recursal/Fanatic-Fandom huggingface dataset:
Ruin smoke and retch cloud

**Ruin smoke and retch cloud** is a Yavaun Critter unit in *War Wind*.

## Background

Believed to have been created as a byproduct of chemical experimentation by Tha' Roon biolusion in the breeding pits, this has yet to be proven either by myself of my colleagues. Still others who are superstitious maintain that they are the spirits of the dead who have returned to exact vengeance on those who have wrong them, while others maintain that they are extensions of a giant invisible entity that is feeding on the land whatever the case maybe, the different hues and colours of these cloud-like forms are the only means of distinguishing their powers and characteristics. The Ruin Smoke has an acidic nature which damages or corrodes those buildings and vehicles that it can cover with its oily mass, and the Retch Cloud exudes a deadly poisonous gas that destroys living organic tissue. Their nature is indeterminate, only that they cause terrible ruin and destruction as the flow about slowly and at random, appearing and fading unexpectedly, following their own mindless whims.
Burrower

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

## Background

It costs 3000 Resources and five Butanium to build this underground transport. Any unit with a Construction skill level of two and a Building skill level of two can make a Burrower. This ingenious vehicle can move slowly over the surface of Yavaun, but they serve best as a means to tunnel beneath impassable terrain or enemy forces and surface at any designated spot. By left-clicking on the Burrowing icon, then a destination square, a Burrower digs underneath all obstacles to that location. The Burrower's ability to move undetected has proven useful in executing small covert missions, hitting the enemy where it is least expected. Burrowers can carry up to two Units.
Garden

**Garden** is a building of the SUN.

## Background

It costs 2000 Resources to build. Any unit
with Builder skill level one can build a
Garden. With the Supplies option turned off in
the Game Options menu, you need one Garden
for every five active units. When the Supplies
option is turned on, the Garden produces one Supplies per time segment (units
consume their Supplies requirement every five time segments, roughly twelve
seconds). A Garden is required in order to build a School of Growth and a Temple.
School of Growth

**School of Growth** is a building of the SUN.

## Background

It costs 7000 Resources to build. Any unit
with Builder skill level one can make a
School of Growth, provided a House of Justice,
Lookout Tower, and Garden already exist. Within,
you can train a Farmer to become a Defender, or
a Farmer with potential to become a Cavalier. Training an Engineer yields a
Ranger, an Engineer with potential yields a Druid. A School of Growth is required
in order to acquire a Sanctuary House. Upgrading this building provides a Corral.
Inventor

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

## Background

It costs 800 Resources to train this advanced
inventor. Occasionally, an Intern shows incredible
potential for innovative scientific thinking. Such
cases necessitate Inventor training at an Academic
Hall in order to harness these people's full potential. Inventors are much like Professors. They carry freeze ray equipment and build
new, beneficial devices. But Inventors are far more proficient than Professors at
constructing highly advanced prototypes of truly astounding machines.
Sanctuary House

## Defensive

### Speed

,

**Sanctuary House** is a building of the SUN.

## Background

It costs 4000 Resources to upgrade from a
House of Justice to a Sanctuary House, if
a School of Growth and Temple exist. The
Sanctuary House holds 30,000 Resources, 100
Butanium, and 100 Supplies. All valid units may
receive extended training here. This structure is required in order to obtain a
Corral, Greater Temple, and Dish.
Julien Gien

**Julien Gien** is a hero of the Hero.

## Background

This Eaggra hero is a well-liked mystic, and powerful
despite his advanced age.
Juien Gien moves
slowly
through the Eaggra towns,
hovering
above
the
ground to the amazement of all who see.
Some
say that he can move
freely over
water as
well as land, though few would ask him to perform this feat on command. Juien
Gien has travelled far and wide, conferred with peaceful mages of all races, and
forgotten more of the history of Yavaun than most Shama'Li know.
Gamon the Seeing

**Gamon the Seeing** is a hero of the Hero.

## Background

Gamon is a cheerful, rotund Shama'Li guru. His
magical prescience is fabled among his people,
and even the simplest farmer looks to Gamon as
an exemplary Shama'Li. It seems that Gamon
never stops smiling, and he always peppers his
enigmatic advice with some mirth, no matter how grave the subject. Descendant
Elders have had some dealings with Gamon in the past. They find him often puzzling,
sometimes infuriating.
Cathedral

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

## Background

Repositories of the mystical knowledge of each race, Arcaneries are necessary to develop and promote Mages. Further research at an Arcanery may also be required to make certain spells accessible to your units. After the War College is finished have your Workers get right to work on an Arcanery so spell use is soon available.

## Gameplay

* An Obblinox Sorcerer can Research all LOW Level Spells plus the ability to train a Warlock. An Obblinox Warlock can Research LOW and High Level Spells.
Grandmaster 'leo Cay'Shue

**Grandmaster 'leo Cay'Shue** is a Shama'Li Hero unit in *War Wind*.

## Background

Known also as the Monk of a Thousand Furies, Cay'Shue is a rotund, wizened sense who brings a higher influence to the Shama'Li with whom he serves. He also helps lower the cost of clan training. Should he "die" in combat, his body disappears, rather than actually falling to the ground. This hero appears if you have been playing the scenario for a while but do not have very many Disciples.
Ruin of Terache

**Ruin of Terache** is a Eaggra mission in *War Wind*.

## Briefing

From the rooted wisdom of the elders, by the blessings of sun and rain, so it is that we bestow this commission upon the bold and wild clan Faction E19. Let all clans know of the great tidings. Our roots have drunk deep from the soil of our Homeland. Our bases have become towns, our towns become communities, and from them our strength swells beyond measure. The time has come for us to avenge our past. Take the large force under your command into northern Terache. Establish your base outside the Obblinox twin cities, then attack! Above all, find and destroy the villainous Obblinox elders known to be there. Without them, the Obblinox are nothing!
Great Earth Spirit

**Great Earth Spirit** is a spell in *War Wind II*.

## Description

Caster
can target any unit which does not require Butanium up to four squares away. Targeted unit has +3 damage per hit, their attack is unhindered by armour, and it has one level of increased speed. In addition, the target unit is instantly healed twenty Life points. Multiple targets may be selected provided the caster has sufficient Mana. The effects of this spell last for two minutes.
Gladiator

Gladiator
70 / 7
Auto
A high-powered minigun that prints its own ammo.

damage 1.3x
heat / cool 0.75x / 1.00x
firerate 582
deviation  7
recoil / ctrl 3 / 24
R/E time 4.00s / 2.00s
perks - Delayed Ammo Print

- 5 Kills Grant Critical Buff

- Air Cooled

- Heavy Movement (hidden)

- Heat Firerate (hidden)

The Gladiator is a very powerful minigun, mostly effective at medium range. It will automatically print ammo in the non-empty chamber if it has not been fired after a short delay. It gains firerate as it fires, and cannot overheat. Every 5 kills grants a critical chance buff lasting 16 seconds, that can stack.

The abbreviation for this weapon is 'GAT.'

## Characteristics

**Advantages:**

* Very fast firerate potential
* Large magazine
* Almost infinite ammo
* No overheat
* Critical buffs

**Disadvantages:**

* Requires a short spool-up time before firing
* Delayed ammo printing will also delay ammo regeneration effects from other sources
* Practically non-existent ammo gain; only gets 5 spare ammo per pickup with incredibly low max ammo
* Slow movement
* Rather low base fire rate

## Ammo

* Pickup: 5
* **Ballistic Soft** Ammunition
	+ 5.57mm Kaida SC
* **Compatible Ammo**
	+ 5.57mm Armor Piercing
	+ 5.57mm Acid Rounds
	+ 5.57mm Hollow Point
	+ 5.57mm Soft Point

## Perks

* Delayed Ammo Print
	+ Prints ammo to the non-empty magazine after a short delay
* 5 Kills Grant Critical Buff
	+ Every 5 kills grant a 10% critical chance buff lasting 16 seconds
		- Can stack multiple instances and is affected by buff duration bonuses
* Air Cooled
	+ Never overheats (heat never exceeds 75%)
* Heavy Movement (hidden)
	+ Movement speed is reduced by -100
* Heat Firerate (hidden)
	+ Gains 25% firerate for every 10% current weapon heat (max 187.5% firerate bonus at 75% heat)

## Notes

* Heat is capped at 75% regardless of items, modules, and/or attachments that affect heat (e.g., Hotswap cannot increase the heat above this cap)

## Tips

* By repeatedly switching ammo types using the Hotswap attachment to generate heat, it is possible to start firing the weapon at its maximum fire rate at no initial ammo expense

## Trivia

* Prior to its release, the Gladiator was formerly named Vulcan Gatling, and had the appearance of the MAG47 Heavy MG. In addition, it also had the same modules/perks as the Armageddon.
* Vulcan Gatling is a reference to the weapon Chain Vulcan in FTL: Faster than light.
Dinge vermin

* War Wind II

Dinge vermin

Faction
Yavaun

Type
Critter

Defensive

Hit points
40

Armor
0

Speed
9

Stealth
Hidden

Sight
4

Offensive

Melee damage
3-9

Melee chance to hit
Minus

Ranged chance to hit
None

Rate of fire
Fast

Range
1

Magic points
0

Dinge vermin

Faction
Wildlife

Type
Animal wildlife

Defensive

Hit points
40

Armor
0

Speed
Normal, Medium/Fast

Sight
4

Offensive

Ranged damage
1-9

Rate of fire
Medium average pause between shots

Range
1-3

**Dinge vermin** is a Yavaun Critter unit in *War Wind*.

## Background

The Khyroptera Rilattulea, or Dinge Vermin. Translucent untill they choose to reveal themselves, they have been classified by others as thieves and pack rats, as they steal items of brightness and objects of lustre. Though mainly weak in structure and composition, these vermin are extremely quick and agile. They travel with others of their kind and exhibit the strange habit of sacrificing one of their own so that the others may escape with the loot they have acquired. They often Sneak into a Courthouse in order to conduct a "raid "though it has never been ascertained that they use any of the objects they acquire for a useful or constructive purpose.... and they seem to be nothing more than pests, a creature best exterminated by the tools of the Empire. If the High Minister shall but sign the Order, I shall ensure that these menaces are wiped completely from the face of Yavaun.

These furtive, bothersome creatures are the bane
of every faction. Even the most serene Shama'Li
Guru brushes one out of town with a hard foot.
Dinge Vermin are translucent until they choose
to reveal themselves, and they use this ability to
sneak into a faction's Town Centre and steal resources. During the Marines' first
year on Yavaun, a large group of Dinge Vermin crept into their compound and
took everything of value. Once the faction figured out what had happened,
armed patrols were sent out to deal with the creatures and recover all resources.
After a full week of searching, one patrol found the Dinge Vermin den - an intricate
nest built with stolen wood, supply tins,
Butanium canisters,
and all sorts
of
Flotsam.
Raging Spirit

**Raging Spirit** is a warrior of the SUN.

## Background

It costs 3500 Resources to train this very
advanced Shama'Li warrior. While the Guru is
well-loved by the people, the Raging Spirit is
respected - and feared. Research for Raging Spirit
training must be done at a Greater Temple before
it is made available to you. Raging Spirits are Cavaliers trained to hone their
powers beyond their physical and spiritual limits. Any Cavalier who has trained
at a Greater Temple becomes a Raging Spirit. They have the unique ability to
make their bodies invulnerable. It is frightening indeed to watch a Raging Spirit
stride through the thick of battle, unharmed, taking enemy lives on all sides
with casual grace. This power is so intense, however, that after a short period of
invulnerability, the Raging Spirit is exhausted, and dies. Even without this ultimate
power,
these Shama'Li are incredibly mighty warriors,
delivering a flurry of
hand-to-hand
attacks that pierce armour as though it were paper.
Bio-upgrades

**Bio-upgrades** are various Weapon enhancements which can be acquired by doing Research in a Technical Facility. If Research for a bio-upgrade is successful, an icon appears in the unit's context menu, allowing you to augment the selected unit. Bio-Upgrades acquired at a Technical Facility are effective for any units except for heroes and mercenaries. Bio-Upgrades fall to the ground when a unit dies, appearing as Bio-Slag. These can be returned to your Courthouse (HQ) for resources.

## List of upgrades

All units receive the same upgrades, the names are just for flavor. Notably the Speed upgrade neutralizes the penalty from Resilience
Eva the Old

It is a time of strife and trouble, it is a time of Revolt. The Eaggra rebels must learn their place, for they are workers. They are the labourers and builders. It is their value. The place of the Eaggra has always been fixed in the natural order of things. So it is as we have always believed. Time has, however, weighed heavily upon us, as we wait for the day of unification. We find it had to justify the ruthless acts of aggression and injustice recently asked of us by the Tha' Roon. We have been told that our weakness is our slow minds and slow bodies. We know this to be our strength, for in time and with patient confidence and force, all things bend before Obblinox might. For as the old Yavaun proverb goes; "When Obblinox have finally put their minds to something, then even the very stars and moon make way.
We Matrons and Elders of the Clans, have recently begun to doubt what the Tha'Roon ask of us, and what we doubt is this-that the Obblinox are ordered to destroy Eaggra rebels without mercy. War without mercy is a task without honour. And we Obblinox are warriors, noble fighters with a long, illustrious history, trained and disciplined for the hardships of battle. Above all others, we are best suited and equipped for both open conflict and covert manoeuvres. The Eaggra fall too easily before us, and there can be no honour in the slaughter of innocents. Into what future our path leads us, and what code of honour we must follow, now seems uncertain. We must consider very carefully which course of action we take. Shall we continue to listen to the Tha'Roon without question? Can there be honour in hunting down every last Eaggra rebel? Or must we, to save our honour, turn against our age-old masters, the Tha' Roon, to whom we have made that pledge of honour? In the end, must Obblinox integrity finally use the tools and weapons of deceit to preserve the balance of the world?
And what of the Shama' Li, those mysterious outsiders? The Tha' Roon have labelled them as evil, tribal wizards who work to bring about the annihilation of the world. That we must battle them as well seems certain, for no matter the course we choose, they are certain to interfere. These are times of trial, when what is right and what is wrong are by no means certain, but what is certain is this: that action must be taken, and taken now. Only our confidence, strength and honour can keep the others from destroying the world

**Eva the Old** is a Obblinox Hero unit in *War Wind*.

## Background

This sage Woman is one of the pioneers of Obblinox dissension. Her battle techniques are awesome in scope and her combat abilities are quite strong as well. Her presence raises influence. To attract Eva the Old to your Inn, your clan must have suffered many deaths and have a small number of units left.
Resources (War Wind II)

**Resources** are the basic currency of *War Wind II*, with butanium and supplies playing an additional role.

## Acquiring Resources

Before resources can be accumulated, a Town Centre must exist. Depending upon
the scenario, a pre-existing Town Centre may be in place already. If one does not
exist, it's the first thing to build before resources can be successfully acquired.
At advanced stages in the game, more resources can be stored by upgrading the
Town Centre or building Storage Facilities. There are three kinds of goods on
Yavaun that you must keep in good supply in order to maintain and expand your
forces: general Resources, Butanium, and Supplies.

General Resources can be acquired from surrounding forest areas. Workers harvest
the trees and return the materials to the Town Centre (or a faction's separate
Storage Facility), where the results of their labour are converted to a kind of raw
currency. Everything that is built, hired, repaired, trained, researched, or upgraded
requires general Resources.

## Stockpiling

If you are producing more Resources, Supplies, and Butanium than your units are
consuming, a surplus slowly accumulates. All players have a maximum amount of
storage space for these three resources, dictated by their number of Town Centres
and Storage Facilities. Town Centres can hold 20,000 Resources, 50 Butanium,
and 50 Supplies. Upgraded Town Centres can hold 30,000 Resources, 100
Butanium, and 100 Supplies. Storage Facilities can hold 10,000 Resources, 50
Butanium, and 50 Supplies. Any amount over the sum of your building capacities
is held up (i.e. resources cease to be delivered, and the numbers in the interface
bar indicator remains constant) until further Storage Facilities are built.
Colossus

**Colossus** is a Obblinox War machine unit in *War Wind*.

## Background

The most formidable of the Obblinox fighting units, the Colossus is formally called the Attack Mech - Colossus, and is the pride of the Obblinox Mech Division. A volunteer female Captain who has undergone extensive biomodification undergoes further overhaul, using technology salvaged from Tha'Roon junkyards. Their legs are replaced with tank treads, body encased in thick layers of armor, and outfitted with an array of weapons including rocket launchers and giant maces. The conversion is done without anaesthesia, driving the volunteer half-mad in the process and wiping out much of their personality. The result is an incredibly powerful shock trooper, well-armored, well-armed, and surprisingly fast for their bulk... And constantly looking for a fight, with surprisingly little concern for who they're fighting, leaving them vulnerable to mind control on the battlefield.

## Gameplay

* Requires researching by an Engineer at the Garage. A Captain who has acquired all five Bio-Upgrades and whose clan has achieved the Same dependencies as a Cruiser, can be transformed into an Obblinox Colossus. These units have tremendous fighting ability, making them formidable juggernauts in an Obblinox line of attack. Unfortunately, their one Weakness lies in a low magic resistance, due to their battle rage and weakened intellect.
Cavalier

**Cavalier** is a Shama'Li Mercenary unit in *War Wind*.

## Background

The Cavaliers are a noble and proud faction of Shama'Li who travel the land to assist fellow families in the defence of their sacred sites and villages. To produce a Cavalier you must have a Temple and a Hostel. They ride Wild Bonca, whom they use to charge and trample opponents.
Cunning Manipulations

**Cunning Manipulations** is a Overlords mission in *War Wind II*.

## Briefing

Our cunning manipulations of the human factions begin to bear fruit! By supporting Marine forces, we have directed them against our enemies and weakened the Eaggra. The time has come for a decive blow against these arrogant slaves.

The Eaggra are attempting to rally their forces at the Ghuetsland capitol of New Jappa. Take your best squad and assassinate the Eaggra leader, Colonel Nawl'Eoj. This mission is of utmost priority - your orders come from no less than Druk Angrak, the Prime Minister of Mondra himself.
NagaRom the Original One

**NagaRom the Original One** is a Shama'Li Hero unit in *War Wind*.

## Background

This strange being has been foretold by the Shama'Li seers as the "One Who Would Come as Many". NagaRom is the combination of all the finest parts of the four Races. He represents the past and future of Yavaun. An extremely powerful and enigmatic being, whos appearance is said by some Shama'Li legends to herald the end of the struggle and conflict. He appears at the drawing Place in order to read the Tablets of Reunification.
Farm

**Farm** is a building of the Descendants.

## Background

It costs 2000 Resources to build. Any unit
with Builder skill level one can build a
Farm. With the Supplies option turned off in the
Game Options menu, you need one Farm for every
five active units. When the Supplies option is
turned on, the Farm produces one Supplies per time segme nt (units consume their
Supplies requirement every five time segments, roughly twelve seconds). A **Farm**
is required in order to build an Academic Hall and Engineering Lot.
Attack Drone

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

## Background

It costs 2000 Resources and two Butanium to
build this automated warrior unit. Independent
of their cruel masters, the Eaggra have demonstrated
a true talent for invention and advanced
types
of construction. Thus
the Attack Drone was
developed. Research for Drone construction must be done at a Dish before a unit
can build one. Only a unit with Construction skill level three can build a Drone.
Attack Drones are capable of flight, moving unrestricted over the landscape of
Yavaun to shatter the enemy with a powerful blast attack. However, this explosion
also destroys
the Drone,
so choose your target wisely.
Mountains of Corpses

**Mountains of Corpse** is a Overlords mission in *War Wind II*. This mission is available if you choose to destroy the SUN instead of genocide.

## Briefing

Our finest scouts have forfeit their lives so that the Empire may triumph. Prior to their deaths, they communicated to us the location of the hidden SUN headquarters. This with this knowledge, onward we march! We will invade their feeble compund, crush all SUN structures. We shall raise mountains of Shama'Li and Eaggra corpses. with the destruction of this key base, the defeat of Shama'Li everywhere will rapidly follow.
By decree of the High Council, the import of this mission exceeds all others. Our financial emissaries have been ordered to allocate large funds for the assault. Furthermore, Overlord scientists and engineers have supplied your clan witht he most recent innovations for this task, and I believe the Colossus has been perfected for use in battle. You are given a difficult charge, and nothing has been spared in promoting your victory. Finally, beware of beasts in the area, for the SUN can bewitch them, and use them defensively.
Headquarters

## Defensive

### Speed

,

**Headquarters** is a building of the Marines.

## Background

It costs 9500 Resources to build. Any unit
with Builder skill level one can build a
Headquarters. This is typically the first structure
built, as a base of operations where units can
return and store resources. A Headquarters can
hold 20,000 Resources, 50 Butanium, and 50 Supplies. An Enlistee can be trained
here to become a Sapper, and an Enlistee with potential can become a Grenadier.
In addition, this is where any valid unit receives extended training. A
Headquarters is required in order to build a Barracks and MASH Facility. The
Headquarters may be upgraded to a Base.
Bonca

* War Wind II

Bonca

Faction
Yavaun

Type
Critter

Defensive

Hit points
90

Armor
1

Speed
7

Stealth
Normal

Sight
6

Offensive

Melee damage
4-14

Ranged chance to hit
None

Rate of fire
Slow

Range
1

Bonca

Faction
Wildlife

Type
Animal wildlife

Defensive

Hit points
90

Armor
1

Speed
Normal, Medium

Sight
4

Offensive

Melee damage
4-14

Ranged chance to hit
-15% to hit (each shot)

Rate of fire
Medium Average pause between shots

Range
1

**Bonca** is a wildlife of the Wildlife.

## Background

The Bovinoceridea primigenius, or as it is more commonly called the Bonca, tend to gather in large herds throughout most of the Wild Untamed terrain of Yavaun. They are socially oriented animals with strong family ties. The 'social" behaviour of these animals is so strong, that they go so far as to bury their dead under piles of twigs and leaves, a practice which has no doubt given rise to the ridiculous fables and rumours of a immense Bonca Burial Ground. Many have sought this mythical place, hoping to reap a vast fortune from the rich mineral deposits contained within the carcasses of the dead Bonca. Though for the most part docile creatures, maintaining a discreet distance from strangers while they go about their normal feeding routine of devouring great quantities of rocks and minerals, the six legged Bonca does not hesitate to attack those that threaten, or appear to threaten their young. These creatures are extremely hard to kill, as their tough hide provides adequate armour against most conventional weapons and tools. They rise to a height of about ten feet at the shoulder and weigh up to 6 or 7 tons. They can live up to 75 years or more.

These great beasts are prevalent across the surface
of Yavaun, grazing in herds and eating broad
sections
of bushes and trees. Boncas are revered
by
the Shama'Li, whose Cavalier units are specially
trained to subdue wild Bonca as mounts.
While
the Bonca are normally quite docile, their bulk and surprising speed can make
them formidable in battle. The Shama'Li do not take their use of Bonca mounts
lightly. Any Shama'Li capable of walking rushes to defend a Bonca herd under
attack. In this manner, skirmishes often break out between devoted Shama'Li
and sadistic Tha'Roon troops who often hunt the great beasts for pleasure.
Cannon

**Cannon** is a warrior of the Overlords.

## Background

It costs 4000 Resources and four Butanium to
build this piece of long-range artillery. Any unit
with a Building skill level of two and a
Construction skill level of two can make a
Cannon, provided the necessary research has
been done at a Gunner Tower. The Cannon is a fully automated weapon of longrange
destruction. Though it requires an extremely long time to load, this piece
of
heavy artillery hurls high-explosive shells over
walls into
enemy installations,
doing
major damage
to anything within range
of the blast. The Cannon moves
slowly
but can be remarkably effective against towns
and fixed troop positions.
Assassination of Mim'Nin

**Assassination of Mim'Nin** is a Obblinox mission in *War Wind*.

## Briefing

The High Council of the Obblinox order this. Obey, so that Her Highness may honor the name of the fearful clan Rusty Thunder. The theft of Tha'Roon plans has been a success beyond our dreams! The Tha'Roon themselves are on the verge of civil war. Take your clan to the Tha'Roon capital of Crue Pan. Pose as a weapons supply squad, then assassinate the High Tha'Roon Elder, Mim'Nin. Deliver your goods first. Send your best assassin. Mim'Nin will be speaking int he town square. With his death, the Tha'Roon shall begin to crumble.
Barracks

**Barracks** is a building of the Marines.

## Background

It costs 7000 Resources to build. Any unit
with Builder skill level one can make a
Barracks if a Mess Hall, Headquarters, and Guard
Tower already exist. The Barracks is a school of
combat, where Enlistees can become Grunts and
Enlistees with potential become Gunny Sergeants. In addition, Bio-Droid research
is carried out here, as well as the training that converts a Grenadier into a
Frogman. A Barracks is required in order to obtain a Base.
Last Chance for Survival

**Last Chance for Survival** is a Marines mission in *War Wind II*. This mission is available if you choose to secure the nuclear weapon.

## Briefing

The situation looks grim, soldier. The Marines have one last chance for survival on Yavaun: To annihilate our enemies with a single, decisive blow! Spies tell us that the Descendants' atomic device is exactly the kind of weapon we need. A weapon so powerful, I get a tear in my eye just thinking about it.

You will have the great honor of appropriating this device. The research lab holding the weapons is near the southern tundra wastes. Take a group on land to sector D-324. From there, build a small base and train an elite cadre of fighters. Don't get too big for your britches, commander. The Descendants have satellites which will detect the presence of a large army. Once you have taken the weapon, return it to the pick-up point.
Firing Range

## Defensive

### Speed

,

**Firing Range** is a building of the Marines.

## Background

It costs 4000 Resources to build. Any unit
with Builder skill level two can make a
Firing Range, provided a Base has already been
built. This is an advanced combat training facility.
With appropriate research, Gunny Sergeant
may be trained to become a Legionnaire here.
S.U.N. Druid

## Offensive

### Rate of fire

Very slow
 long pause between shots

### Range

1-7

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

## Background

It costs 800 Resources to train this Eaggra mage.
Occasionally an engineer demonstrates an
aptitude in magical things. A Combat Engineer
with potential who trains at the School of
Growth becomes a Druid. A Druid's energy stems
from the flora of Yavaun, thus much Druid magic focuses on plants and natural
regeneration. All warriors among the S.U.N. recognise the importance of the
Druids as healers of wounded units, damaged buildings, and the battle-ravaged
landscape once peace is ensured. Druids also have animal handling skill, and a
freeze ray attack.
Engineering Lot

## Defensive

### Speed

,

**Engineering Lot** is a building of the Descendants.

## Background

It costs 6000 Resources to build. Any
unit with Builder skill level one can build
an Engineering Lot if the Farm, College, and
Watch Tower have already been built. This facility
is for vehicle repairs and upgrades. Descendant
vehicles parked on the Lot are automatically repaired at a slow rate. The
Engineering Lot is required in order to build an Ambulance and Mortar Skiff.
The Engineering Lot also researches and grants Vehicle Upgrades. The WASP may
be researched here as well.
Dish

## Defensive

### Speed

,

**Dish** is a building of the SUN.

## Background

It costs 4500 Resources to build. Any unit
with a Construction skill level of three
and Building skill level of two can build a Dish,
once a Sanctuary House is obtained. The Dish
improves communications and mapping. Here,
you can research the technology necessary to build Attack and Scout Drones.
Healing

**Healing** is a Low Level of the Shama'Li in *War Wind*.

## Description

Any injured organism within your range of vision that has the energy of life within benefits from the healing power of this spell,
You shall and must continue to cast this spell, until either your energy fails or
the injured creature is healed. That is the Way.
Overlord Academy

## Defensive

### Speed

,

**Overlord Academy** is a building of the Overlords.

## Background

It costs 7000 Resources to build. Any unit
with Builder skill level one can build an
Academy if a Supplies Synthesiser, Stronghold,
and Gun Tower already exist. This is a school of
combat. Inside, an Imperial Guard unit can be
trained to become an Exterminator, and if potential exists, an Imperial Guard
may become an Elite unit. This structure allows a Citadel to be obtained. An
Academy upgrade yields an Arcanery.
Nature's Voice

**Nature's Voice** is a High Level of the Eaggra in *War Wind*.

## Description

Any creature of Yavaun that is within the range of your touch, falls under the control of your clan. The creature remains under your control until killed or driven away. Only by an understanding of our magic shall any know that the unit is now under your control.
Hover Tank

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

## Background

It costs 3500 Resources and six Butanium to
build this armoured transport. Any unit with a
Construction skill level of three can build a Hover
Tank. Like the Hover Pod, this heavy vehicle can
travel over land and water unhindered. However,
the Hover Tank was designed with less speed in mind and more firepower. These
vehicles have a potent missile blast attack that can put deep craters in the landscape
as well as remove
any enemy nuisances. A Hover
Tank can carry two units.
Sanctuary

**Sanctuary** is a Shama'Li building in *War Wind*.

## Background

The Courthouse is the most important building in the game and is typically the first structure built if one does not already exist in the scenario. This provides a place to process resources throughout the game. These resources are used to acquire all other units and buildings.
Campus

## Defensive

### Speed

,

**Campus** is a building of the Descendants.

## Background

It costs 5000 Resources to upgrade a
College to a Campus, if you have an
Academic Hall and Engineering Lot. The Campus
holds 30,000 Resources, 100 Butanium, and 100
Supplies. All valid units may receive extended
training here. This structure is required in order to build a Security Office,
Laboratory, and Dispatch.
Cave

Underwater caves are located randomly throughout your map, and are able to be entered by steering your sub into the cave. Once inside you can disembark through the hatch located in your submarine. Caves are procedurally generated. Inside you'll find Enemies, treasure chests, upgrade boxes, barrels, and lots of gold!

## Lootable Bodies

Lootable Bodies are the remains of deceased explorers and divers that met their ends inside the Caves and Lairs of The Living Infinite. Even after death, their skeletons are still holding tightly to the tools and weapons they possessed when they were alive, and whoever finds them can take it and put them to better use.

If the player is already carrying an item or has a Backpack and is carrying two, they will drop the one they are currently holding in their hands to pick up the Body's item.

## Wooden chests

Wooden chests found in caves can contain different pickups or rarely, an enemy.

* A pile of gold.
* A common cave enemy of the respective biome.

## Batteries

Batteries are rarely found in caves and can be carried and placed into a Power Console, temporarily adding 1 power to it, which lasts until the battery runs out. The Power Consoles allow for as many batteries to be placed on them as their maximum amount of power. Items cannot be used while carrying it and attempting to use them will cause the Battery to be dropped.

## Barrels

Barrels inside the caves can be destroyed and contain different pickups. Rarely, a Hermit Crab will be hiding inside it and will attack the players once disturbed.

* Elixirs.
* Torpedo ammunition.
* Fuel.

## Rubble

Rubble is found inside caves and can be destroyed and contain different pickups or relics.

* Relics.
* A pile of Gold.
* Nothing.

## Lavish Chest

A Lavish Chest is always found at the end of the top cave layer.

* A pile of Rubies

## Structure

Caves are generated by the Cave Generator, which will determine the amount and location of items, Barrels and Treasure Chests and how the cave is structured. Sometimes, caves will have a top and bottom layer, the top one containing the Lavish Chest and being where the submarine "parks" and the bottom one containing additional loot. Both layers can generate different floors, up to a presumed maximum of 4. Caves have a much lower chance of producing long or second floor caves than small caves, with the probability increasing the deeper you go.

## Reality Collisions

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

Reality Collisions are rarely found in Caves in Awakened Mode. These resemble square, fragmented piles of rocks glowing with a strange green energy.

* One of many random Pets.

## Gallery

* A Reality Collision in a Cave in the Aurelian Depths.
Garrison

**Garrison** is a Eaggra building in *War Wind*.

## Background

War Colleges are necessary to Train your Workers into Warriors. With Research and Training, your Warriors will become formidable tools. A War College should be built quickly, So that your clan's knowledge of military science can be advanced, and stronger military units created.

## Gameplay

* An Eaggra Squire can Research a Knight in a Garrison.
Engineer

**Engineer** is a Obblinox Advanced worker unit in *War Wind*.

## Background

To acquire an Engineer, you must have a total of four Workers and Train one at a Garage, Engineers build more advanced structures, such as Cathedrals, Land Mines, and Flying Drones. In War, they can destroy buildings even more Swiftly than Obblinox workers.
Door

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

## Purpose

The doors will generally be found closed, barring the players, enemies or water to pass it. Once interacted with, the door will open, and allow anything to pass.
Most intelligent enemies, such as those that inhabit Civilizations, are capable of damaging and destroying doors to reach their target. Once a door is destroyed, it will be broken for the remainder of the match, and will severely reduce your ability to manage enemies and water in the submarine, as you will no longer be able to contain them in certain rooms.

The Doors are generally located in intersections between most Rooms.
Elder bonca

**Elder bonca** is a wildlife of the Wildlife.

## Background

Truly ancient Bonca are referred to as Elder Bonca ,
but the Shama'Li know each individual Elder
Bonca by a secret name. These enormo us grazing
animals are truly a wonder to behold, their massive
mottled
flanks
rise
high
above
the
head
of
any onlooker. Shama'Li Cavaliers can train an Elder Bonca (though they refer to the
process as "supplication") to serve the faction. A trained Elder Bonca is far too
unwieldy for combat manoeuvring, so they are used instead as transport mounts.
Such mounts are called Rooks, and can carry up to four units on their back .
Bio-Wing

## Defensive

### Speed

,

**Bio-Wing** is a building of the Overlords.

## Background

Once a Citadel is obtained, you may
upgrade a Garage to add a Bio-Wing for
6000 Resources. This is an advanced training
facility. Here, you can research Jump Troop training
for Elite units.
Specialised Cybernetics can
also be researched and granted in the Bio-Wing.
Druid

**Druid** is a Eaggra Caster unit in *War Wind*.

## Background

A Scrub Trained at a Conservatory can become a Druid. While only average in battle, the Druid is in touch with the natural spirits of Yavaun. Their range of power spans from environment-affecting spells, to communion with nature and command of its beasts. The Druids are a simple kind, and their vision is true. They have a deep Wisdom that even the Shama'Li have sought. Druids can cast lower level spells.
Purging the Traitors

**Purging the Traitors** is a Obblinox mission in *War Wind*.

## Briefing

The High Council of the Obblinox order this. Obey, so that Her Highness may honor the name of the bold clan Rusty Thunder. Our inestimable Tha'Roon masters have beaten the Eaggra force north of you. Many of the traitors have escaped. They flee south to safety. Let them not reach the Wild Lands! Once there, the Eaggra would be untrackable, unstoppable. They would rejoin their brothers. That is the one thing your clan must prevent, no matter the price in Obblinox blood.
Biker

**Biker** is a Obblinox Mercenary unit in *War Wind*.

## Background

This freelance mercenary of the Obblinox is commonly seen as a symbol of freedom among the other clans. Bikers travel about in search of the perfect adventure. This unit has a fast movement rate and a strong close-range combat ability. Build a Mead Hall, and Bikers will come,
A Fierce Beast

**A Fierce Beast** is a SUN mission in *War Wind II*.

## Briefing

The Human Descendants are most worthy of our support! They have shared their wondrous science with our Eaggra engineers, who have in turn developed a means to travel into previously inaccessible regions. Use this technology to colonize the islands of the Unjer. But know this! A fierce beast rages through local Obblinox and human settlements. We know not what this mosnter is, but the destruction left in its wake shot it to be terrible beyond words, starving for carnage alone. You must defeat this malignant thing and preserve the lives of these simple, innocent folk.
Dog

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

## Background

It costs 750 Resources and one Supplies to train
this animal unit at a Dog Kennel. When it comes
to patrolling and looking out for invisible enemy
bugs, sometimes the best man for the job is an
animal. That's why the Marines have been train-
ing Dogs. These highly disciplined creatures can smell any attacker within range,
and bark to warn others of the hostile presence. If things get serious, Dogs can
switch over from bark to bite in a pinch.
Allied with the Righteous

**Allied with the Righteous** is a Righteous Overlords mission in *War Wind II*. Only available if you sided with the Righteous at the end of the previous mission.

## Briefing

We are most pleased that your dignified and influential clan has chosen to become allied with the Righteous. The current bloodthirsty regime exhausts Yavaun with ceaseless manipulation and conflict. It is the goal of the Righteous to make amends for past Tha'Roon errors, to unify the planet and check the steep descent into extinction.
The first step is to fortify ourselves with the necessary supplies, and cut off the barbarous Marines from OVerlord support. Your clan must intercept an Overlord shipment destined for the Marine camps. Trusted informants claim that such a shipment will be deposited near the old Machine Camps. Once the drop is compelte, move in and secure the supplies, then occupy the Marine base and obtain any goods there. Afterward, transport all supplies to the northern pick-up point.
Arcanery

## Defensive

### Speed

,

**Arcanery** is a building of the Overlords.

## Background

It costs 7000 Resources to build. Any unit
with Builder skill level one can build an
Academy if a Supplies Synthesiser, Stronghold,
and Gun Tower already exist. This is a school of
combat. Inside, an Imperial Guard unit can be
trained to become an Exterminator, and if potential exists, an Imperial Guard
may become an Elite unit. This structure allows a Citadel to be obtained. An
Academy upgrade yields an Arcanery.
Ambulance

**Ambulance** is a vehicle of the Descendants.

## Background

It costs 2500 Resources and four Butanium to build this ground vehicle which heals units within. Once an Engineering Lot has been built, any unit with a Construction skill level of two can build an Ambulance. With the Descendant population dwindling rapidly, Ambulances are constantly required wherever violence erupts. These ground vehicles cannot attack, but can hold up to four units. Ambulances are essentially mobile means of healing for any unit that rests within. While the mobility of the Ambulances has been a great boon when attacks come
on all sides, enemy forces do not hesitate to fire upon these unarmed vehicles.
Rubble fiend

* War Wind II

Rubble fiend

Faction
Yavaun

Type
Critter

Defensive

Hit points
115

Armor
2

Speed
6

Stealth
Masked

Sight
5

Offensive

Melee damage
9-10

Melee chance to hit
Minus

Ranged chance to hit
None

Rate of fire
Slow

Range
1

Magic points
0

Rubble fiend

Faction
Wildlife

Type
Animal wildlife

Defensive

Hit points
120

Armor
3

Speed
Normal, Medium

Sight
4

Offensive

Melee damage
1-20

Ranged damage
2-12

Ranged chance to hit
-15% to hit (each shot)

Rate of fire
Medium average pause between shots

Range
1-3

**Rubble fiend** is a Yavaun Critter unit in *War Wind*.

## Background

In the ruins of old and deserted cities, a dangerous life form has taken a firm foothold and to which the Empire would do well in exterminating totally if possible. These things, known commonly as the Rubble Fiends or Urseas Sapiens Vulgaris, though I strongly hesitate to attach the term sentient to them, are beings which have the ability to fuse with rock,
Stone bits and pieces of walls and towers, bones etc. in order to give themselves natural weapons and armour to use in hunting and combat. Roughly standing about the size of a mature Bonca, these crude and cunning beings lie still and silent in wait for unsuspecting beings to Wander into their lair, and then detach themselves from their hiding places within the walls and corners of crumbling structures, mercilessly attacking with crushing clubbed fists. Their lair typically is unkempt and filthy though it can contain a wealth of materials, treasure and equipment.

This large, vicious creature often dwells near or
within ruins of ancient structures. Its body is
composed of rock, and can fuse with stonewalls
in order to conceal itself from a would-be victim.
W hen the moment is right, a Rubble Fiend springs
from hiding, battering its target with massive stone fists. It is hard to say whether
this behaviour indicates sentience in the Rubble Fiend - the Shama'Li are divid d
over the issue. On the one hand, Shama'Li wish to honour sacred ruins with their
presence, and to do so they must fight and destroy any lurking Rubble Fiend. But
some argue: Isn't all life sacred? Shouldn't we allow the Rubble Fiend to dwell in
peace? Shama'Li mystics continually pray to NagaRom for guidance on this subject .
Obblinox Town Folk

## Offensive

### Rate of fire

Slow
 long pause between shots

### Range

1

**Obblinox Town Folk** is a recruit of the Overlords.

## Background

These are unaligned Obblinox who may be hired
into your clan, or persuaded to join. In some scenarios
you can rescue Town
Folk, and they
become
part of your forces for no cost. Obblinox
Town
Folk who join your clan become Herdsmen.
Gun Car

**Gun Car** is a vehicle of the Descendants.

## Background

It costs 1250 Resources and three Butanium to
build this ground assault vehicle. Any unit with
a Construction skill level of one can build a Gun
Car. From the beginning of the Descendants' presence
on Yavaun, the Elders
saw a need for
ground vehicles that were also fortified against the varied threats of this alien
world. Thus the Gun Car came to be. This is a simple Earth car with some modifications:
wheels suited for rough terrain, heavy armour plating, and machine
guns
mounted on the hood to deal with any potential threat. Gun Cars can transport
up to three units.
Regenerative Touch

**Regenerative Touch** is a High Level of the Eaggra in *War Wind*.

## Description

Those that are touched by you, shall receive the benefit of life regeneration. The rate of regeneration is equal to that of your clan's Current Plant. While under the influence of this spell, the unit may performany action it is normally capable of doing.
Return to Earth

**Return to Earth** is a Descendants mission in *War Wind II*.

## Briefing

Now that we have gathered all things from Earth, you will lead the escort towards the Homeplace. Do not allow any artifacts to be lost or destroyed – we must not leave one trace of our presence behidn if we are to remove all humanity from Yavaun. Once at the homeplace, according tot he Shama'Li vision, all those who came from Earth will be returned.
According to our reports, the MArines plan to swarm the area with all of their troops in order to prevent the return. As is typical, they do not understand their role in this matter. Only by their presence in the area will total human withdrawal from Yavaun be possible. It is a precarious gamble on our part, but unavidable. Our enduring wisdom and resolution shall return us to Earth, if we survive this last, long journey.
Fog Device

**Fog Device** is a spell in *War Wind II*.

## Description

This device operates much
like a bomb, creating a darkness of ten squares in each direction. This darkness appears similar to unexplored areas on all auto-maps, except that of the player who used the device. The darkened area remains so until explored.

The Fog device had been removed from the game as stated in the readme file.