recursal/Fanatic-Fandom huggingface dataset:
Public building

There are a lot of public buildings in The Guild 3. Some of them can be entered by the player's characters and be used to some extent.

 Trading Post | A place like the market place, as soon as a long distance trade route has been opened. Each building looks different, the picture to the left is just one example. The buildings have no interior and can not be entered. The place is not used by smugglers.

Public building was last edited for version 1.0.4.

Public building was last edited for version 1.0.4.
Other building

**Other buildings** are buildings, that do not fit in any other category, but could in - a wider sense - also be considered a "workshop".

 Well | The well is categorized as other building when the player erects a new one, but as natural resources in the quick access menu, and as resource providers in the filters of the area map.

Other building was last edited for version 1.0.4.

Other building was last edited for version 1.0.4.
Church

*This article is a stub. You can help The Guild 3 Wiki by expanding it.*

To view the interior of a house of worship, select the building first, and then use the  **Look inside the building** button of the actions bar or press the `O` key. To switch back to the outside view, use the  **Look outside** button, or press the `O` key again.

When entered by one of the player's characters, the following options can be chosen:

* Click on a **bench**, to take a seat and pray.
* Click on the **baptismal font**, to change religion (dynasty leader only).
* Click on the **donation box**, to make a donation to the church. You need to be at least a  Commoner for this.
* Click on the **door**, to exit the building.
* Click on the **priest**, to add the following options (adults only):
	+ Just **look around** (exit menu without taking any action).
	+ Adopt an **orphan** for 100 gold. This adds a five year old child to your dynasty.
	+ Join a **monastery** to gain 50 influence. Warning: This deletes your character from the game!
	+ Arrange a **church wedding**. The character needs to be engaged to another character in advance.

## Workers

Church was last edited for version 1.0.4.

Church was last edited for version 1.0.4.
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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.
Concrete Mixer/fr

## View Structure Health

La Bétonnière (Concrete Mixer) convertit les Components en Concrete Materials (cmat). Ceux-ci sont utilisés pour construire des structures lourdement fortifiées, notamment les bunkers de niveau 3. Les Concrete Materials produits sont publiques et peuvent être récupéré par n'importe quel joueur. Elle est construite à un Construction Yard. La bétonnière doit être emballée pour être déplacée par une Grue (Crane) puis transportée par un Camion Flatbed ou même une grue directement.

Il faut 20 secondes pour produire 1 concrete materials (cmat). Il faut environ 2 heures et 45 minutes pour convertir 5000 components.

Taux de Production de Ressource

Comme les Concrete Materials ne sont pas empilables, il est recommandé d'amener la Bétonnière sur le lieu où les cmat seront utilisés (une Bunker Base avec des bunker de niveau 3 la plupart du temps). Il suffira ensuite d'amener les Components à la Bétonnière par camion.

## Galerie

* Menu du Concrete Mixer
* Concrete Mixer emballé
* Concrete Mixer
The Guild 3 Wiki/Flex section

Guides

* How to play
* Character creation
* System requirements
* Scenario editor

Videos

Official Trailer by THQ Nordic

Game impressions

* Start new game menu
* Main page
* Start a single player game
* Talk to a character

*The Guild 3* Links

Official page

Golem Labs

Purple Lamp

The Guild 3 on facebook

The Guild Discord

Wikis to the previous games

The Guild 2 Wiki

The Guild 2: Renaissance Wiki
Religion

*This article is a stub. You can help The Guild 3 Wiki by expanding it.*

Religion was last edited for version 1.0.3.

Religion was last edited for version 1.0.3.

**Religion** in The Guild 3 can be chosen at the beginning in the character creation menu.
Available options are:

* Catholic
* Secular Christian
* Protestant Christian
Heligoland

**Deät Lun** ("This land"), as the Frisians living on **Heligoland** call their home, is an island surrounded by dangerous cliffs in the North Sea. It now belongs to Denmark, but it also had other lords in the past and will certainly belong to other lords in the future. However, Heligoland is known and notorious for being the island used as the home port by the pirates. Many battles have been fought both on the island itself and just off the coast, such as when the fleet of the Hanseatic League engaged with and defeated Likedeeler Klaus Störtebeker.

The colors of the real flag of Heligoland are green - red - white:

"Heligoland" is a small scenario map designed for a small number of dynasties. It has only two city districts and one village.

## Geography

Heligoland is a small island in the North Sea. It is divided into a lower and an upper half by a steep cliff. Just a single ramp connets both of them.

Only a small area around the castle is protected by a wall. Nevertheless, the whole city is surrounded by steep cliffs, and thus safe from any attacks.

## City Districts

### Upland

The Upland (orange) is the main district of the island and forms its center. Only the castle "Fortress of the high official", the arsenal, and a manison are protected by the wall, everything else is outside, even the city hall.

The district also houses the church "St. Nicholas", including its market place, the execution site, a brushwood, and a well.

### Cliff Town

The Cliff Town (yellow) to the north-west houses no church, but a well and a market place in the center. It also has the only school on the island, and a cemetery.

## Villages

### Lowland

Lowland (cyan) is the only village on the island's lower part to the south. A ramp leads up the cliff and connects it to both of the city districts.

Its center is formed by the church "St. Lawrence", the market place, and a nearby well. Probaly the most important building of the whole island, the port, is also located here, on a small bay to the south. A lumberyard and a mine complete the village.

## Other Places

### North Sea

The North Sea, surrounds the whole island and offers access to the long distance trade routes to London and Hamburg (both south).

### Surrounding Region

Scattered around the Surrounding Region (grey), many small locations can be found: two groves, a brushwood, a cemetery, a quarry, and two fishing spots.

## Trade Routes

The map offers two long distance trade routes to be opened:

* South: to London (= celtic Londonjon = place that floods periodically) via North Sea
* South: to Hamburg (= castle on a swamp hill) via North Sea

## Additional information

* Find out more about Heligoland on Wikipedia.

Heligoland was last edited for version 1.0.4.

Heligoland was last edited for version 1.0.4.
Guild of Free Knights

*This article is a stub. You can help The Guild 3 Wiki by expanding it.*

## Description

Once established as a religious order of knights who fought for Christendom in the Holy Land, a rift has emerged between the order and the church over the years, which has yet to be resolved. However, these cavalry captains have never wavered in their devotion to God or their strictly military outlook.

## Membership benefits

* **Customer satisfaction:**The guests in your inn or hospital are more satisfied and will spend more money.
* **Air of innocence:** The city guards will be more lenient when they catch the character.
Market place

*This article is a stub. You can help The Guild 3 Wiki by expanding it.*

Market places are locations, where the characters are able to buy and sell most items. Normally, each city district and each village has one of those.

Any type of market (market places, ports, trading posts) can neither be built nor bought. It is also not possible to enter the stalls or look inside the buildings. To check the prices, just select a market, and the use the button  **Open building menu** or hit `I`. You can also select a character, and use the  **Send to the market** button for the nearest market place (excluding ports and trading posts).

*more tba*

## Long Distant Trade Route

As soon as the family reaches  Free Citizen, the player is able, to establish long distant trade routes. This opens the trade with other cities.

The player has first to establish the trade route, by sending a family member on a  **Trade Mission**. If the mission was successful, the family member returns from it and the trade route will be open for further usage. After this, the port or the related trading post works like an additional market place (see above).

### Port

The port offers the connection to all long distant trade routes, which are linked via the sea or a river. Some maps have several ports, which offer connections to different cities.

Ports have also a lot of stacked boxes and other items around. Those offer an excellent opportunity for the smugglers to get their smeary hands on some valuable goods.

### Trading Post

For each city linked via road transport, there is an extra trading post on the map. Each trading post leads to a certain city and - unlike ports - can only be used to trade with this single city. Unlike ports, these trading posts are not used by smugglers.

Market place was last edited for version 1.0.4.

Market place was last edited for version 1.0.4.
Trade route

This page is only about **short distant trade routes**. For long distant trade routes, check this page. For other journeys, check the journey page.

## Short Distant Trade Route

Short distant trade routes are routes, that can be created by the player on the chosen map. The player defines the buildings, the trade route connects, which goods have to be loaded and unloaded there, and which workers are tied to this route.

*much more tba*

*This article is a stub. You can help The Guild 3 Wiki by expanding it.*

Trade route was last edited for version 1.0.4.

Trade route was last edited for version 1.0.4.
Flechette defense system

Also, if you have no Orbital Defense Pods, the system can shoot down a non-conventional missile (Planet Busters, Tectonic Missiles, and Fungal Missiles) 50% of the time when used inside a two-square radius of the base
Both effects are cumulative; ie, if there are two Flechette Systems within a two-square radius of a missile's target, then a missile has only a 25% chance of success

### Maintenance

2

"Human : Nature"

**Flechette Defense System** is a base facility in *Alien Crossfire*.

## Effect

+50% defense against conventional missiles for any units up to two squares away
Also, if you have no Orbital Defense Pods, the system can shoot down a non-conventional missile (Planet Busters, Tectonic Missiles, and Fungal Missiles) 50% of the time when used inside a two-square radius of the base
Both effects are cumulative; ie, if there are two Flechette Systems within a two-square radius of a missile's target, then a missile has only a 25% chance of success
Dagger

Please help improve this if you can. The Discussion page may contain suggestions.

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.

The is a weapon that gives +1 Combat ability, +1 Pickpocketing. It is made in the Crude craftsman's hut.
Castle

**Castles** in The Guild 3 are nice and impressive to look at. They serve no real purpose in the game. They are regarded as seat of the sovereign and bear their family's banners, which change, when a new sovereign is appointed.

Castles are all different in size and shape, and they all have got an unique name, depending on the map. Mostly, they are located inside the city's wall, but there are also exceptions, where the castle is located outside. As all castles posess their own wall, this is not a real security problem, although two (or three) walls protecting it, might be better.

The following table shows all castles and their locations in alphabetical order (of the cities):

In the south corner of Castle Town.

On a cliff of the river Suzon in the south corner of the Old Town.

In the south-east corner of the Tower of London overlooking the river Thames.

Hidden in the woods, on the east bank of the river Elbe, in the Surrounding Region.

On a hill south of the city in the Surrounding Region.

South-east of the city in the Surrounding Region.
On a hill in the north-west of the map in the Monastery Quarter.

Castle was last edited for version 1.0.4.

Castle was last edited for version 1.0.4.
Time

**Time** is a bit a strange concept in The Guild 3, the player needs to get used to.

The game always starts in the year 1400, shortly before eight o'clock in the morning, and advances in **rounds**. Time and date are displayed in the top right corner of the screen, in the time panel, together with the name of the current map and the currently selected speed.

A **round** is equal to one complete season and equal to an ingame time of twenty-four hours. The player can select in advance, how many years per round will pass.

As soon, as the clock strikes midnight, a nice painting shows the new season and the preselected amount of years will pass.

Often, children will be born at this point, and the player has to select their name. Depending on how much years per round have been preselected, they start at an age from zero to four.

## Managing the ingame time

If a lot of events happen at the same time, the game might become quite stressful for the player in normal speed. On the other hand, if everything is set up nicely, and all characters are working well, normal game speed might become a bit boring.

Therefore, using  **Reduce game speed**,  **Pause** and  **Accelerate game speed** below the displayed time, impatient or stressed players may influence, how fast the ingame time advances in relation to the real time.

The player can select the following options:

 4 (highest) | 7.5 minutes | `CTRL & +` to jump to the highest possible speed

**Note:** This option is not available in **multiplayer games**, as this would lead to synchonisation problems. Also, there would be a need for all players to decide about a change.

## Additional Information

* Other game mechanics
* Game options

Time was last edited for version 1.0.4.

Time was last edited for version 1.0.4.
Guild

*This article is a stub. You can help The Guild 3 Wiki by expanding it.*

Guild was last edited for version 1.0.4.

Guild was last edited for version 1.0.4.

The guilds are various societies of members, that have certain attitudes in common. Each guild has their unique set of attitudes.

The player can gain an overview over the known guilds, by clicking on the book of guilds in the arsenal (check picture to the left). Or use the button  **Book of Guilds** at the center top of the screen, or hit `F6`.

If the player wants to join a certain guild, they should have the family members perform actions, that change the family's attitude towards that of the desired guild, until the guild invites the family to join.

*more tba here*

## Public Guilds

These guilds work more or less in the open. Their attitudes and benefits are well known to everyone. Also, they organize journeys from time to time, for all citizens and nobles to join.

## Secret Guilds

Not much is known about those, except of the names and the mottos.

*More tba here ...*
Gravedigger crypt

*This article is a stub. You can help The Guild 3 Wiki by expanding it.*

The Gravedigger crypt is one of the Workshops in The Guild 3.

gravedigger crypt allow workers to create items from bones.

 1x bone glue
 1x bone dust
 1x Bone Bracelet
 1x skull lantern

### Tips

building a gravedigger crypt near cementary is good idea.
Bandages

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 0.49.

## Information

### Use

Stops bleeding, Used as charges for the First Aid Kit

## Description

**Bandages** are a dual purpose medical item, used in medical emergencies.
They are used to stop bleeding on self, and also as charges for the First Aid Kit, however, on their own they cannot heal.

They are stored in the tertiary equipment slot.

## Stopping bleeding

1. Put the Bandages in your third equipment slot;
2. Equip the bandages by pressing `3`;
3. Press `LMB` to stop the bleeding.

After using a Bandage it will disappear from the player's inventory. The bleeding is stopped only after the bandaging animation ends, you can still die from the bleed mid-animation.

## Recharge for First Aid Kit

Bandages are consumed by First Aid Kit's as charges, each Bandage adds 10 charges. The number of charges used to heal a player depends on the amount of damage they have taken. They are automatically consumed from your inventory when the First Aid Kit has to recharge.

## Crafting

**Bandages** are obtained via production in a Factory.
Blood Plasma

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 0.49.

## Description

**Blood Plasma** is a resource that's required to revive wounded players. Stackable up to 5 when wearing a Medic Uniform, or up to 100 in an Ambulance.

Blood Plasma is used in Trauma Kits as charges, each charge allows the Trauma Kit to revive one downed soldier.

## Crafting

The **Blood Plasma** is obtained via production in a Factory. It costs **80** basic materials to produce one crate of **50** blood plasma.
Beach

**Beaches** are narrow strips of sand or gravel along coastlines. They're always composed of two strips with different terrain textures (varying colors of sand and gravel) with a few meters of knee-deep water in front. In Foxhole beaches have specific gameplay and strategic purposes.

## Gameplay

### Landing

Beaches are the only place where a Landing Ship can be deployed.

Outside of Seaport and Shipyard docks, beaches are the only area where a Barge can lower its ramp.

When travelling on water, Landing APCs and amphibious LUVs can only get back on land through a beach.

### Construction

The wet beach strip closest to the water is the only place where a Motorboat can be built using a Hammer.

Most structures cannot be built on beaches. Only a few types are allowed and often not everywhere on the beach.

 Wet strip

Dug Foxholes, Trenches and Bunkers can't be dug on beaches.

## Strategic Purposes

Since beaches are the only place where Landing Ships and Barges can deploy they are very useful to partisan operations and naval invasions. With beaches, a barge can transport non-amphibious Vehicles to be used deep in enemy territory. It's therefore very important to build defenses around the most strategic beaches.

You cannot prevent a barge or landing ship from deploying on a beach by building and placing obstacles, there's always room to deploy.

A few beaches in the world are exceptionally deep and thus hard to defend due to the lack of defenses. The largest being near Axehead in Godcrofts.

## Gallery

* The various looks of beaches on the Map, colors depend on beach texture types (sand, gravel).
* All structures that can be built or placed on beaches, put as close to the water as allowed.
* A Landing Ship deployed on a beach
* A barge with its ramp lowered on a beach
Bane 45

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Logistics

### Cost

150
40

### Amount in Crate ()

5 per Crate

A Colonial Anti-Tank RPG that uses AP⧸RPG.

## Description

The **Bane 45** is the heaviest Anti-Tank RPG for the colonial faction. It uses AP⧸RPGs like the lighter Venom c.II 35 and deals the same damage amount with the same armor penetration chance. However it has a longer range than the Venom (40m vs 28m), making it much more deadly and safe to use. But unlike the Venom it can only be fired standing if you have a solid cover with the right height for the Bane to sit on (similar to Machine Guns, otherwise you'll have to fire it crouched or prone.

Like every other R.P.G.s and Anti-Tank RPGs, the Bane slows you down when equipped (on top of the encumbrance slowdown). It is recommended to move with your secondary equipped and to only draw the Bane just before use. Due to the weight of the weapon and shells, which cannot be reduced by any colonial uniform, you can only carry the Bane itself and 3 shells if you don't want to be overencumbered. You need another soldier to carry additional shells for you.

## Aiming

RPG launcher aim behaves like firearms, your actual aim point hovers at a fixed height above your cursor when placed on a flat surface. However the shell fired is affected by gravity and follows a slightly curved downward trajectory which is represented by the white aim line. The launchers are perfectly accurate (no crosshair) and the projectile will explode exactly where the white aim line becomes red. If the projectile reaches the launcher's max range it automatically explodes in the air.

To make use of the maximum range of the RPG launcher you must often aim at a high point rather than at the ground. For example the Bane if fired crouched on flat ground will impact the ground at 32m if your cursor is on the ground rather than on some higher spot. When firing at structures from a short distance you should not aim at the top of the structure because your actual aim point will be a fixed height above it so your shell risks flying over the structure.

## Tactic

Like with other RPG launchers, the user is vulnerable as they do not have a primary weapon to fight enemy soldiers. This is why you should have one or two soldiers with firearms protecting you that will also carry additional AP⧸RPGs for you. The Bane is the longest range RPG in the game, so it is best to make use of its maximum range. It's especially devastating at night against armored vehicles.

Firing leaves a very visible smoke trail which will immediately tell the enemy your exact position, so try to move after firing.

## Historical Reference

The design and icon for the Bane 45 appear to be based off the M20 Super bazooka with added blast plate similar to one used on German Panzerschreck rocket launcher.
Container Car

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

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Cost

###

###

###

20
15
5

## View Vehicle Strength Table

The **BMS Rockhold** is a container car specifically designed to hold additional Coal for the BMS Black Bolt in order for the train to travel long distances.

It has 15 inventory slots, that are used to store the coal for the train to use.

## Trivia

Despite being specifically designed to hold Coal, the Container Car is capable of holding raw resources. While it is possible, it is not recommended, as it will not be consumed by the train and only fills up inventory slots that could store coal.

## Gallery

* A Locomotive connected to a **Container Car** and a Flatbed Car.
Scholarship

**Scholarship** is one of the four profession branches that you can choose for your character when beginning a new game in The Guild 3.

The following professions belong to this branch:

 Alchemist

 Apothecary

 Barber

 City preacher

 Herbalist

 Medicus

 Preacher

 Scholar

Scholarship was last edited for version 1.0.4.

Scholarship was last edited for version 1.0.4.
Community Guides/pl

Poniżej znajdziesz zestaw przydatnych poradników, które pomogą ci w rozpoczęciu przygody.

## Poradniki

* Pomoc Techniczna
* FAQ
* Jak zacząć
* Poradnik artylerii polowej
* Logistyka
* Poradnik medyczny
* Poradnik budowlany
* Poradnik walki

## Mechanika

* Mechanika widzenia
* Obciążenie
* Odradzanie

## Linki zewnętrzne

* Poradniki Społeczności Steam

* Forum Foxhole
Road

**Roads** speed land unit movement. Land units moving along a road can move three times faster than normal.
Roads also increase mine production in rocky squares.

## Background

Most of Planet's ground vehicles were capable of off-road travel, but
movement along a paved road was still more efficient. Indeed, the first phase of
human development in a region was usually the construction of a road. Road
crews were the romantic epitome of the terraformer's lifestyle, working for
months or years out in the wilderness, with little support from home.
4C-Fire Rocket

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Logistics

### Cost

1
2

### Amount in Crate ()

1 per Crate

The **4C-Fire Rocket** is an artillery rocket that deals High Explosive damage and also applies additional incendiary effect in its area. It is a Large Item carried on the shoulder. The rocket produces a 5.5m radius explosion that deals decreasing damage the further you are from the point of impact. The full damage is applied within a 2.25m inner radius. The explosion doesn't devastate the ground. Due to its incendiary nature the rocket can't disable Vehicle Subsystems or cause soldiers to bleed but it can light infantry on fire. The shell is effective against structure except trenches (extremely reduced damage). The incendiary effect can leave buildings on fire and slowly damage them. The rocket is awful against armored vehicles damagewise, it can't be deflected by armor but has no chance to disable subsystems.

Like other artillery ordnance it's indirect fire: it has a natural inaccuracy which increases with range, its trajectory is affected by the wind, and it can trigger the retaliation of Howitzer Garrison AI.

## Production

It can only be produced at in single rockets at an Ammunition Factory's Rocket Factory. The rockets can be stored in item stockpiles but also in Material Pallets, Material Transfer Stations, and Storage Rooms.

## Vehicles Using 4C-Fire Rocket

* **Niska-Rycker Mk. IX Skycaller**
* **Rycker 4/3-F Wasp Nest**

## Trivia

Despite the rocket only usable on Warden equipment, both factions are able to manufacture them. While it is possible to make them, it is only recommended to manufacture them if you were able to capture/manufacture the equipment that is capable of using it.

Although Wardens are the only faction who can use this ammunition, the devs have stated that they do plan on making equipment that can use these rockets for both sides.

## Gallery

* 4C Fire Rockets in a Materials Transfer Station
* 4C Fire Rocket on the ground
AT Gun Garrison

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## AT Gun Garrison (Tier 2)

The Tier 2 AT Gun Garrison's in-game icon.

## AT Gun Garrison (Tier 3)

The Tier 3 AT Gun Garrison's in-game icon.

## View Structure Health

The **AT Gun Garrison** is an automated anti-vehicle defensive Bunker garrison.

## Description

The AT Gun Garrison is a type of bunker garrison. The turret automatically fires on any enemy vehicle within range but ignores enemy infantry. It only functions when its AI is activated (large flag on the turret) by being within the range of a Base with AI Upgrade. It cannot be manned and does not need ammunition. It has perfect accuracy, however its shots can be avoided by moving behind obstacles. It can fire in a 180 degree arc but it is slow to turn, and it goes back to facing its original direction once it loses its target. It fires shells similar to 68mm and deals 600 damage. The gun takes 2 seconds to reach its maximum fire rate (0.33 rounds/s by default) and accuracy.

It fires on both ships and land-based vehicles meaning they can be used for coastal defense. It also targets Tripod mounted weapons, Emplacements, and structure blueprints.

It has a maximum range of 25m, but if fired upon by a vehicle or tripod mounted weapon it will retaliate in a 50m range until the target is either destroyed, out of sight, or out of range. This is true for the entire connected bunker structure, so if a Rifle Garrison bunker was shot by a vehicle, the AT Gun Garrison next to it will return fire.

It is immune to small arms and heavy machine gun fire and cannot be suppressed by them.

## Construction

AT Gun Garrison can be constructed on any Tier 2 or Tier 3 Bunker with the following requirements:

* Not adjacent to another bunker modification
* Connected to a Bunker Base through trenches or bunkers
* Bunker Base must have unlocked the AT Gun Garrison tech

The direction of the gun is chosen by moving the `Mouse Wheel` while your cursor is on the AT Gun option of the Hammer's upgrade menu.

You can either build a Tier 3 AT Gun Garrison by upgrading a Tier 2 AT Garrison or by building a Tier 3 Bunker and modifying it into a Tier 3 AT Gun Garrison, but the former is cheaper overall.

## Infrastructure Bonus

The fire rate of the gun can be increased by adding certain "Garrison" type Infrastructure Modifications  to the connected Bunker Base network (2% increase per infrastructure, up to 40% increase).

## Structure Integrity Rating

The AT Gun Garrison modification significantly decreases the Structural Integrity of its bunker, less at higher tiers.

## Power

If an AT Gun Garrison is powered with 600W, the spotlight on top of it turns on which increase the night range of the defense's AI. Powering the defense does NOT activate its AI! The direction of the spotlight doesn't matter, when enemies are in range the spotlight follows them.

## Gallery

* Tier 2 AT Gun Garrison on the left, Tier 3 on the right
* an AT Gun Garrison with a powered spotlight at night.
Assault Tank

**Assault Tanks** are late-game heavy armored combat Vehicles.

## Description

Assault tanks are heavily armored tracked medium tanks. They are more durable and have more armor than Light Tanks. The amount of crew required depends on the tank variant but there's always a driver, a gunner, and a commander. Like all tanks, its turret, tracks, and fuel tank can be disabled by explosives. Their fuel consumption is high and they are usually slightly slower than lighter tanks.

## List of Assault Tanks

* **Silverhand - Mk. IV**
* **85K-b “Falchion”**
* **85K-a “Spatha”**
* **Silverhand Chieftain - Mk. VI**
* **86K-a “Bardiche”**
* **86K-c “Ranseur”**
* **85V-g “Talos”**

## Gallery

Reason: "*Needs Gallery images*"

*This article is incomplete. You can help Foxhole Wiki by expanding it.*

Reason: "*Needs Gallery images*"
}}
Coal Refinery

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

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## View Structure Health

A large player built facility structure used to convert Coal into useful materials

## Description

The **Coal Refinery** is a large player built facility structure that is used to convert Coal into useful materials. It requires power to function. It can be upgraded to add more refining options. Only one of the refining options can be active at a time.

### Construction

It is built with a Construction Vehicle and costs Construction Materials. Like other facilities it must be built on Foundations.

### Destruction

The original builder can instantly demolish it using the  button in its menu. However it can only be done if it's fully repaired, there are no enemy nearby, and it was built less than 7 days ago. If the structure is reserved for a squad the members of that squad can also use the demolish option.

It is immune to Friendly Fire. However it can be can be flagged for "Disruptive Structure Placement" using a button  at the bottom of its menu. If enough players flag it for disruptive placement, then the Friendly Fire immunity is removed and can be destroyed.

### Interactions

You can access its interface when on foot or in a logistics vehicle by pressing `E`.

Its internal water tank can be automatically refuelled using the refuel button  if a Fuel Container or Fuel Tanker is near it with water in their stockpile.

### Squad Reservation

The original builder can reserve it for its active squad  or a particular squad  in the structure's menu so that only the original builder and the players in that squad can upgrade it or attach Pipelines to it. Its producton options and stockpile cannot be reserved. The reservation lasts 50 hours but it can be refreshed  at any moment by the original builder or their squad mates.

## Refining

This is the standard recipe that you can access in a Coal Refinery. It consumes 200 coal and 3 MW of power to produce 180 Coke in 2 minutes.

200

180

0:02:00

  -3 MW

## Upgrades

Upgrades are various modules that can be built on a given Coal Refinery. Upgrades cannot be removed, and are unlocked in the tech tree. (either under T2 Facilities or T3 Facilities)

Only one upgrade can be constructed on the Facility. Removal of the Upgrade will not return the materials used to create them.

200

165

15

0:02:00

  -3 MW
 Coal Liquefier

300

50L

1

50L

0:02:00

  -4 MW
 Advanced Coal Liquefier

300

100L

260

60L

0:03:00

  -4 MW
AT gun

There are many Anti-tank guns in Foxhole. Below you can find a list of weapons/vehicles/systems which have an AT gun:

* Anti-Tank Rifle - Firearm for a single soldier
* Field AT Gun - Mobile 68mm artillery piece
* Anti-Tank Pillbox - A defensive building
* AT Gun Deployable - The deployable 68mm AT gun turret

 *This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*
Allod's Bight

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Allod's Bight

A map of Allod's Bight.

**Allod's Bight** is a map in the southeast of the world map. It is a coastal map and grants a land connection to Tempest Island.

## Description

The map features large flat lands broken up with large inaccessible mountains and rocks, as well as a few bridges. This gives the map a few chokepoints which, when taken, allow the attackers to quickly push to the next choke point. Allod's Bight also has many beaches on the north side, making it vulnerable to sea landings.

Although it appears to be one large landmass, the middle and east side of the map function as an island due to a large inaccessible mountain in the land-bridge, dividing the map in two. Luckily, there are bridges in the north and south side for land-based access.

Allod's Bight has the most eastern end of The Bulwark, which ends in the sea just south of Scurvyshire.

## History

Allod's Bight has been added with Update 0.26 with the introduction of hexagonal maps, where it was placed east of the original 3 southern maps (Westgate, Heartlands and Umbral Wildwood).

## Lore

#### Scattered Parts

Scattered Parts

A collection of mechanical parts are strewn about the ground.

*Picking through them, you notice a few you don’t recognize. They seem like they may fit current armour, but in ways which you’re unsure.*

*You lift a pipe and read the inscription on the side.*

H5-Beta Vulcan

*It has a curious fitting on one end, with large bolts and oddly shaped washers.*

*You toss it back into the pile and go about your day.*

Location of Scattered Parts - Allod's Bight - I9k3

 Scattered Parts

## Named Locations in Allod's Bight

* A Captain's Repose
* Allod's Children
* Belaying Trace
* Blunder Bight
* Breath of Cetus
* Gangrenous Hollow
* Harpy's Perch
* Homesick
* The List
* Mercy's Wail
* Rumhold
* The Rumroad
* Scurvyshire
* The Stone Plank
* Titan's End
* The Turncoat
* Witch's Last Flight

1. ↑  "Foxhole Stats." 10 July 2019, https://foxholestats.com/ Accessed 4 Oct. 2019.
Basin Sionnach

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Basin Sionnach

A map of Basin Sionnach.

**Basin Sionnach** is the northern most map in the world and has a large central C-shaped basin which leads into a river that continues into Howl County.

## History

The map of Basin Sionnach was added in Update 0.46 Entrenched.

## Map Locations

* Basin Sionnach
* Basinhome
* Cunning Cross
* Cuttail Station
* The Den
* The Foxfields
* Lamplight
* Radiant Shore
* Sess
* Stoic
Basic Materials/pt

Peso: | 1.09%

**Materiais Básicos (Basic Materials)**, Também conhecidos como "bmats" (bi-mæts), são um recurso de construção do Foxhole. É o recurso mais importante e abundante do jogo; sendo usados na criação de Estruturas, Veículos, Defesas, Armas, e muitos outros Equipamentos
 Fabricáveis.

Materiais Básicos são criados na Refinaria, através do processamento de Sucata a uma taxa de 2:1. O refinamento de 100 Sucatas leva 1 minuto e produz 50 Materiais Básicos.

* Tempo de coleta de 20 Materiais Básicos manualmente: 2.5 segundos
* Tempo de coleta de 60 Materiais Básicos com Caminhão: 7.8 segundos

Materiais Básicos podem ser retirados como caixas na Refinaria. Cada caixa contem 100 Materiais Básicos. E como todos os outros materiais pode ser encaixotado/desencaixotado em um Depósito or Porto Marítimo.
03MM “Caster”

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Cost

###

85

## Crate Cost

###

255

## Description

The **03MM “Caster”** is the base Motorcycle of the Colonial faction. Designed for getting around, it moves quickly on roads. It possess a boost (used with `Shift`).

### Crew

It has two seats: 1 driver and 1 passenger. The vehicle is open-top making the crew vulnerable from all directions. The passenger in the sidecar can use its secondary equipment (secondary weapons, Binoculars).

### Inventory

It has 2 inventory slots which accepts any item and where small caliber ammo stacks.

### Armament

The vehicle has no armament except whatever secondary gun the passenger is using, making the vehicle vulnerable.

### Health & Armor

The Caster is unarmored and weaker than even a truck. Its low disable point (50%) allows it to soak a tiny bit of small arms and shrapnel but far less than even a Light Utility Vehicle.

### Engine & Size

Motorcycle are nearly as fast as empty Trucks on road and are only slower than LUVs offroad. The Caster has a low fuel consumption giving the vehicle a great autonomy and range of action. It is highly maneuverable and agile.

The motorcycle can use its boost capability using `Shift`, making it nearly the fastest vehicle both on roads and off-road. However the fuel consumption quadruples while boosting, meaning you should only use the boost for specific purposes (catching up with a vehicle or outrunning and evading a pursuer).

The motorcycle can be packaged, forming a small Shippable that can be transported by Crane, Flatbed Truck, Freighter, or Barge. However due to its speed there's little reason to transport it that way.

It doesn't trigger anti-tank mines and can safely cross Field Bridges without damaging them at all. It is too small to cross Trenches. It cannot run over Sandbags, tier 1 walls, or Barbed Wire Fences. It is small enough to cross the narrow wooden Bridges.

## Tactics

Due to its high speed, it's a great tool to scout the enemy's positions and attack the enemy's supply convoys.

Motorcycles can be used to transport a mounted weapon and its tripod while the driver carries the ammo in their backpack. This allows the mounted weapon to be relocated quickly and used more efficiently.
74c-2 Ronan Meteora Gunship

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Cost

###

160

## Armament

* Two 120mm Light Artillery Cannons
* Commander

## Crate Cost

###

480

## View Vehicle Strength Table

The Meteora is a Gunboat variant for the Warden faction.

It sacrifices its primary close defense turret, for a second artillery gun that can't attack targets within 50 meters. This makes the Meteora a potentially fantastic siege craft, being able to lay down twice the punishment to costal structures and infantry without risking the ship to use a 12.7mm machine gun. It is very hard to get the most out of with an untrained crew.

First, it requires a coordinated crew and good spotter to walk both guns into a far off target. Second, both guns use the same, semi-expensive ammo, where as the generic gun boat can still be effective with it's cheaper 12.7mm belts. Finally, the faster bombardment speed against single targets is cut down by the fact that many light structures and vehicles will be destroyed in 2-4 hits. However, a competent crew can spread out both guns to fire on two separate positions or focus fire a strong structure.

Unlike regular artillery guns the front turret gains more vision when aiming so under right wind conditions it can be used to directly fire the 120mm cannon

## Trivia

* “Ronan” is the anglicized form of Rónán which is a given name of Irish and Breton origin. The name roughly translates to "little seal".
* "Meteora" is a greek word meaning "lofty" or "elevated". It is etymologically related to the word "meteor".
Anti-Tank RPG

## Description

**Anti-Tank RPGs** are launchers that are very effective against armoured vehicles. When equipped, they slow down the player's movement considerably. It is recommended to move around with them unequipped, or have a secondary weapon equipped.

Anti-Tank RPGs are primary weapons capable of firing shells multiple times, except for the Ignifist which is a single-use weapon equipped in the 3rd equipment slot.

## Anti-Tank RPG List

* **Bane 45**
* **Venom c.II 35**
* **Ignifist 30**
* **Bonesaw MK.3**

## Crafting

All Anti-Tank RPGs are produced in a Factory or Mass Production Factory.

## Tactics

Despite being created to destroy heavily armored vehicles like tanks, a single RPG launcher will not destroy a tank, requiring multiple shots to either disable or destroy a vehicle. Whenever possible, have multiple Anti-Tank RPGs on a front or use in groups in order to maximize the chance of destroying a heavily armored vehicle, like a tank. Aim for the target's sides, rear, or subsytems whenever possible.
Keyboard shortcuts

*This article is a stub. You can help The Guild 3 Wiki by expanding it.*

Keyboard shortcuts was last edited for version 1.0.4.

Keyboard shortcuts was last edited for version 1.0.4.

The Guild 3 has a lot of keyboard shortcuts, which can be changed using **Options** in the main menu and then the button **Keymap**. The keys used in this wiki are always the default configuration of the game, shown in the table below:

*the table is tba*
Binoculars

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 0.49.

## Information

### Use

Seeing further, Spotting enemies for Artillery

## Logistics

### Amount in Crate ()

5 per Crate

**Binoculars** are used to spot enemies with maximum view distance of 120 meters. It is obtained via production in a Factory.

When equipped, the player can "aim" them like any other weapon (by default using the right mouse button). While aiming the binoculars, the game view will detach from the player and the player will be able to see beyond their usual field of vision. Current azimuth and distance of the game cursor from the player will be displayed on the HUD above the cursor.

## Tips

* Binoculars are useful with Mortars, Howitzers, Gunboats and Field Artillery as they allow the user to get an exact measurement of range and azimuth to the target allowing for greater accuracy in firing.
Blakerow 871

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 0.49.

## Logistics

### Amount in Crate ()

20 per Crate

A Warden semi-automatic rifle best suited to short and mid-range engagements.

## Description

The **Blakerow 871** carbine has a slightly lower damage and range than the standard bolt-action warden rifle, the No.2 Loughcaster, but roughly double the rate of fire. Its shots do slightly less damage on average, but its damage-per-second is significantly higher than its bolt-action counterpart. Compared to the Colonial Argenti r.II which also operates like a carbine, it provides a slightly higher rate of fire, higher DPS and a larger magazine capacity. This is offset by a lower average time to kill , lower stability and a slightly smaller maximum range than the Argenti r.II.

Additionally, the Blakerow also offers a quick loading speed, and weighs the same as the Argenti. However, its production cost is 40% higher than that of the standard rifles.

It usually kills in 3 hits, although it can kill in 2 if the shooter gets lucky damage rolls.

The Soldier Uniform reduces the Encumbrance of the Blakerow by 25%.

## Tactics

The Blakerow operates well in medium ranges and occupies the gap between the Loughcaster rifle and the Fiddler SMG, while also being able to contest short ranges with more dedicated weapons thanks to its high rate of fire. Because the carbine is part of the rifle category, it can equip a Bayonet. This increases the weapon's close range combat abilities significantly.

However, the Blakerow suffers from inaccuracy on longer ranges if fired quickly. In some cases, it can be useful to reduce your rate of fire to ensure hits on enemies. Crouching or standing behind cover helps reducing this issue.

## Trivia

* The number "871" may refer to the weapon's year of invention, or its year of introduction into Warden forces. This naming convention is shared with other warden weapons.

* Prior to the introduction of faction specific small arms in Update 0.42 the Blakerow was also used by the Colonials, and was referred to simply as a "carbine". Additionally, it used a separate type of ammo, known as "7.62 carbine". Its stats were otherwise identical.

* The Blakerow 871 appears to be based on the American M1 Carbine.

## Gallery

* Blakerow equipped on a Warden soldier
74b-1 Ronan Gunship

Reason: "*need more info and images*"

*This article is incomplete. You can help Foxhole Wiki by expanding it.*

Reason: "*need more info and images*"
}}

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Cost

###

160

## Armament

* 120mm Light Artillery Cannon
* 12.7mm Twin Barrel Heavy Machine Gun
* Commander

## Crate Cost

###

480

## Trivia

* “Ronan” is the anglicized form of Rónán which is a given name of Irish and Breton origin. The name roughly translates to "little seal".

* Prior to Update 0.45 the front turret of the Ronan used 14.5mm ammo - after this ammo type was removed it was changed to use 12.7mm rounds and provided with a "high velocity" damage bonus, meaning its damage output was effectively unchanged.