recursal/Fanatic-Fandom huggingface dataset:
Mathia Holland-Reichert/Char Page

Mathia is role-played by Merisa.

**Mathia Grace Holland-Reichert**  is a future 1st year (Insert House Here) in Hogwarts School of Witchcraft and Wizardry.

## Appearance

Mathia is the daughter that resembles her father, Lars, when it comes to looks.

## Biography

Mathia, born Mathia Grace Holland-Reichert, was born to the Swedish wizard Lars Reichert, and Dutch witch Courtney Holland, in England, alongside her twin, Cecilia. She was born a year later after her parents got married.

Mathia had a regular childhood. Whenever she was left to play with other little kids, they played with her.However, those she thought were friends, turned out to be bullies to her sister. She ended their friendship right then and there.

Unable to help her sister, as she was now scarred for life, Mathia felt like her whole world turned upside down. Her father, Lars, had seen the sadness in Cecilia's eyes, and stopped taking her outside to play. Mathia was alone outside. She made the best of it. He,Courtney, Mathia's mother, and Mathia, tried to do whatever they could to make Cecilia happy.

Thankfully, Mathia's sister Cecilia became a little more happy later on, making Cecilia Mathia's new playmate one again. They usually had their birthdays reserved for their family. Mathia soon became restless, wanting to expand her social circle.

Her parents taught her how to read, write and speak Swedish, since her dad liked to visit Sweden so often. Mathia remembers the time when her dad took her and Cecilia to Sweden, however, unlike her sister, she made no friends whatsoever there.

Lars took Mathia to other places too, like the Netherlands, where Mathia soon learned that her mother was born there. He also took her to a variety of other places, to meet some of Mathia's grandparents, as well as her cousins and whatnot.
As Mathia turned 9, her parents remembered the importance of Mathia's education. They began teaching her how to read, write and speak English, Mathia found it easy to learn English, because she truly found it interesting.

On her 10th birthday, her parents had told her that she would go to Hogwarts. She was excited, she could make new friends. She knew no one, which is where the excitement lay. Her father told her that she would love it there, afterall that's where he met there mother.

## Personality and Traits

Mathia, unfortunately, suffers from procrastination, due to the fact that she believes it is unimportant, and therefore does poorly in academics. When upset, Mathia will insult and be rude (it is very difficult to get her to that point though). She makes friends very easily due to her being very out-going.

Mathia is a very kind girl which helps her make friends. She likes to play around and laughs a lot. She takes everything as a joke, and may take a sarcasm the wrong way. She gossips sometimes,mostly in english. She also does harmless pranks occasionally.

## Trivia

* Mathia speaks fluent Swedish and English
Azami Ito

[[File:|center|]]

My name is Azami Ito. I am also Suki Ito.

[[File:|center|]]

When Suki was around, Azami disappeared. Azami became the insecure, indecisive person most girls are when Suki. That naturally confused her parents. Azami acted completely different from her normal self. It got to the point where they had to take her to a doctor. That's when they found out that she has a multiple personality disorder.

Well, her first sign of magic was when she was seven. Azami couldn't understand why everyone would act like she was Suki. She was *Azami* for crying out loud! Well, it got too much which soon resulted to lights flickering on and off in her anger. Which promptly made her become Suki.
And do the cycle went. Azami and Suki living in one body. Azami/Suki soon got their letter to Hogwarts at age ten.

* Suki

* Gallery

* Friends
* Enemies
* Romances

Credit to Sophia for the general layout, and Emma, Ellie, Brocky, Elsa for inspiration to create this.
Naomi Sunto

Note to self, this isn't part of the coding, but use it for names on relationships and hobbies.
Text

This Character Belongs To Risa

* Merisa
* House

Naomi Sunto is a very optimistic child. It's almost like she can't be pessimistic about anything. She loves to meet new people and do new things. She can be a bit of a chatterbox but she does know when to shut up. She lives for helping people, no matter the case. So if this was a production on stage, Naomi would be backstage, with the lights.
She can seem annoying but she honestly doesn't mean to. She's pretty oblivious about things (it's actually kinda funny). She rarely gets mad. Overall, she's just your average cinnamon roll.

**Hufflepuff**

Naomi was anxiously awaiting her turn to be sorted. After what seemed like a lifetime, her name was called. She skipped all the way to the sorting hat and sat as still as she could when the hat was put on. After a couple of seconds the hat spoke one word that determined her life at Hogwarts.

"HUFFLEPUFF!"

* Skills and Interests
* Academics

**O.W.L. Results** — **N.E.W.T. Results**
Astronomy — / Astronomy —
Charms — / Charms —
Defense Against the Dark Arts — / Defense Against the Dark Arts —
Herbology — / Herbology —
History of Magic — / History of Magic —
Potions — / Potions —
Transfiguration — / Transfiguration —
Arithmancy — / Arithmancy —
Care of Magical Creatures — / Care of Magical Creatures —
Muggle Studies — / Muggle Studies —
Ancient Runes — / Ancient Runes —
Ancient Studies — / Ancient Studies —
Ghoul Studies — / Ghoul Studies —
Magical Theory — / Magical Theory —
Alchemy — N/A / Alchemy —

Apparition — N/A / Apparition —

* Parents
* Siblings/Other Family
* Friends
* Acquaintances
* Pets
* Romances

Doesn't know them and didn't care.

She's an only child as far as she can tell.

* Name
* Fears
* Goals and Plans
* Random Facts

**Merisa**: Wished-for child; rebellion; bitter.

* Has this weird tendency to quote songs or movies
* Fix You by Coldplay would be her Theme song

Page Coded by Emmatigerlily

With A big thank you to Red, Brocky, Ellie and many others for providing help, coding or inspiration
Mole Herders

Mole Herder defended by his cattle in Hopeville

The **Mole Herders** are a faction in Fallout: DUST.

## Characteristics

The Mole Herders are a nomadic tribe in the Divide and member of the alliance of five tribes. They seem to worship Mole Rats, their main live stock.

A tribe of peaceful and nomadic Mole Rat herdsmen, they are the weakest of the Five Tribes and responsible for much of the Divide's food supply, as a result they are fiercely defended by the stronger tribes.

## Gameplay

The Mole Herders can only be encountered in the Hopeville Market district along with their Mole Rat livestock, and are one of the few groups that will never attack the player, rather running away or cowering if near combat.

Other Divide tribal will often prioritize Survivors who attacks them, and their mole rat livestock will usually run to their defense.
Profile

Merisa's Profile

Welcome to my profile! This is where all my characters are showcased and a little info on me is here as well. Enjoy!

## About Me

* I love the font Bradley Hand ITC. It makes it look like I'm actually writing this.
* I also am a shipper. You may find me totally geeking out over a ship between my characters.
* I an a huge fan of Harry Potter, Percy Jackson, and more that I can't think of at this moment.
* I absolutely think that Emma Watson was awesome as Hermione. I also think that she will make a great Belle for the live action Beauty and the Beast.
* I am a Ravenclaw AND Gryffindor. Would that be Ravendor? GryffinClaw? I got nothing.
* I love to write and roleplay.
* I write fanfiction. So I might make some on my characters in the near future.'

## Mein Freunds or My Friends

* Soph - Brancilia. I love role-playing with her. Plus, I love her characters!
* Mina - Some of our characters are related and I think she's fun to rp with. Also her characters rock!
* Hecate - I consider her a friend. Plus Rosiah. I could die because of this ship.
The Deadliest Poison

The Deadliest Poison
An Elonie Fanfiction

By MerisaMist

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Reynie walked through the halls with his things to make the next months Wolfsbane Potion. The Potions and Herbology teacher have been more than willing to teach him how to make it himself. After all, he was in his sixth year after all. There was one thing - more like a person - that he couldn't keep from thinking about. No matter how busy he kept himself, she would always find away into his mind. She was poison to him. A very deadly yet intoxicating poison. He pushed those thoughts away as he entered the Potion Mixing Room. He let his body go on autopilot as his mind wandered elsewhere.

He remembered his previous years at Hogwarts. Meeting Owen Conner and Elodie Schonewise. And his cousin's death. It was the worst experiance ever. Yet Elodie stood by him through everything. Even when things went out of control in his life, she was his anchor. He quickly shook those thoughts away. After all, who would ever care for a werewolf? After a while he bottled the potion and slipped it into his bag.

Yet again he walked through the halls with everything. Lost in thought, he walked through the halls to the Slytherin Common Room to put his things away. Yet, he didn't stay. He kept walking until he was outside. When he finally awoke from his daydreaming, he found that he was the Stone Circle.

She seemed to appear out of nowhere, which always spooked Reynie. He grinned after the intial shock wore off. "Hey Elodie." He loved her name. *Stop that.* He thought angerly to himself. "Hi." she responded with the faintest of smiles on her lips. "What are you doing out here?" He asked genuinely curious. "Could ask you the same thing." She tilted her head curiously, her eyes were known to change color of course but today, they were...lavender? Strange.

"I guess you could." he leaned against one of the stones as he looked at her. Her blonde hair was tied in a ponytail today. Strangely enough, he found he didn't like it like that. On impulse, he reached over and tried to pull the hair tie out.

"What are you doing?" she asked irratably. She whipped her head around before he could succed. "Pulling your hair tie out of your hair. Obviously." He responded.
Bedroll Kit

A pile of Bedroll Kits

The **Bedroll Kit** is an aid Item in Fallout:DUST.

## Characteristics

The Bedroll Kit can be found in various locations, and at a weight of 10.00 lbs provides a portable place to sleep outdoors, reducing Sleep deprivation.

The Bedroll Kit can prove to be particularly useful for Hardcore Mode players deciding to choose the Roughin' It perk, since the benefits of this perk can be enjoyed anywhere outside using a Bedroll Kit.

If the Roughin' It perk is taken in conjunction with the Irradiated Beauty perk, the Bedroll Kit effectively eliminates two of the main threats in DUST, namely radiation sickness and continously damaged limbs by providing instant cure for damaged limbs and -100 RADs per use anywhere outside.

## Notes

* The Bedroll Kit reuses the Roughin' it! bedroll kit of the Lonesome Road add-on
* The Bedroll Kit is one of the rare items, which have been changed in favour of the player: It only weighs 10 lbs in contrast to the original 15 lbs of the Roughin' it! bedroll kit

## Locations

Spoilers as to where to find one or more Bedroll Kits.

* Abandoned Farm: Upper floor of one of the buildings
* Bitter Springs Village: In the medical tent
* Guardian Peak: In the tent
* Fort Searchlight: In the schoolhouse
* Survivor Camp formerly known as Ranger Station Alpha: In one of the tents
* Tribal Village (north of Ghost Town): In one of the tents
Artemis Olympian

The Moon Warrior.

However, during her first pregnancy, Harriet and Zephrys quickly encountered a problem that would eventually prevent Harriet from anymore natural births and the young couple turned to adoption to fulfill their growing needs for children.
On June 6th, in a little town off of the east coast, a muggle couple was expecting their first child, however, much to their surprise, it wasn't one, but two! Fraternal twins, not what they were expecting. Apollo was the first one born and got his name from the gods of the sun, while his twin sister was named after the goddesses of the moon.
However, tragedy would soon strike the family. Artemis' birth was too hard on their mother and she died after Artemis emerged. This would shape the twins' first six years of life. Their father would turn to drink and abuse to cover his losses.
Of course, Apollo would throw himself in front of little Artemis to protect her. Which landed him in the hospital one day. Artemis cried during those times. Even more so when he was in the hospital. She was powerless to help him. All she could do was watch. And to her, that was the worst kind of abuse. One day, social services stopped by their house after reports of "a huge racket" and "yelling and sometimes the sound of glass shattering". They found the six-year old twins sitting by each other, Apollo heavily bruised and Artemis crying as she tried to help him. The children were whisked away and put into an orphanage.
That is how Zephrys and Harriet Olympian found them. They took them home and officially adopted them. Artemis threw herself into archery. She was never going to be defenseless again. One day, while she was practicing, she forgot to bring the arrows out of her room. They then zoomed to her side, causing her to freak out. She told Zephrys and Harriet about it. They told explained that it was magic. She was extremely proud of herself. She soon told her brother that she too would be attending Hogwarts with him.

credit goes to Ellie for the page and Red for code

wb
--
Super Mutants

Welcome to Jacobstown

“*Today we stare death in the eyes.

They took the others.[...]*”
—Survival Log
**Super Mutants** are creatures in Fallout: DUST and Fallout: New Vegas.

They are humans mutated by the Forced Evolutionary Virus (FEV), characterized by much greater physical ability, and often by much impaired cognitive ability*.*

## Overview

Though previously fairly common throughout the Mojave wasteland, the events of The Fall have resulted in a precipitous decline in the region's Mutant population. Those few that do remain are categorically hostile and should be avoided whenever possible. After RB-Expedition occupation of Black Mountain, they started conducting tests on Super Mutants with ERT

### Tactical Considerations

Mutants have not lost any of their natural resilience and will destroy any human opponent in a straight fight. Thankfully, the mutants that remain suffer a dearth of ranged weaponry and will most often attack only with a melee weapon or their bare hands, both of which are plenty deadly.

### Known Mutant Populations

* Jacobstown is populated entirely by Super Mutants and nightkin, making it a dangerous destination for an underprepared traveler.
* A camp of mutants can be found in the northeast Mojave wasteland, north of the devils throat and east of the survivor camp located there.
* Mutants and centaurs, as well as lethal doses of radiation can be found inside the devils throat.
* Super Mutant survivors can occasionally be found near Black Mountain
* A small contingent of Nightkin occupy the basement of the RepConn test facility

### Trivia

* The Nightkin found in the RepConn basement are unchanged from the vanilla game and will still give their relevant quest.
Searchlight Airport

The new ground crew

“*Paladin Ramsey's Log

Entry 49-B

Eureka! It hit me, when I was dreaming. How could I be so blind? [...]*”
—Archived Logs
**Searchlight Airport** is a derelict airport overrun by a Radscorpion plague in the southern Mojave wasteland.

## Background

Paladin Ramsey, suspecting that Hidden Valley was about to become a death trap, lead some members of the Brotherhood of Steel Mojave chapter towards Fort Searchlight in an attempt to avoid complete erradication by NCR forces by keeping a low profile.

Estimating their chances of survival being near non-existent, if the situation remained unchanged, Ramsey evaluated different options for escape, or at least improving on intelligence gathering to gain strategic advantages.

Knowing, that NCR was in possession of at least one working Vertibird, Ramsey settled in on sending a team to Searchlight Airport for evaluating the remaining airplane wrecks, aiming for repairing one up to the point of being usable for scouting flights.

Initial communications between the team and Fort Searchlight suggest, that at least one of the planes, provided the needed parts were available to properly skilled personel, could be brought back up into the air.

Contact to the repair team was lost, though, before the goal of getting airborne was achieved, with the remains of one of the members still in very close vicinity of the plane that was being worked on and the Workbench intended for preparing the missing airplane parts.

## Tactical Considerations

With large numbers of Radscorpions swarming the tarmac of Searchlight Airport, Survivors interested in exploring the area should either try and make their way to points of interest unnoticed, e.g. by using a Stealth Boy, or use the fence surrounding the installation as convenient cage holding back creatures, while picking them off using any means available.

While Giant Radscorptions seem to be generally unable to escape the Airport, smaller specimen might be able to make their way through the collapsed part of the runway down to the road, attacking surivivors trying to take pot-shots using the fence as barrier.

## Trivia

* Scribe Huxley, obviously being one of the BoS members convinced about Hidden Valleys fate being sealed, and thus having followed Paladin Ramsey to Fort Searchlight, was supposedly the last person to communicate with the evaluation and repair team sent to Searchlight Airport.

## Notes

* Scaring the Radscorpions away with weaponry capable of scaring abominations does not work, since Radscorpions are not classified as abominations.
Weapons and Apparel

Fallout: DUST introduces a number of changes to apparel and weaponry available. The following text has the mods author detail some in his own words.

Refer to the weapons category, the Weapons of DUST page, the apparel category and the Apparel of DUST page for more information.

## Weapons and Apparel

The variety of weapons and apparel have been greatly increased. While there are a few completely new models for the home-made weapons, most of these are repurposed Unique and DLC items. There are perfectly good weapon and clothing models in the game files that are only used by one NPC in one DLC. I found that to be kind of a waste, edited the stats a bit, and threw them into the levelled lists. I've also thrown some weapon modifications into the levelled lists since they can't be bought anymore. These are very rare, though. Most weapons and apparel you come across will be in terrible condition. Be aware though- your carry weight has been drastically reduced, so you won't be able to carry around an arsenal with you at all times. One or two guns, maybe a melee too if you've got light armor. Wearing no armor at all (just regular clothing) actually has an advantage now, since it weighs so little.
Arthur Padmore

* •
* •
* •

Hearts are breakable and I think even when you heal you are never what you were before.

Arthur is the exact opposite of his twin sister Jen. Sure they share the same hair color and birthday but the similarities end there.

**Arthur:** Bear
Doesn't Have One
**Padmore:** Variant of Patmore. "Peate's Lake"

It all began when Thomas Padmore asked Dana out for the first time in their fourth year. It was a steady relationship. They didn't rush each other or anything of the sort. A year or two after they graduated, they were married. Which soon lead to this wonderfully big family.
Um...Arthur here. Well, I was born alongside my sister, Jen on August 28th. I am a pretty quiet person which made me the target for a lot of Ben's shenanigans. Which soon escalated to name calling. Guess that's the brothers way. Well, around the age of four, I wanted to try lighting a candle all by myself. So, I stared at the candle, wondering how I could do it. That's when the candle lit all by themselves. Crazy right? However, I soon developed a fear of fire after a...incident.
That incident was, I almost burnt my sister, Melody because I was scared. It was a dark night and it was raining. Plus it was a thunderstorm. Melody came down to comfort me but...things didn't go as planned. I...I almost hurt her.
Melody told me what was going on and that I would be going to Hogwarts when I'm older. So...I guess that brings us up to date.

I'm the opposite of my twin sister, Jen. I'm actually pretty quiet and reserved. I make Jonathan look social. I have been told that I'm pretty kind and sweet to others. I do have a joking side. I'm kind of clutzy and dorky.

* Friends
* Acquaintances
* Enemies
* Romance

**Cat**

She's really cool and nice. She's my oldest friend as well. I don't even remember not having her as a friend.

* Parents
* Melody
* Hope
* Jonathan
* Boris
* Benjamin
* Clarissa
* Jennifer

credit to emma for infobox basis and kibeth for page
Vault 11

Vault 11 is a vault constructed in the Mojave Wasteland by Vault-tec.

## Background

Vault 11, just like other vaults, was constructed for an experiment.

The vault computer would force the residents to vote an overseer, who would be swiftly executed by the system. If the residents decided to refuse to vote an overseer, at the stake of their lives, the computer would complement them as 'A shining example of humanity'.

The dwellers would continue to vote an overseer until there were only five residents left. Refusing to kill any more, they disobeyed the computer, learned the secret of the vault, and commited suicide in the vault entrance in guilt.

## In DUST

In Fallout: DUST, the kings, after the Freeside Rebellion, seemingly fled to the vault while in Hazmat Suits, and later mutated into Ghost People. There are Giant Soldier Ants along with Ghost People inside.

It is not recomended to explore the vault, due to the large number of ghost people. Surviving the execution chamber is also very difficult. Overriding the door and running to the exit is an option.

One may attempt to take the robots out with pulse grenades, with a low chances of success. One with high Sneak skill, and Robotics Expert perk, may attempt to stand up from the chair before the slide show ends and sneak to the robots to deactive them, with higher chances of success.

Once the vault is clear of enemies, they will not respawn, and the vault can be used as a makeshift player home, as it is a place with water, safe containers, and usable beds in the center of the Mojave.

## Areas of interest

* There are lots of Microfusion cells, Energy cells, 25mm grenades with a significant amount of numerous explosives in the Armory.
* The player can recieve a few hundred exp for downloading the voice files in the execution room below the Overseer's desk.
Classes

* ♡
* Theresa
* Reynard
* Christopher
* Tristan
* Kay
* Elly
* Alexandru
* Arizona
* Athena
* Syncopation
* Hanna
* ♡

*I've walked through all these halls before*
*I've been in and out of every door, oh-whoa-oh*
*There's nothin' in this school that I don't know*
*In every class, my grade's the best*
*The highest score on every test*
*I think that means it's time for me to go*

- What More Is Out There in MLP Friendship Games*Here is your class schedule:*

*Here is your class schedule*

*Here is your class schedule*

*Here is your class schedule*

*Here is your class schedule*

*Here is your class schedule*

*Here is your class schedule*

*Here is your class schedule*

*Here is your class schedule*

*This night is sparkling, don't you let it go*
*I'm wonder struck, blushing all the way home*
*I'll spend forever wondering if you knew*
*I was enchanted to meet you*

- Enchanted by Taylor Swift
Experimental RadAway

**Experimental RadAway** is an aid item in Fallout: DUST.

## Characteristics

Experimental RadAway is an extremely powerful radiation cure, developed by Royst-Bernard researchers prior to The Fall.

While curing a Survivors from levels of up to 900 RADs, the substance has an equally extreme detrimental effect on the Survivors health.

Despite the possibility of countering the negative effect of Experimental RadAway, it primarily remains a curiosity, only to be used in the most dire of situations.

## Crafting

Experimental RadAway is not craftable, and is not used in crafting.

## Locations

* Large amounts of Experimental Rad-X can be found on the casino floor of the Lucky 38
* A single dose can be found on the corpse of a dead NCR Trooper next to the Vendortron close to Vault 34
* Another single dose can be found on the corpse of a dead NCR Trooper under a tree next to the Zion General Store in Zion National Park.
* Experimental Rad-away can be found in various locations in The Divide at high level (30+)
* At least one dose can be found among Camp Golf resort's various NCR troopers, and more can be found at higher level not just there but on various troopers on the outside.

## Trivia

* Duration of Experimental RadAway can be long enough to fight through Vault 34 and loot it all. Another dose can be enough to counter the effect of ghoul hits and environmental damage from exploring all the Freeside's areas, though normal radaway is more economical there.
Three Crosses

The Tribes namesake

“*Tereus! The Time Has Come To March [...]*”
—Vengeance!
**Three Crosses Camp (**formerly **Nelson)** is a tribal settlement in the eastern Mojave wasteland. Formerly occupied by the Legion, it is now populated by tribal remnants who have retained their penchant for crucifixion

## Overview

The Three Crosses takes their name from the three improvised crucifixes at the town's north end. Immediately surrounding this centerpiece are two barracks and a number of houses, most of them ruined. Further beyond these are fortifications creating a perimeter around the town. These are manned by armed and categorically hostile tribals as well as hunting dogs.

### Relations with the outside

The tribal residents have a particular zeal for kidnapping the cannibal-cultists from neighboring Novac and crucifying them for entertainment.

Swearing Mo-Tel's vengeance upon the tribesmen, his children dispatched a war party against the tribals, which was captured and crucified in turn. Despite angry proclamations of revenge, the residents of Novac have yet to see a satisfactory retaliation.

### Areas of interest

* The Tribe's leader holds court in the right most barracks building, being in possession of a Tribal Chieftain Mask and the unique machete Liberator.
* A Nuka-Cola Victory can be found in the house immediately west of the barracks.

## Trivia

* Based on the tribal leader's possession of Liberator, it can be reasonably inferred that he and the Legion Decanus Dead Sea are one and the same person

## Notable things

* Tribal Chieftain has a Liberator, an unique Machete that can be repaired by its lesser brethrens. A useful tool for a melee Survivor, especially one who hails from Lucky Jim Mine Shack.

* Three cannibals stand on the checkpoint near Three Crosses, the road that lead to Mo Tel. One should always wear Tribal power armor, and carry a .45 SMG.
Isotope 235

Isotope 235 cosplayer

**Isotope 235** is a Wasteland Urban Legend in Fallout: DUST.

## Overview

Only a handful of Survivors have managed to brave Zion Canyon and navigate the Pine Creek Tunnel. (Deemed by former Tribals as "The Long Dark.") While perusing the Long Dark, the  less-stable Survivors have noted two distinct individuals in clown make-up living near the entrance of the Vault ruins. These clown-men were noted to be aggressive and rushed them immediately. While the matching details in witness reports are slightly off-putting, it's best to assume these 'clowns' were of another group that were already hunkering down in the area, if they were there at all.

## Gameplay

The twins of Isotope 235 can be encountered by Insane survivors at the end of The Long Dark, standing right in front of the Vault door past the Jukebox that leads to the Divide. They will advance on The Survivor on sight and  induce a fugue state if either of them land a hit. (Even if one is taken out, the other can still induce a fugue if not dealt with) Hitting them will cause them to harmlessly explode.

## Trivia

* The words "Blast Off" seen on the costume might be a reference to Alex DeLarge, a fictional, sociopathic character in Anthony Burgess's novel A Clockwork Orange.
Traits

Just as Fallout: New Vegas, Fallout: DUST provides The Survivor with a choice of traits during character creation.

As most perks (and SPECIAL), most traits have been slightly modified, usually to include or boost negative effects.

\*This traits list was last reviewed for DUST Version 2.0 As of 2019/04/05. All Traits Requirements and Effects were checked Using G.E.C.K. but were not tested in game. (Beware, YMMV)
Shifting Shadow

Artists impression of Shifting Shadows

**Shifting Shadows** are a Wasteland Urban Legend in Fallout: DUST.

## Overview

Various survivors reported seeing packs of creatures resembling Tunnelers in different locations.

It is suspected Shifting Shadows are capable of influencing their victim's brain, causing them to see the entities in different colors and appearances.

Alleged witnesses trying to defend against Shifting Shadows also reported enourmous explosions occuring.

The authenticity of these facts are unknown.

## Gameplay

* When hit by a Shifting Shadow, The Survivor will enter a fugue state, if not killed by the rather low amount of damage.

## Notes

* The textures seen on the Shifting Shadows can change very noticeably depending on angle of view and distance. This seems to be a glitch.
Deep Wells

Deep Wells near Hopeville

The **Deep Wells** are a faction in Fallout: DUST.

## Characteristics

The Deep Wells are one of the Five Tribes of the Divide. Originating from the old abandoned gold mines to the north of the Divide, the Deep Wells pride themselves on their makeshift weaponry.

Apart from hoards of broken machinery parts (which they use to craft said weaponry), they also have vast supplies of fresh water, pumped from untapped aquifers deep below the Earth.

The Deep Well's main territory in the Divide is the Ruined Underpass near Hopeville.

## Notes

* The Deep Wells, along with the Dust Walkers, are the best equipped of the Divide tribes, often armed with powerful makeshift weapons and attacking from range.
Quarry Junction

Finally. Some old friends.

**Quarry Junction** is a limestone quarryin the Mojave wasteland, known for its comparably huge population of Deathclaws.

## Overview

While the events in the aftermath of the second battle of Hoover Dam and The Fall turned Quarryville from a peaceful, small colony of miners into a hostile slaughterhouse inhabitated by a large number of Cannibals, Quarry Junction and its population seem to have been largely spared from the drastic changes in the Wastes, but is subject to irradiation at low levels.

Up to now, it would seem no one dared try taking these grounds. Rather, stray Deathclaws seem to wander over to Quarryville on ocassion, giving their new neighbours a shredding welcome.

## Areas of Interest

* The unmarked **Matriarch's Den** contains a Makeshift Machinegun, some ammunition, a Mini Nuke, a Super Stimpak and some Deathclaw eggs
* Fat Man can be found submerged next to the shore of one of the water pools. One additional Mini Nuke is located inside of the same pool.
* The **Great Khans Encampment** in the north western corner of the area is still held by Great Khans, and provides for various weaponry and ammunition, including food and drink and a few doses of Hydra.

## Tactical Considerations

Quarry Junctions main and only threats are radiation and Deathlclaws, apart from taking fall damage from goofing around on the machinery left in the quarry.

While radiation can be easily dealt with, although it will raise to +3 RAD/sec in a few spots, the Deathclaws, especially the Alpha Male and Mother Deathclaw, will require large amounts of damage dealt in order to neutralize them.

Since swarming Deathclaws will definitely end the Survivor, using high powered ranged or full automatic high rate of fire weapons in combination with weaponry capable of scaring them off is advisable.

The McCallum Rifle with all of its modifications can do a remarkably good job here, but, as any other weapon, will require large amounts of ammunition for each take down, as most Deathclaws still have a damage threshold of 15.

Gaining high ground on parts of the installation will provide safety from direct attacks, but also prolong the Survivors exposure to radiation. Climbing the central metal structure may provide one of the best sniping spots.

Survivors lacking rounds should bring explosives and a good stack of Throwing Spears.

And be prepared to be rather disappointed in the rewards compared to the required efforts.

## Trivia

* What probably are the last remaining Great Khans in the Wastes can be found in the north western corner of the area, including Melissa. They will be hostile towards the Survivor.

## Notes

* The *Oblivion Outpost* mod can provide for a player home in Quarry Junction. See the Mods for DUST page for more information.
Experimental Rad-X

**Experimental Rad-X** is a consumable in *Dust Survival Simulator*.

## Characteristics

Experimental Rad-X is an extremely powerful radiation inhibitor, developed by Royst-Bernard researchers prior to The Fall.

While raising The Survivor's resistance to radiation by 50%, it also has an equally extreme detrimental effect on the Survivors health.

Countering the loss of health is possible by a variety of options, for example by using Stimpaks or health restoring ingestible, but instead of directly consuming the substance, it seems more advisable focus on its secondary, more useful application: Purifying dirty water.

## Crafting

### Campfire

 Experimental Rad-X (1)Irradiated Water (4)

### Portable Crafting Kit

 Experimental Rad-X (1)Irradiated Water (4)

## Locations

* NCR Remnants, members of the Royst-Bernard Expedition as well as some Tribals will occasionally carry doses of Experimental Rad-X
* Experimental Rad-X can occasionally be found in First aid boxes and other containers at higher level (35+)

## Trivia

* The Scorched Power Armor worn by the NCR Remnant at 188 Overpass could be used to counter the detrimental effects of Experimental Rad-X; if Power Armor Training were available in DUST. This is only possible, if at all, in versions before 2.0
* Vanilla Dust use of purifying Dirty water is quite limited. However Dust tweaks by Manan provide various recipe to purify irradiated scotch, whiskey... so now you have an expensive option to deal with the irradiated drinks gathered dust your inventory.
188 Overpass

The ruins of the 188 Overpass.

“*[..] I met many travellers on the 188, and heard many tales [...]*”
—The Last Forecast
**The 188 Overpass** is a location in the Mojave Wasteland at the intersection of highways 93 and 95.

Formerly a prosperous trading post, it is now home to little more than feral Ghouls and mad survivors.

## Background

Prior to the Fall, the 188 overpass was a bustling commerce center for NCR travellers en route to the New Vegas Strip. With the death of Vegas, the camp's prosperity dried up and its ruins inherited by those too poor or too crazy to leave.

## Overview

The 188 overpass is occupied almost exclusively by Feral Ghouls although there is one power-armoured NCR veteran ranger there attempting to hold them off. After dispatching any nearby ghouls, she will immediately attack any survivor within her line of sight. Assuming he is not killed by the ghouls, a non-hostile tribal can be found at the north end under the overpass.

### Areas of Interest

* The Alexander of the Gun Runners is still at his post and players can still trade with him; however, there is a high probability he will be killed by ghouls shortly after the player approaches the area.
* The Forecaster's former camp contains several miscellaneous items as well as several boxes of sugar bombs and two notes.
* A few bottles of liquor can be found at the south end on top of the overpass.
* The NCR ranger carries scorched power armor, a super sledge and a hunting shotgun in poor condition.
* Alexander's bed can provide Well Rested bonus

## Trivia

* The NCR ranger will occasionally yell pro-Brotherhood of Steel slogans during combat, due to being a repurposed Veronica Santangelo (changed face and name).
* Alexander's health does not regenerate, so even if he does survive the ghouls the first time the player reaches the 188 Overpass, the odds of him getting killed later steadily increase. This is due to his armament of gauss rifle with very poor condition, and him being a poor Energy shooter.
* The tribal carries a book called "Pretty Pretty Horsies: A History of the Mongol Empire". This item is for a quest in the base game and has no significance in DUST.
* Due to a meshing issue, the Forecaster's note must be picked up from an awkward angle.
Lillian Rose/Character Page

This Character Belongs To Merisa

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* Tomboyish Nature
* House

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* General Childhood
* History At Hogwarts

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* Skills and Interests
* Academics

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* Parents
* Siblings/Other Family
* Friends
* Acquaintances
* Pets
* Romances

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* Name
* Fears
* Goals and Plans
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Page Coded by Emmatigerlily

With A big thank you to Red, Brocky, Ellie and many others for providing help, coding or inspiration
Stun Gun

Survivor aiming a Stun Gun.

The **Stun Gun** is a unique energy weapon featured in in Fallout: DUST.

## Characteristics

While this weapon at first seems to be rather underwhelming, last not least due to the effort required to gain possession of it, some of its characteristics can actually provide significant advantages, if wielded by a Survivor capable of making proper use of it.

Not only will this weapon automatically recharge, if unholstered, but it also provides the rather unique ability to unconditionally stun any target hit by one of its projectiles.

This includes Cazadores, Deathclaws, NCR Elite Rangers, Super Mutants and Tunnelers, enabling Survivors to gain valuable time when facing these and other hostiles.

As with any unique weapon, keeping the Stun Gun in good shape does require Weapon Repair Kits, or the Jury Rigging perk, which allows for Laser Pistols to be used to repair the Stun Gun.

## Location

* There is only a single Stun Gun available, which is located in a Hard locked footlocker on the roof of the El Rey Motel. Survivors lacking the required Lockpicking skill will find the Stash Key behind the second (Very Easy locked) door from the left on the top floor. It is located next to a Nuka-Cola Victory on the floor of the room.

## Behind the scenes

* The weapon's looks seem to originate from KickAss91's Weapons Part 3 concept, with DUST reusing the Compliance Regulator of the Fallout: New Vegas add-on Honest Hearts, while changing its characteristics.
* The mod's internal name of the Stun Gun is WeapScottTracySpecial, which may be a reference to Scott Tracy, a fictional character from the 1960s Supermationation Thunderbirds series.
Lucky 38

The House has lost

“*To Ambassador Rivera,

I must contest the absolutely inadequate conditions at the new Lucky 38 Laboratories. [...]

-Lydia Bernard*”
—Letter of Complaint
The **Lucky 38** is a former casino turned reasearch facility on the Strip.

## Background

Formerly the headquarters of Robert House, The Lucky 38 was obtained by the NCR and turned into a Laboratory, whom the main heads of the Lab were Edwin Royst and Lydia Bernard

Curfew violators were to be sent to the Lucky 38, were they would be victim to the effects of ERT and SM-5.

During the Freeside Rebellion, the Kings attacked the Lucky 38, resulting in mass casualties from both sides and the release of creatures in The Strip.

## Overview

Access to the Lucky 38 from the Strip requires a Research Team Identification card, while access from (as well as leaving towards) the Sewers is gated by a hard locked door. With any luck, the key to this sewer door can also be found on two dead survivors within the Sewers.

The interior of the former casino is now littered with the remains of attackers, defenders, researchers and equipment used during research, as well as results of the atrocious experiments conducted.

Centaurs, the sole remaining living creatures in the Lucky 38, can safely inferred to be the last victims of Royst and Bernard's barbaric doings alive in their former improvised laboratory.

Access to all other floors than the casino floor is blocked off by barricades.

## Areas of Interest

* The Casino floor contains some ballistic weapons and ammunition, including the unique (energy) Experimental Cryo-Gun, one suit and headgear of Hazmat Mk II (in a corpse), some RadAway, a good amount of Experimental Rad-X , lootable skeletons and corpses, with a large amount of booze still present (also in the V.I.P. lounge), but not much else.
Silver Rush

You want someone dead? Really dead?

“*Who would think to look in here? [...]*”
—Perfect!
The **Silver Rush** is a post-war weapons bazaar and arms cache located in Freeside.

## Background

Prior to the second Battle of Hoover Dam, the Silver Rush was an energy weapons store owned and operated by the Van Graff family, a ruthless semi-criminal organization from California.

Following the annexation of the Mojave by the New California Republic, their hard-line stance on sedition and lawlessness drove them to raid and forcibly close the Silver Rush, condemning the building and sealing it's entrance.

Shortly before the Freeside Rebellion, a group of rebels broke in through the roof and began using the floor space as a place to secret weapons. Unbeknownst to them, an informant in the group had informed the NCR occupation of their intentions and the cache was surreptitiously booby-trapped by the NCR, killing those rebels who came back to recover their weapons.

## Overview

The Silver Rush can be accessed through the roof by climbing up from the adjacent building. The hatch inside is protected by a medium lock.

## Areas of Interest

* The roof of the building contains a usable bed
* Several energy weapons, skill magazines and a large stash of energy ammunition, as well as some alcohol, can be found on the buildings upper floors, hidden behind medium and hard locks (the key is available on one of the skeletons on the sales floor)
* A hard locked safe (also unlockable using a hard locked terminal) in the room leading up to the sales floor contains some drink and an energy weapon modification
* The sales floor is protected by a hard lock and the cache of weapons located therein is rigged with plasma mines which may kill the player and damage and scatter the cache. Being conscious of the traps, this floor is is an excellent source of high-powered weapons and considerable amounts of ammunition and explosives. Survivors will also find some lore on one of the skeletons.
* Next to the sales floor, a drinkable 0 RAD urinal can be found

## Notes

* The mines present in the building can occassionaly despawn, if the location is left and revisited
Melody Padmore

Text

This Character Belongs To Merisa

4

* Personality
* House

Melody is loving, caring, kind and fiercely loyal to those she loves. She is also humble. She doesn't like to boast about her achievements. She also loves making new friends.

**Hufflepuff**

When she was put into Hufflepuff, she was ecstatic! She was in the same house as her mother.

* General Childhood
* History At Hogwarts

Being the eldest of six cchildren gave her a lot of responsibilities. She has to be the example. She doesn't mind much. She always tried to spend time with her siblings not wanting one to think she preferred another.

This caused some complications. One sibling would want to talk to her and another might want to play with her. One day it got so bad that she wished she could be alone for little bit when suddenly she was in the backyard. Her mother found out about it and told her all about Hogwarts. She couldn't wait!

Her fourth year wasn't exactly eventful. She met Winston Wolf and Faith Bagman.

* Skills and Interests
* Academics

She wants to become a Healer

Average

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* Parents
* Siblings/Other Family
* Friends
* Acquaintances
* Pets
* Romances

MumShe looks up to her mom a lot. After all, she raised her.

Thomas - "He is an extreme workaholic. I barely see him."

Hope
"She is extremely smart and capable. I wouldn't be surprised if she become Minster."
Jonathan
WIP
Benjamin
WIP
Boris
"He is extremely kind. I just hope he stays that way."
Clarissa

WIP

WIP

None

The family owl

Winston Wolf

After a dance lesson gone wrong, Winston took Melody out on a date which soon led to them becoming an item. She feels like she's on top of the world!

* Name
* Fears
* Goals and Plans
* Random Facts

Melody
Music; Song

Not being able to those in need

She wants to become a Healer

* She is extremely protective of her siblings.

File:Tumblr me2dgnnlfo1r6w7e0o1 r1 500.gif

Page Coded by Emmatigerlily

With A big thank you to Red, Brocky, Ellie and many others for providing help, coding or inspiration
Southern Nevada Wind Farm

The **Southern Nevada Wind Farm** is a location in Fallout: DUST.

## Overview

Located allmost half distance between Gibson Scrap Yard and Hill Town, the wind farm was abandoned even before the Fall for unknown reasons. The immedieate vicinity of the now derelict installation is home to some of the most dangerous creatures of the Mojave: Tunnelers and Cazadores.

While an Evolved Centaur, accompanied by non-evolved brethren, patrols the windmills, Hulking Tunnelers, including a Tunneler Queen, as well as a quartet of young Cazadores may be attracted to the area by whatever catches their intention.

The maintenance shack present contains a workbench and a comparably huge amount of crafting materials, including wonderglue, scrap metal, Abraxo cleaner, turpentine, wrenches, a hammer and emtpy bottles (and a shovel). The lockers may also provide for other loot like armor.

Also of note is the copy of "Dean's Electronics" found on a table inside of the shack.

## Note

North, northeast of this location is the site of the lost NCR supply shipment for Camp Forlorn Hope back in the days. Now there is a friendly Dust-specific Tribal use a vanila template 188junkvendor. After taken the supply shipment from the trunk, a Tribal ambush happens. This Tribal will help Survivor fighting against this group. Which is basis for the speculation this one was placed here to provide exactly that kind of help. No trading, and if move this Tribal to 188 Overpass area, he will leave, moving eastward. If passing the windfarm too many times without visiting, there might be wild life leading this Tribal away, derived Survivor of this Dust help, thus best meeting (and triggering the ambush) done on 1st arrival. This Tribal equipped Survivalist Rifle, so make that second copy aside from the one in its original place.
Cultist Scepter

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### BaseID

xx002C18

The **Cultist Scepter** is a two handed melee weapon in Fallout: DUST.

## Crafting

The Cultist Scepter can not be crafted or salvaged.

## Notes

* The Cultist Scepter provides a special knock-back attack in V.A.T.S.

## Locations

* Tribals in the Burned Bulls Camp
* Cannibals in Primm
* Lootable from many other cannibals and tribals

## Behind the Scenes

The Cultist Scepter allows for the Mauler knock-back attack to to be used in V.A.T.S.