recursal/Fanatic-Fandom huggingface dataset:
Stahlunion

Traditional steel powerhouse, led by a German family. Convicted of illegal arms dealership, the corporation new focus is spacecraft.

# Starting Equipment

### Stahlunion I

* Modules: 16
	+ Access
	+ Alien Research
	+ Biotank
	+ Lounge
	+ Clone Lab I
	+ Corridor
	+ Deposit (big)
	+ Greenhouse
	+ Hangar
	+ Quarters
	+ Reactor
	+ Refinery (big)
	+ Storage
	+ Tractor Beam
	+ Turbolift
	+ Workshop I
* Resources: 38
	+ 28 Framework
	+ 5 Cable
	+ 5 Panel
* Crew: 4+1
* Artefacts: 2
* Weapons: 2
	+ Laser Pistol I (Crew Weapon)
	+ Laser Rifle I
* Turrets: 2
* Energy Barriers: 0
* Energy Cells: 8

### Stahlunion II

* Modules: 18
	+ Access
	+ Alien Research
	+ Biotank
	+ Clone Lab I
	+ Corridor
	+ Deposit (big)
	+ Greenhouse
	+ Hangar
	+ Hyperdrive
	+ Lounge
	+ Quarters
	+ Reactor
	+ Refinery (big)
	+ Security Gate
	+ Storage
	+ Tractor Beam
	+ Turbolift
	+ Workshop I
* Resources: 51
	+ 41 Framework
	+ 5 Cable
	+ 5 Panel
* Crew: 6+1
* Artefacts: 4
* Weapons: 3
	+ Laser Pistol I (Crew Weapon)
	+ Laser Rifle I
	+ Iron Thrower
* Turrets: 3
* Energy Barriers: 2
* Energy Cells: 8
* Grenades: 8

### Stahlunion III

* Modules: 24
	+ Access
	+ Alien Research
	+ Beaming Station
	+ Biotank
	+ Clone Lab I
	+ Clone Lab II
	+ Corridor
	+ Deposit (big)
	+ Greenhouse
	+ Hangar
	+ Hyperdrive
	+ Lounge
	+ Medical Research
	+ Panic Room
	+ Quarters
	+ Reactor
	+ Refinery (big)
	+ Security Gate
	+ Shield
	+ Storage
	+ Tractor Beam
	+ Turbolift
	+ Workshop I
	+ Workshop II
* Resources: 66
	+ 46 Framework
	+ 5 Cable
	+ 10 Panel
	+ 5 Fuel Rod
* Crew: 6+1
* Artefacts: 6
* Weapons: 3
	+ Laser Pistol I (Crew Weapon)
	+ Laser Rifle I
	+ Iron Thrower
* Turrets: 4
* Energy Barriers: 2
* Energy Cells: 8
* Grenades: 8
Mechanics

## Mechanics as enemy

   Mechnics are humanoid species, dressed in teal armor and armed with Laser Rifles. They are former Genesis colonists that went rogue and started to harass other Mothership in sector.

### Location

Mechanics can be found througout the Alpha sector on planets, beamed via Tractor Beam with resources from debris fields or spawn in Hangar after Harevester return from expedition. They also will attack player's Mothership if their ship on the same tile.

### Tactics

#### In space

If Mechanics ship is on a tile next to your ship, they will hyperjump to player's location. After they on the same tile as player's Mothership, they will attack immediately. If Mothership has no shields, they will board it at once. However, if Mothership has shields they will attack them first. As other pirates, they can not deal direct damage to player's ship modules from space.

#### On board

If there is no shields or they are down, a small group of 3-5 mechanics will beam to mothership at random location. They will attend their teleportation with radio message, showing where are they heading.

They will attack any crew members, power nodes and robots in sight.

After certain amount of enemy units will be defeated, Mechanics ship will retreat. Until then, they will attack Mothership about every 1-2 minutes and beam down their troops.

#### Damage

Mechanics fire one round with high precision about every 10-15 seconds (depends on situation), dealing about 40 points of damage. Which makes them powerful and dangerous enemies.

### Drop

After death Mechanic may drop following items:

* Biomass
* Energy cell (for energy weapon)
* Laser Rifle weapon sample
* Human DNA sample

### Infestation

Unlike other aliens, Mechanics will not infestate Mothership with their eggs. They are humans, after all.

## Mechanics as Corporation

Mechanics can be choosen as corporation at the beginning of the game. A well stuffed rogue commander vessel.

Modules: 22

Resources: 51

Crew: 7

Artefacts: 6

Unlock requirement: Killed 100 Mechanic intruders on your ship in one round.

### Starting Equipment

* Modules: 22
	+ Access
	+ Alien Research
	+ Biotank (big)
	+ Clone Lab I
	+ Corridor
	+ Decontamination B
	+ Deposit
	+ Greenhouse
	+ Hangar
	+ Hyperdrive
	+ Lounge
	+ Quarters
	+ Reactor
	+ Refinery
	+ Respawn Chamber
	+ Security Gate
	+ Shield
	+ Storage
	+ Tractor Beam
	+ Turbolift
	+ Workshop I
	+ Workshop II
* Resources: 51
	+ 36 Framework
	+ 10 Cable
	+ 5 Panel
* Crew: 6+1
* Artefacts: 6
* Weapons: 2
	+ Laser Pistol I
	+ Energy Rifle I (Crew Weapon)
* Turrets: 3
* Energy Barriers: 3
* Energy Cells: 8
Superior Genetics

# Overview

The leading company in cloning technology.

# Starting Equipment

## Superior Genetics I

* Modules: 16
	+ Access
	+ Alien Research
	+ Biotank (big)
	+ Zen Pool
	+ Clone Lab I
	+ Corridor
	+ Deposit
	+ Greenhouse (big)
	+ Hangar
	+ Quarters
	+ Reactor
	+ Refinery
	+ Storage
	+ Tractor Beam
	+ Turbolift
	+ Workshop I
* Resources: 26
	+ 11 Framework
	+ 10 Cable
	+ 5 Panel
* Crew: 4+1
* Artefacts: 2
* Weapons: 3
	+ Laser Pistol I
	+ X Ray Caster I (Crew Weapon)
	+ Laser Rifle I
* Turrets: 0
* Energy Barriers: 2
* Energy Cells: 8

## Superior Genetics II

* Modules: 19
	+ Access
	+ Alien Research
	+ Biotank (big)
	+ Clone Lab I
	+ Clone Lab II
	+ Corridor
	+ Deposit
	+ Greenhouse (big)
	+ Hangar
	+ Hyperdrive
	+ Medical Research
	+ Quarters
	+ Reactor
	+ Refinery
	+ Storage
	+ Tractor Beam
	+ Turbolift
	+ Workshop I
	+ Zen Pool
* Resources: 38
	+ 23 Framework
	+ 10 Cable
	+ 5 Panel
* Crew: 6+1
* Artefacts: 4
* Weapons: 3
	+ Laser Pistol I
	+ X Ray Caster I (Crew Weapon)
	+ Laser Rifle I
* Turrets: 2
* Energy Barriers: 3
* Energy Cells: 8

## Superior Genetics III

* Modules: 26
	+ Access
	+ Alien Research
	+ Beaming Station
	+ Biotank (big)
	+ Clone Lab I
	+ Clone Lab II
	+ Clone Lab III
	+ Corridor
	+ Deposit
	+ Greenhouse (big)
	+ Hangar
	+ Hyperdrive
	+ Medical Research
	+ Panic Room
	+ Quarters
	+ Reactor
	+ Refinery
	+ Respawn Chamber
	+ Security Gate
	+ Shield
	+ Storage
	+ Tractor Beam
	+ Turbolift
	+ Workshop I
	+ Workshop II
	+ Zen Pool
* Resources: 51
	+ 31 Framework
	+ 10 Cable
	+ 5 Panel
	+ 5 Fuel Rod
* Crew: 8+1
* Artefacts: 4
* Weapons: 3
	+ Laser Pistol I
	+ X Ray Caster I (Crew Weapon)
	+ Laser Rifle I
* Turrets: 2
* Energy Barriers: 4
* Energy Cells: 8
Resources

**Resources** are gathered on planets and debris and used to build modules, weapons or tools. Raw elements such as Iron, Copper, Uranium and Plutonium are only found on planets and must be refined on-board your ship.

## Stored Resources

**Resources** are gathered on planets you encounter and then turned into usable materials and tools in processing modules. Elements such as Iron, Copper, Uranium and Plutonium must be mined from planets and then refined on-board your ship. These will be utilized to build new modules, weapons, clones and tools.

Resources can be divided into four main categories: ship resources, weapon resources, power resources, and plants.

Raw resources are entities. They need to be transported individually by a carrier robot to and from a deposit.

Refined resources are instantly available and don't require transportation.
Aliens

**Aliens** are encountered on the planets you visit - and can randomly attack your ship, turning a normal, boring day, into an exciting, madcap fight for your life and limb!

## Gallery

* Not a good day on the bridge, Mr Sulu
* Or in hydroponics
* Anywhere, for that matter

When using the Tractor Beam or depositing items from the **Harvester**, there is a chance to encounter **alien spores**. These growths can quickly morph into eggs that spawn enemies, depending on where in the quadrant you are located. The telltale sign of impending growths are a sickly green haze that follows either resource blocks carried by cargo robots, or lingering haze from defeated stowaways.

These growths can be destroyed by conventional weapons, but have a chance to reform in an adjacent location. Always ensure you have Access tunnels in appropriate locations near the Tractor Beam, Refinery, Storage and Deposit modules. Leaving growths on your ship for too long can make your Clones **sick** and require them to rest in their quarters for a set time.

## Galactic Species Index

Dekkah

Human

Arachnoid

Draax

Kraul

Mantiz

Liquid

Inferno

Holo

Zeleny

Rok
Biomass

Biomass is one of the key resources in Genesis Alpha One. It has many applications and is a key component for for clone producing.

## Obtaining

There three ways of obtaining biomass: collect it from the dead bodies of the aliens, teleport it from wrecks and alien ships or harvest it from the captured aliens in Alien Research. Because of the second option costs rare Radiation Blue (resource) it's better to use first one.

Since Ship Assault update you can also teleport to another ship, find Biotank and teleport biomass from it to yours.

## Application

Biomass is using for Clones production in Clone Lab I, Clone Lab II or Clone Lab III. Each clone costs 10 biomass, regardless of it's DNA.

Biomass is using as healing item for captain. One biomass chunk picked with mining tool restores up to 25 points of health. Captain can also restore it's health at medical station in shuttle. In that case one biomass chunk is consumed from Biotank and restores up to 50 points of health.

## Storing

Biomass is unique item and can be stored only in Biotank. Each Biotank contains up to 20 points of biomass. If biomass collected above all Biotanks capacity, it heals the captain if it's injured and then dissapears.
Framen

## Framen as enemy

Framen can be encountered in space as rogue commander, or planetside as enemy faction.

## Framen as Corporation

A well stuffed rogue commander vessel.

Modules: 21

Resources: 61

Crew: 7

Artefacts: 6

Unlock requirement: Killed 100 Framen intruders on your ship in one round.

### Starting Equipment

* Modules: 21
	+ Access
	+ Alien Research
	+ Bar
	+ Biotank
	+ Clone Lab I
	+ Clone Lab II
	+ Corridor (half glass)
	+ Decontamination B
	+ Deposit (big)
	+ Greenhouse
	+ Hangar
	+ Hyperdrive
	+ Quarters
	+ Reactor
	+ Refinery (big)
	+ Respawn Chamber
	+ Storage
	+ Tractor Beam
	+ Turbolift
	+ Workshop I
	+ Workshop II
* Resources: 61
	+ 41 Framework
	+ 5 Cable
	+ 10 Panel
	+ 5 Fuel Rod
* Crew: 6+1
* Artefacts: 6
* Weapons: 2
	+ Laser Pistol I
	+ Power Shotgun I (Crew Weapon)
* Turrets: 4
* Energy Barriers: 2
* Shells: 8
Genesis Alpha One Wiki/editcopy

Welcome to *Genesis Alpha One* Wiki
the *Genesis Alpha One* compendium by the players, for the players.
We are currently maintaining 513 pages (120 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

The Genesis Project

Spaceship
Modules
Gear
Clones

Exploration

Resources
Planets
Aliens

Videos

Featured images
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*Genesis Alpha One* Links
Official pagePublisher

What is *Genesis Alpha One*?

Genesis Alpha One is an upcoming game from Radiation Blue, billed as a combination of roguelike shooter gameplay with base building and survival elements, putting you in the role of an interstellar pioneer, working to preserve humanity's genetic legacy on a new world...

Release date \* System requirements \* How to Play

*Genesis Alpha One* Wiki

AboutThe gameThe developersThe wiki

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

Joining inRegisterCommunity / How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed **here**.
Decontamination A

I.D.A.: "When its sensors detect the presence of hostile lifeforms, this module emits vaporized acid. Build strategically, it can offer effective protection against intruders."

This module damages hostile creatures and spores as they pass through. It will not affect crate contents.

The A variant is same as B variant in functionality. It requires different resource type to produce and has a visually dirty valve on the technical shaft level (pure visual aspect).

## Resources needed to build

* 5 copper
* 10 energy

## Conditions to unlock

Heal a sick crew member in his cabin with the Healing ability.
Medical Research

I.D.A.: "Creatures from outer space can pass on deadly diseases to crewmembers. Research these diseases in the medical research lab. Researched diseases will then be cured automatically. Please mind that you have to collect disease samples, dropped by sick crewmembers to research a disease. Use the biomass collector to collect these samples."

Medical research (or sick bay) enables research of sickness. Research requires a certain amount of samples and resources to be done. After the sickness is researched all clones will gain complete immunity against the researched disease and literally stand in the fully grown pathogenic fungus without any consequences. Medical research produces no healing drugs, as a captain use Healing Alien ability instead to give the sick crew member a chance to survive.

When a crew member is sick, he/she may walk back towards the Quarters. Security Gate in manual mode can be used to fence the clones from walking around the ship. Some diseases cause infected clones to abandon the work, but stand in place instead.

Decontamination modules (all types) destroy the spores flying through it and can be used to prevent spread of the spore clouds. This can be combined with purposely growing symbiotic lichen to prevent pathogenic forms from setting down in the room.

### Upgrades

* healthstation
* aliendetector

### Resources needed to build

* 5 Panel
* 10 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 5x5 (3x3 corridor)
* 1 deck height

### Connection Points

* 2 - straight corridor
* has service tunnel access

## Diseases

#### Helix

"This organism will lay eggs in the lung of its host. By sneezing the host will spread the eggs."

Arguably the most dangerous. The infected will cough eggs, that will burst into spiders after short time. Spiders will quickly produce alien nests, that generate more spiders. Unless the captain has a clear plan, it is arguably better to murder the infected crew member to prevent ship infestation.

#### Zot

"The disease will grow a lifeform in the head of the infected. The host soon becomes lethargic and unable to fulfill the easiest tasks. If the disease ends fatal, the lifeform will break out of the head."

Arguably the least dangerous. May kill the infected crew member and spawn an alien.

#### Shroom

"If not cured the sufferer may die from the disease and their whole body will turn into a foul substance from which primitive lifeforms can spawn."

May kill a crew member. Killed victim instantly releases few spider-like aliens as well as creating a nest, that releases more aliens.

* Medical Research Terminal
Faction

Within WildStar there are many different **factions**: formal groupings of different races with a common vision, goal or affiliation. Players will interact with both non-player character (NPC) factions and player factions. You begin your time in WildStar by choosing one of the two player factions. In essence, you are choosing a side with which to be affiliated.

Your reputation with the different factions in WildStar will determine how you are able to interact with players and NPCs on Nexus. Gaining or losing reputation with the various factions in WildStar is determined by the player’s choices and actions. Which quests you complete, which NPCs you help or harm, and what monsters you kill can raise or lower your reputation with the different factions of the world.

If you fall out of favor with a faction, members of that faction may become unfriendly with you. You can become unable to buy from or sell to them, or interact with them at all. Push it even further and they’ll turn hostile, attacking you on sight. However, the same actions may please a rival faction, allowing your reputation to rise with one group while it falls with another.

## Player Factions

While creating your character, you will choose from one of the two player factions battling for control of Nexus. These factions determine what races are available for the new character, which in turn determines what classes can be selected. While each player faction has all classes within it, not every race can play every class. Furthermore, the race you choose determines the world zone you’ll start in, so your faction choice is very important.

A character’s player faction selection is permanent for the life of that character. The two player factions are currently at war, so characters of one faction cannot group with, talk to, or trade with members of the opposing faction. Each faction has its own world view, which is expressed by its NPCs and their actions. While neither side is evil, each side views the other side as the aggressor in this war and feels perfectly justified in their cause.

The player factions in WildStar are the Dominion and the Exiles.

## Known Factions

Darkspur Cartel
Deadstar Marauders
Protostar Corporation
Crowe Gang
Dominion
* Dominion Military
* Imperial Corps of Intelligence (ICI)
* Vigilant Church
* The Ellevar Sanction

Exiles
* Protectors of Celestion
* Algoroc Accord
* Operation: Galeras
* Explorers Union
* Free Companies of Nexus (FCON)

DRED
Leviathan

*This article is a stub. You can help Genesis Alpha One Wiki by expanding it.*

 Drop items after death/during research: | Biomass,
Harm Touch sample
 Alien nests: | Service tunnels

Leviathan is an octopus-like alien lifeform about 1 meter wide.

## Overview

Leviathans is not very fast, pretty weak but very dangerous alien. Their attack is an acid spit that damages crewmember over time. Each of them dangerous by itself, but Leviathans appears mostly in packs, which makes them considerable threat, especially in service tunnels. Moreover, they may infect your Clones crew with (*unknown*) desease, even if they are in Alien Research cell.

## Alien nests

Leviathan alien nests will spread very fast in service tunnels.
Clone Lab III

I.D.A.: "In our cloning laboratories new clones can be created and added to the crew. Thanks to Superior Genetics advanced technologies, we are also able to combine human DNA with DNA we collect in outer space. This feature gives us the amazing option to create perfectly specialized beings for the Genesis program."

Cloning of crew members, mixing humans and alien DNA. Fast cloning speed. Tier 3 research.

### Upgrades

* healing terminal
* alien detector

### Resources needed to build

* 5 Circuit
* 5 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 5x5 (3x3 corridor)
* 1 deck height

### Connection Points

* 3 - T-Junction through the center
* has service tunnel access

## Other tiers

* Clone Lab I
* Clone Lab II

* Clone Lab Terminal
Genesis Process

*This article is a stub. You can help Genesis Alpha One Wiki by expanding it.*

The "Genesis Process" is the series of events leading up to a Genesis, which ends the game.

## Process

To start a Genesis, the player must first travel to a suitable Genesis Candidate from the Hangar. The Player is required to join the expedition to the Genesis Candidate.

After landing on the genesis candidate, the player will come out near a clear portion of land near to an antenna and a PC, also called a Genesis terminal. The player must use the PC to locate the alien source on the planet.

Once the source is located, the player must travel to the alien source to eliminate it. The player will **not** be joined by any of the crew members and must take out the source alone.

## The Alien Source

When the Player enters the source by usually shooting or mining a "door", various Aliens will oppose the player throughout the source. Different types of ammunition will also be littered around the place.

Eventually, the player will encounter a "boss alien" of sorts, which is generally an enlarged version of that particular alien species. The boss alien will typically do more damage to the player than the normal sized ones, and is able to spawn in the normal sized ones.

The player **must** kill the boss alien in order to initiate the Genesis. Attempts to draw the boss out of the source will cause it to despawn. The player can freely exit the source to restock ammunition or heal themselves. Bringing and using defenses such as turrets or energy barriers will help the player by doing damage or helping to shield the player respectively.

## Initiating The Genesis

When the boss is killed, the player must return to the surface and use the Genesis terminal to initiate the Genesis.
Vehicles

Vehicles will spawn in the same place every time, except special vehicles which spawns in one of several random locations (to avoid predictable matches).

Destroyed vehicles will **respawn** (reappear undamaged) in their original location (except some special vehicles, which gets a new random location).

You can hijack most vehicles (as some are unhijackable such as the *Legion*) by entering at the driver's door. You will drag him out! Don't forget to stab him, before he stabs you!

Some vehicles allow passengers to shoot and use throwables from their seats, which allows various weapons to be used on otherwise unarmed vehicles.

Vehicles can only be damaged by **explosives**: mines, grenades, bazookas.

### Special vehicles

Special vehicles either provide utilities to their owning factions or are targets for destruction for various rewards. All special vehicles are unarmed.

### Generic combat vehicles

Each faction has equal access to these vehicles.

**\*Armored:** weapons that deal less than 17 *explosive damage* will not harm.

### Civilian vehicles

These are civilian vehicles the soldiers can access. Seems not everyone locked their doors.

### Faction unique vehicles

Each faction has their own slightly different version of jeep, truck, APC, tank.

**\*Armored:** weapons that deal less than 17 *explosive damage* will not harm.
Bridge

The bridge is a unique module, as it cannot be deconstructed, or built using the ship editor.

It serves as a control center for the ship, providing power to all other modules, until a reactor can be built.

The bridge is contains the Galaxy Terminal, used to travel to other sectors by Hyperjump, scan debris and planets for resources, a trade station to manage storage if a Merchant is present, a Weapon Rack, and a Medical terminal. It is the most important module, and should be protected at all costs, along with greenhouses and shields.

The appearance change based on the selected starting corporation.

## Size

Corporations:

* 8 x 5 with General Ballistics
* ? x ? with Superior Genetics
* ? x ? with Stahl Union
* ? x ? with Framen
* ? x ? with Mechanics
* 8 x 5 with Rocket Star
Beaming Station

I.D.A.: "Neither Genesis command, nor my system programmer Dave, have provided me with information on this module. I suggest exploring it to learn more about its concept."

Fast travel from one station to another. Very useful on bigger ships.

Beaming stations can be renamed by opening the naming menu while standing inside the beaming station you want to rename.

### Resources needed to build

* 3 Circuit
* 5 Energy
* limit 7

### Reinforcement

* 1 Cable (Level 1)
* 1 Centrifuge (Level 2)

### Size

* 1x1
* 1 deck height

### Connection Points

* 1 - dead end
* does not have service tunnel access
General Ballistics

The leading firearms corporation.

# Starting Equipment

## General Ballistics I

* Modules: 16
	+ Access
	+ Alien Research
	+ Biotank
	+ Cantina
	+ Clone Lab I
	+ Corridor (Glass)
	+ Deposit
	+ Greenhouse
	+ Hangar
	+ Quarters
	+ Reactor
	+ Refinery
	+ Storage
	+ Tractor Beam
	+ Turbolift
	+ Workshop I
* Resources: 23
	+ 13 Framework
	+ 5 Cable
	+ 5 Panel
* Crew: 4+1
* Artefacts: 4
* Weapons: 3
	+ Laser Pistol I
	+ Laser Rifle I
	+ Power Shotgun I (Crew Weapon)
* Turrets: 2
* Energy Barriers: 2
* Energy Cells: 8
* Shells: 8

## General Ballistics II

* Modules: 19
	+ Access
	+ Alien Research
	+ Biotank
	+ Cantina
	+ Clone Lab I
	+ Corridor (Glass)
	+ Deposit
	+ Greenhouse
	+ Hangar
	+ Hyperdrive
	+ Quarters
	+ Reactor
	+ Refinery
	+ Respawn Chamber
	+ Storage
	+ Tractor Beam
	+ Turbolift
	+ Workshop I
	+ Workshop II
* Resources: 31
	+ 21 Framework
	+ 5 Cable
	+ 5 Panel
* Crew: 4+1
* Artefacts: 6
* Weapons: 3
	+ Laser Pistol I
	+ Laser Rifle I
	+ Power Shotgun I (Crew Weapon)
* Turrets: 3
* Energy Barriers: 3
* Energy Cells: 8
* Shells: 8

## General Ballistics III

* Modules: 26
	+ Access
	+ Alien Research
	+ Beaming Station
	+ Biotank
	+ Cantina
	+ Clone Lab I
	+ Clone Lab II
	+ Corridor (Glass)
	+ Deposit
	+ Greenhouse
	+ Hangar
	+ Hyperdrive
	+ Medical Research
	+ Panic Room
	+ Quarters
	+ Reactor
	+ Refinery
	+ Respawn Chamber
	+ Security Gate
	+ Shield
	+ Storage
	+ Tractor Beam
	+ Turbolift
	+ Workshop I
	+ Workshop II
	+ Workshop III
* Resources: 49
	+ 34 Framework
	+ 5 Cable
	+ 5 Panel
	+ 5 Fuel Rod
* Crew: 6+1
* Artefacts: 8
* Weapons: 4
	+ Laser Pistol I
	+ Laser Rifle I
	+ Power Shotgun I (Crew Weapon)
	+ MiniFlak I
* Turrets: 4
* Energy Barriers: 4
* Energy Cells: 8
* Shells: 8
* Heavy Caliber: 8
Genesis Alpha One Wiki/editcopy/Bottom section

What is *Genesis Alpha One*?

Genesis Alpha One is an upcoming game from Radiation Blue, billed as a combination of roguelike shooter gameplay with base building and survival elements, putting you in the role of an interstellar pioneer, working to preserve humanity's genetic legacy on a new world...

Release date \* System requirements \* How to Play

*Genesis Alpha One* Wiki

AboutThe gameThe developersThe wiki

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

Joining inRegisterCommunity / How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Genesis Alpha One Wiki/Top section

Welcome to *Genesis Alpha One* Wiki
the *Genesis Alpha One* compendium by the players, for the players.
We are currently maintaining 513 pages (120 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

The Genesis Project

Spaceship
Modules
Gear
Clones

Exploration

Resources
Planets
Aliens
Iwo Jima

Bases to capture | 10

**Iwo Jima** is the 6th act of the RWR: PACIFIC campaign. It is based on real-life Iwo Jima.

**Individual locations:** Landing Zone Yellow, Landing Zone White, Southern Defenses, Mt. Suribachi, Stone Quarry, Airfield No 1, Airfield No 2, Airfield No 3, Command Post, Kitano Point

**Vehicles available:** TBA
Iron

Raw Resource: | Yes

Iron is a common ship resource used in the construction of many common modules, including the hangar, storage, and deposit.

## Obtaining

Can be mined from deposits on planet surface.

## Using

Iron can be processed to in Framework in Refinery module.

60 Iron must be refined in one round to open Stahl Union II corporation.
Clones

**Clones** are created using genetic code you have in your spaceship's memory. Clone growth is accelerated, allowing you to rapidly populate your crew - though of course, not all clones are equal. Science has gotten humanity this far, and its power will need to be harnessed if the ship is going to be able to find a viable planet to call home. This means you will take DNA from the aliens you encounter across the galaxy and splice them with members of your crew to give us a chance to prosper with new abilities far beyond what you thought possible.

Resistance: Affects how immune a clone is to sickness. (unconfirmed)

Intelligence: Affects the speed at which clones do their jobs at terminals.

## DNA Mix

* Arachnoid
* Dekkah
* Holo
* Human
* Inferno
* Kraul
* Liquid
* Mantiz
* Rok
* Zeleny

## Gallery

* Clones up closes
* Peas in a pod
Hyperdrive

I.D.A.: "There are hundreds of planets to explore in the Alpha quadrant. With a Hyperdrive engine installed, we can reach all of them and much faster than using the ship's impulse drive. To set travel destinations, use the Galaxy terminal on the bridge. The more Hyperdrive modules we have, the further we can jump."

Enables Hyperdrive to further explore the galaxy.

Each hyperdrive adds 2 squares to your maximum jump range, up to a maximum of 7 squares (3 modules).

Jumps farther than 1 square consume 1 fuel rod.

This module can not be rotated.

### Resources needed to build

* 5 Panel
* 2 Energy
* limit 3

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 5x7 (3x4 corridor)
* 3 decks height (blocks the deck above and below)
* also block 3 decks height 3x5 behind it

### Connection Points

* 1 - dead end
* does not have service tunnel access

* Hyperdrive building block
Framework

Storage, Clone Lab I, Quarters, Reactor, Workshop I, Ship Assault

Building resource of many common modules, including the hangar, storage, and deposit. Also used for building cargo robots.

## Obtaining

Frameworks produced from Iron in Refinery module or can be beamed from debris field in Tractor Beam module.

## Structures

### Resources

* Biotank
* Deposit
* Hangar
* Refinery
* Storage
* Tractor Beam

### Crew

* Clone Lab I
* Quarters

### Defense

* Respawn chamber
* Workshop I

## Robots

Frameworks are also used to build following robots in Workshop module.

* Robotnik
* Robotnik B1
* Robotnik P1
* Robotnik W1
Plants

Plants provide a specific biosphere when planted in a greenhouse, allowing to add more crew members consuming this biosphere if the necessary quarters is constructed. Take note that plants can spread to empty plots within the greenhouse , this applies to all plant types and tiers.

0²
--

Dioxygen (oxygen) is a corrosive substance and highly flammable.

 III | Pine | 4

* Fern
* Palm
* Pine

## NH³

Nitrogen trihydride (hydrogen nitride) is commonly known as ammonia.

 III | Zerx Tree | 4

* Zerx Leaf
* Zerx Krom
* Zerx Tree

## KOH

Potassium hydroxide (potassium hydrate) is commonly known as caustic potash.

 III | Gloodantum | 4

* Gloobra
* Gloodron
* Gloodantum

## N²O

Dinitrogen monoxide (nitrous oxide) is commonly known as laughing gas.

 III | Fungoon | 4

* Fungus
* Funganti
* Fungoon

## HCl

Hydrogen chloride is a corrosive substance.

 III | Yarrefok | 4

* Yarri
* Yarrow
* Yarrefok
Genesis Alpha One Wiki/Bottom section

What is *Genesis Alpha One*?

Genesis Alpha One is an upcoming game from Radiation Blue, billed as a combination of roguelike shooter gameplay with base building and survival elements, putting you in the role of an interstellar pioneer, working to preserve humanity's genetic legacy on a new world...

Release date \* System requirements \* How to Play

*Genesis Alpha One* Wiki

AboutThe gameThe developersThe wiki

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

Joining inRegisterCommunity / How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Hangar

I.D.A.: "This is our hangar module. The hangar is necessary to acquire resources, plants or other interesting things from planets and shipwrecks. You need to assign pilots to operate a hangar. Please use the Hangar terminal for additional information."

Hangars are needed for planet harvesting.

The Harvester features a health station and a weapon rack.

### Resources needed to build

* 10 Framework
* 20 Energy
* limit 1

### Reinforcement

* 5 Cable (Level 1)
* 5 Centrifuge (Level 2)

### Size

* 9x7 (5x4 corridor)
* 2 decks height (blocks the deck above)
* blocks all tiles in front of the bay on both decks

### Connection Points

* 3 - two on long side parallel, one on short side
* has service tunnel access

## Harvester upgrades

* **Harvester Speed** providing near instant return when sending crews to collect resources.
* **Enhanced Cargo** allowing up to 10 resources instead of 5.
* **Extra Turret** places additional turret over "cockpit" of harvester
* **Biotank Capacity** increases harvester biomass tank up to 30 instead of 10
* **Enhanced Barrier** adds a shield inside the harvester with 1000 hit points.

* Hangar Terminal
RWR: EDELWEISS/Weapons and equipment

**General notes**

* An asterisk(\*) next to a weapon name indicates it has a bayonet version as well. The bayonet may be swapped to by using the "weapon mode switch" keybind, "X" by default. Any differences between the two version of the weapon are shown with parenthesis () which indicates a difference on the bayoneted variant.
* The commonness of a certain weapon depends on their xp requirement too. The ANM2 Stinger for example, despite having a relatively high 0.15 commonness value, may only spawn if the wielding soldier has more than 10000 xp.
* Certain weapons, such as the flamethrowers, mobile machine guns and the katana, don't always drop when the wielding soldier is killed.
* Numbers in accuracy for specific stances are modifiers, to get actual accuracy of the weapon in a specific stance multiply base accuracy by a corresponding modifier. If figure for prone modifier is missing, treat it as 1.

### Armor / Special Gear

**Notes:**

* The sentry gear worn by AIs provides more protection than the one available to players.
* The assault gear worn by AIs provides less protection, but grants a greater speed bonus compared to the one available to players.
Modules

The **Modules** you build make up your spaceship in *Genesis Alpha One*. They are divided into several categories:

* Connections - Used to connect multiple modules together and expand the ship.
* Resources - Used to gather, store, and refine resources.
* Crew - Used to house the crew, and maintain their health.
* Life Systems - Used to maintain the ship's biosphere.
* Defense - Used to protect the interior of the ship from hostile lifeforms and other dangers.
* Space Travel - Used to help the ship travel across the galaxy more quickly, beyond the basic 1 tile jump to a new system.
* Bridge - Unlike other modules, the bridge cannot be built or deconstructed. If the bridge is destroyed, it's game over. Contains one built-in hyperdrive. Also handles the scanning of planets and debris.

Modules can include one or more of the following features. Weapon racks, health stations, and service tunnel access are called out because they are not available on all modules.

* **Alien Detector** - allow automatic detection of mobile aliens (not eggs or Lichen). Activates the camera over the module doors.
* **Health Station** - provides a terminal for accessing the biotank for healing.
* **Main Terminal** - provides an interface the the main function of the module, crew assignment, and general ship statistics. Crew can be assigned or unassigned to the module here, and activities of the module can be set and monitored by the captain.
* **Energy Node** - provides power to the module. Losing more than 50% of the energy nodes in a module risk module destruction. **Reinforcement** adds to the amount of damage the energy node can take before being damaged, and is available in two levels..
* **Service Tunnel Access** - provides access the ship's tunnels.
* **Weapon Rack** - provides access to the ships current weapons, including ammunition, turrets, and energy barriers.
* **Workstation** - provides a terminal to access the function of the room. Captains may use the terminal to speed up the ongoing processes in the module. One workstation is provided for each available crew member.

Some modules can have additional features added using module upgrade kits.
Flask of Reputation

Use: Flask of Reputation: Increases Reputation gained by 8% for 4 hours. Only one Flask can be active at a time.You must have unlocked Guild Perk: Flask of Reputation

**Flask of Reputation** is a flask that increases reputation gain by 8% for 4 hours.

## Source

Flask of Reputation can be purchased from a renown vendor for 2500  once the Unlock Flask of Reputation guild perk has been unlocked.

* Agent Tetch - Fate's Landing, Illium
* Sergeant Syrrus - Academy Corner, Thayd

## See also

* [Flask of Experience]
* [Flask of Greed]
* [Flask of Harvesting]
* [Flask of Prestige]
* [Flask of Renown]
* [Flask of Speed]
Faerybloom Extract

*This article is a stub. You can help WildStar Wiki by expanding it.*

**Faerybloom Extract** is a tincture.

## Source

Faerybloom Extract can be crafted by artisan technologists.

**Materials**

## Schematic

The schematic for Faerybloom Extract is unlocked by ...

## Uses

Faerybloom Extract is used in the following schematics:

## External links

* Faerybloom Extract on the Jabbithole Database
Rocket Star

**Rocket Star** is an American space engineering start up. Their focus is on fast results and early profit, supported by a good amount of firearms, risk and manpower.

The Rocket Star corporation was available as a pre-order bonus and can now be purchased as an optional DLC.

The corporation comes equipped with four unique weapons:

* Delta Shotgun
* FBL Firebomb Launcher
* Light Assault Rifle
* Kugelblitz energy weapon

## Starting Equipment

### Rocket Star

* Modules: 16
	+ Access
	+ Alien Research
	+ Biotank
	+ Cantina
	+ Clone Lab I
	+ Corridor
	+ Deposit
	+ Greenhouse
	+ Hangar
	+ Quarters
	+ Reactor
	+ Refinery
	+ Storage
	+ Tractor Beam
	+ Turbolift
	+ Workshop I
* Resources: 23
	+ 13 Framework
	+ 5 Cable
	+ 5 Panel
* Crew: 4+1
* Artefacts: 4
* Weapons: 5
	+ Laser Pistol I (Crew Weapon)
	+ Kugelblitz
	+ Delta Shotgun
	+ Firebomb Launcher
	+ Light Assault Rifle
* Turrets: 2
* Energy Barriers: 2
* Bullets: 8
* Shells: 8
* Grenades: 8
Zen Pool

I.D.A.: "A natural designed pool environment. This recreation module increases healing speed of the crew."

Increases health regeneration of the crew.

### Resources needed to build

* 5 Panel
* 5 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 5x5 (3x3 corridor)
* 1 deck height

### Connection Points

* 4 - Cross-Junction through centre
* does not have service tunnel access
Security Gate

I.D.A.: "The security corridor serves as a protection from alien infestations. Build it strategically to protect important modules from threats."

This gate can block hostile creatures.

In automatic mode closes for as long as aliens are detected within the module.

In manual mode can block or allow all access.

This module disrupts service tunnels. Traversal is only possible through the gate on the main floor.

### Resources needed to build

* 3 Cable
* 5 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 3x3 (2x2 corridor)
* 1 deck height

### Connection Points

* 2 - straight corridor on one side
* has service tunnel access

* Security Gate building block
Fire runes

*This article is a stub. You can help WildStar Wiki by expanding it.*

## Attributes

* Rune of Brutality
* Rune of Critical
* Rune of Health
* Rune of Insight
* Rune of Moxie
* Rune of Resist Physical
* Rune of Shield Cap
* Rune of Resist Physical
* Rune of Tech

## Class Rune Sets

* Concentrated Assault Rune of Critical
* Concentrated Assault Rune of Insight
* Concentrated Assault Rune of Moxie
* Echo Burst Rune of Critical
* Echo Burst Rune of Insight
* Echo Burst Rune of Tech
* Focused Surge Rune of Critical
* Focused Surge Rune of Health
* Focused Surge Rune of Insight
* Full Charge Rune of Insight
* Full Charge Rune of Tech
* Lingering Charge Rune of Brutality
* Lingering Charge Rune of Critical
* Lingering Charge Rune of Tech
* Reverbrate Rune of Brutality
* Reverbrate Rune of Shield Cap
* Reverbrate Rune of Tech
* Sucker Punch Rune of Brutality
* Sucker Punch Rune of Critical
* Sucker Punch Rune of Tech

## Elder Rune Sets

* Fusion Blast Rune of Assault Power
* Fusion Blast Rune of Critical
* Hard Rock Rune of Health
* Life Giver Rune of Critical
* Logic Bomb Rune of Critical
* Logic Bomb Rune of Shield Cap
* Magic Fire Starter Rune of Assault Power
* Magic Fire Starter Rune of Critical
* Tech Fire Starter Rune of Assault Power
* Tech Fire Starter Rune of Critical

## General Rune Sets

* Assassin Rune of Assault Power
* Assassin Rune of Critical
* Spellweaver Rune of Critical
* Spellweaver Rune of Moxie
* Technophile Rune of Brutality
* Technophile Rune of Critical
* Weapon Specialist Rune of Assault Power
* Weapon Specialist Rune of Critical

## PvP Rune Sets

* Overpower Rune of Brutality
* Overpower Rune of PvP Offense
* Shield Flux Rune of Moxie
* Shield Flux Rune of PvP Offense
* Sight Before Sight Rune of Moxie
* Sight Before Sight Rune of PvP Offense
* Unfair Advantage Rune of Brutality
* Unfair Advantage Rune of PvP Offense
Honored Dead

**Honored Dead** is a settler cache mission in Wilderrun.

## Description

Mark locations of Downed Pilots and remove compromising intel from them

The jungle has claimed many of the Dominion's best pilots. Locate them and mark the bodies for proper burial after removing any intel the enemy could exploit.

## Locations

* Discovered Heights up on a large vine next to a Torine encampment at (1281.70 -2618.78)
* Wilderrun Chase near West Glen at (1418.94 -2720.28)
* Wilderrun Chase on the rocks behind Welskar the Wild at (1774.35 -2606.27)
* Everpool Approach inside a log bridge near the settler depot at (2072.52 -2958.00)
* Giant's Wall in a tree building above the Torine encampment at (1736.80 -2534.18)
* The Undergrove on top of a tree at (2328.30 -2531.80)

## Completion

The Dominion will honor the fallen properly, thanks to you, Settler.

## See also

* List of Wilderrun Dominion settler missions
Grimveil Gazpacho

*This article is a stub. You can help WildStar Wiki by expanding it.*

 Use: Eat: Restores 860 Health and 34 Focus every 1s while eating. After eating, you become stuffed for 30 minutes:Stuffed: Increases your Focus Recovery Rating by 86 and your Health by 155.

**Grimveil Gazpacho** is a Celestion Comestibles Cooking item.

## Source

Grimveil Gazpacho can be created through cooking.

**Materials**
* [Dawngrazer Meat] x2

**Additives**

## Recipe

The recipe for Grimveil Gazpacho is a variant of the  [Celestion Chowder] recipe.

## See also

* [Celestion Chowder]

## External links

* Grimveil Gazpacho on the Jabbithole Database
Holographic Distraction

25 sec cooldown

 Requires lvl 4
 Dazzles the target with holographic imagery, reducing enemy awareness within a 5m radius of the hologram.

**Holographic Distraction** is a scientist ability available at path level 4.

## Tier 1

The Tier 1 upgrade, learned at path level 14, reduces the cooldown to 20 seconds and increases the radius to 10m.

## Tier 2

The Tier 2 upgrade, learned at path level 27, reduces the cooldown to 15 seconds and increases the radius to 15m.

## See also

* Create Portal - Capital City
* Summon Group
Guild Prestige Enhancer

*Cost to activate:* | 150,000

**Guild Prestige Enhancer** is a tier 2 guild perk. When active, it provides an 8% boost to the amount of prestige guild members earn for 7 days.

## See also

* Guild Coin Drop Enhancer
* Guild Experience Enhancer
* Guild Influence Enhancer
* Guild Renown Enhancer
* Guild Reputation Enhancer
OverPoch Wiki/Section 2

Weapons

* ACR Variants
* ACR-SD Variants
* AK Variants
* Assault Rifles
* Black Market Weapons
* DMR Variants
* G3 Variants
* G36 Variants
* Hero/Bandit Weapons
* HK416 Variants
* HK417 Variants

* Light Machine Guns
* LMG Variants
* MAS Variants
* Pistols
* SCAR Variants
* Shotgun and Single Shot
* SMG Variants
* Sniper Rifles
* Sniper Variants
* Spare Guns
* Submachine Guns
* TAR Variants

Other content

* **Maps**
	+ Fallujah
	+ NAPF

* **Gameplay**
	+ Items
	+ Maps
	+ Weapons

Featured images
Controls

[WIP]
Controls in Overpoch are much the same as in any other game.
W = forward
A = strafe left
S = step backwards
D = strafe right

The base DayZ mod also introduces **Noise**,**Visibility**,**Temperature**,**Blood**(or health),**Hunger**,and **Thirst**. These aspects are vital to your survival, and not dying right in the middle of looting! **Noise** is the ability for zombies (and players) to hear you, and hear where you are, in the case of zombies. It is never a good idea to run in the middle of Chernarus, where many bandits lurk, and many zombies shuffle. **Visibility** is you guessed it; the ability for zombies (and players) to see you. Zombies however do not have that good of an eyesight, if any at all. Players will mostly use to this survey the area, looking for any bandits (explained later) that would like to kill the poor person.
OverPoch Wiki

Welcome to the Official OverPoch WikiWelcome to the Official OverPoch Wiki
The guide for OverPoch written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About OverPoch

*OverPoch* is a mod created and developed by Custom Combat Gaming. It combines the popular DayZ mods Overwatch and Epoch. It merges the Player-versus-player (PvP) elements of Overwatch with the base-building and trading elements of Epoch. [Read more...]

Weapons

* ACR Variants
* ACR-SD Variants
* AK Variants
* Assault Rifles
* Black Market Weapons
* DMR Variants
* G3 Variants
* G36 Variants
* Hero/Bandit Weapons
* HK416 Variants
* HK417 Variants

* Light Machine Guns
* LMG Variants
* MAS Variants
* Pistols
* SCAR Variants
* Shotgun and Single Shot
* SMG Variants
* Sniper Rifles
* Sniper Variants
* Spare Guns
* Submachine Guns
* TAR Variants

Other content

* **Maps**
	+ Fallujah
	+ NAPF

* **Gameplay**
	+ Items
	+ Maps
	+ Weapons

Featured images

Guides

* How to play guide for OverPoch
* Game support

Videos

*See more videos*

Twitter

Tweets by @customcombatgamwindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

Wiki Community

We are currently maintaining 732 pages (509 articles)!

Recent changes | New pages | Missing pages

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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Weapons

**OverPoch** contains over four hundred different weapons in the following weapon classes:

* ACR Variants
* ACR-SD Variants
* AK Variants
* Assault Rifles
* Black Market Weapons
* DMR Variants
* G3 Variants
* G36 Variants
* Hero/Bandit Weapons
* HK416 Variants
* HK417 Variants
* Light Machine Guns
* LMG Variants
* MAS Variants
* Pistols
* SCAR Variants
* Shotgun and Single Shot
* SMG Variants
* Sniper Rifles
* Sniper Variants
* Spare Guns
* Submachine Guns
* TAR Variants
OverPoch Wiki/Section 1

Welcome to the Official OverPoch WikiWelcome to the Official OverPoch Wiki
The guide for OverPoch written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About OverPoch

*OverPoch* is a mod created and developed by Custom Combat Gaming. It combines the popular DayZ mods Overwatch and Epoch. It merges the Player-versus-player (PvP) elements of Overwatch with the base-building and trading elements of Epoch. [Read more...]
OverPoch Wiki/Section 4

Wiki Community

We are currently maintaining 732 pages (509 articles)!

Recent changes | New pages | Missing pages

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

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