recursal/Fanatic-Fandom huggingface dataset:
Retrieval Techniques

There are only two actions involved in retrieval: Reeling and Pulling.

## Reeling:

Reels have 5 separate reel speeds: Reverse, +1, +2, +3, and +4. These speeds are denoted via a series of up and down arrows at the bottom right of the UI. Once a fish is hooked, Reel Speed is automatically increased to maximum speed (+4) and you begin to actually catch the fish. Reel Speed may be changed by spinning the middle mouse wheel up or down. *Retrieval*, or *Presentation*, refers to the time before this. Retrieval pertains to the time after the cast, while one is reeling in the line in hopes of attracting a fish to bite.

Each retrieval method is rated via a dot system, which will be in the upper right of the UI. One dot is the lowest level of success, while three dots designates a highly successful attempt. Generally speaking, this is done at anywhere from +1 to +3 speed, with +2 being the most commonly utilized. The ideal speed, however, is highly dependent upon the lure being utilized.

### Twitching:

Twitching is accomplished by continuing to reel in the line and occasionally Pulling it. This causes the lure to twitch in the water. This is one of the fastest retrieval methods and one of the easiest to accomplish.

### Stop&Go:

Stop&Go is accomplished by reeling in just a little, then stopping, then reeling more, etc. This Stop/Go/Stop/Go may be accomplished several ways, but is truly that simple in the end.

### Lift&Drop:

Lift&Drop is accomplished by placing the lure on the waterbed, then using the Stop&Go method, while allowing the lure to rest on the waterbed before Going again. It is this action: lifting it from the bottom, then letting it settle again on the bottom, that creates the Lift&Go presentation. In my experience, this is best accomplished at just +1 speed.

### Straight:

While notably less effective than the three presentations listed above, Straight is considered a presentation. All one must do is reel in the line at a constant speed between +1 and +3.

### Straight & Slow:

Considered distinct from Straight, accomplishing the Straight presentation while on either +1 or +2 (depending on the lure and reel) will accomplish this one.

### Popping:

Poppers and Walkers are their own category of lure. Popping is very similar to Lift&Drop in that it requires that the lure settle before beginning movement anew. To accomplish 3 dots with this presentation one must reel at the correct speed while also pulling the rod for the appropriate duration.

### Walking:

have your speed at 2, then tap both jerk and real softly. only able to get 2 dots but still nailing fish.

#### this could be helpful: you can reach "3 dots".

you get third dot, when your lure is jumping from water.
As example, when you have settings like this:

rod angle: at minimum 90' (parallel to water)

reel speed - 3

friction - at least one

line length - between "15ft" and "10ft".

you can make next combination: "reel in" + "reel in" + "pull". in tempo near 210 bpm.

this kind of useless, but you can improve this method, and edit that.
Wrench

The Wrench is a weapon and support tool in Ravenfield.

## Usage

The Wrench swings continuously in a short arc, dealing 25 damage to infantry. Stuck enemies will be knocked down on one hit. Neutral and allied vehicles regain 50 health per hit, while enemy vehicles lose the same amount.

## Advantages

Both bots and players can take advantage of its repairing ability to maintain a vehicle while far out in the field or to restore wrecked turrets (though bots do not yet know how to use it on vehicles deliberately.) In a pinch it can be turned against enemies within reach – its knockdown debatably offering a niche tactical advantage over other more proficient melee weapons such as the Sabre.

## Weaknesses

As a melee weapon it has an extremely short range, and should not be used against enemies with firearms. Even other melee weapons can marginally outrange it.

Its healing ability is also a significant issue, as it gives merely 50 points. While this is usually not an issue with vehicles that either get repaired quickly or destroyed instantly, the wrench cannot compensate for incoming damage fast enough to save a vehicle being lit up in hotzones. The user will be forced to retreat with the vehicle to a safe spot before fixing it. Furthermore, targets must be close by to be repaired, forcing water-faring or airborne vehicles to run ashore or land before they can be administered to.

## Gallery

Attacking a Raven soldier in Beta 5 with the Wrench.Repairing a Jeep with the Wrench.Aftermath of the Wrench's self-damaging glitch.An example of a real Monkey Wrench.Wrench Animation SetAnimations
## Trivia

* The Wrench is based on the Monkey Wrench.
	+ The fact that it is used to repair vehicles is a reference to how mechanics also commonly use them for repairs.
	+ However, the Wrench is anachronistic, as its design has been phased out over time after the 19th century for the Pipe Wrench.
* There used to be a bug where using the Wrench when pointing it upwards while in a vehicle will damage the player and knock them off the vehicle.
* It is still possible to hit allied bots on the same vehicle with the Wrench.
* It is the only weapon that does negative damage.
* Respawning in Skirmish will produce a bug for the wrench whereas its ammo says "-2/0", with the former value decreasing when the weapon is used. This effect is purely cosmetic.

### Changes in Updates

#### EA5

* Now compatible with bots.

 *Italics* | This item is, or was, a Secret Item.
Orange Kirby

> "GUYS! GUYS!! WHY AM I NOT IN AIR RIDE?!"
>       —Orange Kirby
>
>

**Orange Kirby** is a character in ARA.

## About

Orange Kirby is always complaining that he did not appear in Kirby Air Ride. Because of that, he is usually sad all the time.

## ARA Smash Bros

    Orange was confirmed on December 18, 2016.

## Gallery

His original artwork.He was stretched back then, too.
### Fanart

made by Soopermawio on discord.smug orange by soopermawio
## Trivia

* Despite not being included in Air Ride, Orange was considered over Purple and Brown for Smash 4. Poyo thinks it has to do with Purple appearing in Project M or that Meta Knight Kirby was close enough to purple.
EA17

## Change Log

* Added Conquest.
	+ Basic world map gameplay is in place, you can move your troops around and attack/defend levels.
	+ You can gain resources, but right now only the battalion resource does something (spawns new troops each turn)
	+ Conquest disables some features like slow motion.

* Added four engagement Maps: Glacier, Tunnel, Twin Islands and Desert Hill.
* Added support for high quality baked lighting
	+ Baked lights are available on Temple, Glacier and Tunnel.

* Added support for loading a different night version scene for night maps.
* Improvements to ambient lighting, Skybox ambient lights are now fully supported!
* Added special footstep sound when walking on terrain.
* Bots now make footstep sounds.
* Redid the victory/defeat animation from scratch.
* Added music sting volume slider, controlling the volume of the victory/defeat stings.
* Added Endless Instant Action option in the options menu. This option can be disabled if you want the game to end on victory/defeat in instant action.
* Skirmish mode domination victory unlocks later, but fills up faster.
* Made AI tracking missiles less likely to kill teammates
* Reduced APC health from 2500 to 1900.
* Added support for maps to have different flag layouts depending on the game mode.
* Added ghost type spawn points. These can be spawned on as usual, but they do not count towards your team's score in skirmish or point match mode. The AI will not attempt to capture these points, but they can be captured.
* You can no longer mark a spawn point in skirmish mode after your initial spawn, since it made no difference anyway.
* AI helicopter pilots will now prioritize ground targets over other helicopters targets in the default helicopter.
* Taking over a bot in skirmish mode will now ensure all weapons are reloaded.
* You can now sprint while reloading.
* Fixed a bug where "loaded ammo" and "no ammo" animation parameters would not be set correctly when spawning and when getting up from ragdoll.
* Night vision doesn't light up the environment in some levels
* Tunnel and Citadel maps only have daytime versions and turning on night mode will result in bugged lighting.
* Fixed bug where starting Glacier in Skirmish mode at night would not start the match properly.
* Fixed the in game pause menu appearing over the options menu.
* Fixed bug that prevented firing through custom weapons with colliders (such as shields).
* Fixed custom weapons with colliders colliding with vehicles, making them spaz out.
* Fixed a bug where AI cannot drive animated vehicles such as walkers.
* Minor tweaks to AI car driving.
* Added Resistance Sword.
Lines

Lines are a necessary component of one's fishing gear in Fishing Planet. A line may only be equipped after a reel is equipped, which in turn requires a rod. Within one's gear set, the line should be the weakest link as it is the cheapest and thus the easiest to replace or repair when it eventually breaks. There are two primary characteristics of lines in Fishing Planet: line weight and variety used.

## **Line Weight:**

Line weight is the heaviest fish that one may reasonably expect this line to pull without breaking.

## **Varieties:**

There are three different varieties of fishing line available: Mono, Fluoro, and Braid. All three varieties are capable of most Line Weights, but only Fluoro is capable of the 40lb line at end-game. The primary difference prior to that, then, is durability and visibility. Visibility impacts just how readily fish are willing to bite making the least visible line the most attractive. Because of this, Fluoro is generally the preferred line to use when available.

1. **Mono:** The most basic of lines, Mono line is somewhat visible and takes the most damage from snags.
2. **Fluoro:**  The most advanced of lines, Fluoro is the least visible and takes little damage from snags.
3. **Braid:** Braid lines are the most visible, but are also the most resistant to damage.
Fishing Planet Wiki

## Welcome to the Fishing Planet Wiki

Fishing Planet is a FREE to play unique and highly realistic online first-person multiplayer fishing simulator developed for anglers to bring you the full thrill of actual fishing! Choose your lures, bobbers and bait as you travel North America and use your skills to retrieve common, trophy and unique fish!

While there are several wikis (both official and unofficial), none of them seem to be updated currently. This is an attempt to make an up-to-date wiki a reality. See below to verify when it was last updated.

**Steam Game Info**
Title: Fishing Planet
Genre: Free to Play, Simulation, Sports, Early Access
Developer: Fishing Planet LLC
Publisher: Fishing Planet LLC
Release Date: Aug 11, 2015 .

## Contents

1. Gameplay
2. Licenses
3. Credits & Baitcoin
4. Locations
5. Gear (Rods, Reels, Lines, Lures)
6. Recommended Gear Sets
7. Retrieval Techniques
8. Ubersheet

## Fishing Planet

### Game Type

Massively Multiplayer Online Fishing Game
Licenses

## **General Info:**

Without a license, any fishing that you catch and choose to keep will incur a fine. Each fishing location has its own series of licenses available for purchase, differentiated by length of time, and whether the license is Basic or Advanced. Licenses are generally purchased via the base in-game currency (credits) and the cost-per-day is discounted for longer-duration licenses. Unlimited licenses are the only exception to this in that they are purchased via Baitcoin rather than for credits.

## **License** **Durations:**

All license durations are in real-time. As such, a 1-day license is valid for the next 24 RL hours. Possible durations are:

* 1 day
* 3 days
* 1 week
* 1 month
* Unlimited

## **Basic vs. Advanced:**

Each location has the option to purchase a Basic or an Advanced license. Generally speaking, the Basic License is of little to no true value as it places *severe* restrictions on the fish that you may actually keep, and thus earn a profit off of. Advanced licenses allow you to keep any fish that you catch and should be the default choice in selecting a license.
EA2

## Change Log

* Archipelago updated to new version.
* Added Attack Boat
* Added TOW.
* Added new difficulty level and tweaked existing ones.
* Tank health increased from 2000 to 3000.
* Increased plane machine gun clip size and added convergence to the bullets.
* Flags will now stay neutral until fully captured.
* Major AI decision making improvements to handle the multiple islands of Archipelago better.
* There are now three AI difficulties: Easy (same as old easy), Normal (slightly easier than old challenging), Hard (slightly harder than old challenging).
* Improved cover point finding, AI will now pick better spots to camp when defending a flag, and also will avoid taking cover next to (or inside) stationary turrets.
* AI plane behavior improved, they are way better at engaging targets now. This still needs some tweaks, but it's a major improvement.
* Sped up AI movement speed when engaging enemies. They only walk if the target is very close.
* AI aiming tweaks, makes them slightly at keeping their sights on target but slightly worse at sniping.
* AI pathfinding improvements, including the ability to navigate shallow waters on foot and in some naval vehicles.
* AI can no longer kill allies too close to them inside transport vehicles.
* AI is somewhat more inclined to staying and defending a point if enemies are attacking it.
* Added checkbox to disable joystick binding (useful if you have a joystick plugged in that prevents other inputs from being bound)
* Fixed a bug that prevented sniper reload animations from playing.
* Capture points now uses cylindrical radius queries instead of spherical. This means that I can now make sure you can't capture flags from unexpected places (such as one floor above or below the actual flag point)
* Improved UI concealment (with home and end keys) so that the UI no longer pops up again after death. Flag capture messages are now also hidden if gameplay UI is hidden.
* Added respawn button to loadout (access it by pressing enter) while alive.
* Removed suicide hotkey.
* The player no longer melee or kick themselves.
* Fixed a bug where pressing space kills the player.
EA3

## Change Log

* Support for Custom Maps.
* Steamworks integration including workshop integration.
* Added several useful ways for map makers to influence pathfinding and AI decision making, including avoidance zones and pathfinding links.
* Updated to Unity Engine version 5.6.2
* Solved an issue where the player could sometimes clip through objects seemingly randomly.
* Explosions no longer deals damage through walls.
* Fixed menu buttons not working on some linux computers
* Removed the floating MG in Archipelago.
* Added a steam\_appid.txt file so you the game automatically connects to steam even if you launch it via the executable file.
* If the game is not connected to steam, there now is a text indicating this in the mods menu.
* Improved Scan Pathfinding functionality for map makers with automatic Relevant Pathfinding Point placement and area colors.
* Fixed a bug when running Scan Pathfinding.
* Fixed a bug that prevented Reverse mode's settings from being applied.
* Fixed bugs regarding explosions not dealing damage (I.E. siting inside a Helicopter when it explodes). I've had some trouble reproducing and testing this, so let me know if it's still an issue!
* Custom Model component is now a bit more robust.
Gear

To assist in your fishing pursuits there is a great deal of specialized gear available to purchase. These include Rods, Reels, Lines, Lures, Bobbers, Bait, Carrying Cases, Fishnets, and more.

The bare essentials that are required in order to fish are a Rod, Reel, a Line, and either a lure or a bobber/hook/bait combo. The key to a quality gear set is one where the rod is the strongest element, while the line is the weakest. This reduces the wear and tear on the expensive set pieces (the rod and reel), while allowing the line to take the brunt of the maintenance requirements as the cheapest part to maintain. See Recommended Gear Sets for specific loadouts recommended by the community.
Rules

WELCOME TO ARA WIKI! WE HOPE THAT YOU FIND OUR WIKI ENJOYABLE!

IN ORDER TO MAINTAIN THE FUN OF THE WIKI, RULES MUST BE SET. READ THEM CAREFULLY TO AVOID BAN!

1. No Spamming in the comments .
2. No Bullying.
3. No NSFW edits with some exceptions. Child pornogaphy is NOT allowed, even in the NSFW pages.
4. Respect everyone here!
5. No EXCESSIVE swearing is allowed. Don't flood your sentences with swear words.
6. Type the correct info in the correct pages. Blue Kirby info goes on the Blue Kirby page.
7. Don't be annoying.
8. Don't abuse your permissions.
9. Don't beg for admin. We give people powers based on performance and helpfulness.

 ==FAQs ==

Q: Who owns this wiki? A:  Kidsy128 currently runs the wiki and Air Ride Adventures. The wiki was originally owned by User: White Kirby, and he might be able to answer questions, but might be inactive.

Q: What exactly is ARA Wiki? A: It is intended for the gathering of readers of the ARA comics and stories, and to provide information about them. (Authored by Kidsy128)

Q: Why was I invited here? A: We don't really have an answer to that. It may likely be due to the wiki's low traffic.
Gameplay

Fishing Planet features multiplayer fishing competitions, room based fishing, many species of fish with various AI, thousands of tackle combinations with different hydrodynamic properties, stunning first person graphics, water graphics affected by weather, seasons and weather change, time of day changes. Fish behavior is also affected by time of day and weather.

Catching fish is done via Lure Fishing or Bobber. Lure fishing involves casting a lure out a certain distance and retrieving it by use of various techniques such as Stop&Go, Lift&Drop, Twitching, Popping, and Walking (depending upon the lure). Bobber fishing involves casting out a hook, connected to a bobber, and watching for the appropriate moment to set the hook. Once a fish is hooked, you then commence the fight, using rod position and strategic Pulls to reel in the fish, after which you are given the choice to either Keep or Release it, and awarded with experience and credits depending upon your choice.

The other part of gameplay revolves around the collection of gear and creation of gear sets for each location and target fish in question. There are dozens of rods, reels, lines, lures, and baits available to choose from and each fish has its own preferences, while still allowing for a fair variety in what will and will not work. It is not uncommon to discover 3+ bait/lures that will attract any given fish and astute bait/lure selection may very well help you attract more lucrative fish while leaving the less lucrative behind (or vice versa, should such be your goal!).

While the game is played online and does have a multiplayer element, it has no known impact upon one's actual fishing, but rather serving as an optional social addition to the game. In-game chat is localized to each specific lake and limited to just 4 players per chat room. You may create a private room to maintain a single-player game, a Friends Only room that friends may join at will, or a Public Room. This selection is made at the time of travel to a new location, but may also be changed at any time after you have arrived simply by accessing the Map screen anew.
Dark Matter

> EXECUTING SWORD MASTER DARK MATTER
>       —ARA Smash splash art
>
>

**Dark Matter** is a character in Air Ride Adventures.

## About

Dark Matter is usually helping out Zero with his evil plans to take over Edirria. Usually, he is the one who has the smart plans that can actually work.

## ARA Smash

    Dark Matter is an unlockable character in ARA Smash. Dark Matter was confirmed on December 20th, 2016.

## Trivia

Dark Matter uses different artwork for his ARA Smash teaser and splash art.
Mountain Range

**Mountain Range** is a map that was added in EA11.

## Map & Characteristics

Mountain Range is one of the larger maps. As its name suggests, it takes place high up on a mountain range.

The terrain is very hilly and the airspace is very open. The higher elevation of some areas makes for a good vantage point for spotting and engaging enemies. The lack of cover and long lines of sight when traversing from flag to flag benefits long-ranged weapons such as those in the Assault and Marksman class. In addition, it is a dogfighter's dream, as the large open space and upwards of 10 attack planes (5 on each team) in the sky at a time make for some fast-paced air combat action. The mountainous terrain is also dangerous if one falls off the mountain, as they will be either stuck or will trigger a death zone, killing the player quickly.

## Points Of Interest

### Capture Points

There are 7 flag points in total (2 on either side of the map, and 3 in the middle) both Eagle and Raven start with two flags (the flags on the outer sections of the map) in the default flag configuration.

### Red/Blue Base

Each team will spawn inside their respective base. The base consists of several structures -- hangars, HESCO walls, and a runway where 5 Buzzard Planes spawn.

As the main base of either team, the majority of vehicles spawns here:

* 5x Attack Planes
* 1x Transport Helicopter
* 1x Attack Helicopter\*
* 1x Quadbike (+1 for Blue Base)
* 1x Jeep

\*Although the Eagle Attack Helicopter spawns near Blue Base and Blue Gate, it is not affiliated with either capture point, so bots will ignore it.

### Red/Blue Gate

In addition to their respective base, each team will spawn with a gate area which is set in front of the base. The gate area features a gatehouse, concrete barriers, and HESCO walls. A Mudskipper APC will spawn here as well.

### Outpost

The outpost serves as the secondary base for the Eagle's. The outpost area features a large hangar housing a Cassowary Bomber, metal sheet walls, a runway for the bomber, sandbags, pipes, and large fuel tanks.

A majority of vehicles spawns here:

* 1x Bomber Plane
* 1x Attack Helicopter
* 1x Quadbike
* 1x MG Jeep

### Depot

The depot serves as the secondary base for the Ravens. In addition to the Eagles' outpost, the depot also features covered supplies and HESCO walls.

A majority of vehicles spawns here:

* 1x Bomber Plane
* 1x Attack Helicopter
* 1x Quadbike
* 1x MG Jeep

### Center

The center features the ruins of a stone fort or castle. The ruins have two floors, with the top floor housing the capture point. In the corners of the structure, there are what used to be towers.

A majority of vehicles spawns here:

* 2x Quadbikes
* 2x MG Jeeps

## Trivia

* There are various faces and objects carved into the sides of the mountain.
* An Eagle Quadbike each spawns between Blue Gate/Outpost and Red Gate/Red Depot respectively, though they are not affiliated with any capture point, and bots will ignore them.
EA7

## Change Log

* Custom vehicle support.
	+ Custom vehicle mods can be downloaded to replace vehicles in all levels
	+ Custom maps can have special vehicle spawners that overrides all vehicle mods in their respective slots.

* Added Vehicle Switch menu for loading custom vehicles.
* Text above the vehicle switch button will show you what mod is currently loaded.
* Vehicle switch allows you to load specific vehicle mods, or even combine multiple ones.
* By default, the latest downloaded vehicle mod will be automatically loaded into the vehicle switch menu. This behaviour can be toggled in the options menu.
* Some minor changes to the handling of official vehicles.
* Added support for new types of vehicles, including ones driven entirely by animation for non conventional vehicles.
* Added support for an in-vehicle repair tool for custom vehicles.
* Added missile lock indicator and sound for all aircraft.
* Added support for countermeasures for all aircraft which removes the lock-on and deters oncoming missiles.
* Added Vehicle Countermeasure key bind to the options menu
* Added support for weapons to fire from multiple muzzles at once
* Bots can now use lock on weapons such as the Scalpel
* Minor changes to how AI drives vehicles and vehicle pathfinding
* Tank now has animate tracks texture animation
* Improved sound behaviour, the 3D surround sounds should now always align up properly with the camera
* Added in-world ammo count display that synchronizes with the weapon. Can be used on custom weapons
* Fixed occlusion culling issues on Dustbowl.
* A slew of new scripts and prefabs for creating custom vehicles.
* Added target locking scripts and Scalpel prefab.
* Improved the sanity check system to detect potential problems with maps/mods
* Streamlined the export system, so you can export your map or mod by just pressing ctrl+e
* Fixed -nocontentmods flag bug
* Fixed melee weapons bug where the AI could not use them (This would also cause game crashes for a few people)
* When operating vehicles at high velocities such as when flying the Attack Plane, the sound will sometimes become distorted. This bug is subject to a fix in a future patch.
EA12

## Change Log

* Players and bots can now prone (Default key: Z), reducing their hit box and recoil with weapons.
* Added skins.
* Added game preview image when setting up an instant action match.
* Added photo mode (F8)
* Added featured mods list in game.
* Fixed a bug where AI would sometimes spawn with the wrong skins.
* Improved how the player transitions between stand/crouch/prone stances. It now feels more smooth and is less likely to get the player stuck.
* Added FOV based mouse sensitivity. This makes the mouse sensitivity consistent on all weapons based on how zoomed in they are.
* Fixed an issue with bullet hole sprites where it would render fog instead.
* Blood and bullet hole decals are now removed upon quitting to main menu.
* Fixed a bug with AI on custom maps where they would never leave spawn.
* Added debug key (F9) to show all available AI orders that are assigned by the AI commander.
* Fixed a bug where the Jeep/Quad/MG Jeep may spawn in place of a supposed turret.
* Added charing bool value to custom weapon animators.
* Fixed various spectator camera bugs.
* Fixed a bug where AI weapons would sometimes fail to render in the killcam.
Wheelie Bike

The **Wheelie Bike** is a Bike Star in Kirby Air Ride. It is the basic bike. It's debuted in Kirby Super Star. You unlock it in Air Ride mode by playing on all the Air Ride courses (except Nebula Belt, since that requires a lot of time) at least once.

Yellow Kirby does not like the Bike's handling, but doesn't hate it, and is ok with it in Air Ride mode. Kirby is very good with this Bike.
Signal DMR

The **Signal DMR** is a weapon in Ravenfield.

## Usage

An extremely versatile weapon, the Signal DMR fires in full-auto with low recoil and very high first-round precision. Its medium range sight allows for it to zero in on targets up to 300m away without blinding the user's periphery as a marksman weapon otherwise would. Each round deals 38 damage, allowing it to meet the three-hit-per-kill mark at far greater distances than other assault weapons.

## Advantages

Being a bridge between marksman and assault rifles, the Signal DMR is a highly capable weapon at both close and long range. Its scope permits it to accurately strike at targets that would otherwise fall just out of range for other assault weapons, while its fire rate and damage makes it a solid choice even when up close. Its lower recoil also helps with sustained fire, making short bursts an equally viable alternative to single fire against far off enemies. A truly adaptable device, there is no setting in which this gun performs particularly poorly.

## Weaknesses

Signal DMR's ammo capacity and magazine size are inferior to most assault weapons, making it slightly more vulnerable than them in midrange skirmishes. And while its versatility is undeniable, other weapons still outperform it at more extreme close or long range roles.

## Gallery

The Beta 5 Signal DMR.Aiming down sights in Beta 5.Damaging a Raven soldier with the Signal DMR in Beta 5.An Eagle Soldier using the Signal DMR in EA23's update art.The SIG 716.
## Trivia

* The Signal DMR is based on the SIG 716.
* DMR stands for designated marksman rifle, a weapon archetype intended to bridge the gap between Assault Rifles and Sniper Rifles.
	+ Indeed, the SIG 716 is the DMR variant of the original weapon, the SIG 516.
* The Signal DMR has an optic with a ACOG reticle.

 *Italics* | This item is, or was, a Secret Item.
Instant Action

Instant action Allows for players to select and configure their Battles, offering a full scope of settings to be freely adjusted. It is essentially a free-play environment.

Though Conquest has drastically limited customization, Instant Action is highly configurable, with many options for setting up a single match. One of the customization options, for setting the **Game Mode**, drastically affects gameplay by activating a pre-made set of game mechanics. Other settings, such as match duration and vehicle availability, can be configured without limitation.

All user-created maps can be selected from the custom map section when staring an instant action match. It is here that maps created in the built-in Map Editor, or maps dowloaded from the Steam Workshop, can be selected and played freely.

## Optional Settings

* **Reverse Mode** - Both teams' default spawn locations are reversed. Made redundant by the Configure Flags option.
* **Night Mode** - Allows the player to play at night time during a battle. Certain maps may be altered in the night.
* **Configure Flags** - This option lets you choose what spawning bases the Eagles or Ravens have. You can set them to start under Raven/Eagle control or neutral at the start, or disable it. It's only available if the option is checked before starting a battle and configuration prompts spawn right after the map has loaded.
* **Weapon Switch** - Controls weapon availability to bots and players. Can be team-specific.
* **Vehicle Switch** - Controls vehicle availability to bots and players. Can be team-specific, and can be overridden by enforced map settings.
* **Character skins** - Changes the appearance of team-specific infantry units. Can be overridden by enforced map settings.
* **Game Length** - Modifies some mode-specific factors to increase or reduce game length. Does not apply to all modes.
* **Paint Explosions Everywhere!!!** - The paint bubbles dropped by a damaged/defeated infantry unit will now explode when they collide with terrain. Initially an April fools joke.
* **Player has all weapons** - The player will not he affected by Weapon Switch Settings.
* **Mutators** - Mutators can vary, but they provide misc additions & aspects to normal gameplay.

## Trivia

* Instant Action was initially the only mode in Ravenfield until Conquest and the Map Editor were added.
EYES

* Approaching enemy patrols.
* Spotting enemy communications officers.
* Enemy flares.

## Gallery

Searching through documents (only when an enemy officer is sufficiently close)With goggles active. (EA23 update log only)EYES holding the Quicksilver in EA23's update art.
## Trivia

* It is currently unclear if her alias stands for anything in particular.
* EYES appears to be wearing an unknown optical enhancement that is never seen in use.
* EYES may represent her responsibility of surveillance from a bird's eye view, since Eagles have very good eyesight, capable of seeing around eight times as far as what Humans can, due to her responsibility for assisting with TALON who represents the main weapon of what eagles use to scratch and grab.
EA20

## Change Log

* Added Ravenscript, a scripting language for the game based on Lua.
* Added Mutators, which are prefabs that are spawned in at the start of a game. These prefabs can contain Ravenscript behaviours that alter the game.
* Added Mutator Configurations. Some mutators have a wrench button on the mutator selection page. Click the wrench button to show all configurable options of that mutator.
* Added bindable console key.
* Open the console while testing a content mod to see the mod's memory footprint.
* Added Crosshair Mutator
* Added Name Tags Mutator
* Added Chat Feed Mutator
* Added Mutator tag to the workshop browser.
* In Conquest mode, you now need to spend gold to buy reinforcements. Spawning reinforcements in your main base is cheaper than anywhere else.
* Some tech tree items also cost gold to buy.
* Fixed a Conquest AI bug where the AI would sometimes try to defend levels that the player couldn't attack.
* Misc Conquest AI improvements.
* Reworked Battalions mode, and renamed to Battle. Holding two thirds or more flags will reduce enemy tickets. Reducing an enemy battalion's ticket count to 0 will prevent some enemy bots from spawning, giving you a slight advantage in numbers.
* Improved stability on ground vehicles, in particular the quadbike.
* The game will now warn you if you load too many mods. This is based on the available RAM on your computer.
* Fixed the Resistance Sword's quest bug.
* Fixed camera offset bugs when seated in a vehicle or climbing ladders.
* Added a -modstagingpath launch parameter that can change the folder the game loads mods from. This has no effect on loading workshop mods.
* Fixed a bug that increased the frequency of bots switching to their sidearms significantly.
Green Kirby

**Green Kirby** is a character in Air Ride Adventures.

## About

Green Kirby is one of the nicer Kirbies in Edirria. Unlike most of the other Kirbies, Green doesn't pick fights and doesn't usually fight anyone unless the stadium is Destruction Derby, her least favorite stadium. She usually only attacks if she feels like she's in danger, and she is a pretty strong fighter, usually taking out anyone who messes with her. Her favorite star is the Winged Star.

## ARA Smash

    Green Kirby was confirmed for ARA Smash Bros on December 8th, 2016.

## Gallery

Green's top ride iconDecember artworkGreen's artwork with a white backgroundGreen's ARA Smash splash artGreen's teaserpaint.net artworkGreen Kirby alongside Blue Kirby.

### Fanart

By soopermawio on Discord.An edit of the December artwork to better represent Green's personality.Her "happy" portrait in *Yellow's Dream.*Fanart of Green Kirby by Sari Rae.
Capture Points

Capture points are a mechanical component of ravenfield.

## Overview

Capture Points, also called Flags, are an element of Ravenfield Maps. They serve as little bases dotted around the arena, from which Bots can spawn to fight. They can be fought over and captured to increase score yield, spawn additional vehicles, or to fulfill objectives.

This page covers the practical traits of Capture points. for detailed information concerning their mechanics and usage from a map-maker's perspective, please see the Ingame Map Editor page's section on Capture Points, Spawn Points, Cover Arrows, and Vehicle Spawns.

For a List of Capture points on each map, please consult each appropriate map's page.

## Mechanics

### Capture

All Flags can be captured by a specific team standing within it's capture zone, which is always a cylindrical area around the flagpole. If the flag is owned, it will be contested until it has been neutralized.

* If one bot is present in the capture zone, it will take 10 seconds to neutralize an owned flag, and an additional 20 seconds to fully capture it.
	+ This time requirement decreases with more bots: having 3 bots on a flag will cause it to instead take roughly 7 seconds to neutralize and 15 seconds to capture.
* If bots from opposing teams are present within the zone, they will directly counter each other's capture efforts. This Means that if there are an equal number of bots from both teams present, they will make no progress until the number becomes unequal, and that 3 capturing red bots versus 4 blue bots will only register as 1 blue bot.
* Once fully captured, a flag may begin to spawn troops and vehicles.

### Defence and Territory

Bots may automatically defend a flag against potential attackers by seeking out vantage points within a flag's Territory zone, or "Protect Range". It is from within this sphere that vehicles and Turrets can spawn for use. This zone is usually much larger than the capture zone, and has no special effect when a bot enters it.

(*For detailed information regarding the selection process of vantage points, see the section on Defence on the Infantry page, and the sections on Cover Arrows on the Ingame map editor page.)*

### Spawning

* Infantry can spawn nearby a flagpole whenever it is owned by their team. Sometimes bots will simply spawn at the pole itself, but the map can occasionally be built to allow them to spawn in safer areas away from the capture zone.
	+ If the flag is contested by an enemy at the moment of spawning, maps can also be set up to allow bots to spawn even further away from this danger.
* Vehicles may spawn at any flag that has been assigned a vehicle spawn point. This is fixed, and cannot be altered. Depending on what team owns the flag, and what vehicles are assigned to whom, the type of vehicle appearing can vary.
	+ Vehicle availability can also vary based on game mode type, as not all modes allow for the free spawning of vehicles.

## Trivia

* Capture points are one of the oldest legacy features in the game, having hardly changed at all in appearance or function since the earliest game versions.
Greaser

The **Greaser** is a weapon in Ravenfield.

## Usage

A close cousin of the RK-44, the Greaser rapidly fires bullets with low recoil and average spread. It has a lower fire rate than other assault weapons, but still sits in a higher power bracket, dealing 35 damage per hit, and knocking down foes in 2. It has a comfortable effective range of 150m, but in skilled hands, can remain threatening up to 250m away.

## Advantages

Due to its higher damage output, this gun is perfect in CQC and medium-ranged engagements, much like the RK. Its lower fire rate can be seen as a boon, allowing it to conserve ammunition while saturating an area. However its true strength lies in its accuracy during sustained fire, allowing for long streams of bullets to be dispensed before the chance to hit become too low to keep firing. While prone, the gun loses almost all scatter on the first 10 rounds or so, making it consistently threatening at well over 150m range. It excels in frantic siege-type scenarios - especially around blind corners - and can be an excellent hip-fired weapon.

## Weakness

The Greaser's main weakness is its lack of aiming instruments, which reduce its long-range effectiveness against moving targets. It also holds less ammunition than most assault weapons, a potential added annoyance for users. The slow rate of fire can also potentially result in deaths during frantic head-on engagements - at extremely close ranges, a single bullet and a mere fraction of a second can spell the difference between life and the respawn timer.

## Gallery

A Raven soldier using the Greaser.An Eagle soldier engaging Ravens with the Greaser.An Eagle Soldier using the Greaser in EA23's update art.The M3 SMG.
## Trivia

* The Greaser is based on the real life M3A1 SMG.
	+ Its in-game name is a reference to its nickname, due to its resemblance to an eponymous mechanical tool.
	+ It's in-game handling also mimics its inspiration, as the M3 is known for being a gun with a highly controllable recoil pattern.
* One of the game's patch notes call the Greaser "an SMG-alternative at close range", likely due to the gun's aptitude in sustained fire.

 *Italics* | This item is, or was, a Secret Item.
Recon LRR

The **Recon LRR** is a weapon in Ravenfield.

## Unlocking

In Beta 4, an unfinished version of the Recon LRR can be unlocked by typing "GIMMETHEGOODS" in the main menu. It was added to the normal weapon roster in Beta 5.

## Usage

The Recon LRR is a semi automatic battle rifle that fires powerful medium/high velocity rounds with high accuracy. Each round deals 60 damage and roughly 60 balance damage, making for a potent, if somewhat unassuming long range weapon. It has a high potential rate of fire, though its accuracy suffers greatly when used in such a way. It can fire up to three rounds per second before the scatter effect starts to kick in, but recoil will still see bullets land subtly above or below the reticule, depending on the exact rate of fire. It possesses very minor bullet drop, and can comfortably strike targets over 400m downrange.

## Advantages

High magazine and ammo capacity pair with a high fire rate to make an extremely versatile gun. It reigns supreme in wide open spaces, where its power and range is generally enough to greatly outperform most assault weapons. It also offers a diluted approach to the marksman class, sidestepping the clunky handling typical to sniper weaponry while still offering a powerful scope. Lending itself to ease of use, this gun can easily adapt to a wide range of developing battlefield scenarios.

## Weaknesses

The weapon does not feature a full-auto mode, limiting its versatility at close range. The recoil from multiple successive shots will also stack significantly, so using this gun as a saturation tool at midrange is inadvisable. Its high scope magnification gives it an awkward blindspot up to ~30m; inside that range, users are generally forced to rely on hip-fire, which can of course leave them vulnerable as they correct their aim.

## Gallery

Engaging enemies with the Recon LRR.Recon LRR's red tracer.Recon LRR's scope glitch.Appearance on the EA21 update log.The Kel-Tec RFB.
## Trivia

* LRR is an acronym of "Long Range Rifle".
* The Recon LRR is based on the real life Kel-Tec RFB.
* In Beta 4, the Recon LRR was known as "RFB", which stands for "Rifle, Forward-Ejection, Bullpup".
* The RFB obtainable in Beta 4 was an early unfinished version with several differences:
	+ The bullets dealt roughly the same damage as the RK-44 and Signal DMR.
	+ The scope had no markings on it yet.
	+ The Magazine was white and untextured.

 *Italics* | This item is, or was, a Secret Item.
EA2 B1

Early Access Build 2 Beta 1 is a beta branch version of Ravenfield released on May 30, 2017.

## Changelog

Content:

* Updated Archipelago map.

Fixes:

* Tweaked RHIB (transport boat) physics, you can now ride it faster
* Overhauled pathfinding system (unstable)
* AI will now find new objectives should they get stuck
* Can lean in some seats (jeeps, technicals, quad)
* Can go underwater in some seats (boats)
* Minor bugfixes.
You are the Miserable

Chapter 3

* After First Play
* After 3 Challenges

 Level

## Difficulty Changelog

 After 2.20

* Duelo - S rank or above
* Phoebus - S rank or above
* Song for Sprites - S rank or above
* Androgynos B - Purified or above
* Complete any 7 songs

## Trivia

* This song's artwork contains a pipe organ in the background, which is also heard in some parts of the song.
* You are the Miserable is t+pazolite's first original song in Lanota.
* A longer version [Tagged as (Uncut Edition)] and Laur version [Tagged as (Laur Remix)] of this song, appears on t+pazolite's 4.5th album, "See you again, HOLLOWood".
* This song also appears in Groove Coaster, WACCA, OverRapid and Phigros in their collaborations with Lanota.

## Video

* Game version
* Full version
* Animation Review
HMG

*Not to be confused with its static variant, the MG.*

The **HMG** is a weapon in Ravenfield.

## Unlocking

From EA1–5, HMG could be found behind a rock near the beach at the South-Western part of the Island map. Despite its utilitarian appearance, this item shares the 'joke weapon' distinction with other unlockable weapons such as the Airhorn.

## Usage

HMG rapidly fires bullets with high recoil, each dealing splash damage in a small area while packing slightly more of a punch than other regular weapons. Aside from the recoil and scatter, it is identical to the MG it derives from. It has a rough effective range of 100m and unlimited ammo capacity.

After firing ~41 rounds continuously, the HMG overheats, indicated by its barrel glowing red and smoking. Afterwards, it cannot function for five seconds.

## Advantages

Despite being a "joke", HMG is actually very useful in situations requiring heavy ammunition expenditure, especially in frantic midrange scrambles where there is little room for accurate shots. Its acceptable fire rate and high damage allows it to easily defeat infantry units in usually 1-2 direct hits. It also damages light and medium vehicles. Since it has unlimited ammunition, it can be a fantastic suppression or support tool around heavy-traffic areas, remaining operational for as long as the user remains alive.

## Weaknesses

Unfortunately, detaching this gun from its mounted position seems to have greatly reduced its effectiveness in exchange for its uncanny portability. The HMG has extremely high recoil, restricting its range significantly. The overheating attribute means that the user cannot maintain sustained fire without pauses, which leaves them vulnerable more so compared to other weapons with less downtime.

While the HMG have the merit of doing splash damage, this also means that they can harm the user if the projectile strikes a nearby wall or sandbag by mistake. This is another flaw that the Original MG never had to contend with.

It lacks the ability to damage the Tank, the Attack Boat and the APC, and while it does harms aerial vehicles, they are often beyond its effective range.

## Gallery

HMG third-person mode. Note the absence of ammunition.The M2 Browning HMG.The M60.HMG Animation SetAnimations
## Trivia

* The HMG is a copy of the russian-made SG-43 Machine Gun in it's vehicle mounted configuration, officially designated as SGMT.
* Despite the name, the weapon is too short to be classified as a Heavy Machine Gun.
	+ As it is also a portable variant, its mass is also insufficient for the HMG qualification.
	+ It may also mean "Handheld Machine Gun".
	+ Despite looking like a legitimate weapon at first glance, this gun is in fact a joke weapon, not meant to be taken too seriously. What gives this away is that, given the weapon's held position, it should be impossible for the user to operate the firing mechanism located between the guns rear grips (not to mention the gun's sheer weight) as well as missing models in 3rd person.

 *Italics* | This item is, or was, a Secret Item.
Nara Dreamworld

**Nara Dreamworld**is a theme park complex that is being built in Minecraft by Kidsy128. The beta-test servers opened on November 5, 2017.

## History

### Lazy Beginnings

Initially, there was a ride based on Ultimate Chicken Horse. It was going to be in a park that was purely based on Air Ride Adventures, called KiBlSaCh World. However, Kidsy128 considered this very difficult to build and decided to base his first theme park on something else: LazyTown. It was originally going to be structured like the actual version of LazyTown, but this idea was scrapped for a "hub"-style park. The first land Kidsy decided to work on was TomorrowLand, with Disaster Transport being the first ride to open. The second land Kidsy is working on is AdventureLand, with FrontierLand and FantasyLand planned for the future.

## Attractions

### LazyTown Land

#### TomorrowLand

* Disaster Transport
* Space Spin
* Tour of Tomorrow
* Alien Encounter
* Meet Cobra