recursal/Fanatic-Fandom huggingface dataset:
Chaos Ele

## Location

**Chaos Elemental is located in the DEEP wilderness (East side level 51)**

The quickest way to reach The Chaos Elemental is the teleport 'Enter X2 > B > E' Once teleported, run west slightly and you will find the Elemental.

## Requirements

There are no requirements to kill the Chaos Elemental, however in order to prolong trips it is recommended to use high tier gear and to take a pack yak.

## NPC Info

The Chaos Elemental is a mid-high tier boss which uses Magic/Range as attack styles. The Chaos Elemental also has a special ability where it will teleport you a few squares away and unequip one of your worn items.

## Drops

* Farseer Kiteshield
* Eagle-eye Kiteshield
* Chaotic Staff
* Chaotic Kiteshield
* Morgan's leather chaps
* Morrigan's leather body
* Zuriel's robe bottoms
* Zuriel's robe top
* Vesta's plateskirt
* Vesta's chainbody
* Statius's platelegs
* Statius's platebody
* Statius's full helmet
* Zuriel's staff
* Vesta's spear
* Vesta's longsword
* Statius's warhammer
* Dragon 2h sword
* Pet Chaos Elemental

## Strategy

A good strategy is to bring range & pray range against The Chaos Elemental as so when she activates her special ability randomly and teleports you, you will not have to run back to keep attacking. It is recommended to bring good food (Manta Rays, Rocktails, ETC.). Remember to bring a slashing weapon & brews to escape PK'ers by heading north west to the Edgeville lever or The Mage Bank, or you can also run east and teleport through the obelisks.

It is possible to pray switch at the Chaos Elemental, which will drastically reduce the damage you take, assuming you can time it well. You should use range to make use of this and stand a decent distance away. Begin by praying protect from range, and once you see the Elemental's magic missile (a blue coloured orb) flying towards you, switch to protect from mage, then back to range again. With some practice, this increases the possible length of trips by a significant amount. Combined with a pack yak you are able to complete long slayer tasks in 1 to 2 trips.
Temperature

> *Space is a harsh place, and humans are delicate creatures. The first step toward habitability is achieving a stable, survivable temperature. This is measured in millikelvins, or 1/1000 of a kelvin. By this scale 273,000 mK is freezing and 373,000 mK is boiling, and Earth has an average temperature of 287,000 mK.*
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## Introduction

**Temperature** is a measurement of how hot or cold an object is. In the game, the unit of measurement of temperature is **millikelvins** (1/1000th of a kelvin).

## Terraforming

As temperature changes, it affects the state of Water. Similarly, altering the atmospheric pressure, will change the temperature. It increases by 0.046 mK every pascal of pressure, so consider making Temperature 282,400 mK if there is no atmosphere yet. Similarly, a percentage of the total water changes state for every 1mK temperature change.

At temperatures below freezing, any existing water will transfer to "Frozen in Ice". Above freezing, ice will melt into water and raise the sea level. At temperatures above the boiling point, water will evaporate to being "Vapor in Atmosphere". If temperatures drop below boiling, water vapor will precipitate and raise the sea level.

Habitability for plants and microbes to grow on a planets surface requires a global temperature of 200,000 to 374,000 mK. Habitability for animals and humans outside of a Hab building is a narrower range between 237,000 to 337,000 mK.

Temperature cannot go below 0 mK, as this is absolute zero. However, temperature can increase to an infinite amount in the game. In real life, infinite temperature is impossible, because there is a finite amount of energy in the universe.

Heating a world to above 1,500,000 mK will create lava oceans.

The highest Temperature record of random planets is *Uthan*, which has a temperature of 2,122,714 mK. The lowest Temperature record of random planets is *Gapekir* with a temperature of 150,071 mK.

## Governors

Olivia Stein, Keahi Malae,Anyu Peratrovich and Zhou Xi Wang-mu Lee have effects that can help your facilities reduce your world's temperature faster.

Miguel Akna Henriquez Sepúlveda, Bom Pryde and Te Hau Arataki have effects that can help your facilities increase your world's temperature faster.
Transmissions

Transmissions are ads that reward with Genesis Points (1-3), revenue or birthrate boosts, or Carbon Impact Points (2, used to be 3 in certain locations in 2021). They are accessible thought a button with the message "Incoming Transmission", that sometimes appear on the top of a world's home screen or on any of the feature screens, while the device is connected to the internet. Tapping the button opens a prompt that shows rewards for watching that ad and allows player to accept it or decline.

If the reward is a revenue or birthrate boost, the prompt also displays how many hours still have of that specific boost, and watching the ad will add 60 minutes to that duration, up to 12 hours. "Revenue boost" double both culture and mining revenues (the transmission interface shows that they are tripled instead), while "Culture revenue" and "Mining revenue" only work for that specific source of income; The Transmission won't put "Mining Revenue boost" prompts unless you have built an Outpost, but player can get the other boosts before building the first city, and the timer will start counting down immediately. None of the boosts affect credit production from facilities.

Transmissions sometimes offer free Genesis Points (1-64, lower rewards are more likely) without the need to watch an ad; in this case, the prompt screen still opens, but the accept option changes to "Collect".
Yusuf Mardin

> *In the great land rush that was the initial hominization of Mars, Mardin developed a reputation as a fair and trustworthy mediator for land disputes and terraforming efforts. Now he's become a full-time arbitrator, helping to figure out the specifics of how to terraform a planet that is increasingly filled with groups who have conflicting interests.*
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## Strategy

When you assign the rare governor - **Yusuf Mardin** - to a city, facilities in that city that increase the world's pressure levels will increase pressure levels even more.

Secondly, that city's Culture Revenue will increase. Culture Revenue is earned through events such as The Mother Lode. This effect does not affect revenue produced by facilities such as the Coral Reef or the Space Elevator.

## Lore

From Terragenesis' Instagram Page.

The successful hominization of Mars led to a mass migration not unlike the American gold rush. Because no one entity could lay claim to the entire planet's surface, land claims exploded, many of them overlapping and legally questionable. Such disputes might have risked plunging the inner solar system into all-out war before wider expansion could even begin were it not for skilled mediators tasked with keeping the peace, among whom the most sought-after and trusted was Yusuf Mardin.⁣

Mardin first earned his reputation as an arbitrator in his birthplace of Kabul, settling all manner of disagreements from grazing rights to post-conflict grievances. As part of his process, he insisted that each side in a dispute "confess their transgressions," taking ownership of the missteps that brought about the conflict so that each could be forgiven before the resolution was reached. Many proud Afghanis were resistant to Mardin's mediation style, but his practice brought about tangible results as his neighbors forged a permanent peace, and spacefaring factions seeking their own peaceful coexistence took notice.⁣

Settling land disputes on Mars was a completely different challenge for Mardin, as centuries of war-torn history were replaced with newly arrived settlers bickering over largely uncharted expanses of rock, often purchased from disreputable parties. In settling such matters, he prioritized the needs of poor settlers and refugees over powerful organizations that would seek to exploit them, helping create a legal framework for land owning based on stewardship of newly habitable planets that has stood to this day. His decisions earned the ire of many factions, but the Far-Future Institute took an admiring view of Mardin's precise deliberations, and offered him a leadership role which would allow the spread of his social science teachings far beyond Mars. Mardin weighed his acceptance of this role as carefully as he would any argument, and agreed to sign on with the FFI so long as he would remain free to work alongside any faction, free from their influence, to resolve any dispute which might otherwise devolve into system-wide bloodshed.

## Trivia

* Yusuf may be of Turkic origin from his surname.
Phoenix

## Location

Phoenix is located at Phoenix' lair. To access the lair, simply open the Teleport interface and head over to (B)osses->(P)hoenix.

## Requirements

Phoenix is a fairly easy boss to kill. It is recommended to have around 80 in your melee combat stats and the same in range if you wish to use it. There is no prayer requirement either, although 37+ prayer is recommended to use the *Protect From Magic* prayer.

## NPC Info

Phoenix is one of the easiest bosses in the game. If you have access to the soul-split prayer, you can kill the boss with minimal interaction with decent gear. It is also located in a multi-combat zone, so you can use familiars to speed up the process. Phoenix is the only boss to drop golden mining armor which is very helpful for mining (with the set offering an xp bonus). However, due to the simpleness of killing phoenix, the armour isn't worth much. Phoenix is also a great slayer task as the experienced gained is very high when compared with the difficulty of killing Phoenix.

## Drops

Phoenix has some great drops for starters. Some of them are:

* Golden Mining Suit Pieces (Helmet, Top, Legs, Gloves, Boots)
* Gilded Armor pieces
* Phoenix Pet
* Fire feathers (sell to Sigmund)

## Strategy

Killing the Phoenix is fairly straightforward. Use the strongest melee/range gear you have and attack it while using Soul Split prayer if you have it or *Deflect Mage* prayer if not. Although the prayer will not completely cancel out the magic damage from Phoenix' AOE magic attack, it does reduce it. Make sure to use a steel titan familiar as well as it really speeds up the kills using its special attack.
TerraGenesis

*This page is under construction.*

### Link

Google Play: https://play.google.com/store/apps/details?id.com.alexanderwinn.TerraGenesis
App Store: https://apps.apple.com/us/app/terragenesis-space-settlers/id1039841501
Microsoft Store: https://www.microsoft.com/en-us/p/terragenesis/9n4bg6q03zl0?source=lp&activetab=pivot:overviewtab

**TerraGenesis** (or **TerraGenesis - Space Settlers**) is free mobile game with purchasable content developed by Edgeworks Development and published by Tilting Point.

In 2022, a sequel, **TerraGenesis: Landfall**, was released. Please see its own dedicated wiki for more information.

This page is intended for any information about the game that does not fit onto other pages; they may be moved to appropriate pages or even split into their own pages if sufficiently important.
Night-Gazer Khighorahk

## Location

The Night-Gazer Khighorahk is located in its lair, and can be accessed through the teleport interface; Teleport->(B)Bosses->(Z)Donator Only->(K)Khighorahk.

## Requirements

Extreme Donator ($500) is required to be able to teleport to and kill Khigorahk. It is also recommended to have the soul split prayer unlocked or the protect from magic prayer.

## Drops

* Sunset-Gazer Khighorahk
* Chaotic Crossbow
* Eagle-Eye Kiteshield
* Amulet of Ranging
* Ranger Boots
* Robin Hood Hat
* Focus Sight
* Ava's Alerter
* Dragonstone Ring (i)
* Battle Hood 100
* Battle Robe Top 100
* Battle Robe Bottom 100
* Bathus/Marmaros/Novite Full Helm
* Bathus/Marmaros/Novite Chainbody
* Bathus/Marmaros/Novite Platebody
* Bathus/Marmaros/Novite Plateskirt
* Bathus/Marmaros/Novite Platelegs
* Bathus/Marmaros/Novite Boots
* Bathus/Marmaros/Novite Gauntlets
* Khighorahk (IT)
Black Prince

Armored like one of the bastard Churchill tanks. this tank is armed with a ferocious 50 range 17Pounder Gun able to penetrate almost any axis armor at max range. Although heavily armored and armed the Black Prince can't hit infantry very well and lacks the speed to get out of danger.

### Pro's

* Good armor
* Good Health Pool
* Good Anti tank gun
* Good range( 50)
* Good damage 137.5 per hit

### Con's

* Can be very expensiveness
* not very versatile
* Can be rushed and killed easily by a horde of upgun pumas
* Needs constant attention
* Slow.
Sundering

The Sundering is the name TerraGenesis has given to the ecological and climate crisis we are currently going through in real life, present in the Earth Scenario, followed by societal collapse in the form of wars, food shortages, rampant disease and lack of medical care.

## UNSA

It is reported that the UN (United Nations, the one that also exists in the real world) got the world through that dark period because countries of the world pooled resources together in order to survive. Because of this cooperation, the UN consolidated power, and then they established the United Nations Space Administration (UNSA).

The UNSA's lore states:

*Having overcome tremendous ecological crises on Earth through unprecedented international cooperation after the Sundering, the UNSA has consolidated its political power and cemented itself as the organization most firmly devoted not just to humankind's survival, but also to its prosperity and peace of mind.*

The UNSA's faction description states:

*After the **Sundering**, the surviving nations of the world agreed to pool their resources into a combined, truly international space exploration effort. After a few high-profile successes and the return of a relatively stable economy, the UNSA is poised to take its greatest step yet: the international colonization of an entirely new world, in the name of a united Humanity.*

## Asteroids?

There are hints that during the same period, Earth was also hit by multiple asteroids in both Buzz Sullivan's and Yvonne Genet's lore.

Buzz Sullivan's lore states:

*Admiral Buzz Sullivan made his name in the midst of Earth's bleakest hour, known to history as The **Sundering**. With the world suffering **repeated hammerblows, both from above and below**, Buzz sought to secure humanity's future by serving in the UN Peacekeeping forces, alongside many of his peers. He hoped to be providing relief supplies and helping to rebuild shattered communities around the world, but as the situation continued to worsen and wars broke out like brushfires, Sullivan found himself rising the ranks in what was quickly becoming a global military effort to prevent the unraveling of civilization itself.*

Yvonne Genet's lore states:

*While the first few nations were just beginning to climb out of the hole left by the Sundering, the rest of the world suffered from widespread food shortages, rampant disease, and often a total lack of access to even basic medical care.*

*Born in a suburb of Addis Ababa just two years before **the First Impact**, Genet grew up in an aid camp and spent much of her time helping the sick and injured.*

## Sons of Hephaestus

In Rodinia's Dialogue Neil Jansson suggests that the philosphy of the Sons of Hephaestus came about because of this ecological crisis:

*We have developed environmental ethics on Earth in response to environmental crises like the Sundering.*

## Accelerando

After the Sundering came the Accelerando, a period of rapid space exploration we learn about through governor David Munoz' description.
Fallschimjagers

Fallschimjagers in combat

HP : 60 HP per man

Anti-building Grenade (Cost: 0/30/0)

Veteran Sergeant (Cost: 15/0/0)

Doctrinal Upgrades :

Fall ops (Cost: 10/0/0, Ability: T1 Fallshirmjaeger Operations)

Highway 69 (Cost: 15/0/0, Ability: T2 Highway 69)

Crete Vet (Cost: 15/0/0, Ability: T4 Crete Veterans)

Rifle Grenades (Cost: 0/75/0, Ability: T12 Advanced Explosives)

2x M.24 "Gren Nade" ('Nade) (Cost: 0/25/0, Ability: T12 Advanced Explosives)

1x R.Pz.B.54 "Shreck" (HHAT) (Cost: 0/120/0, Ability: T12 Advanced Explosives)

Field Medicine (Cost: 0/50/0, Ability: T13 Expert Skirmishers)

4x G.43 (Self-loading Rifle) (Cost: 0/65/0, Ability: T13 Expert Skirmishers)

Vet 3 : 1.2 dmg., 1.1 health

Vet 4 : 0.6 rec. supp.

Vet 5 : 0.75 cooldown/reload

**Fallschimjagers** are a Doctrinal unit available to **Panzer Elite's Luftwaffe** Doctrine. They're a 4 man ambush-oriented squad, able to quickly take down enemy squads with their FG42's after cloaking in cover.

Fallschimjagers in nature are suited to a more defensive/passive playstyle, ambushing people when the time is right. Their huge damage potential is countered by fairly low HP per man, small squad size and lack of a quick-retreat option.
Temmujin Battulga

> *The biggest star in Horizon eSports history, Battulga recently dedicated his streams to raising money for communities in need.*
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## Strategy

When you assign the common governor - **Temmujin Battulga** - to a city, facilities in that city that produce revenue, such as the Spaceport or Ice Launcher, produce even more revenue. This effect does not affect culture revenue, which comes from events.

## Lore

Temmujin Battulga grew up during the early age of space exploration, as part of a very competitive family in Ulaanbaatar. While his sisters and brothers made names for themselves in extreme sports and racing, even mastering the survivalist skills that were so popular in reality shows at the time, Temmujin became infatuated with gaming. Teased mercilessly for simulating the same things his siblings did for real, Temmujin was told his passion was a waste of time. But as his skills and his fanbase grew week after week, recruiters from Horizon's gaming division took notice, and they offered him an official sponsorship at age 13.

⁣Serendipitously, Battulga's recruitment coincided with the global launch of the company's first foray into mobile projection gaming, the Horizon Compass. Technical hurdles and price-prohibitive hardware made the Compass a risky proposition from the jump, yet Horizon found in their new intern a passionate voice for innovation in games. Temmujin eagerly demonstrated to his growing list of followers the exciting potential of this new platform, allowing for fully immersive simulations of racing, combat, and sci-fi space adventures with minimal exertion and maximum fun. Following the success of the Compass, Temmujin found himself at the peak of both the eSports world and Horizon's expanding entertainment empire.

⁣These days, Temmujin is a superstar who splits his time between crushing his opponents in global championships and doing charity performances to raise money all over the world. But rumor has it that Temmujin won't be restricted to just this world for much longer: at just 17 years old, Temmujin has recently signed a deal to do a live tour of the solar system, playing in front of sold-out stadiums on and around five different planets. After all, there's no better way to show his brothers and sisters what everyone else already knows:

⁣Temmujin always wins.

*From TerraGenesis's instagram account*

## Trivia

* His name is of Mongolian origin, implying his Mongolian descent.
Tidal Enclave

> Establishing a new aquatic species on a barren world requires more than dumping a few specimens into the water. A Tidal Enclave is a fully-featured conservation suite, complete with monitors and environmental controls, designed to help a new species get established before it is released into the wild. The facility can only support one species at a time, but then this process was never going to be a quick one.
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## Introduction

**Tidal Enclaves** allows the addition of aquatic species.

## Level Charts

Beginner Mode differs in time needed compared to Normal Mode. The Culture modifiers can alter the total *Biomass*, *Population*, *Credits*, *Research Time* and/or *Construction Time* gained/lost for the buildings/research.
Thermal Dust

## Introduction

This **Thermal Dust** has the ability to raise the pressure of the body it is on. While being quite slow, it has the advantage of not altering one of the other terraforming statistics.
Levels beyond **V** are only reached through events.

"*The darker the color of an object, the more light it will absorb and turn into heat. By coating sheets and glaciers of frozen CO2 in specially-designed black powder, we can help warm them and begin releasing the carbon dioxide into the atmosphere.*"

## Level Charts

Beginner Mode differs in time needed compared to Normal Mode. The Culture modifiers accounts for the total *Biomass*, *Population*, *Credits*, *Research Time* and/or *Construction Time* gained/lost for the buildings/research.
Gameplay

Europe in Ruins is a Company of Heroes mod that eliminates buildings and bases and focuses on the tactical battle level of play. As in traditional Company of Heroes, you may choose to play any **Faction**, either the Allies or the Axis, as the **US**, **Commonwealth**, **Wehrmacht**, or **Panzer Elite**.

Units are selected based on prices and capabilities and organized into call-ins. Territory is taken by having infantry present in the sector while eliminating enemy infantry presence. There are no resource points. The game is won by destroying the enemy force or by capturing enough of his territory to force him to retreat.
Panzer Elite

The **Panzer Elite** (also known as **PE**) are one of the two factions available to the axis in Europe in Ruins : Reinforcements. It is very focused on mobility and unit specialisation, and is unique in being the only faction in the game to not have a stationary anti-tank gun. In lieu of that, it uses light-vehicles and support-vehicles to fulfill it's defensive armament.

**Doctrinal** units range from ambush-oriented **Fallschimjagers** to agressive **Jagdpanthers**. Allowing for a very wide selection of various playstyles.

It is claimed by some to be the least beginner-friendly factions in the mod.

## Basic Unit Composition

* **Infantry Squads**
* **Support Weapons**
* **Light Vehicles**
* **Medium Vehicles**
* **Heavy Vehicles**

## Doctrines

* **Tank Hunters**
* **Luftwaffe**
* **Scorched Earth**
Marines

Armored Combat Command only:

2x M1 "Zook" (HHAT) (Cost: 0/80/0, Ability: T11 Last Ditch)

Regimental Combat Team only:

Allied Grit (Cost: 20/0/0, Ability: T2 Allied Grit)

Fightin' Spirit (Cost: 15/0/0, Ability: T4 Fightin' Spirit)

3x Field Dressing (Cost: 15/0/0, Ability: T11 Medical Equipment)

4x M3 "Grease Gun" (SMG) (Cost: 0/50/0, Ability: T12 Assault Equipment)

2x M18 "Smokenade" ('Nade) (Cost: 0/30/0, Ability: T13 General Issue)

2x M1 "Frangible" ('Nade) (Cost: 0/45/0, Ability: T13 General Issue)

Vet 3 : 20% more dmg, 10% more health, extra gnd. use

Vet 4 : 25% less rec. supp.

Vet 5 : 25% less cooldown/reload

**Marines** are a slightly more specialised variant of the **rifleman**, focusing on long-range and drawn-out engagements. They're tougher and have greater accuracy, but have a reduced rate of fire, making them weaker at close range.

Using **Bazookas** can allow these units to effectively combat light-vehicles.

Be aware, **Marines** do **not** have access to sticky bombs, making them a prime target for vehicles which can crush. It's recommended to use them as a support to riflemen, not as a replacement.
Royal Canandian Artillery

The **Royal Canadian Atrillery (RCA)** Doctrine for the CW is a versatile doctrine, having both defensive and offensive options. Mainly focusing on **Bren Carrier, Infantry** and **Artillery** upgrades, it's perfect for players focusing on front-line engagements and spearhead breakthroughs.

### Short doctrinal summary :

1. **Strong durable infantry**
2. **Various Bren Carrier options**
3. **Infantry excels at front-line combat**
4. **Good flanking capabilities**
5. **Can be played a variety of ways**

Bofors 2.5range.Bofors 20% Penetration Bofors increased splash .2
Priest Cooldown decreased -60s
Victor target/foo -120s

-25% call in timers | **Fortified Positions**Trenches/Mortar Pits/Bofors-15s build time provide's captainhealingall emplacement-20s takedown time. | **Improved Gunnery**
120s cooldown on recon snipe
Bren increased incremental accuracy +2.5%
 **Stretcher Bearer**CCS acts as a Triage Officers gain medkits, and +10 HP/man (applies to all squad members | **High Velocity**
Riflegrenade +20% projectile speed, -33% scatter
Riflegrenade +25%dmg/Aoe
Support weapons gain elite armor, Team Pop increase 4/3/2/2
Common Wealth

Much has changed in the CommonWealth compared to Vanilla Company of Heroes. This page will be dedicated to help explain all that we have changed to give them that competitive Bite.

1. No Movement slow on Tommies. to keep up with the fast action in Europe In Ruins the slow has been removed
2. Officers are not Needed but offer Great Bonuses if you choose to have them
Umbriel

## Paradise Habitability

> *Umbriel is a world of craters. Some are mere meters wide, while others stretch to over 200 kilometers. A never-ending landscape of ice and rock, covered in craters. Even the most prominent surface feature, a large deposit of an unknown white substance, lines the inside of an enormous crater along the equator.*
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> *This makes Umbriel a perfect world for Hab Domes, as the craters make for the ideal foundation in which to build the first cities, but if your goal is terraforming you're in a for a world of lakes. Be sure to keep careful control of the sea level, or you might flood your cities!*
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## About

**Umbriel** is the third largest moon of Uranus. It's also the 16th closest Uranus' moon.

## Strategy

Umbriel possibly has a hidden ocean in its ice caps that you need to get rid of completely before raising the world's temperature or pressure, if you don't want it to get flooded. After you increase pressure or temperature, put the water levels in habitable stats by using some Habitation Domes.

Habitation Domes generate biomass too, so let it go. If playing with biospheres, set up a couple of oxygen filters to stop the oxygenation process.

You need to build the first cities on the edge or in the craters. Then as soon as the build more get higher.

## Trivia

Umbriel is a melancholic gnome from Alexander Pope's "The Rape of the Lock".

Umbriel was discovered in 1851.
Terrestrial Planets

> *The first four planets of our solar system, plus the moon.*
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## Introduction

This pack is also called 5 Terrestrial Planets and with 3 Free Terrestrial Planets. These three Planets, Mercury, Moon, Mars, there are the five (planets) and three planets (free) purchase that can be played for free. The players begins their journey on Mars, after which they slowly unlock each other planets.

Venus and Earth can be unlocked by purchasing an All-Access Pass, but can't be bought as a set. Generally though, they are unlocked for free by completing the other worlds in this set. Venus and Earth can be bought also but separately thanks to some updates.

Worlds in sets other than the Terrestrial Planets have to be purchased before they can be played.

Moon, Mars and Mercury are free, because its only Three planets, New game between Mercury, Mars, and Moon are NOT Purchased, Purchase Planets Between Venus, and Earth.

Sponsored by TerraGenesis.

JuryGame Ver.

## Strategy

This planet pack is the only one that you can get completly for free. Mercury, Earth's Moon, and Mars will be unlocked from the start, and the player will appear on Mars inmediatly after opening the game for the first time. Achieve victory on Mars to unlock Venus. Then achieve victory on Venus (don't cry about it, it's not the hardest one yet) to unlock Earth, the hardest planet in the pack as it's slowly getting destroyed by humans and you must fight against global warming and biomass loss

## Planets

 Venus | Medium
 Mars | Easy

If you aren't have an account to comment, click here to forum. (alternative comment page for anon. useres)
Blitzkrieg

With all power and fervor the word blitzkrieg brings to men, this doctrine embodies that very idea In design and function. Armed with the Incredible destructive force of the Tiger Tank able Blow apart waves upon waves of allied infantry, All fear the tigers might and Wehrmachts Might.

### Pros

* Armed with the Crushing Tiger tank
* Works well Alone or in a team
* Incredibly aggressive
* Can choke a enemy with constant onfield pressure
* Has storms.
* Hard to entirely counter

### Cons

* Tiger and storms can be expensive
* Can run out of units quickly if not managed properly

Infantry sprint out of halftrack variants for 10 seconds

+35% moving accPuma and HT gain 5s Overdrive ability, +5m sight
no movement penalty from medkits
Pios, Volks, Grens
-15% rec. acc. if moving in enemy territory
All tanks/vehicles
+33% turret rotation
Scouting vehicles +7.5m sight
Engineers

Pop : 4

Engineer Minesweepers :

Price : 80 MP 10 MU

Pop : 1

1x Mine (Cost: 0/35/0)

1x SCR-625 (Minesweeper) (Cost: 0/10/0)

Machine Gun Nest (Cost: 0/50/0)

Armored Combat Command only:

Let 'em have It (Cost: 20/0/0, Ability: T2 Let 'em Have It)

Regimental Combat Team only:Allied Grit (Cost: 20/0/0, Ability: T2 Allied Grit)

Tank Reapers (Cost: 0/20/0, Ability: T3 Tank Reapers)

Divisional Asset Flamethrower (Cost: 0/60/0, Ability: T4 Divisional Assets)

Fightin' Spirit (Cost: 15/0/0, Ability: T4 Fightin' Spirit)

Triage Center (Cost: 0/100/0, Ability: T11 Medical Equipment)

3x Field Dressing (Cost: 10/0/0, Ability: T11 Medical Equipment)

1x Medic Tent (Cost: 0/50/0, Ability: T11 Medical Equipment)

4x M3 "Grease Gun" (SMG) (Cost: 0/50/0, Ability: T12 Assault Equipment)

4x M1 "Assault Garand" (Self-loading Rifle) (Cost: 30/0/0, Ability: T12 Assault Equipment)

2x Mk II "Nade" (Frag Gnd.) (Cost: 0/30/0, Ability: T12 Assault Equipment)

2x M37 (Satchel Charge) (Cost: 0/50/0, Ability: T12 Assault Equipment)

### Veterancy :

Vet 1 : 15% less rec. dmgVet 2 : 15% more acc., 15% less rec. supp.

Vet 3 : 20% more dmg., 10% more health

Vet 4 : 20% less rec. supp.

Vet 5 : 25% less cooldown/reload

### Changes from vCoH :

Ability to repair removed (repairs are now one-time uses, purchasable on individual vehicles).M3 SMG modified: Range increased from 20 m to 35 m.

Squad size increased from 3 to 4.

## Engineers

Engineers are your go-to units for supporting your other troops. Made up of 4 troops, they can build and maintain **fortifications** and lay down **mines** to hinder enemy progress, they're also able to detect mines with the minesweeper upgrade. In combat, they can also engage the enemy in close proximity, although long-range encounters are not favourable.

Upgraded with a **Flamethrower**, they can be devastating to even the most elite troops at close trange.

## Engineer Minesweepers

A variant of the engineer squad, comprised of 2 units, trading their combat capabilities in favor for cheaper cost and pop usage. Costing only 80 Manpower and 10 Munitions - they're a perfect addition to any company if you're expecting to face mines.
Scorched Earth

## Waffen Grenadiers

The Infantry focused doctrine of the Panzer Elite. Although lacking the abundance of infantry like the United States this doctrine capitalizes on the axis 1v1 superiority. Armed to the hilt with Fire, area denial, and gold old fashion Panzer Grens there is hardly a dull moment with Waffen Grenadiers.

### Pros

* Fairly versatile.
* Makes great use of pure Infantry
* Munition Halftracks act as pseudo officers
* Good teamplay doctrine
* Good endurance for long games
* Fairly Cheap

### Cons

* Has some trouble with Tank doctrines
* Hates open maps
* Not very good alone
* Can be countered easily if not careful

Propaganda tower additional 5% debuff
Propaganda tower +20m range
Paner pios/pgrens can build roadblock, -33% contruction times, +1 tower use

nades can be used from garrison
MHT Incendiary ability fires 2x incendiary mortar shells
Hotch Stuka gain smoke barrage/direct fire barrage

mp44's full accuraccy vs cover\*
Muni HT +20m aura range
Pgrens -1 pop
While the Squad Leader of each squad is alive, the squad heals at a rate of 0.1 HP/s
Airborne

Unlike the other US doctrines Airborne truly seperates it's self as a unique doctrine. Much like the Commandos of the Commonwealth Airborne make good scouts for your team. Along with numerous Mobility advantages you can effectively stay in and out of combat and pick your enemies accordingly.

### Pros

* Has arguably the Best Hand Held Anti-Tank in game(Recoiless Rifles)
* Has some of the best Sight range units ingame(m20 recon)
* Loves to cause chaos on its own.
* Able to harass and deal consistent damage to anyone left alone.

### Cons

* Some of the most expensive upgrades available.
* Small army size usually in comparison to other US builds
* Fairly relies on good awareness to not get caught out.
* Doesn't like snipers.

Fireup penalty removed
Airborne units +7.5 m sight m20 +15m sight.
Airborne rifleman/support weapons gain fireup
Reduced drift
LV's/Tanks +30% speed for 30s after deployment.
t17 gains white phosphorus shot\*
All AB units cap 2x faster.
+6 player pop
Fire Up -33% recharge
Tanks/Vehicles +35% accel/deccel
 Light Cavalry
Quad +50% moving accuracy -25% reload +2s burst duration
GMC -20% reload, gains smoke barrage.
mortar smoke barrage +20m range, 2x rof/shells
RRS +10% penetration. +10% damage vs super heavies
stickies, nades, satchel +10% damage, -1s timer
Maps

Europe in Ruins has an ever changing roster of maps, in which 2 to 8 players fight for control over territory.

In this page you will see all the **officialy supported** maps available

## **1v1 Maps**

* The Dike
* Angoville

## **2v2 Maps**

* Point Du Hoc
* Lanteville
* Neuville
* France
* St Winn
* Industrial Riverbed
* Crossroads
* Venue
* Bergen
* Church
* In der Hitze
* Operation Martlet
* Nuenen
* Foy
* Forest
* Bastogne
* Road to Carentan
* Brecourt

## **3v3 Maps**

* Forest
* Deserted Village
* Goodwood
* Villas
* Schijndel
* Somewhere in Normandy
* Monte Cassino
* Carentan
* Neuville
* Redball Express
* Montaville
* Brecourt
* City Outskirts
* D Day
* Trevieres
* Egletons
* Bretonneux
* Abbeville
* Bastion
* Ghost Town
* Tanteville
* Burgundy
* Lille
* Dutch Countryside
* Villers Bocage
* Hells Highway

## **4v4 Maps**

* Burgundy
* Abbeville Winter
* Neuville
* Saint Lambert
* Purple Heart Lane
Volksgrenadiers

2x Medkits (Cost: 0/15/0)

Vehicle Mines (Cost: 0/20/0)

Tigergruppe only:

Territory Blitz (No medkit penalty, 0.75 rec acc in neutral/enemy territory) (Cost: 10/0/0, Ability: T2 Territory Blitz)

Overwhelm (Sprint 60s after deploying) (Cost: 10/0/0, Ability: T3 Overwhelm)

Fanaticism (Cost: 30/0/0, Ability: T3 Fanaticism)

Lightning War (1.25 acc on the move) (Cost: 10/0/0, Ability: T4 Lightning War)

1x Assault Grenades (Cost: 0/60/0, Ability: T12 Assault Tactics)

Ost-Bataillon only:

Unbreakable (Cost: 20/0/0, Ability: T1 Unbreakable)

Cover & Evasion (Cost: 15/0/0, Ability: T2 Cover & Evasion Training)

Ostfront Vet (Cost: 20/0/0, Ability: T4 Ostfront Vets)

1x Assault Grenades (Cost: 0/60/0, Ability: T11 Explosives)

2x StG 44 mit Z.F.4 "Scoped StG" (Scoped Asslt. Rifle) (Cost: 0/80/0, Ability: T12 Standard Supply)

2x M.24 "Gren Nade" ('Nade) (Cost: 0/25/0, Ability: T13 Arming the Militia)

2x le M.G.26(t) (LMG) (Cost: 0/50/0, Ability: T13 Arming the Militia)

### Veterancy :

Vet 1 : 0.85 rec. dmg.Vet 2 : 1.15 acc., extra Panzerfaust use

Vet 3 : 1.2 dmg., 1.15 health

Vet 4 : 0.6 rec. supp., leader gains M.P.40

Vet 5 : 0.75 cooldown/reload

### Changes from vCoH :

No other changes from vCoH

Volksgrenadiers are a cheap infantry squad available to the **Wehrmacht**.

They are not strong on their own, but can become a threat in greater numbers, especially at medium to long range. Their primary use is holding territory and capturing support weapons.

While the preferred way of countering them is coming into close contact, beware - as a Volksgrenadier squad can be armed with both **Grenades** and **Panzerfausts**.
US Infantry

## Infantry

Following the versatile American's Infantry doctrine does just that. From adding new units such as Marines To giving Riflemen a brand new Assault Garand, The US Infantry gets the job done no matter the cost. Although considerably Weaker then other Infantry Riflemen boast the most amount of upgrades of any infantry in the mod.

### Pros

* Versatile, Good in offense and defense able to Push assaults
* has multiple Upgrades for mutiple units allowing to take on many situations
* Rangers can become some of the strongest Elite infantry in the game
* Great endurance for long games

### Cons

* Generally Weak infantry prepare for death
* Not as specialized as other doctrines

* Has trouble with Tanks

Field dressing +1 Speed., -50% recharge,. +1 use
 Supress and Maneuver Grenades +2.5m range,+25%dmg to suppressed/pinned targetsHMG's/LMG's+33% suppression | Allied GritRiflemen/Officer +10 hp per man
Commonwealth

The **Commonwealth**, also known as the **British** are one of the four factions featured in Europe in Ruins

Reinforcements. A member of the Allies, it fights alongside the Americans to liberate Nazi-occupied Europe. Unlike the base game, the British are not confined to a defensive playstyle in EiR:R, but still boast considerable artillery and heavy tank support through the use of doctrines.

Starting with the unexpectedly powerful **Sapper** squads and finishing with the quick flank of a **Cromwell**, every player can find his preferred niche with this faction.

## Basic Force Composition

* **Infantry Squads**
* **Support Weapons**
* **Light Vehicles**
* **Medium Vehicles**
* **Heavy Vehicles**

## Doctrines

* **Royal Engineers**
* **Royal Canadian Artillery**
* **Royal Commandos**
Luftwaffe

Ground upon the same Hit and Run tactics as the Commandos Luftwaffe's direct buffs come from it's mobility, able to switch sides rapidly and exploit the weak sides of the map. Armed with many Gadgets that the Panzer elite are know for these are the ideal Glass cannons of infantry.

### Pros

* Probably one of the most mobile doctrines.
* Can harass nonstop and rack up a high KDR
* Fairly cheap powerful Luftwaffe
* Has alot of options

### Cons

* Can be countered somewhat
* Doesn't like Snipers
* Can be expensive Munitions wise
* AT is generally frail.

Falls -50% sprint cooldown
Falls reduced covering/supp fire penalties

Wirbel lockdown gains debuff aura

All vehicles can move while repairing 75%
+75% moving acc
TB's acc penalty from sprint removed
FG42/LMG34/G43 +33% damage to suppressed targets
+160 Player munitions

IHT/Hotchkai/AC's +2.5m sight/+7.5m detection
Scout Cars/Vampire +15m sight/detection in lockdown
50mm/Marder/LATHT +20% accel/decel,
Marder Lockdown Toggle -75% cooldown
All vehicles (barring IHT) reduced damage from small arms
Units in IHTs -25% cooldown
PanzerIV Command Tank

Or commonly known as the P4CT. Like most axis tank's its almost impossible to kill without coordination. Armored with the Panther Armor, and armed with the PanzerIV Main gun. this tank combines the mithril like armor of the panther with the Anti Infantry killing power of the PanzerIV .

###

### Pro's

* Panther armor some of the best ingame
* Good Health Pool
* Good PanzerIV main gun
* Great Versatile tank speed,armor,gun can take on any enemies with confidence.

### Con's

* Often hunted without remorse.

* Has a lower damage gun vs Tanks 87.5
* has trouble vs Pershing armor.
* Doesn't have panther range only (40) of most medium tanks
Sappers

1x Mine (Cost: 0/35/0)

1x SCR-625 (Minesweeper) (Cost: 0/10/0)

Infantry Brigade only:

Motorized Infantry (Cost: 0/0/0, Ability: T2 Motorized Infantry)

2x Mk II "Nade" (Frag Gnd.) (Cost: 0/30/0, Ability: T12 Cut 'em Down!)

1x BREN Mk. II (LMG) (Cost: 0/40/0, Ability: T13 Quartermaster's Surplus)

2x M37 (Satchel Charge) (Cost: 0/50/0, Ability: T13 Quartermaster's Surplus)

Commando Troop only:

Advanced Snap Shooting (Cost: 10/0/0, Ability: T1 Advanced Snap Shooting)

Mobile Operations (Cost: 40/0/0, Ability: T1 Mobile Operations)

Sprint (Cost: 30/0/0, Ability: T2 Rush From the Beachhead)

Recon Forces (Cost: 10/0/0, Ability: T4 Recon Forces)

Royal Tank Regiment only:

1x Boys AT Rifle (HHAT) (Cost: 0/50/0, Ability: T11 Defensive Measures)

4x STEN Mk. II; Sappers (SMG) (Cost: 0/80/0, Ability: T12 Assault Ordnance)

Vet 3 : 1.2 dmg., 1.1 health

Vet 4 : 0.8 rec. supp.

Vet 5 : 0.75 cooldown/reload

### Changes from vCoH :

Sapper rifle 15% increase dps from vCOH. Squad moves at full speed regardless of territory.

The Sappers are a 4 man non-doctrinal infantry squad available to the **Commonwealth** Faction. Primarily used for their Anti-Tank capabilites with the **PIAT** upgrade, they can hold their own against non-upgraded infantry cost-effectively.

While it's not advised to use Sappers as your main-line infantry, do not underestimate them! Their soldier armor allows the squad to be unexpectedly tough, and their weaponry can dish out a decent amount of damage, especially if combined with a **Lieutenant** or if they have **Veterancy**
Helpful Topics

You can navigate to each of the forum threads mentioned with a topic number here by appending two colons in front whilst you are logged in game. For example- ::topic 281

### **General Forum Sections**

* Forums - ::forums
* Gamemode - ::gamemode
* Donation Benefits - ::donation
* Guides - ::guides
* Bug Reports - ::bugs
* Report Abuse - ::report
* Updates - ::updates
* Rules - ::rules
* Password/Pin Recovery - ::recover
* Billing & Payment Issues - ::billing
* Store - ::store
* Appeal - ::appeal
* Report a player - ::report
* Suggestions - ::suggest

### **General Game Section**

* Runique Voting Issues - 53185
* Clue - 3298
* Price Guide - 23673
* Client Issues - 10238
* Runique FAQ - 36154
* Daily Events - 9106
* Donation error - 40066
* Tank Event Rewards - 3436
* Item Equipment Stats - 37141
* Prevent Account Hacks - 23436
* Crystal Chest Rewards - 3758
* Capes and their stats - 34450
* Playtime Rewards - 11116
* Runique Custom Items - 3613
* All In One Skill Guide - 9296
* General Drop Rates - 19468
* Game Mode Conversion - 9362
* Runique Beginner Guide - 9688

### **Money-Making Guides**

* How to Make Money - 17265
* Main Money-Making methods - 9365
* Non-combat methods - 28356
Summoning

## Summoning Store

You can get all you need from Pikkupstix. He can be found in either Varrock or Edgeville.

**VARROCK**

(Hold Enter > C > V)

Or if you have it set as your home, you can also do ::home

**EDGEVILLE**

(Hold Enter > C > E)

Edgeville is what everyone's home is set to when they first begin, so unless you changed it, you won't need to mess with it.

## How to Get Charms

Charms are one of the most important things in summoning, it is one of the requirements in creating a *summoning pouch*.
You can get Charms either by doing PVM, getting them from spirit implings, mystery boxes, or by buying them from other players.

**Example Monsters**

Crawling Hands

Rock Crabs

Bork

Bal'lak (**Donators**)

Barrelchest (**Donators**)

## Obelisk Location

You can get there one of two ways. You can **Hold Enter > S > G > T**

Or, you can run **west** of the bank in **Edgeville** to **Lady Servil's** House, and go down the **trapdoor** by the stove.

## Scrolls

Summoning scrolls are used to invoke special moves of familiars within the Summoning skill. These scrolls are created by using Summoning pouches on a Summoning obelisk.
Main Page

## Welcome to the Europe In Ruins : Reinforcements Wiki

Europe in Ruins is a **multiplayer only** modification for Company of Heroes focused on fast-paced action, unit persistence and company building.

* **How to Play?**
* **Click here to join the Official Forums**
* **Click here to join the Discord Server**

## Europe In Ruins

* **Gameplay**
* **Factions**
* **Doctrines**
* **Units**
* **Maps**
* **Players**
* **History**
* **Troubleshooting**
Runiqueps Wiki

## Runique

Runique PS is a popular Runescape private server with our online player count regularly being at least 220+ players. There is lots to explore. You can access our website here.

We are actively looking for community members who are willing to put in some time and dedication in to the Wiki. If you feel like you are up for this, please apply over at the Wiki Editor application thread for reviewal.

Here you can see all the information about Runique PS that you will need to know. Have fun and enjoy.

**Useful Links:**

* General
	+ Rules
	+ Gamemodes
	+ Daily Events
	+ Helpful Threads
	+ Donation Benefits

* Guides
	+ Moneymaking
	+ Bosses
	+ Skilling
	+ Minigames
	+ Item database
Reward Units

This page is a guide to the Units in Europe in Ruins : Reinforcements.

### Commonwealth

* Commandos
* Kangaroo Carrier
* Commando Sniper
* Black Prince
* Cromwell 95m

### United States of America

* I&R Infantry
* Rangers
* Assault Engineers
* Command Squad
* Airborne
* Airborne Riflemen
* M20 recon car
* Pershing
* Calliope.

### Wehrmacht

* 4 man Oak-Leaf
* Leig 18
* Officer
* Pak40
* P4CT
* Panzer 2
* King Tiger
* Jagdpanzer 4
* Storm Troopers
* Walking Stuka
* Geshutzwagon
Terror

## Schwere Panzer Division

The Tank doctrine. Is pure German steel at your hands. Utilizing some of the unique tanks such as the jagdpanzer4 and the P4CT and harnessing the power of the Ferocious King Tiger tank this doctrine is without fear and without comparison.

### Pros

* The heaviest Tank in game King Tiger
* P4CT Panther with p4 turret
* Tanks are unmatched killing power
* Can breakthrough or teamplay

### Cons

* Can be countered somewhat
* Can be expensive
* Doesn't like Commandos or Airborne

PIV CT now effects infantry on activation 20s/120s
Krieg +10% debuff, Inspiration
additional -10% rec. dmg/acc.
or+33% turret rotation-15% reload

Tanks +10m detection
P4 -1 pop, Gains 40m aura
Sniper no unit sniped notification

tanks+50% damage vs. emplacements
Skotizo

## Location

**Skotizo is located inside of the Wilderness at level 21**

The fastest way to reach Skotizo is to teleport to the Clan Wars Mini-game (Safe Zone) (Teleport hotkey: Enter x2, M>C). Once at Clan Wars run west and Skotizo will be located shortly outside of the safe zone.

## Minions

Once reaching 1000 HP, Skotizo will spawn 3 Undead demon minions. Each minion has 100 HP and uses the melee attack style.

## Drops

* 10 Noted Dragon Bones (Every Kill)
* Elite Clue Scroll (Every kill)
* Dinh's Bulwark
* Dragon Sword
* Kodai Wand
* Elder Maul
* Dragon Harpoon
* Dragon Pickaxe Upgrade Kit
* Rune Pouch
* Ranger Boots
* Dragon Boots
* Goblin Mask
* Onyx
* Abyssal Whip
* Skotizo Jr.

## Strategy

It is recommended to kill Skotizo with the range attack style, using the protect from magic prayer. It is also a good idea to stand a few squares south of his spawn, standing in level 20 wilderness. The reasoning behind this is to protect yourself from PKers, as you can use a teleport tablet or an amulet of glory to teleport if you are in level 20 wilderness or lower. Skotizo will not melee you as long as you stand at least 1 square away.

## Notes

There is a low chance that a single Dark Ankou will spawn instead of the Undead Demon Minions.
Callisto

## Location

Callisto is located in level 37 wilderness, slightly northwest of the Level 35 Obelisk.

## Requirements

Maxed, or near maxed, and be able to prayer flick between Melee/Mage, as he hits hard with both.

## Drops

Noteable Drops:

* Callisto Cub
* Clue Scroll (hard and elite)
* Malediction Shard 3
* Dragon Pickaxe
* Tyrannical Ring
* Statius Warhammer

## Strategy

When he makes a jumping animation he is going to hit you with mage (his stronger attack), he will slap you with his paw if using melee.

Callisto is much like Corporeal Beast, meaning his melee attack is instant and his mage attack has a delay. Therefore, you should fight him the same way as you would Corp with the protect from Melee prayer on for the majority of the time, switching to protect from mage when required and back to protect from melee right after.

Practice prayer flicking with cheaper gear until you have it down to not take damage or potentially die with your better, more expensive gear.

## Notes

Stay on the lookout for pkers. It is a good idea to bring a charged amulet of glory to enable you to run 7 wildy levels south and teleport out to prevent death.