recursal/Fanatic-Fandom huggingface dataset:
Tiger Threshers/ko

150
 Weakpoints
None
None
 Walking
0
4 (8)
 Aggressive?
Always
 Sight
1
1
 N/A

**타이거 쓰레셔**는 조기류 짐승으로 *Barotrauma*의 해양에서 서식합니다.

설명
--

타이거 쓰레셔는 뱀장어 같은 생물로 몸 앞쪽을 향해 표범 같은 스팟이, (호랑이처럼)꼬리 쪽으로 작은 줄무늬가 있습니다. 그들의 머리는 투명하고 생물 발광성이며, 바레예 물고기의 그것과 같습니다. 타이거 쓰레셔의 머리처럼 꼬리도 빛나지만 머리만큼 밝지는 않습니다. 호랑이 탈곡자의 척추에는 등 대다수를 덮는 가시가 돋아 있습니다. 타이거 쓰레셔들은 유로파의 대부분의 바다 생물처럼 시력을 가지고 있지 않습니다. 그들은 또한 목에 "수염"를 가지고 있다.

타이거 쓰레셔는 본 쓰레셔와 함께 떼에서만 발견됩니다(수는 난이도에 따라 달라집니다).

## 인 게임

타이거 쓰레셔는 잠수함에 눈에 띄는 손상을 입히지는 않지만, 다수가 있을 때는 선체를 심하게 손상시킬 수 있습니다. 그들은 사람들이 물로 나오는 것을 선호할 것이고, 그들의 면도날처럼 날카로운 이빨은 그들의 사냥감에 심한 출혈을 일으킬 것입니다. 타이거 쓰레셔는 선체의 구멍을 통해 잠수함에 진입할 수 있습니다.

Railgun은 타이거 쓰레셔들을 상대하는 효과적인 방법인데, 1발이나 2발을 쏴서 1발을 처치합니다. 타이거 쓰레셔의 공격 중에 한 플레이어가 밖에 나갈 계획이 있는 경우, 플레이어는 기동성을 높이기 위해 Underwater Scooter를 갖고 잠수함을 나가고, 그 생물이 가하려고 시도할 출혈성 상처를 치료하기 위해서는 Bandage를 감는 것이 제안됩니다.

타이거 쓰레셔는 Crawler들과 같은 작은 생물들을 잡아먹는 많은 생물들 중 하나입니다. 만약 죽은 타이거 쓰레셔가 근처에 있다면, 살아있는 타이거 쓰레셔들은 시체를 먹기 위해서 현재의 행동을 중단할 것입니다.

## 데미지 값

여담
--

* 타이거 쓰레셔는 0.9.4.0에서 완전 새롭게 만들어졌습니다.

## 갤러리

* 잠수함을 공격하는 타이거 쓰레셔.
* 승무원을 공격하는 타이거 쓰레셔
* sonar beacon에 주목이 끌린 타이거 쓰레셔.
* 잠수함 내부의 타이거 쓰레셔.
* 잠수함을 공격하는 타이거 쓰레셔 무리. (유산)
Mutated Pomegrenade

The **Mutated Pomegrenade** is a fruit dropped by the Pomegrenade Plant. It will usually explode from the impact. If it doesn't, it can be deconstructed into a Pomegrenade Seed, to grow another Pomegrenade Plant. It can also be thrown as a weapon, exploding for moderate burn damage and some laceration damage, and starting a fire.

The lightest impacts will detonate this extremely volatile fruit.

 Type
 Deconstructor Materials
Pomegrenade Seed

## Weapon

It can be thrown as a weapon, exploding for moderate burn damage and some laceration damage, and starting a fire.

## Trivia

* Unlike most fruits, it does not create a splash of fruity, yellowy, goo on walls.
* Explosive behaviour is based on the pome***grenade*** pun
Weapons

**Weapons** are items used to attack enemies.

## Handheld Weapons

There are a variety of handheld weapons. They are broadly classified as melee or ranged weapons. Some tools like Screwdrivers, Crowbars, Wrenches can also be used as make-shift weapons.

### Ranged Weapons

*Main article:* Ranged Weapons

Ranged weapons are long ranged weapons. They tend to have ammunition associated with them.

### Melee Weapons

*Main article:* Melee Weapons

**Melee Weapons** are short ranged weapons. Most tools can also be used as a weapon.

## Submarine Weapons

Submarines usually armed with one or more Coilguns, Railguns, Depth Charge, and Electrical Discharge Coils. These are primarily used to eliminate threats before they enter the submarine.

## Other

Explosives can be weaponized by placing them in Depth Charge shells or Railgun Shells to enhance their payload, or placed in Detonators to detonate them remotely, or for some of them, simply thrown hard enough.

The Syringe Gun can be used to deliver Medical Items and Chemicals at a distance.

The Mudraptor Shell is a held item that blocks attacks.
Medical Items/ko

*See also: Chemicals*
**Medical Items** are items used to treat and cure different types of negative Afflictions.

All medical items except Saline, and the Blood Pack can be used without the Health GUI. By holding the "Aim" keybind (Left Mouse Button by default) and pressing the "Shoot" keybind (Right Mouse Button by default), the player's character will then swing the item and inflict its effects.

All medical items can also be used through the Health GUI, by pressing the "Health" keybind (H by default) on a player or themselves opens the Health GUI. Then any medical item can be drag and dropped onto a limb or the drop circle.
Paralysis

Last updated for unknown version
Current game version: Go To The Official Barotrauma Wiki

*See also: Afflictions*

```
*The patient has trouble moving.*

```

**Paralysis** is caused by being injected with Paralyzant or being attacked by the Leucocyte.

It causes screen distortion, gradually slows movement down to almost a halt, and when reaching 100% of the effect, the character becomes permanently stunned (paralyzed) until treated.

Unlike most other Poisonings, Paralysis does not reduce max health. Therefore, it is possible for the inflicted to still be alive while paralyzed for the remainder of the round if not treated or already suffering from other lethal afflictions. On its own, Paralysis is considered non-lethal, although the full effect puts the player on a constant critical like state, such as being able to Give In, unable to communicate, etc.

 20 - 40
 40 - 60
 60 - 80
 80 - 99
 99 - 100
Utensils

Utensils are a finished product, ready to be distributed to the citizen via a Shop. They have to be stocked in a Warehouse.

They're made from Copper, in a Utensil Factory

In the Housing Levels process, they're necessary for a House to go from level 6 (Cottage) to 7 (Single Family House).

Export price : 30 Florins per 100 units. It rises to 36 Florins per 100 units when an ambassador is assigned to a city.

Import price : 40 Florins per 100 units. It's lowered to 32 Florins per 100 units when an ambassador is assigned to a city.
Stun Baton

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Stun Baton** is a hand-held weapon that can be acquired in *Barotrauma*.

## Usage

The Stun Baton is held with one hand. As with all weapons and tools, using it is done by holding the  Right-click to take aim, then by  Left-clicking to shoot/use.

The Stun Baton focuses high amounts of energy onto the top section which allows a player to strike and stun a player or creature.

When the baton hits with enough successive blows and battery charge, the target will be stunned. (Takes 3 hits for a human) A successful strike consumes 25% of a Battery Cell (4 hits) and 15% of a Fulgurium Battery Cell (7 hits). Once battery in the baton has run out, the stun effect will be removed, but the baton will still cause 4 Blunt Force Trauma damage per hit.

## Damage Values

Stun 0.2 sec.
Stun 15 sec.
Stun 30 sec.

Stun 15 sec.
 Kinematic Force

# Audio

* Stun Baton Stun Sound 1
* Stun Baton Stun Sound 2
* Stun Baton Stun Sound 3
* Stun Baton Stun Sound 4
Minerals

Last updated for unknown version
Current game version: Go To The Official Barotrauma Wiki

*See:* Gatherable Materials, Plants

**Minerals** are ores that spawn randomly throughout Europa's oceans, once mined and hauled back to the submarine they can be deconstructed into raw materials.

They require a Plasma Cutter to cut them from the rock face. It takes 10 seconds to cut the mineral, after which they can be picked up by hand.
Terminal Cells

10
 Weakpoints
N/A
None
 Walking
10
10
 Aggressive?
Always
 Sight
1
1
 None

[[File:|180|right]]

Terminal cells are small algae-like creatures that are injected into neighboring subs by a Thalamus's Flesh Spike. They serve as the primary offensive mechanism of the Thalamus, and are usually effective at eating a ship from the inside.

## Description

Terminal cells are incredibly small, and share many of the traits associated with the Leucocyte. They share the ability to gnaw at the submarines hull, enter said sub, and damage players; albiet more slowly and with less damage than the Leucocyte. They also have the unique ability that, when shot, detonate and cause a high intesity of flash, hull damage, and burns for their size.

## In-Game

Terminal cells are repeatedly injected by a Thalamus's Flesh Spike when a submarine body gets close enough. There is an upper limit to how many Terminal Cells may be in a ship at a time, so killing them may not be advisable until the Flesh Spike -- and by extension the Thalamus -- is dealt with, since there will always be more injected to replace the ones that have died.

## Trivia

* Terminal Cells are one of the first creatures that limit options on how to deal with them, as shotgun pellets or bullet damage can result in heavy injury from the resulting explosion.
* In the real world, some cells permanently leave the cell cycle by dismantling cell machinery and expressing genes similar to the cell's final function in a process named terminal differentiation. This might provide insight into the terminal cell's suicidal nature.
Security Officer

**Security Officers** are people responsible for operating the weapons and keeping the crew safe from intruders.

There can be a maximum of **2 Security Officers** auto-assigned to a submarine, though none are required.

**Security Officers** have default vitality.

## Skills

* Helm: 5-10
* **Weapons: 40-50**
* Mechanical: 15-25
* Electrical: 15-25
* Medical: 25-35

## Equipment

### Commando

**Worn**

* ID Card
* Headset (Battery Cell)
* Ballistic Helmet
* Commando's Fatigues
* Body Armor

**In Inventory**

* SMG (SMG Magazine)
* Diving Knife
* Anabolic Steroids
* Bandage
* Handcuffs
* Stun Baton

### Peacekeeper

**Worn**

* ID Card
* Headset (Battery Cell)
* Riot Helmet
* Security Officer's Uniform
* Body Armor

**In Inventory**

* Stun Gun (Stun Gun Dart)
* Stun Gun Dart
* Anabolic Steroids
* Stun Baton
* Handcuffs
* Bandage

### Gunner

**Worn**

* ID Card
* Headset (Battery Cell)
* Gunner's Helmet
* Gunner's Uniform
* Body Armor

**In Inventory**

* Revolver (Revolver Round x6)
* Stun Baton
* Handcuffs
* Wrench
* Bandage

## Guides

* In-Game Tutorial
* Coilgun#Damage Values
* Railgun#Damage Values
* Weapons
Pumps

Category

 Category

The **pump** is an installation found in *Barotrauma*. It is used to pump water out of or into the submarine.

## Function

The pump's primary function is to pump water into and out of its given area. By using the pump, a small menu will appear in which the player is able to manually activate/disable the Pump and modify both the direction the water is being pumped into and the speed at which it is being pumped. For instance, setting the pump slider towards IN will cause water to flood into the Submarine, while dragging the slider towards OUT will pump water out of the area. The slider can be adjusted to regulate the Speed at which the Pump interacts with Water.

In addition to the obvious use for the pumps, to pump out water when a flood occurs, they can also be used to control the vertical movement of the sub, or to extinguish fires.

As of the Steam Release, the normal Pump is often used as part of the Ballast, and linked with the Navigation Terminal to automate the process, while the Small Pumps are used in Airlocks and spread throughout the Submarine, and may be linked with a Water Detector to automate its use, or require manual interaction.

## Ballast

Ballast pumps are pumps wired to achieve a certain water level in the room they are in, thereby controlling the buoyancy of the submarine, which determines its vertical acceleration.

This is usually done by wiring the pump's `set_targetlevel` input to the Navigation Terminal's `velocity_y_out` output. The target level accepts decimal values from -100 to 100, for pumping the room to a water level of 0 and 100 respectively. When a velocity is set, the pumps direction is automatically set and it will begin lowering or raising the water level to the appropriate level.

This and a power input are all that is required for a ballast pump to function correctly.

## Bilge

Bilge pumps are pumps wired to remove water from the sub. The usual configuration is for water to flow through ducts to the bottom of the sub, where water detectors trigger the bilge pumps to remove it.

A simple circuit would have a water detector passing a signal of 1 to the `set_state` input of the pump, and also to a signal component, which will send an output of -100 and a false output of 0 to for a target signal of 1 to the `set_speed` input of the pump. In this way, the pump is only active and deteriorating when water is in the room, and will pump at maximum speed until the room is empty.

## Gallery

* Ballast large pump in-game.
* Small pump in-game
* Legacy Large Pump.
* Legacy Small Pump.
Space Herpes

Last updated for unknown version
Current game version: Go To The Official Barotrauma Wiki

*See also: Afflictions*

```
*The patient's face is covered with nasty-looking blisters and ulcers.*

```

**Space Herpes** is a special negative affliction which can cause a number of negative effects, it can only be gained by reaching a low enough Karma value. (The low-point can be configured in the Server Settings)

Its purpose is to deter griefing in Multiplayer, some of its effects include: lowered max health, lowered movement speed, blurry and visually distorted screen, fainting, weakness and blisters on face.

It decays over time as the player's karma increases passively.
Ashgerdy Aggro

* Deck Archetype: Aggro
* Related deck type(s): Ashgerdy Swarm, Ashgerdy Burn

## Decklists

maniacoak
2 Tri-Kunai
3 Ghost in the Code
3 Cat With Frying Pan
2 N3ON Hotwire Sentry
3 Steel Sentry
3 Ring The Bell
3 Plasma Splish
3 Dunewalker Rogue
3 Chrosyian Mage
3 Chrosyian Analyst
3 Fishman Swashbuckler
3 Neutralizing Shot
2 Phasar Blast
3 Doragon Crossbowman
3 Wand Combustion
3 Chrosyian Archivist
3 Chrosyian Mage
3 Dunewalker Rogue
3 Plasma Splish
3 Ring The Bell
3 Sands of Mir'aj
3 Vicious Stare
3 Deface
3 Fishman Swashbuckler
3 Light the Beacon
3 Multi-Shot Spellslinger
3 The Money Machine
3 Arie, the Huntress
3 Wand Combustion

## Other notes

Global staples:

* Phasar Blast
* Ring The Bell

Mind staples:

* Wand Combustion
* Plasma Splish

Mind aggro staples:

* Cat With Frying Pan

## Legacy decklists

Ashgerdy Aggro is an aggressive deck that utilizes lots of small units early for aggression, then finish off the opponent in the lategame with burn and overrun damage. The deck has a very low curve, with the majority of their cards being around 1~3 mana in order to have flood the early game board consistently. The early game speed of the deck often allows it to achieve multiple triggers of Ash's passive, EXP ramping to her level 3 reward Give the Order for a massive damage boost.

Also see Ashgerdy Swarm and Ashgerdy Burn that instead of balancing the aspects of swarming with units or burning with actions go heavily into either direction.

iamyoyoman
1 Electric Eel
3 Speediest Boi
3 Baby Wiz
3 Plasma Splash
2 Junior Sorceress
3 Fort Knight
2 Honorable Boi
2 Relentless Amoeba
2 Fireball
2 Frenzied Hammerhead
3 Stranded Sailor
3 Dream Eater
2 Imp of Halitosis
2 Dome of Protection
2 Glory of the Recruits
2 Incendium
1 Deepsea Dweller
3 Astral Blast
1 Scourge of the Night
3 Fireball
3 Fort Knight
3 Junior Sorceress
2 Dome of Protection
3 Dream Eater
3 Plasma Cannon
3 Speed Demon
3 Incendium
3 Reversal Mage
2 Tales of the Past
3 Vath Breeder
3 Astral Blast
2 Falling Star
3 Scourge of the Night
3 Submerged Predator
Riot Shotgun

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Riot Shotgun** is a handheld weapon added as part of the **Saints and Sinners** update.

## Function

The Riot Shotgun is a short range weapon firing eight pellets from a single Shotgun Shell, which makes it difficult to hit distant targets as they can spread. As for every other firearm, used ammunition cannot be recovered. Shotgun Shells deal larger amounts of damage at close range, where more pellets may hit, inflicting Gunshot Wound, Bleeding and a brief Stun.

It should be noted that the Riot Shotgun has a wide spread even for skilled users. Therefore, in the hands of the unskilled, the spread greatly reduces the weapon's utility outside of point-blank range.

## Usage

The Riot Shotgun is held with both hands and must be loaded with Shotgun Shells to be used. As with all weapons and tools, using it is done by holding the  Right-click to take aim, then by  Left-clicking to shoot/use.

## Damage Values

Bleeding: 6 (x8)
Stun: 0.2 (x8)

## Gallery

* The Riot Shotgun in-game.
* The Riot Shotgun being used on a person.

## Audio

* Shotgun firing 1
* Shotgun firing 2
* Shotgun firing 3
* Shotgun firing 4
* Shotgun reloading 1
* Shotgun reloading 2
* Shotgun reloading 3
Spawnpoint

The **Spawnpoint** object designates the points at which characters and cargo spawn, and the permissions they spawn with.

### Spawn Type

Types of item to be spawned are Human, Enemy, Cargo, and Corpse. At least one Human spawnpoint is required to run or test a sub.

### ID Card Description

Sets the item description for ID cards of characters spawned from the Spawnpoint

### ID Card Tags

Sets the tags for ID cards of characters spawned from the Spawnpoint. Used to determine character permissions to secure cabinets and doors.

### Assigned Jobs

Sets which job will spawn at the Spawnpoint. Alongside the standard jobs are the options Any and Watchman.
Watcher

500
 Weakpoints
Eye:   x5
Upper Body, Spikes
 Walking
N/A
2 slow - 5 fast
 Aggressive?
No
 Sight
5
0
 None

The **Watcher** is an enormous, orb-shaped creature reminiscent of a turtle or a crab. Named after its massive, ominous red eye, the Watcher lacks any true method of attack, but does inflict many negative effects in the form of Watcher's Gaze when investigating submarines or divers.

## Description

The Watcher consists of a black-coloured main body of immense size that takes the shape of a sphere, and is surrounded by thick armor and protective spikes, giving it great resistance to almost all forms of damage, but this is balanced by its exposed paddles and large, vulnerable eye.
Watchers are completely deaf, and rely entirely on their impressive sight to find objects of interest such as submarines or divers.
Watchers are solitary and always found alone, and have no special interactions with each other.

## In-game

Watchers are passive but inquisitive creatures: despite having no desire to attack the submarine or its crew, Watchers will still approach the ship to gaze at human activities.
While the Watcher's passive behavior is a pleasant contrast to the other denizens of Europa, its effect upon the human mind with its deep gaze means you unfortunately have to deal with it in some manner, usually violence.

The Watcher constantly emits a loud, distorted "static" that is completely alien to all other sources of sound, making it easy to hear if one is outside the submarine.

To efficiently deal with a Watcher, a submarine crew should target its large, unarmored paddles or aim for its enormous eye. Although this will be challenging as the watcher constantly moves and twitches, and the nausea that comes with its gaze may make using weapons rather difficult. Alongside this, it will flee at a high speed while releasing caustic acid mist that burns divers and hull alike, so care must be taken to not pilot into it if the submarine is under motion.

The eye is highly susceptible to all Coilgun ammunition types, with a x5 damage multiplier for Lacerations. A diver equipped with a firearm can also take advantage of the eye's same weakness to Gunshot Wound.

The Watcher is completely immune to Burns, Psychosis and its own Watcher's Gaze.
Spikes surrounding its shell are immune to Bleeding and will absorb 90% of any Internal Damage variant.

Upon being damaged, the Watcher will flee and deploy a green acid mist behind, which inflicts Burns to divers and damage the submarine's hull. This damage is progressive, and each of the 9 acid "emitters" lasts 30 seconds.

## Gallery

* A Watcher inspecting a Humpback in open water.
* A Watcher releasing acid mist after being shot by a Coilgun.
* Don't lose your mind.
* An example of a Watcher's presence causing screen distortion and a Psychosis induced fire.

## Audio

* Idle loop
* Burst 1
* Burst 2
* Burst 3
* Burst 4
* Burst 5
* Burst 6
* Burst 7
* Burst 8
* Damage 1
* Damage 2
* Damage 3
* Damage 4
* Death 1
* Death 2
Wrench

Last updated for unknown version
Current game version: Go To The Official Barotrauma Wiki

The **Wrench** is a tool that can be acquired in *Barotrauma*.

## Function

The Wrench is primarily used to perform mechanical repairs on installations which are in need of them.

It is also used to detach certain devices from walls, such as Wiring Components or Buttons.

It can also be used as a blunt weapon, however, it only inflicts minimal damage.

## Usage

* **Repairing installations** - Press the "Use" keybind (E by default) on an installation to open the repair GUI and start repairing
* **Detaching items** - Press the "Use" keybind (E by default) on an item to start detaching it
* **Attacking** - Hold the "Aim" keybind (Right Mouse Button by default) to ready the wrench for an attack, then press the "Shoot" keybind (Left Mouse Button by default) to swing the wrench
Undertow Games

**Undertow Games** is an independent game studio run by Joonas Rikkonen, who goes by the online handle of "Regalis". The company is primarily based around creating independent video games with the assistance of volunteer work.

## History

### *SCP-087-B* and *Containment Breach*

Prior to creating *Undertow Games*, Regalis worked on several other video games. The ones which received the most attention were *SCP-087-B* and *SCP - Containment Breach*.

*SCP-087-B* was released on January 30th, 2012 in response to the viral success of SCP-087, a game created by YouTube user "Haversine". The game received much more praise and attention than Regalis had expected, resulting in many people suggesting that he should try creating another SCP-based game with more content to it. Development on what would later become *SCP - Containment Breach* began around March 2012.

*SCP - Containment Breach* v0.1 was released on April 15th, 2012, and like *SCP-087-B*, Regalis was surprised by the overwhelming positivity and popularity the game had received. The positive feedback of it motivated Regalis to further expand the game over the years from what he calls "*a simple jumpscarefest revolving around SCP-173 to something I'd call a full blown game.*" This also encouraged Regalis to pursue a career in game designing, and ultimately lead to him founding *Undertow Games*.

### *Subsurface/Barotrauma*

Regalis announced both *Undertow Games* and his new game project under the working title *Subsurface* on November 19th, 2014. He stated that the concept for the game had been floating around his head for about half a year prior and that ever since v1.0 of *SCP - Containment Breach* was released he had been putting more work into it. The first public beta for the game was released on July 31st, 2015.

Eventually Regalis changed the name of the game from Subsurface to *Barotrauma* after seeing how there existed a game company called "Subsurface Games", which would potentially hinder the game showing up in google searches.

## List of Games

* Barotrauma
* Go Home, You're Drunk
* SCP-087-B
* SCP - Containment Breach

## References

1. ↑ 1.0 1.1 http://web.archive.org/web/20120903020436/http://www.edge-online.com/features/scp-containment-breach-new-kind-horror?page=2
2. ↑ http://www.scp-wiki.net/forum/t-864897/scp-containment-breach-v1-0#post-2038148
3. ↑ Undertow Games Official Site
4. ↑ 4.0 4.1 http://undertowgames.com/blog/blog\_subsurface/
5. ↑ https://undertowgames.com/blog/barotrauma/
Status Effects

The contents are of a legacy mechanic, that is no longer in-game.

* **Notes:** Replaced by Afflictions.

**Status Effects** are aliments which characters can receive through varied means.

## Bleeding

The **Bleeding** status effect causes a character to suffer blood loss, which will decrease their health over a period of time. The rate at which the character looses health is dependent on the severity of the bleeding.

Bleeding can be alleviated using Bandages and Fibrinozine, but the amount of bleeding damage itself will diminish over time.

## Stun

The **Stun** status effect will hinder a character's movement, causing the player to lose control of themselves for a short amount of time.

A stunned player can still use their inventory and objects within reach (such as buttons) whilst incapacitated however, which can be useful to equip diving suits/masks if they become submerged while stunned. Most attacks cause stunning, but notably the Stun Baton is most effective for this purpose.

It should be noted that a Stun Baton with an ordinary Battery Cell causes a stun effect that lasts for fifteen seconds. One equipped with a Fulgurium Battery Cell, however, stuns for thirty seconds, which is more than enough time to restrain an unruly crewmember, dispatch a hostile Creature, or escape from a particularly dangerous creature with the aid of an Underwater Scooter.
Potassium

**Potassium** | -

## Acquisition

Principally, Potassium can be acquired from the Mining Outpost's Store, or deconstructing other items, or harvesting minerals.

    Polyhalite | **Potassium**  Calcium | A mineral consisting of potassium and calcium.
    Sylvite | **Potassium** x2  Sodium | A mineral containing potassium and sodium.

 Tonic Liquid | Calcium  **Potassium**  Zinc | 20

## Recipes

Potassium can be used to craft the following items.

### Fabricator

The **Fabricator** is the primary method of crafting in *Barotrauma*.
Used to craft different types of items from raw materials.

### Medical Fabricator

The **Medical Fabricator** is used to craft different types of Chemicals and Medical Items.

   Tonic Liquid |   Calcium    Zinc    **Potassium** | 90
Thorium

**Thorium** | -

## Acquisition

Principally, Thorium can be acquired by purchasing it, or deconstructing other items, or mined minerals.

    Thorianite

   Radiotoxin |   **Thorium**    Uranium | 20

## Recipes

Thorium can be used to craft the following items.

### Fabricator

The **Fabricator** is the primary method of crafting in *Barotrauma*.
Used to craft different types of items from raw materials.

### Medical Fabricator

The **Medical Fabricator** is used to craft different types of Chemicals and Medical Items.
Wires

Type
 Deconstructing Time
 Fabricator Materials
Copper x20%
 Deconstructor Materials
Rubber x20%

**Wires** are electrical components used as connectors between electrical devices. Carrying both power and possible signals, they are a discreet but essential part of the Wiring system in Barotrauma.

## Usage

Aside from the non-coloured  Wire, there are six other distinct colored ones:  Black,  Blue,  Brown,  Green,  Orange, and  Red. These colors have no influence on the properties and is instead used to help players get their bearing in the wiring.

Pressing 'E' while holding a Wire and not aiming at anything useful attaches it to where you stand allowing for stretches of wiring mid-game that do not go straight from A to B.

## Gallery

* A detached wire from outside the interface.
* A detached wire from inside the interface.
Sonar Monitor

You can help the Barotrauma Wiki by fixing it up. The Discussion page may contain suggestions.

 Category

The **Sonar Monitor** is an installation in *Barotrauma*. It displays the sonar values.

## Usage

Using the Sonar Monitor will show its GUI, it displays the sonar GUI. It also has the option to scan for minerals.
Toy Hammer

Inventory icon
 Type
 Deconstructing Time
 Fabricator Materials
 Deconstructor Materials

The **Toy Hammer** is a melee "weapon" that can be acquired in *Barotrauma*. It is associated with the Clown Ensemble.

## Usage

The Toy Hammer requires both hands to use. Once equipped, the player can hold down right-click (mouse2) to ready weapon.
The character will then lift the hammer above their head in preparation to strike. Left-clicking (mouse1) will then swing the hammer.

If it hits a character it will make an impact sound, stunning the victim for about half a second and dealing no damage.

It has no purpose whatsoever and is intended to be used for comedic purposes.

## Audio

* Toy Hammer Hit 1
* Toy Hammer Hit 2
* Toy Hammer Hit 3
* Toy Hammer Hit 4
* Toy Hammer Hit 5
* Toy Hammer Hit 6
Salt Bulb

The **Salt Bulb** is a water-reactive fruit dropped by the Salt Vine Plant. It can be deconstructed into Sodium and a Salt Vine Seed, to grow another Salt Vine Plant.

It can be thrown to create a splash of fruity, yellowy, goo on walls.

 Type
 Deconstructor Materials
Salt Vine Seed

## Water Reactivity

Upon touching water, it explodes, applying  Burn **(20)\*** and  Stun **(3)\*** in a small area around itself.
Oxygenite Tank

Last updated for unknown version
Current game version: Go To The Official Barotrauma Wiki

The **Oxygenite Tank** is a depletable item that can be found and used in *Barotrauma*.

## Function

Oxygenite tanks function similarly to the Oxygen Tank with a few extra buffs:

* It lasts 3 times longer than a Oxygen Tank when used with Diving Masks and Diving Suits
* The player is 1.3 times faster while using it in a Diving Mask or Diving Suit
* Lasts twice as long in a Plasma Cutter

However, just like oxygen tanks, oxygenite tanks will also explode if they come in contact with fire.
Tin

**Tin** | -

## Acquisition

Principally, Tin can be acquired from the Mining Outpost's Store, or deconstructing other items, or harvesting minerals.

    Stannite | CopperIron**Tin** | A mineral composed of copper, iron and tin.

 Wiring Components | FPGA Circuit  **Tin** | 10

## Recipes

Tin can be used to craft the following items.

### Fabricator

The **Fabricator** is the primary method of crafting in *Barotrauma*.
Used to craft different types of items from raw materials.

   Wiring Components |   FPGA Circuit    **Tin** | 10
Mudraptor

120
 Weakpoints
Body beneath armor (x2)
Armor pieces covering body (destructible)
 Walking
1.8 walk - 8 run
2.5 slow - 6.5 fast
 Aggressive?
Always
 Sight
0.8
1

The **Mudraptor** is a creature from *Barotrauma* resembling a grotesque mix between a dinosaur and a shrimp. They are the second most common creatures in the ocean, after Crawlers.

## Description

*Mudraptors* are medium but agile creatures, and are one of the few creatures capable of entering the Submarine. *Mudraptors* possess two strong legs which allow them to walk in a bipedal posture, and an extremely sharp beak capable of breaching the Submarine hulls and kill Humans by Bleeding them to death. They have teal skin, covered by many grey shells and tiny, almost vestigial hand-like appendages.

*Mudraptors* commonly appear in small groups of 1-3 individuals (upper/lower limit depending on the local difficulty), and will tend to stick together, breaching the Submarine and wreaking havoc together.

## In-game

Due to their sharp beak, *Mudraptors* are extremely efficient at piercing Hulls and Doors, flooding the Submarine, and their size allows them to easily fit inside and run around the ship. Should they find a way in; they will peck to death each and every Human on board.

*Mudraptors* are comparatively weaker than most other Creatures, however they are the most powerful creature capable of breaching into the submarine, totaling at 120 HP (Slightly more than a Human). Their Armor will also protect fully protect them from Bleeding, and have the effect of Internal Damage. If one intends to fight a mudraptor, it is recommended to shoot their unprotected areas, like their legs and underside (which are easy targets, as they are naturally exposed when they are walking) as damage done there is 100% more effective. However, the best course of action is shooting them before they have a chance to breach into the Submarine, as a Railgun will make short work of *Mudraptors*, whether they are armored or not.

*Mudraptors* in the environment are hard to avoid, as nothing but a Decoy will distract them from attacking, furthermore, they are aggressive towards light sources.

Killing a *Mudraptor* allows the Crew to always extract one unit of Hydroxyapatite from its carcass, and roughly 6.25% of the time, they will yield an intact Mudraptor Shell.
Hydroxiapatite is a mineral which can be deconstructed into Calcium and two units of Phosphorus.

## Trivia

* The Mudraptor is the Steam Release replacement for the legacy Mantis.
* Mudraptors are prone to getting stuck inside the Submarine, as they sometimes will breach into rooms without valid paths.
* Mudraptors tend to gather in ruts and narrow spaces in submarines' hulls, causing significant collective damage to exterior walls in a small area.
* The name Mudraptor was chosen by the community, its early instances were named as *Manta.*

## Gallery

* A Mudraptor attacking a submarine.
* A Mudraptor attacking a crew member.
* A Mudraptor breaking down a door.

## Audio

* Attack 1
* Attack 2
* Attack 3

* Damage 1
* Damage 2
* Damage 3

* Idle 1
* Idle 2
* Idle 3

* Death 1
* Death 2
Stun Grenade

Last updated for unknown version
Current game version: Go To The Official Barotrauma Wiki

The **Stun Grenade** is a splash damage-type weapon that can be acquired in *Barotrauma*.

## Function

The stun grenade, as its name suggests, is capable of stunning any player or creature within its area of effect. When tossed, the grenade will detonate after three seconds, signified by a bright flash.

## Usage

The stun grenade requires one hand to equip. Holding down the right-click (mouse2) button will aim the grenade in whichever direction your cursor is positioned. Left-clicking (mouse1) will then toss the grenade in the given direction.
Serversettings.xml

`**serversettings.xml**` is a file that stores all the settings for the Barotrauma dedicated and client-hosted server.

It is located in the Barotrauma root directory (same place as the `Barotrauma.exe`).

## Default

Default settings for new game installs.

```
<?xml version="1.0" encoding="utf-8"?>
<serversettings
name="Server"
public="false"
port="27015"
queryport="27016"
password=""
enableupnp="false"
autorestart="false"
LevelDifficulty="20"
ServerMessage=""
AllowedRandomMissionTypes="Salvage,Monster,Cargo,Combat,All"
AllowedClientNameChars="32-33,38-46,48-57,65-90,91-91,93-93,95-122,192-255,384-591,1024-1279,19968-40959,13312-19903,131072-15043983,15043985-173791,173824-178207,178208-183983,63744-64255,194560-195103"
tickrate="20"
randomizeseed="True"
userespawnshuttle="True"
respawninterval="300"
maxtransporttime="180"
minrespawnratio="0.2"
autorestartinterval="60"
startwhenclientsready="False"
startwhenclientsreadyratio="0.8"
allowspectating="True"
endroundatlevelend="True"
saveserverlogs="True"
allowragdollbutton="True"
allowfiletransfers="True"
voicechatenabled="True"
playstyle="Casual"
allowvotekick="True"
allowendvoting="True"
allowrespawn="True"
botcount="0"
maxbotcount="16"
botspawnmode="Normal"
allowdisguises="True"
allowrewiring="True"
allowfriendlyfire="True"
banafterwrongpassword="True"
maxpasswordretriesbeforeban="3"
traitorsenabled="No"
traitorsminplayercount="1"
traitorsminstartdelay="90"
traitorsmaxstartdelay="180"
traitorsminrestartdelay="30"
traitorsmaxrestartdelay="90"
subselectionmode="Manual"
modeselectionmode="Manual"
endvoterequiredratio="0.6"
kickvoterequiredratio="0.6"
killdisconnectedtime="120"
kickafktime="120"
karmaenabled="False"
karmapreset="default"
gamemodeidentifier="sandbox"
missiontype="All"
maxplayers="10"
autobantime="3600"
maxautobantime="86400" />

```
Crafting

In *Barotrauma*, **crafting** is a system that allows players to use materials to create necessary items or destroy unnecessary ones.

## Crafting Stations

### Fabricator

The Fabricator is the primary method of crafting in *Barotrauma*.
Used to craft different types of items from raw materials.

### Deconstructor

The Deconstructor is used to deconstruct items into their components.
Due to this, it is the best way to get rid of unwanted or excess items.

### Medical Fabricator

The Medical Fabricator is used to craft different types of chemicals and medicines.
Tiger Thresher

150
 Weakpoints
N/A
N/A
 Walking
N/A
6 slow (8 fast)
 Aggressive?
Always
 Sight
1
1
 None

Last updated for version: 0.10.5.1
Current game version: Go To The Official Barotrauma Wiki

The **Tiger Thresher** is a ray-finned fish beast that lives within the oceans of *Barotrauma*.

## Description

Tiger Threshers are eel-like creatures that have leopard-like splotches towards the front of their body, and small stripes towards their tail (like a tiger). Their head is transparent and bioluminescent, like that of a barreleye fish. Like the head of the Tiger Thresher, their tail also glows, but not as brightly as their head. The spine of the Tiger Thresher has spiny protrusions that cover the majority of their back. Tiger Threshers do not have visible eyes, like most of the sea-life on Europa.

Tiger Threshers are only found in swarms (amount depends on the difficulty) with Bone Threshers.

## In-game

Tiger Threshers will favor going after humans out in the water, and their razor-sharp teeth inflict heavy bleeding on their prey. Tiger Threshers are capable of entering the submarine through holes in the hull.

Tiger Threshers will attack any creature on sight, regardless of if it is stronger or weaker than their target. They have even been documented attacking Moloch.

Tiger Threshers can't breathe air, and will quickly die in a room without water.

Like Bone Threshers, hunting them yields no loot.

## Trivia

* The Tiger Thresher was completely remade in 0.9.4.0.
* The Tiger Thresher used to use the same sounds as the Scorpion.

## Gallery

* A Tiger Thresher attacking a submarine.
* A Tiger Thresher attacking a crew member.
* A tiger thresher is distracted by a sonar beacon
* A tiger thresher inside the submarine
* A swarm of Tiger Threshers attacking a submarine. (Legacy)

## Audio

* Idle 1
* Idle 2
* Attacking 1
* Attacking 2
* Taking damage 1
* Taking damage 2
* Death 1
* Death 2
Prototype Steam Cannon

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Prototype Steam Cannon** is a unique Flamer variant. It differs with the latter by not causing fires and being usable in water.

## Function

The Prototype Steam Cannon is a short range weapon, which spews a constant stream of steam, fed by Welding Fuel. It needs a source of fuel to function: Welding Fuel Tank and Incendium Fuel Tank are both valid sources of Fuel (with Incendium fuel tanks lasting about twice as long).

The Prototype Steam Cannon inflicts high Burn damage to the targets, and will also cause minor burns to the user.

Unlike most weapons, the Prototype Steam Cannon does not cause any Stun nor does it have any stopping power, and while it deals a notable amount of damage in a short time, it does nothing to prevent Creatures from getting close enough to attack the user.

## Usage

The Prototype Steam Cannon is held with both hands and must be loaded with Welding Fuel Tank or Incendium Fuel Tank to be used. As with all weapons and tools, using it is done by holding the  Right-click to take aim, then by  Left-clicking to shoot/use. Holding down  lets the user fire continuously until fuel runs out.

## Damage Values

Aluminium

Aluminium
Aediv

Aediv is a planet filled with the ruins of an old civilization and beginnings of another new, mechanical one.

## Overview

Cards from Aediv have several themes, such as:

* Handbuffs
* Hand Prototype token generation
* Handsize matters
* Robot tribe
* Mind or neutral affinity

Aediv Robots are generally benevolent or neutral. More aggressively antagonistic Robots are the Vrotks found in the Parodus realm.

## Ages

### Age 1: Production

Cards:

* Framework
* Mitebot
* Turbo Yoyo
* Solder Siblings
* Junk Gatherer
* Blueprint Scanner
* Assembly Line
* reserved

### Age 2: Conflict

Cards:

* Salvage Division
* Mecha-Bomb
* Upgrade Weaponizer
* Combat Analyst
* Upgradable Android
* Conductive Tank
* Modular Automaton
* reserved

### Age 3: Information

Cards:

* Data Processor
* Grid Monitor
* Tinker Bot 3000
* Supply Delivery
* Backup Server
* Forcefield Generator
* Ironlord Krotos
* Ironlady Rika
Medical Fabricator

Category

The **Medical Fabricator** is an installation which allows the crew to create different types of Chemicals and Medical Items.

# List of Chemicals

## Basic Chemicals

Chemicals mostly used to craft other, more advanced chemicals.

## Medicines

Chemicals used to treat and cure different types of negative Afflictions.

## Antidotes

Chemicals required to cure Poison Afflictions.

Stabilozine can also be used to treat poisons excepting Paralysis.

## Stimulants

Chemicals used to boost the user's speed, strength, and recovery from Stun.

## Poisons

Chemicals that have no medical usage, but are instead used to kill Creatures and other players.

## Other

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 White = Affliction strength change per second (or instantly gained if no "/s" is specified)
Red = if skill requirement isn't met
2. ↑ 2.0 2.1 2.2 White = Affliction strength instantly gained
Red = if skill requirement isn't met
Purple = if used with the Syringe Gun, only specified when it differs from the unskilled values
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 White = Affliction strength change per second
Red = if skill requirement isn't met
Purple = if used with the Syringe Gun, only specified when it differs from the unskilled values
4. ↑ 4.0 4.1 White = Affliction strength change per second
Red = if skill requirement isn't met
Purple = Affliction strength instantly gained if used with the Syringe Gun, only specified when it differs from the unskilled values
5. ↑ 5.0 5.1 Reduces deliriumine poisoning by 100 and psychosis by 13.53 in 1 second, and psychosis by 0.33/s for the remaining 19 seconds (for a total of 19.8 reduced psychosis after 20 seconds) if the medical skill requirement is met
6. ↑ 6.0 6.1 Affliction is inflicted once Cyanide Poisoning is at 70 strength.
7. ↑ 7.0 7.1 Affliction strength increase rate depends on Radiation Sickness strength. From 0.025/s to 0.1/s
8. ↑ 8.0 8.1 Affliction is inflicted once Paralysis is at 100.
9. ↑ Purple = Duration if used with the Syringe Gun; only specified when it differs from the unskilled values. Note for haloperidol: this is likely an oversight from the devs, but it indeed lasts 10 seconds (healing a total of 250 psychosis) as of v0.10.5.1.
Baldwin Lizabo

* Deck Archetype: Aggro, Control-Aggro (midrange)
* Related deck type(s): Heldim Lizabo

## Decklists

3 Lizabo Strongarm
3 RHAG Shaman
3 Unguian Tamer
3 Dinobo Warrior
3 Dinobo Rockslinger
3 Lizabo Scout
3 Unguian Sharpshooter
3 Bone Glaive Ripper
3 RHAG Warlord
3 Lizabo Veteran
3 Unguian Warchief
3 Defenestrate
3 The Forge Overrun
3 Blood Blast

## Deck Shell

3 RHAG Shaman
3 RHAG Warlord
3 Bone Glaive Ripper
3 Unguian Sharpshooter
Storage Container

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Storage Container** is a Container that players can use to store items.

# Function

The Storage Container has 12 slots to store small items. As such, it cannot contain Fire Extinguishers, Harpoon Guns and other medium items. It also can't contain other Storage Containers or Toolbelts.

It is carried with one hand, and can not be placed in a character's main hotbar slots.

# Usage

To display and move items in and out of the Storage Container, the player can hover the cursor over it while carrying it, then drag and drop items in or out of it.

It also serves as a weak melee weapon.

# Audio

* Toolbox Smack Track 1
* Toolbox Smack Track 2
Baldwin Samurai

* Deck Archetype: Aggro, Control-Aggro (midrange)
* Related deck type(s): RHAG Pearlmaw, RHAG Heldim

# Legacy

## Decklists

3 Glowstone Mine
3 Purrlock
3 Sogin's Squire
3 Yamato Omamori
2 Amatera Weaponsmith
3 Avenging Amatera
3 Kurk's Squire
3 Lightning Rapier
3 Arms Master
3 Kagemusha
3 Amatera Warwolf
1 Blazing Shurikens
2 Noriko, Onna-Bugeisha
3 Yoricho Bannersister
2 Red-Cloaked Ronin
2 Shogun Hinata
Switch

Type
 Deconstructing Time
 Fabricator Materials

The **Switch** is an electrical component used to provide a signal when toggled. it is functionally the same as the Lever, though with a different sprite.

It is most commonly used in tandem with a Signal Check Component to provide custom user interactions.

Hover over pins to see their descriptions
Aych'piel

# Introduction

Aych'piel (pronounced H.P.L.) is a recently industrialized world that has fallen to the influence of Titans and Horrors. The humans on the planet have mostly embraced them as Cultists or gone insane, with a few resistance groups remaining.

It contains:

* Large Titans with flashy effects
* Cultists supporting all or a particular Titan
* Horrors supporting a particular Titan or with weird effects
* Humans with investigation, protection, and temporary removal themes

From a design perspective, the real should give an indication of madness, chaos, or hopelessness. The art should be creepy and dark, or have disturbing undertones. Titans can be any affinity depending on their theme, specific Titan support should match its respective Titan's affinity, and general titan support should be Neutral.

# Age 1: Remember the Titans

In Age 1, cultists have recently unleashed the Titans and Vox has emerged as the dominant force, powered by the largest cult of followers among all Titans. Cultists are rampant, and Vox is limiting the influence of other Titans, keeping them and the Humans in check through tyranny and oppression.

* Vox

Rare:

* Zhulg'lum
* Gal'Arax, the Unceasing

Uncommon:

* Madness of Mh'hil
* Voxian Herald

Common:

* Voxian Choir
* Eldritch Enthusiast
* Voxian Announcer

# Age 2: Clash of the Titans

In Age 2, Many Titans and cultists mysteriously vanished, including Vox and most of her followers, allowing more destructive titans to emerge and cause havoc, unleashing Horrors in their wake. Many of the newly empowered Titans don't care much for followers and would just as soon destroy Humans over subjugating them.

* Usher the End

Rare:

* Devourer of Worlds
* Ophidia, World Parasite

Uncommon:

* Vanguard of Mh'hil
* Nibbler of Worlds

Common:

* Herald of Mh'hil
* Echo Of Vox
* Recital of Vox

# Age 3: Attack on Titan

In Age 3, more Titans and Horrors have vanished, allowing a breath of relief for the Humans still alive and sane. They have seen this as a sign to band together and take on the Titans in force, imprisoning them through ancient techniques to bring true peace back to the land.

* Laukiel, the Cage

Rare:

* Sim-ta, Warped Order

Uncommon:

* Night Terror
* Vox Humana
* Nether Gate
* Repelling Amulet
* Vox's Polyphony
* Ohmch, Blind Glutton
* Ou, Celestial Hatcher

Common:

* Descent Horizon
* Vox's Vivace
* ?
Angelfish

## Decks containing this card

* Buffmaw
* Pearlmaw-Mind Dragons
* Heldim-Mind Flying
* Budget Heldim Flying
* Top Decks May-2020
* Top Decks Jun-2020
* Top Decks Jul-2020
* Top Decks Aug-2020
* Top Decks Sep-2020
* Top Decks Oct-2020

## Strategy

Angelfish is an early game evasive aggro support card that excels at generating life with flying combined with lifebond, allowing it to get in quickly for repeated HP boosts. Pairing the card up with any of the many ATK boosting options in Strength can lead to a sizable HP lead and make it a solid option against other aggro decks.
Airborne Armory

## Decks containing this card

* Heldim Flying
* Pearlmaw-Mind Dragons
* Heldim-Mind Flying
* Budget Heldim Flying

## Strategy

Airborne Armory allows **Flying** Heldim to exist. If you manage to fill your board with **Flying** units, this can become a massive threat that's hard to get rid of. Note that it also buffs itself, making it a 1/4 and keeping it outside of Fireball range.

Airborne Armory also works well with The Breathing Nest, which can summon a whole lot of small flying units. Airborne Armory makes those units not only strong, but also prevents 1 damage AoE from destroying them.