies at the 3D Printer. (Imagine that!)

To find ore in the ground on Mars you'll need to use a Small Rover. Ore appears red on the map.

To obtain ore you will need to launch a Mineral Extractor from Earth, and build a Refinery to process the ore into your inventory.
Terraforming Project

Terraforming provides excellent soil quality for all Farms.

Terraforming projects are large-scale endeavors and require a Biology Lab, a Geology Lab, and a population greater than 36.

A number of different possible techniques had been proposed for making Mars more Earth-like, but they all involved the same basic steps. By increasing Mars' cold, thin atmosphere in temperature and/or pressure, the once-frozen soil finally released water and carbon dioxide. The result was a beneficial greenhouse effect that continued the process until Mars once again became capable of supporting plant and animal life.

* Cost: 20 supplies
* Power Requirement: 60
* Footprint: 8x8
Colonists

Colonists are required to build some of the more advanced laboratories and buildings that the colony needs to grow. But most of the time they prefer to wander around and suck oxygen out of hallways. If the population of the colony is not high enough, buildings will start to fall into disrepair. If the demands of building maintenance exceed 80% of the colonists work capacity, a small yellow warning will appear next to the colony population counter.

Colonists are extremely fragile! They will die quickly if they are not given oxygen or water, if they miss a meal, or if they are ever allowed to go outside. Fortunately, they die only one at a time, so that their demise would be even more poignant.

Mass: 70 kg each (280 kg per group of four colonists)

Requires:

* Launch Pad
* 1 kg food and 1 kg water per sol
Colony Ship

The Colony Ship is the largest of the three Landers in Sol 0. It becomes available when you complete the Martian City challenge. It can only be launched using a Type Four Rocket. It cannot carry any cargo or vehicles, but it is very effective for transporting Colonists in style and comfort. It can only land on the Launch Pad, which means it should be refueled before the next launch window.
Supplies

Supplies are an abstracted representation of building materials in the game. A single box (or crate) of supplies can build a complete Hallway, Intersection, or Farm. Other structures require more supplies depending on their complexity. These supply boxes have been engineered by Earth's greatest minds to be extremely versatile; the same individual crate could become a Farm or part of a Geothermal Plant.

Supplies can be imported from Earth by Rocket, manufactured from Ore using the 3D Printer, or salvaged from a Structure that was destroyed by an Astronaut.

One crate of supplies weighs 60 kg.
Biology Lab

The Biology Lab is an advanced structure that allows farming techniques to be researched. The biology lab requires at least 8 population, and must be connected to a hallway.

Once constructed, you can use it to create experimental hybrid microfauna that increase food yield of your farms. Combine two different strains of bacteria for a hybrid bacteria with improved traits. Combine those hybrids for several generations to create the perfect strain of bacteria to feed all your colonists. (What could possibly go wrong?) Combine the same strain with itself to multiply it, so that you don't run out.

Don't worry, strains will not mutate, i.e. they will not act strangely in the lab. Even if they did, remember this: Mutation. It is not the key to our health. It will disturb routines and procedures and also sow chaos. This process takes a random amount of time, so you could never see it happen. But every so often, mutation gets annoying.

The Biology Lab is required to build Farms or Terraforming Project.

* Requires: minimum 8 colonists
* Consumes: 6 kWh
* Footprint: 4x4

The best strain of all time (+5 food) requires these simple, but tedious steps:

Before we start today's biology class, I would like to point out the short form that I will be using for this class: G=green, R=red, B=blue, P=purple, Y=yellow.

Now, the fun starts:

1. Breed RB and PY, combine those two together (this will be your second most important strain, crucial for personal experiments, DO NOT LET FALL BELOW 2).
2. Delete strains RB and PY (NOT RBPY). Don't bother putting them in the farms.
3. Breed RBPY and G together multiple times, keep the strain with the least green in it, delete the rest as you go.
4. With Super String Jr. aka Gsmall amountRBPY, breed this strain and its children multiple times with RBPY until the gene bar fills (you should get the idea).
5. Once Super String Jr. grows up (you should know when this happens), DO NOT LET HIM DIE. Use him in your farms.
6. Enjoy the boatloads of food!

Side notes- never let your original strains run out, always delete strains that you won't be using anymore, get plenty of gypsum and clay before experimentation, don't try to remove colours from strains, don't try to manipulate individual colours in strains, experimentation costs 25 each of gypsum and clay.
Dozer

The RMV-20 Dozer is a heavy vehicle, and requires a large rocket to bring to the surface of Mars. These machines can easily push boulders out of the way of development, into the Geology Lab, and sometimes accidentally fling them across great distances into weird places.

To move a boulder, simply drive up behind it, activate the "bulldoze" button, then push it forward while turning gradually toward the desired destination. Then go back and try again. For more tips on getting boulders into the Geology Lab, see Refinery.

Mass: 1000 kg

Requires: Launch Pad
Ore Mine

### Avert Ye Eyes All Who Wish To Be Unspoiled!

The Ore Mine is an unlockable structure, done so by constructing the Terraforming Project.

The Ore Mine uses Methane to provide a steady stream of Ore for the colony. More Methane is required as the output of the mine increases.

The structure is 8 x 8, requires 5 supplies, and is placeable anywhere. It requires 10 kWh, and is toggleable between 4 output levels, each requiring 4 methane additional methane per sol, except the final level which requires an additional 8 from the previous level.

* 4 methane = 1 ore per sol
* 8 methane = 2 ore per sol
* 12 methane = 3 ore per sol
* 20 methane = 4 ore per sol

requires: completion of Terraforming Project

cost: 5 supplies

consumes:

* 10 kWh
* 4 methane per 1 ore produced, or 5 during overtime

footprint: 8 x 8
Radar Array

Radar arrays provide advance warning of space weather, such as meteorite impacts, solar flares and dust storms. Also, they look really cool. Build multiple radar arrays to increase the warning time, so that your colonists can have more precious seconds to run around screaming.

Requires:

* 8 population
* Weather Satellite

Cost: 3 supplies

Consumes: 3 kWh
Sol 0 unofficial Wiki

**Welcome to the...**
**Sol 0 unofficial Wiki**
**63 articles • 74 files • 685 edits**

**ABOUT THE GAME AND THE WIKI**

Hai! This is where you can view or add content about Sol 0. I'm hoping that people will help me with building this, as Sol 0 is actually a detailed game. Currently it hasn't got even 25% of the content that Sol 0 features, so that's why i hope people will help me with this (And so far you have, and thank you for that =D)

Also, below this you will find some categories for things in Sol 0, you can use these to find most of the content.

* resources
* units
* structures
* rockets
* landers
* worlds
* challenges

If the content you are looking for isn't here, feel free to start a page about it. Or, just mention it on the Suggestions Page and wait for somebody else to do it.

**HELPFUL LINKS**

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Ultimate Girlzz/ RangaPaXXX

**Ultimate Girlzz/ RangaPaXXX**is a team that take part of Brazzers Competition.

## Members

1. Holly Halston (GK)
2. Jessica Jaymes (DF)
3. Dylan Ryder (DF)
4. Angelina Valentine (DF)
5. Nikki Sexx (MF)
6. Juelz Ventura (MF)
7. Madelyn Marie (MF)
8. Shawna Lenee (MF)
9. Alanah Rae (FW)
10. Breanne Benson (FW)
11. Monique Alexander (FW/C)
Food

Food is another important Resource for your colony. While less urgent than Oxygen or Water, nevertheless food is very important to Colonists. If the food ever runs out, colonists get very sad. A colonist that misses a single meal may spontaneously explode.

Food may be produced in a Greenhouse or Farm, or may be imported from Earth by Rockets.

The colony can store up to 400 kg of food at first, but more Food may be stored by converting Greenhouses into Refrigerators. Refrigerators increase the Food storage limit of the colony by 400 kg, and become increasingly valuable as the colony grows in size. Greenhouses converted to Refrigerators will no longer produce Food, so net Food production will decrease by 2 kg per sol when the conversion occurs.
Crystal Ice B*tches

**Crystal Ice B\*tches** is a team that take part of the Brazzers Competiiton.

## Members

1. Diamond Foxx (GK)
2. Remy LaCroix (DF)
3. Keisha Grey (DF)
4. Lizzie Tayler (DF)
5. Bunny Freedom (DF)
6. Jasmine Webb (DF)
7. Liza Del Sierra (MF)
8. Amy Anderrsen (MF)
9. Nikki Benz (MF/C)
10. Aletta Ocean (MF)
11. Ariella Ferreira (FW)
3D Printer

The 3D printer is an advanced structure that can be used with Ore that is found in the ground to create Supplies that are used in construction. In the late-game this is your only source of Supplies if you have declared Independence from Earth. Must be connected to a Pallet, or else it cannot output. Don't build this before independence, as you can call up a virtually infinite supply of... well, supplies, from earth. I say virtually infinite because you cannot launch rockets one right after the other.

* Cost: 6 supplies
* Requires: Geology Lab
* Consumes: 4 kw
* Footprint: 2x2
Mantsjuwi Unibar

**Mantsjuwi Unibar**is a team that participate in Rinmaru Ascension League. Whit 91 points they finished first in the table and became the champions of the league.

## Members

1. Daf Degers (GK)
2. Alinia Vaplonn  (DF)
3. Chry Sumlone (DF)
4. Erk Beesie (DF)
5. Dly Belon (DF)
6. Pu Putaine (MF)
7. Akr Hergoez (MF)
8. Jwa Meet (MF)
9. Wyn Robe (MF/C)
10. Herra Mgeni (MF)
11. Zardus Inkelyn (FW)

## Trivia

* They are based on Premier League club Manchester United FC
Chegrezea

**Chegrezea**is a team that participate in Rinmaru Ascension League. Whit 88 points they finished third in the table.

## Members

1. Trwu Cjoulter (GK)
2. Gwe Cpohe (DF/C)
3. Dvido Lombredge (DF)
4. Cviliya Assrottz (DF)
5. Ngez Kaveel (MF)
6. Nsjo Merzen (MF)
7. Vigor Mobert (MF)
8. Mriya Alstres (MF)
9. Petitta Rozzo (FW)
10. Dvonte Ciil (FW)
11. Everg Hamadoui (FW)

## Trivia

* They are based on Premier League club Chelsea FC
Large Lander

The Large Lander becomes available when you have built a Launchpad and Habitat. It is the payload section of a Type Two Rocket. Unlike the Small Lander, the Large Lander can only land on the Launch Pad. This means it should be refueled before the next launch window, otherwise you would be limited to only the Small Lander.
FiRE MaiDEN

**FiRE MaiDEN** is a team that take part of Brazzers Competition .

## Members

1. Rachel RoXXX (GK/C)
2. Stephani Morreti (DF)
3. Priya Anjali Rai (DF)
4. Reena Sky (DF)
5. Anikka Albrite (DF)
6. Payton West (MF)
7. Karen Fisher (MF)
8. Angel Allwood (MF)
9. Samantha Rone (FW)
10. Ashton Blake (FW)
11. Dillion Carter (FW)
Employee of the Month

**"Employee of the Month"** is an episode ***(12b)*** in Season 1 of SpongeBob SquarePants.

## Reviews

### DanzxvFan8275

This episode does a good job at showcasing Squidward and SpongeBob's rivalry. Makes for some amazing gags, and just a great story. It's great to have an amazing episode like this right after one of the worst Season 1 episodes (that being "The Chaperone.") **10/10**, **amazing episode**. **Phillydan25** **(talk)** 22:24, August 9, 2017 (UTC)
Type Two Rocket

The Type Two Rocket becomes available when you have built a Launchpad. It is the largest rocket in the game, and the only one capable of transporting the Mineral Extractor and Dozer.

The Type Two has a payload capacity of 22,000 kg, of which 20,000 kg is the large lander, leaving 2,000 kg for your choice of cargo.
Main Page

<hero description="Welcome to my world" imagename="" cropposition="" />

## What's this??

The Ozward Fantasy Page is a wikipedia about two things: Brazzers Competition and Ozward's Adventure. Find about more about these two things. Hope you enjoy it!

☀ik wil je lul zuigen, ik wil je lul in mijn mond, mijn kont en in mijn kutje. Ik wil dat je mijn kutje likt en dat je mijn tieten grijpt. Ik wil met je neuken en met je zoenen. Ten slotte wil ik dat je mijn kutje nat maakt en dat je sperma over mij gooit.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
New Sexy Bad Devils

**New Sexy Bad Devils**is a team that take part of Brazzers Competition .

## Members

1. Riley Reid (GK)
2. Madison Ivy (DF/C)
3. Asa Akira (DF)
4. Christy Mack (DF)
5. Diamond Kitty (DF)
6. Kagney Linn Karter (MF)
7. Diamond Jackson (DF)
8. Bonnie Rotten (MF)
9. Mason Moore (MF)
10. Alektra Blue (FW)
11. Shyla Stylez (FW)
Oxygen Generator

Oxygen Generators attach to the sides of straight hallways and supply the hallways of the colony with oxygen. Only nearby buildings will be pressurized. As colonists walk by, they consume some oxygen per sol, which may be replaced by oxygen generators, hopefully at a similar rate. Otherwise the colonists get very sad.

If the colony is understaffed, each Oxygen Generator has a 'critical need sensor' which may activate, causing it burst into flames. The blazing oxygenator can be repaired by an astronaut or forklift for the cost of one supply box.

* Cost: 2 supplies
* Consumes: 2 kW
* Produces: "some" oxygen per sol
* Footprint: 2x2

One way to stop colonists from suiciding into a deoxygenated room (seriously, just how dumb are they?) is to locate the nearest connected oxygen generator, trace a (short) path back to the deoxygenated room, wait until all stupid colonists get out, then close off the entire section of the colony, but include the oxygen generator. Open up the deoxygenated room, and watch as the colonists fail to commit suicide (who can blame them, stuck for over a week without *screwing* up).

This is a good tactic to reduce the chances of failure for the Colony Planning achievement.
Hall - Four Way

Pressurized hallways are the backbone of the colony. Most buildings connect to hallways. Hallways must be filled with oxygen, or colonists get very sad. Hallways have bulkhead doors at each end which may be opened or closed, to control the flow of oxygen or colonists between compartments.

A Hall - Four Way can be upgraded to an Arboretum. As of v0.84, upgraded halls costs one additional kW, 20 kg ore and 20 kg clay, but does not provide any benefit. As of version 1.02, they do not require any more power, only costing 20 ore and 20 clay. They also provide a slight increase in oxygen level to surrounding tiles.

In the event of space weather, such as solar flares, dust storms or meteorite impacts, Hallways can shut their windows. This looks really cool, and gives colonists a nice sense of security, which is unfortunately completely false. Fortunately, Hallways can be improved with actual armor, by researching Hallway Armor in the Geology Lab.

* Cost: 1 supply
* Consumes: 1 kW
* Footprint: 2x2
Hall - Straight

Pressurized hallways are the backbone of the colony. Most buildings connect to hallways. Hallways must be filled with oxygen, or colonists get very sad. Hallways have bulkhead doors at each end which may be opened or closed, to control the flow of oxygen or colonists between compartments.

In the event of space weather, such as solar flares, dust storms or meteorite impacts, Hallways can shut their windows.

This looks really cool, and gives colonists a nice sense of security, which is unfortunately completely false. Fortunately, Hallways can be improved with actual armor, by researching Hallway Armor in the Geology Lab.

* Cost: 1 supply

* Consumes: 1 kWh

* Footprint 2x2
Lifopolo

**Lifopolo**is a team that participate in Rinmaru Ascension League. Whit 90 points they finished second in the table.

## Members

1. Lro Kabl  (GK)
2. Naz Crybo (DF)
3. Jov Mas (DF)
4. Debrechen Lff (DF)
5. Jor Mass (DF)
6. Joboho Hempely (MF/C)
7. Adri Lapzor (MF)
8. Ginako Wezz (MF)
9. Rohz Flym (FW)
10. Sadii Mazr (FW)
11. Plooz Cuttser (FW)

## Trivia

* They are based on Premier League club Liverpool FC
Brazzers Competition

Priya Rai, **Payton West**, Samantha Rone, Dillion Carter, Kissa Sins, I**sis Love, Ashton Blake, AJ Applegate, Angel Allwood, Brooklyn Chase**, Kayla Carrera, Mercedes Carrera, Angel Long, **Maserati,** AVa Devine, Esperanza Gomes, Audrey Bitoni, Jayden Lee, Abella Danger, Peta Jensen, JR Carrington, Scarlett Pain. Alexis Breeze, **Liza Del Sierra,** **Darling Danika**, Shawna Lenee, **Veronica Rodriguez**, Katsuni, Tiffany Mynx, **Dillion Harper**, Karen Fischer, Vaniity, Josephine Kelly, Yurizan Beltran, Samantha Saint, Sienna West, Sarah Vandella, Skin DIamond, Eva Angelina, Lesley Zen, Jena Haze, Jazmine Black, Joanna Angel, Kennedy Leigh, Romi Rain, COurntey Cummz, Bobbi Starr, alby rydes, August Ames, Anikka Albrite, Jessica Jaymes
Mantsjuwi Cyrii

**Mantsjuwi Cyrii**is a team that participate in Rinmaru Ascension League. Whit 864 points they finished fourth in the table.

## Members

1. ​Clatta Basjour (GK)
2. Pabl Zyroov (DF)
3. Nkowai Otrof (DF)
4. Jebeleyillo Stem  (DF)
5. Gref Climboy (DF/C)
6. Ferkog (MF)
7. Ilisas Gic (MF)
8. Dez Symm (MF)
9. Kfolo DoBelom (MF)
10. Ruzzo Serrro (MF)
11. Sobelynm Agrepezzet (FW)

 Trivia

* They are based on Premier League club Manchester City FC
Eiben-Brett

**Verwendung:**

* Zimmerei, Schreinern, Bastelei, Maschinenbau
* Quest: *Bögen und Armbrüste*

**Eigenschaften:**

* mechanischer Widerstand: 15
* Stabilisierungswiderstand: 40
* Kombinationswiderstand: 40
* Prestige: 25
* Dichte: 2
* Festigkeit: 10
* Härte: 40
* Leichtigkeit: 10
* Unverwüstlichkeit: 2
* Unbeweglichkeit: 22

**Herstellung:** zuschneiden (Holzfällen)
Royal Chickies '009

**Royal Chickies '009**is a team that take part of Brazzers Competition.

## MembersEdit

1. Summer Brielle (GK)
2. Nicole Aniston (DF)
3. Jessie Rogers (DF)
4. Kristina Rose (DF)
5. Brandi Love (DF)
6. Jynx Maze (MF)
7. Kortney Kane (MF/C)
8. Nadia Styles (MF)
9. Sasha Grey (FW)
10. Vanilla Deville (FW)
11. Sarah Vandella (FW)
Nuclear Reactor

### Avert Ye Eyes All Who Wish To Be Unspoiled!

The Nuclear Reactor is the final tier of power generation. It produces a large amount of energy in a compact space, but comes with significant risk. If the colony runs out of water, or colonists cannot frequently access the reactor, it may melt down and explode. Such an explosion would inflict severe damage to your political situation and nearby buildings.

The reactor can be unlocked by upgrading your refinery to tier 4. The reactor's individual cores can be deactivated or reactivated on demand, saving water for other uses, or providing extra power during a shortage.

Environmentalists have questioned the value of a nuclear reactor, given that its peak output can be matched by four geothermal stations, taking the same surface size but allowing for more versatility in shape, requiring no coolant or maintenance, and imposing no risk of sudden unexpected disassembly or radioactive fallout. However, beancounters have pointed out that all that underground construction requires 24 crates of supplies, rather than just 6.

requires: tier 4 refinery, frequent maintenance by colonists

cost: 6 supplies

consumes: 2 L water per sol per active core, up to 8 L per sol

produces: 20 kWh per active core, up to 80 kWh

footprint: 4 x 4
Alte Höhle

Diese staubige alte Höhle scheint keinem bestimmten Zweck zu dienen. Sie scheint verlassen.

Die Alte Höhle liegt im Rosensteinkap-Steinbruch in den Hochhorsthügeln.

Geländeart: Höhle - Schwierigkeit 0

* Galmei - benötigt: Erzabbau 17 - ergibt: Galmei-Erz: 1-8 - Energieaufwand: 4,8 - benötigte Zeit: 00:20:00
Brim-Medaillon

**Verwendung:** Restauration -> Brim-Talisman

**Eigenschaften:**

 Kombinationswiderstand | 12
 Unbeweglichkeit | 3

**Herstellung:** Abhandlung (Archäologie)

> Als **Beute** erhält man eins von 12 zufälligen Medaillonen oder Figurinen.
> Beim Identifizieren stellst sich heraus um was für ein Teil es sich handelt.
>
>
Ebene der Hoffnung

Erste Region auf der Insel der Hoffnung

### **Orte**:

* verlassener Steinbruch  0, Position (-46/112)
* Försterlager  0, Position (-44/109)

### **Aktionen:**

* **Holz:**
	+ **Holzfällen:**
* **Stein:**
	+ **Steinabbau:**
	+ **Edelsteinabbau:**
* **Metall:**
	+ **Erzabbau:**
* **Flora:**
	+ **Kräuterkunde:**
* **Fauna:**
	+ **Jagen:**
	+ **Angeln:**
	+ **Zähmen:**
* **Geografie:**
	+ **Archäologie:**
Bögen und Armbrüste

**Belohnung** | * Anleitung: Bogensehne
* Anleitung: Kurzbogen
* Anleitung: Langbogen
* Anleitung: Holz-Armbrustbogen
* Anleitung: Holz-Armbrustschaft
* Anleitung: Metall-Armbrustbogen

Für die Teilnahme an dem Vortrag über Bögen wird folgendes benötigt:

* 40 Eiben-Bretter
* 10 Hanf-Fasern
* mindestens eine der Fähigkeiten , ,  oder  auf 25
Abhandlung

ähnliche Seite: Abhandlung (Verbrauchsgut Ingenieurwesen)

**Fähigkeit:** Archäologie (Geografie)

**Gefährte:** Arbeiter,Scholar,Cerrydwen Cahern

**Juwel:** Bernstein

**Trank:** Sorgfaltstrank

**Verbrauchsgut:**

**Werkzeug:** Schaber

**Werkstatt:**

* Beriusdelta +5
* Stadt Falkonien +10, +10

**Hinweis:** Beute ist ein Medaillon oder Figurine. Bei der Restauration werden diese zusammen gesetzt.

**mögliche Beute:**

* Gewöhnliches Artefaktfragment: Ocra, Zius, Xiru, Sair, Pior, Kira, Ghur, Boen
* Militär-Artefaktfragment: Warq, Nirm, Lodo, Fira, Brim, Arto
Der verschollene Händler

**Start:** Eleonia im Handelsposten von Nowingen

**benötigt:** Neuigkeiten von Timotheus

Nach dem finden von Timotheus (8,240) erhält man

folgende Lösungsmöglichkeiten um ihm zu helfen:

* *Rette Timotheus*: Kampf gegen 4 Vargrimme
* *Lenke die Vargrimme ab*: 20 Zähmen
* *Verscheuche die Vargrimme*: 20 Holzfällen
* *Erbitte Hilfe von den Jägern*: 15 Führung

**Abgabe:** Bei Lösung startet die Folgequest

**Belohnung:** 1, 20

**folgende Quest:** *Begleite Timotheus*
Der alte Speer

**Start:** Inaba auf dem Schlachtfeld

**benötigt:** Azerutis Speer

**Abgabe: ?**

**Belohnung:**

* 20
* Position Ar'zen-Lager
* 2 Chimärentrank
* 10 Bor'zem-Leder
* 10 Stahl-Barren
* 12 Nebelperlen
* 35 Blaufels-Klumpen

**vorheriges Quest:** *Adomek*

**nachfolgende Quest:**  *Knauf, Schaft und Spitze des Speers*
Axt

**Verwendung:** Werkzeug zum Holzfällen.

**Verkäufer:**

* Bralmas im Beriuswald verkauft eine Bronze-Axt.

* Fragila Bonto an der Bullhaupt-Mühle verkauft eine Bronze-Axt +20 +1 Kraft

**Herstellung:** Schmieden (Metall)

Die Schwierigkeits-**Stufe** wird noch durch die Barren und Qualität der Herstellung verändert.
Ebene der Riesen

Datei:Region.jpg
Region von Lanfar. BlaBlaBla

### **Erkundung**:

* 30  30

Gelände Icons

### **Instanzen**:

* Instanz  0, Position (x/y)
* Spinnennest

### **Orte**:

* Ort  0, Position (x/y)

**Monster:**

* Monsterspinne
* Zermürber

### **Aktionen:**

* **Holzfällen:**
* **Steinabbau:**
* **Edelsteinabbau:**
* **Kohlebergbau:**
* **Erzabbau:**
* **Kräuterkunde:**
* **Jagen:**
* **Angeln:**
* **Zähmen:**
* **Archäologie:**
Drosaden-Glas

**Verwendung:** Glasbläserei, Maschinenbau

**Eigenschaften:**

* Thermalwiderstand: 15
* Kombinationswiderstand: 15
* Schleifwiderstand: 15
* Prestige: 12
* Feinheit: 15
* Leichtigkeit: 15
* Transparenz: 15
* Optischer Effekt: 15
* Robustheit: 30
* Unbeweglichkeit:10

**Herstellung:** Glasherstellung (Verhüttung)
Die Jagd beginnt

Quest erhältlich nach Abschluß der Vorquest: Ein alter Verbündeter

**Ort**: Hügel des alten Jägers

im Gebiet Raufußhügel (66,130)

**NPC:** Olwen Jäger

Zum Abschluß der Quest bereist man folgende Koordinaten:

*60-127; 56-133; 62-139; 76-134 und 74-127*

**Questziele vor Ort mit der Option**: Stelle einen vibrierenden Pfosten auf

**Belohnung**: Der Kreis ist vollendet

**Erhaltene Belohnung**: Marwelwürze

**Folgequest**: Ein letzter Schritt
Brim-Figurine

**Verwendung:** Restauration -> Brim-Talisman

**Eigenschaften:**

 Kombinationswiderstand | 11
 Unbeweglichkeit | 3

**Herstellung:** Abhandlung (Archäologie)

> Als **Beute** erhält man eins von 12 zufälligen Medaillonen oder Figurinen.
> Beim Identifizieren stellst sich heraus um was für ein Teil es sich handelt.
>
>
Das Haus auf dem Hügel

Entdeckung durch Questbelohnung: *Das Haus auf dem Hügel (Quest)*

**Region:** Raufußhügel

* Schwarzflügel
* Geist
* Belebtes Mobiliar
* Panzerkröte
* Wütende Panzerkröte
* Furie des Schlachtfelds

**Aktionen:**

* Trankwesen 20 (kocht aus 2 Tolriadum putridis ein Panzerkröten-Futter)
* zähmen eine junge Panzerkröte mit Panzerkröten-Futter
* Ingenieurswesen 15 repariere die Treppe
* Durchsuche den Schreibtisch: starte Kampf mit Belebtes Mobiliar (1 Punkt für gewarnter Nachbarn : 50% Chance)
* Berühre der Flammen - heilt ?
* Verlasse den Raum durch das Fenster

**Erfolg:**
Dolch

**Verwendung:** Waffe

**Verkäufer:**

* Helia Salina in Aalbucht verkauft einen Zinn-Dolch(brauchbar)
* Hargo Wimmer in Kranhafen verkauft Kupfer-Dolche

**Anleitung:**

* verkauft von Karl Gurin (Hof der Gurins)
* Quest: Minderwertig (Quest)

**Herstellung:** Waffenschmieden (Metall)

Die Qualitätsstufen können auch andere Bezeichungen haben
Dorfplatz

**Region:** Raufußhügel
Die Position erhält man durch die Quest: *Dorfplatz (Quest)*

**NPC:** Berthold

**Quests:**

* *Auf schlechte Nachbarschaft*
* *Die Natur eines Bären*
* *Ein wenig Schatten*

**Monster:**

* Wächterstatue
* Tapferes Skelett
* Monsterlarve
* Geist
* Schwarzflügel

**Aktionen:**

* Kräuterkunde Nachbarbeere 18 20
* Durchsuche den Bau 20 25 (gewarnte Nachbarn 1x 75%)
Boen-Figurine

**Verwendung:** Restauration -> Boen-Talisman

**Eigenschaften:**

 Kombinationswiderstand | 8
 Unbeweglichkeit | 3

**Herstellung:** Abhandlung (Archäologie)

> Als **Beute** erhält man eins von 16 zufälligen Medaillonen oder Figurinen.
> Beim Identifizieren stellst sich heraus um was für ein Teil es sich handelt.
>
>
Beriusdelta

Die Art wie der Berius-Fluss in das Tausendwindmeer fliesst ist ein atembraubendes Naturschauspiel.

**Region:** Falkonischen Weite

**Berius-Delta:** 2, +5

* Aboar, Erzschürfer
	+ kauft: Erze, Barren, ungeschliffene- und geschliffene Edelsteine.
	+ verkauft: Zinn und Kupfer-Klumpen, Kupfer-Sieb
	+ Questgeber
* schürfe: Zinn-Klumpen  2
* schürfe: Kupfer-Klumpen  8

**Tongrube****:** +10

* Hubertus Gurin, Bauer
	+ verkauft: Bronze-Spitzhacke
	+ Quests: *Steinberufe*, *Ton für Marla*
* Steinabbau: Ton 1
* Steinabbau: Mergel-Brocken 2

**Brummnuffs Hütte:** +5, +10

* Melanzia die Trankbrauerin
	+ verkauft: Trankbrauerbedarf
	+ Quests
* Beruf lernen: Trankbrauer
* Grundlagen lernen: Trankwesen

**Laborhöhle:** +5, +10, +10

* Ackalabum Kuri der Alchemist
	+ verkauft: Alchemiededarf
* Beruf lernen: Alchemist
* Grundlagen lernen: Alchemie

**Beriusbasar:** +5

* Fayselle
* Archäologie: Abhandlung
Belan

**Ort:** Bullhaupt-Mühle im Flusshain

**Beruf:** Tischlerin

**verkauft:**

* Holzarmband 2, 29
* Bronze-Säge 11, 63
* Eisen-Hobel 25, 61
* Bronze-Hobel 1, 67
* Anleitung: Rundschild 1, 38
* Kupfer-Säge 8, 15

**Quests:**

* *Der junge Förster*
* *Leder für Faustschilde*
* *Sägen sorgen sich vor nichts*
* *Jäger der Unsterblichen*
* *Handwerker-Ball*
* *Stelle Möbel und Holzteile her*
* *Schilde für Bralmas*
Bogg Juris

**Ort:** Kranhafen

**Quests:**

* *Eine Sonderbestellung für Bogg*
* *Zusammenarbeit*
* *Ein Lehrling*
* *Ein paar Knüppel*
* *Die vergessene Zeder*
* *Dübel für die Zimmerei*
* *Verarbeitung der Stämme*

**Verkauft:**

* Bronze-Hobel
* Tannen-Brett
* Kupfer-Klinge
* Anleitung Knüppel
* Tannen-Griff
* Anleitung Griff
Adorned Closed Flat Top

## Description

*A closed helmet with complete faceguard and mail to protect the neck. Heavily worn from extensive use, but adorned with relics and well-maintained.*

## Where can it be found?

* Can be looted from Oathbringer.
* Possible starting gear of new mercenaries: Oathtaker.
* Can be obtained in the Captured Oathbringer, Oathtaker Joins events.
* Oathtakers origin starting gear.
Die Kristall-Viperinen

**Belohnung** | * 1
* 4 Nebelperlen

Die Seen findet man direkt unter dem Wrack der Rotarier, am Ende des Flusses vom Wrack der Rotarier und dem See nord-östlich davon. An den 3 Seen kann man 1-2 Kristall-Viperin finden. Das Pflücken dauert 10 Sekunden und kostet keine Energie. Die Aktionen haben einen Cooldown von 23:09 Stunden, der für 24 Blaue Kronen übergangen werden kann.
Ahorn-Brett

**Verwendung:** Schreinern, Zimmerei, Bastelei, Maschinenbau

**Eigenschaften:**

* Mechanischer Widerstand: 25
* Stabilisierungswiderstand: 25
* Kombinationswiderstand: 30
* Prestige: 16
* Dichte: 20
* Festigkeit: 30
* Härte: 20
* Leichtigkeit: 1
* Unverwüstlichkeit: 3
* Unbeweglichkeit: 16

**Herstellung:** Zuschneiden (Holzfällen)
Edelsteinschleifen

**Start:** Zala in Kranhafen

* Vorlage: Kassiterit
* Mergel-Schleifstein
* kleiner unbearbeiteter Kassiterit

**benötigt:** kleiner Kassiterit

**Abgabe:** Zala

**Belohnung:**

* 4
* Anleitung: Anhänger

**vorheriges Quest:** *Ein ganz gewöhnlicher Ring*

**folgendes Quest:** *Ein Anhänger für Josua*

**Erfolg:** Die Modeberufe
Beriuswald

Der Beriuswald liegt in der Falkonischen Weite

**Beriuswald:** +5, 1

* verkaufe:  15 Derbleder

* zähmen:
	+ Feldhase  2
	+ Hulbor  5
* jagen: Feldhase  2
* holzfällen:
	+ Tannen-Stamm  3
	+ Eiben-Stamm  15

.

**Försterlager:** +5
2

* NPC: Manu
	+ verkauft Kupfer-Jagdmesser
	+ verkauft Feldhasen-Kadaver
	+ Quests:
		- *Wie jagt man ?*
		- *Feldhasenjagd*
		- *Eines führt zum Anderen*
		- *Jagdinstinkte*

.

**Die Kleine Sägemühle:** +5+5 mechanische Kraft

* NPC: Bralmas (Verkäufer, Quests)
* Tätigkeit: Tannen-Stamm zuschneiden  4
* Beruf lernen: Holzfäller
* lernen: Grundlagen des Holzfällens

.

**Hasenlichtung:** +5

* NPC: Liobar
	+ verkauft Weichlederpeitsche
	+ verkauft Karotte
	+ Quests
		- Fange bei Liobar an
		- Die Kunst des Abrichtens
		- Beginne mit einem Feldhasen
		- Die Gesetze der Natur
* zähmen: Feldhase  2
* lernen: Beruf Tierbändiger

 .

**Der Waldrand:** +5

* NPC: Amisha
	+ verkauft Kupfer-Hippe(einfach)
	+ Quests:
		- Floraberufe (Quest)
		- Schöne Orchideen
		- Bodenkunde
		- Meine Freundin, die Trankbrauerin
* Kräuterkunde: finde Orchideen 2
* Arbeiten: bereite Kräuter vor 8
* lernen: Beruf Kräutersammler
Ebene

Die Ebene ist wohl neben dem Wald das am einfachsten zu erkundende Gelände. Am besten geht man dazu in folgender Reihenfolge vor: in Falkonien zunächst den Grundausbilder für Ebenen besuchen oder auf eigene Faust in der Falkonischen Weite erkunden, bis man dort nicht mehr weiter aufsteigen kann. Ab Ebenenskill 5 kann man bereits in die Weissensteinfelder wechseln, ab Ebene 7 in die Goldnebelfelder. Dort erstmal bis Maximum steigern und dann...weiter bin ich noch nicht gekommen ;)
Boen-Medaillon

**Verwendung:** Restauration -> Boen-Talisman

**Eigenschaften:**

 Kombinationswiderstand | 7
 Unbeweglichkeit | 3

**Herstellung:** Abhandlung (Archäologie)

> Als **Beute** erhält man eins von 16 zufälligen Medaillonen oder Figurinen.
> Beim Identifizieren stellst sich heraus um was für ein Teil es sich handelt.
>
>
Ackalabum Kuri

**Ort:** Beriusdelta

**Beruf:** Alchemist

**Quest:**

* *Alchemie-Materialien*
* *Der Meister-Alchemist will dich sehen*

**verkauft:**

* Feuerholz
* Salz
* Anleitung: Salz-Gerbstoff
* Brodamin-Destillierapperat
* Casadir-Flakon
* Anleitung: Glas-Flakon
* Casadir-Einmachglas
* Anleitung: Einmachglas
* Anleitung: Orchinia-Harz