recursal/Fanatic-Fandom huggingface dataset:
Awareness and Base attacks

## Awareness

Each survivor generates an amount of awareness per day, modified by game difficulty, skills and research. The more survivors the more awareness your colony will generate.

'Enemies become aware of your presence over time. Larger populations are harder to hide, and generate more awareness.'

### Awareness Meter

The awareness meter can be found under the mini map on the base view map. This allows you to track your current awareness percentage as well as the awareness generation per day.

'When the awareness meter is full, the demons will raid your colony. As the days go by the raids will get harder and harder. To reduce the awareness growth rate you can: perform research, learn stealth skills and build & patrol Lookout Posts. Don;t let your colony grow faster than you can hide your presence or you may be overwhelmed.'

You can also use rituals to lower your awareness generation per day.

You can lower your current awareness level by defeating a demon Scouting Party.

Even if you follow all of these precautions there is a hard cap minimum to awareness generation based on the game difficulty:

Casual -

Forgiving -

Challenging -

Tough - 8% / day

You will have to deal with base attacks eventually.

### Enemy Progress

'As time goes by, the demon infestation spreads and enemies become stronger. Later in the game you will encounter a larger number of more powerful creatures.'

## Base Attacks

### Difficulty

The base difficulty of any base attack is dictated by the day of the attack. Contrary to popular opinion, no other modifier, such as the number of survivors, rituals cast, the level of development of the base, the number of resources, etc, effects the base difficulty of these attacks.

The base difficulty increases on a curve from day 10, with the progress of time being incrementally less impactful. For example, between day 150 and 190, the overall level of difficulty is increased by 120%. From 190 to 210, it increases by a mere 44%. The curve becomes more linear on day 210, increasing at a steady rate of around 0.5%, and being capped on day 1000. All attacks from day 1000 and onwards will have the same, maximum, level of difficulty.
Wrench

Sturdy and with a well-placed center of gravity, the wrench is easily more than just a handy tool - it can be a deadly weapon.

The Wrench requires the Rare Tool Weapons skill. It is considered both a **Tool Weapon** and a **Melee Weapon**, allowing it to gain bonuses from both skill trees.

In Judgment, the Wrench is a rare Tier II weapon that Survivors can find and use in combat.

## Tips

* Wrench are rare drops and cannot be crafted. Hang on to them - they can be useful for a long time.
* No Profession has both the Tool Weapon and Melee Weapon skill trees. However, there are some possible overlaps that can make the Wrench a truly useful weapon.
Modding: Crafting Recipes

This article is updated for Update 14.

Crafting recipes are defined in the items file Items.txt. To learn more about defining the item stats, see Modding: Items.

Crafting recipes define the amount crafted, costs, requirements and other information about crafting an item.

## Crafted Item

The crafted item is determined by the crafting recipe ID. The crafting recipe and item must have the same ID.

Example:

```
items.entity.scraps.value=2
crafting.entity.scraps.amount=3
crafting.entity.scraps.work=150

```

both the item and the crafting recipe have the ID "scraps".

For more information about defining the items themselves, see Modding: Items.

## Crafted Amount

You may define how many of the item will be crafted per batch. This value is optional, default is 1.

Example:

```
crafting.entity.holywater.amount=2

```

Every time a crafting task is completed, 2 holy water are created.

## Work Amount

You must define how much work the crafting recipe requires to create.

```
crafting.entity.composites.work=40

```

Creating one batch of composites will take 40 time units (roughly 20 game minutes with 100% productivity)

## Requirements

Crafting recipes may have three different requirements:

* Research
* Workstation
* Skills

Format:

```
crafting.entity.blessedpistol.research=sacredcrafting
crafting.entity.blessedpistol.station.holyforge=1
crafting.entity.blessedpistol.locked=true
crafting.entity.blessedpistol.tags.holycrafting=true

```

In the example above, crafting "blessedpistol" only becomes available when "sacredcrafting" is researched.

The crafting itself takes place in the "holyforge", and requires the survivor performing the task to have a skill that unlocks the crafting of recipes tagged "holycrafting".

**Note:** When adding tags you must define their display name in the file Texts.txt using the following format:

```
tags.holycrafting.name=Holy Items

```

For more information see Modding: Research and Modding: Skills.

Defining new workstations is not supported at the moment. You may only use existing workstations.

## Crafting Costs

You may define the resources required to craft the item. If left empty, crafting the item will not cost any resources, and only take time to make (like in scraps).

Format:

```
crafting.entity.weaponparts.costs.scraps=5
crafting.entity.weaponparts.costs.metals=5

```

Crafting a batch of "weaponparts" costs 5 "scraps" and 5 "metals"

## Other Parameters

You may define the default crafting priority of each recipe using the following format:

```
crafting.entity.bricks.priority=15

```

When a game starts, the crafting of all recipes are organized in ascending order, where an item with lower priority value will get higher priority (priority 1 will be crafted before priority 2). This only affects the starting priorities.

You may define if autocraft is enabled by default for this recipe:

```
crafting.entity.salad.defaultautocraft=30-50

```

When a new game starts, by default, the "salad" recipe will have autocraft enabled with a minimum value of 30, and a maximum value of 50.
Mineral mine

## Mineral Mines

Mineral deposits are found scattered around the base map, but they cannot simply be harvested like stone or clay. Placing a Mineral Mine on top of minerals allows you to collect them.

Mineral Mines are an Object in Judgment and can only be placed on mineral deposits.

## Tips

* Try to cover more than 1 deposit with the mine, if it's possible.
* Minerals are an important component of Composites
Coilgun

The Coilgun is an electricity-powered weapon which uses electromagnets in a linear motor configuration to accelerate a small projectile.

The Coilgun is the first **Tech Weapon** survivors gain access to. It requires the Rare Tech Weapons Skill to use, which usually restricts it to level 4 survivors that maximized their tech weapon skills.

 Range
 Uses

In Judgment, coilguns are a rare Tier II weapon that Survivors can craft and use in combat.

## Tips

* The Coilgun as high range and damage, but pretty slow attack speed.
* Use the **Focused Shot** to take down an enemy being they can get close to your party.
* You will need Copper to craft it.
Blood Implosion

Blood Implosions are a rare type of bombs - like other bombs they deliver damage directly, but they do not have an area of effect. Instead, a blood implosion delivers a powerful hex that does **120 Damage** to one enemy, at **Range 8**.

It In Judgment, a blood implosion is a **consumable** item that survivors can craft and use in combat

## Tips

* Blood implosions are powerful enough to kill many types of lesser demons outright.
Angelic Diadem

Infused with angelic powers, wearing the Diadem will increase inner strength, giving the survivor **+25% Health**.

In Judgment, it is an item that Survivors can craft and equip for combat.

## Tips

* Coupled with a high-health armor, the Diadem is an excellent addition to every tank. However, it has rather considerable crafting costs.
Databoka

Nome: Rashidi [s]gangbang[/s] Gangbecker A

Aniversário: 13 de Dezembro

Signo: Sagitário

Altura: 1,87m

Naturalidade: Kumogakure

Personalidade: Arrogante, confiante e perspicaz.

Técnica favorita: Raiton no Yoroi

Especialidade: Raiton, Estilo Velocidade e Ninjutsu puro. Perito em Kenjutsu.

Afinidade: Raiton e Suiton

Oponente que quer enfrentar: Raikage cujo nome me esqueci.

Palavra Favorita: Criança inútil.
Improvised Armor

The Improvised Armor is stronger than other scrap or reinforced armors, as it is made with metal pieces which add to its armor rating.

In Judgment, it is a Tier II armor that Survivors can craft and use in combat.

## Tips

* Improvised armors provide solid defense, health, and evasion for its price.
* If you get metals at an early stage, it can be a good choice. However, consider saving your metal for the better crafted Metal Armor.
Hides

Hides are the furry coat of a werewolf. Once you get all the wolf out, they are quite cozy. They can be obtained by killing werewolves.

In Judgment, furs are a Tier I scavenged crafting material that can be obtained during combat missions, and used for crafting.

## Tips

* Rumor tells of a curse related to werewolf hides.
* Hides are dropped by killing several mid-level enemies, such as hellhounds, werewolves, and legions.
Resources and Materials

Resources are the materials and ingredients needed for building objects or for crafting items, weapons and food. Survivors can find raw materials by working on different tasks from either: natural sources (mines, debris, trees...) or working buildings like the wheat farm. More complex materials such as boards or weapon parts need to be crafted at the relevant work station, and some materials can only be obtained as mission loot, such as ectoplasm.

## Raw Materials

Raw Materials are resources that players can harvest from nodes on the base map, produce from buildings such as farms and mines, or find during scavenge missions. These resources are then used to craft **Manufactured Materials** items at various work stations

In most cases the player has the ability to replenish nodes by various means, such as planting trees or using the Geologist Station.

## Manufactured Materials

One step above Raw Materials you can find **Manufactured Materials**, resources that can only, or primarily, be crafted by various work stations that can be built in your base. Sometimes these resources can be traded or found in various locations as salvage, but mostly you will need to create these materials yourself.

## Scavenge Materials

Scavenge Materials, as their name suggests, are resources that cannot be gathered or crafted at all. Instead these materials can only be found in the wide game world, either by slaughtering certain demons or by conducting scavenging missions in specific locations that are rich with this material.

## Research Materials

Research Materials are both rare and critical items required for unlocking higher tiers of research. Without them your survivors research and tech level will quickly fall behind the difficulty level of the demons they will be facing, leaving them with an even greater challenge to survive! Research Materials can be traded, at great cost, or acquired from scavenge missions usually within schools, hospitals, tech firms or data centres. These missions tend to be quite challenging for the tier of tech currently available.

 Research Data
 Research Chip
Modding: Adding Images to Mods

Many elements in Judgment have images linked to them, such as an icon representing an item.

When modding, it is possible to link these elements to new images that are part of the mod.

All images must be PNG files, and must be placed in a "Sprites" folder inside the mod's folder. The image file can then be referenced from the mod configuration files using the file name, without the ".png" extension.

For example, after adding a "furniture.png" in the Sprites folder, you may then reference this image to be used to represent a "carpentry" research subject using the following entry in Research.txt:

```
research.entity.carpentry.sprite=furniture

```

"furniture.png" will be shown in the research tree where the carpentry research subject appears.
Rainwater collector

Collecting drinking water is a never-ending cast for survivors, as water is required for both survival and watering farms. Rainwater Collectors makes the task easier - it helps gather water passively, without the need for any manual input.

Rainwater collector is an Object in Judgment.

## Tips

* Rainwater collectors are expensive to research, but they are cost-effective in the long run.
* You can use more than one.
Blowtorch

The Blowtorch was not a rare tool before the Apocalypse, but few nowadays are still in working order and properly stocked with propane. In the hands of a capable user, a blowtorch is an incredibly useful weapon as well.

The blowtorch requires the Rare Tool Weapons Skill. It is considered both a **Tool Weapon** and a **Melee Weapon**, allowing it to gain bonuses from both skill trees.

In Judgment, a blowtorch is a Tier IV weapon that Survivors can find in world locations and use in combat.

## Tips

* The Blowtorch has one of the highest DPS weapons in the game. Coupled with the Burning Attack extra damage effect, it can be a truly devastating weapon.
* While no profession has both the Melee and Tool Weapon skill trees, this combination makes the Blowtorch a highly versatile weapon.
Repel Evil

In Judgment, Repel Evil is a highly versatile mid-tier Ritual. It is cast via a Holy Altar.

Repel Evil, which having a rather high cost, is quite useful - by reducing **Awareness** generation by **25%**, it slows down the rate the awareness bar is filled up and increases the time between base invasions by an average of an extra 33%.

Slowing down the rate of base attacks, especially if you can maintain to keep the ritual on a loop, can give you time to recover and build up - an expensive but potentially worthwhile technique.
Charged Deflector

Charged Deflectors are a typical consumable device, capable of giving a passive buff to the wearer even without it being activated and used. If used, however, the Deflector gives an additional, massive bonus before shortening out.

The Deflector gives a fixed passive bonus of **+15%** to **Armor** and **Evasion** while inflicting a small debuff of **-10%** to **Walk Speed** and **-15%** to **Attack Speed**.

Activating the Deflector gives the wearer an additional buff called **Harden** for **Duration 20**, which gives an additional **+80%** to **Armor** (for a total of +95%). However, **Walk Speed** is reduced by additional **-85%** (making the tank walk at 1:20 his usual speed) and **-35%** to **Attack Speed** (for a total of -45%).

In Judgment, they are a rare and powerful consumable item that survivors can craft and carry to use for combat

## Tips

* A Charged Deflector can be the difference between life and death to your tank.
* This is the most expensive equipment piece in the game - use it wisely!
Succubus

Succubus are hellish female beings, known for her ability to entice male humans to do their bidding.

**Alluring Gaze:** All male survivors at range **2** from the Succubus are **Bedazzled**. They suffer from a reduction of **-20%** to their Accuracyand **Attack Speed** as long as they are in range.

In Judgment, a Succubus is a Tier II enemy who can be found in map locations or take part in base attacks.

## Tips

* A Succubus has high attack speed, and relatively high evasion and armor. Don't let them get too close!
* Don't send a man to do a woman's job - slay the Succubus with a female crew or from afar.
* They drop Demonite when they die.
Hellhound

Dark black fur, nasty looking teeth, and glowing red eyes... Hellhounds are the terrifying dogs of hell.

As a devilish breed made primarily for an attack, they have low hit points, but their speed and very high damage makes them a threat that has to be eliminated early.

In Judgment, they are a Tier I enemy who can be found in map locations or take part in base attacks.

## Tips

* It's a good idea to first take care of Hellhounds before attacking other enemies. Try to pick them off at a distance.
* Hellhounds corpses can be harvested for Sulfur and Hides.
* The Hellhounds attack in groups and have low health - exploit that. Use grenades and other group attacks against them.
Log cabin

## Small Log Cabin

Log Cabins are the first building you can construct in Judgment. They provide shelter and allow you to build indoor objects such as a bed, food table, and workbench.

Log cabins come in two sizes. This lists the small log cabin, while the Large Log Cabin is also available.

Log Cabins are one of the initial Objects in Judgment.

## Tips

* The small log cabin's size is 4X4.
* Order your indoor structures neatly in the log cabin - it will help you later on.
Unique Survivors

Within the game you can find unique survivors when obtaining new survivors for your camp. The unique survivors pay homage to the series they were inspired from. One in particular is associated with a Secret Achievement.

All Unique Skills provide +50% **Nutrition** and +50% **Energy** and as such are not listed below. This addition makes unique survivors highly efficient economic workers.

Each Unique Skill held by each character contains major benefits and drawbacks compared to other skills.

No known strategies exist for recruiting specific unique survivors other than randomly acquiring them. Unique survivors can be acquired via 'Recruit' missions available from settlements with high (green) relationships.
Saints armor

The holiest of holy armors, this rare piece is extremely hard to obtain. However, those who find it, are said to be granted the favor of god himself. Legend says it will boost its wearer's physical and spiritual powers dramatically.

Saint's Armor requires the Rare Holy Armor skill to equip.

 Range
 Duration
 Uses

In Judgment, a saint's armor is a rare Tier III armor that survivors can find and use in combat.

## Tips

* Holy Armor offers the largest bonus to health in its tier.
Surgeon Kit

## Paramedic Kit

A surgeon's kit, or a Paramedic Kit, has everything a doctor needs to treat a patient. You can't make it yourself, but if you find one, it will heal its target survivor almost completely.

This is the second level of first aid kits. It allows 2 uses and heals 35% of temporary damage each time.

In Judgment, these kits are a **consumable** item that survivors can craft and use in combat.

## Tips

* Surgeon's Kits can be carried to the battlefield.
* Like other medkits, they can be used twice.
Concentration Ritual

This is one of the first Rituals that you can unlock during your Judgment game. It is cast via the Arcane Foundry.

A highly potent ritual, this is one of the few rituals you may want to consider activating on a regular basis, especially if you have a survivor with a bonus in ritual-related skills (and thus, a shorter casting time). This is especially true considering the relatively low material cost of the ritual.

For the duration of the ritual (**720**), all researchers, both of basic science and occult research, gain **+40%** to both types of **Research Speed**. If you can maintain a loop of this ritual, it can be very beneficial and give you a measurable edge against the demons.
Vine Armor

The vine armor is a mystical armor infused with the power of nature. Vines are hard to get at first, but its benefits make it worthwhile.

This is the first armor in the game that requires the Rare Nature Armor skill to equip.

 Duration
 Range
 Uses

In Judgment, vine armor is a rare Tier II armor that Survivors can craft and use in combat.

## Tips

* Vine armors have a good combination of armor, evasion, and health.
* Mystic Vines can be found in jungle biomes.
Stove

A Stove is an indoor oven, used to make more advanced forms of food, like bread, pasta or pickles.

In Judgment, Stove is an Object that can only be built inside a house (be it a Log cabin or a Stone house).

## Tips

* Go for stoves when you feel like salads aren't enough.
* You need stoves if you want to turn wheat into bread!
Transmutation Gun

Transmutation Gun

 The Transmutation Gun is a unique weapon designed to reproduce the power of transmutation in projectile form, resulting in a high-speed, powerful weapon which disintegrates enemies. It is one of the fastest firing weapons in the game.

Despite its technological and alchemical origins, the Transmutation Gun is considered to be an **Automatic Weapon** for the purposes of all skills, modifiers, and bonuses, and **NOT** a tech weapon or rifle.

In Judgment, this is a Tier IV weapon that Survivors can craft and use in combat.

## Tips

* Transmutation Guns have a very high rate of fire, but medium damage and accuracy, and low range.
* They can provide good support and compliment both snipers and melee weapons.
Geologist Station

### Materials

60 Minerals, 60 Metals, 60 Boards. Requires 6400 work to complete (that's a lot)

### Required research

Mineral Extraction. 540 Science, 1 Research Kit

The geologist station can be built once "Mineral Extraction" is researched in the crafting branch. Initially, it can only spawn random cluster of stone and clay. "Geology" research is required to spawn aluminium. Finally, the "phosphorus extraction" research deep within the Base research branch will allow Phosphorus to be spawned.

It provides 40 cover, cannot be moved, cannot be moved through, and must be built outside. There is no space limit so you place them side by side

## Tips

* Searching times are reduced depending on the "Search Debris" of the worker.
* Stone and clay take 1500 work to find.
* Aluminum takes 3000 work to find.
* Phosphorus takes 4000 work to find.
* Once the worker finished the search the bench will spawn 2-3 mineral clusters consisting of 3-6 mineral nodes with 12-16 items in each node. The station attempts to spawn the clusters 20 spaces from one another, and at most 5 spaces from the edge of the map.
* It is recommended to build two or three stations so that two minerals can be spawned at once, or one mineral spawned a lot. (think stones and clay for making bricks, or a lot of aluminum for when that tech is reached.)
Modding: Effect Values

This article is updated for Update 15.1.

## Effect Values

Effect Values are used across many configuration files to define bonuses or penalties survivors get in different stats. Depending on where these are used, the effects may be global or specific for a survivor.

Some examples can be found in Modding: Skills and Modding: Global Effects

## Format

Effect values are always defined within another node, such as a skill or a research subject. Within this node, entry consist of a stat ID and a value.

Example:

```
skills.entity.soldier.effect.accuracy=0.1
skills.entity.soldier.effect.actiongroup_patrol=0.2
skills.entity.soldier.effect.health=0.15

```

The stat IDs in this example are "accuracy", "actiongroup\_patrol" and "health". All these bonuses are under the "soldier" skill, and define how that skill affects the survivor's stats.

The stat ID defines which stat will be affected, and the value defines what the bonus or penalty will be. In most cases the value is a multiplier on the base value, so 0.1 translates to 10%, and -0.15 translates to a penalty of 15%.

## Supported Stats

The following stats are currently supported.

**Attribute Stats**

## Equipment Specific Stats

All stats may have an equipment tag modifier.

These stats will only be applied when a survivor has an item equipped that has the corresponding tag.

Format:

```
tag_bow_attackspeed=0.15

```

In the example above, a bonus of 15% to attackspeed will only be applied if a survivor has an item equipped that is tagged as "bow".

See Modding: Items for more information on tagging items.
Desert Eagle

A popular military grade, semi-automatic sidearm, the desert eagle is known for its powerful armor-piercing shots in comparison to its small size.

The Desert Eagle is considered to be a **Pistol**. It has a **30% Armor Piercing** modifier.

In Judgment, the Desert Eagle is a Tier III weapon that Survivors can craft and use in combat.

## Tips

* The desert eagle is one of the highest damage-per-shot pistols in the game.
* However, it is offset by its low accuracy.
Riot Shield

Riot Shields are more than simple upgrades to Wooden Shields - they grant **+12%** to **Evasion** and **+15%** to **Health**. However, this comes at a cost - as your survivor hunkers behind this heavy shield, they suffer from **-10%** to **Walk Speed** and **-15%** to **Attack Speed**.

 In Judgment, they are an item that survivors can craft and carry into combat.

## Tips:

* Riot Shields are an excellent tool for tanks that are not going to concentrate on dealing damage as well.
Pasta

Pasta type of food, made from wheat, vegetables, herbs and oil. In Judgment it is an item that Survivors can craft at a stove and consume to restore **nutrition**.

## Tips

* Consuming multiple food types provides survivors with bonus'
* Survivors create 6 pasta per craft
* Pasta requires a lot of resources to craft, make sure your economy can support it!
Cursed Gunslinger

For dozens of years, many notorious gunslingers in the west have built themselves a reputation due to their special revolvers - instruments of death, unholy precise. They have bargained for their souls with demons low and high, and we have done the same, to tap into the same power.

The Blessed Pistol is considered both a **Dark Weapon** and a **Pistol** and enjoys the bonuses and modifiers from both skill tree.

 Range
 Duration
 Uses

In Judgment, a blessed pistol is a Tier V weapon that Survivors can craft and use in combat.

## Tips Edit

* No Profession has both the Pistol and Dark Weapon skill trees. However, it makes the Cursed Gunslinger a highly versatile weapon.
* This is the most powerful pistol in the game.
Plasma Charger

The result of the blessed merger of our best scientific and occult knowledge, the Plasma Charger uses arcane fields to channel a concentrated beam of plasma. Without the occult techniques, no material known to us could have withstood the terrifying energies of this device.

The Plasma Charger, along with its cousin the Damnator, are both the first weapons in the game considered to be both an occult and a tech weapon. They require the survivor has **EITHER** the Rare Tech Weapons Skill or the Rare Occult Weapons Skill.

In addition, the Damnator enjoys bonuses and modifiers from both the **Holy Weapons** and **Tech Weapons** skill trees.

This is an exceptionally unwieldy weapon - as such, it reduces a survivor's **Walk Speed** and Evasion by **20%**.

In Judgment, the Plasma Charger is a Tier V weapon that Survivors can craft and use in combat.

## Tips

* In the hands of the Defender, the Plasma Charger can be especially dangerous, as it is the only profession that can specialize in both Holy Weapons and Tech Weapons. Maximize both to gain stacking bonuses to damage, accuracy and attack speed.
* Along with the Bazooka, the Plasma Charger does 140 points of damage - more than any other weapon in the game. It is strong enough to kill most tier IV and lower demons with a single shot.
* It will 1-shot a Belial without any bonuses and 1-shot a Demogorgon with +23% damage bonus. Damage above that will most likely go to waste, as only Shedim and Legion has more health than that.
* The character AI isn't good enough to make a good use of this weapon and will waste lots of damage to overkill. If you don't want to bother manually selecting targets every shot, Beam Cannon is better in most aspects.
Hell forge

The Hell Forge is an earthly replica of the forges used in hell. It is a workstation for crafting unholy items, and able to recreate many of the dark powers involved with these items. However, even with pure intentions at the heart, getting involved with the dark arts can have its risks...

Dark Altars are an Objects in Judgment.

## Tips

* Hell Forges are where unholy and dark artifacts are made.
Metals

Metals are an advanced crafting material in the game and used to craft firearms, armors and some advanced crafting materials.

In Judgment, metals are a Tier II raw material that can be harvested from Metal Mines on the base map and then used for further crafting.

## Tips

* The best way to get metal is to harvest it from a metal mine, placed on metal deposits the base map.
* The Mining skill tree can improve the speed in which you collect metals from a mine.
* Small amounts of metals can also be scavenged from locations on the world map.
* Metals, along with Minerals, are the key components to advanced Composites
Werewolf Pendant

Retrieved from a perished werewolf and enhanced by natural magic, the werewolf pendant grants werewolf speed to its wearer.

In Judgment, it is an item that Survivors can find in world locations and equip for combat.

## Tips

* The werewolf pendant is one of the most powerful artifacts in the game. However, it cannot be crafted or found in salvage. There is only one way to gain it...
Sawmill

A sawmill is a place where unprocessed wood is crafted into boards. Sawmills are the first step towards more advanced buildings and weapons.

In Judgment, a sawmill is an Object that can be built outdoors.

## Tips

* Put the sawmill next to your cabin, so that survivors don't have to travel far.
* Sawmills can be moved.
* Provides no cover
* Sawmills do not block movement so you can place them in areas of heavy foot traffic.
* Researched under the "Craft" tab of the research tree.
Weapon parts

Weapon Parts are an advanced resource in the game, used to craft most of the advanced firearms in the game.

In Judgment, they are Tier II crafted material that can be used for further crafting, especially for high-end firearm weapons.

## Tips

* You'll need to unlock both Firearm Mechanics and Metals to be able to craft weapon parts.
Arquebus

Arquebus is a primitive firearm that is the first step toward modern gunpowder weapons. It is the first rifle survivors can use in the game.

This is a cumbersome, unwieldy weapon - carrying it reduces the **Walking Speed** of a survivor by **-10%**.

In Judgment, an Arquebus is a Tier I weapon that Survivors can craft and use in combat.

## Tips

* Despite the impact to walk speed and the slow attack speed, an Arquebus delivers more damage than any other Tier I weapon.
* Arquebus cannot be crafted - but they are a very good reason to specialize in rifles even in the early stages of the game.
* Relatively cheap, don't hesitate to buy them when visited by a merchant.
Blessed pistol

A Blessed Pistol

The Blessed Pistol is no ordinary pistol - its monster slaying powers draws from holy enchantments as well as regular ballistics. Despite being a handgun, it packs a punch that will keep most enemies at bay.

The Blessed Pistol is considered both a **Holy Weapon** and a **Pistol** and enjoys the bonuses and modifiers from both skill tree.

 Duration
 Uses

In Judgment, a blessed pistol is a Tier III weapon that Survivors can craft and use in combat.

## Tips

* Blessed Pistols are a good choice for those who prefer the occult to regular research.
* No Profession has both the Pistol and Holy Weapon skill trees. However, there are some possible overlaps that can make the Blessed Pistol a truly useful weapon.
* It will effectively stop most enemies, with only a slight disadvantage against the highly evasive ones.
Ancient Manuscripts

## Ancient Manuscript

Ancient Manuscripts are tombs of forgotten arcane knowledge. Until recently, they have been buried away in forgotten family libraries and monasteries.

In the world of Judgment, they are a way to quickly advance your occult research levels. They are only sold by traders and cannot be crafted. Each Manuscript will grant you 100 points of **Occult Research**.

## Tips

* Ancient Manuscripts are used via the 'use' tab in your inventory screen.
Song of Glory

This rare and sacred book recounts an ancient version of the Song of Glory. Reading it will grant one survivor the active skill **Song of Glory**, which grants **+15%** to **damage** and **evasion** to all friendly survivors in **range 2**. The skill can be used once per combat and has **duration 5**.

## Tips

* Song of Glory is used via the 'use' tab in your inventory screen. You need to select a survivor first.
Demon's Mouth

The Demon's Mouth is old magic, magic from the days before civilization, where gods and monsters still walked the Earth. The Demon's Mouth was forged by titans, a weapon that could directly harness the power of Hell. Its very touch is corruption, but few can deny its strength.

Demon's Mouth is considered a **Dark Weapon** and requires the Rare Occult Weapons Skill to use.

In Judgment, the Demon's Mouth is a rare Tier IV weapon that Survivors can find and use in combat.

## Tips

* The Hexing Attack, combined with a rather fast rate of fire and middling range, allows a survivor to use the Demon's Mouth to weaken a small group of powerful demons. Use it carefully and don't hesitate to switch targets.
Modding: Auras

This page is updated for Update 15.

## Auras

Units with auras automatically apply Status Effects on friends or foes (or both) around them.

Auras can belong to Enemies or to equippable Items.

## Aura Properties

Auras have the following properties

 targetmode
AnyUnit, Enemy, Ally
 targettag
Multiple tags can be used by using the "<tag>=true" format:

```
auras.bedazzled.targettag.male=true
auras.bedazzled.targettag.demon=true

```

By default enemies are tagged with either "demon" or "human", and survivors are tagged with either "male" or "female".
 effect

```
auras.bedazzled.effect.bedazzled=true
auras.bedazzled.effect.charmed=trueTheexamp

 prefab
See original Enemy and Item configs for possible values.

## Syntax

```
enemies.entity.succubus.auras.bedazzled.range=2
enemies.entity.succubus.auras.bedazzled.effect.bedazzled=true
enemies.entity.succubus.auras.bedazzled.targetmode=Enemy
enemies.entity.succubus.auras.bedazzled.targettag.male=true
enemies.entity.succubus.auras.bedazzled.prefab=SuccubusAuraPrefab

```
Sheep farm

A sheep farm is a type of farm which produces wool. It goes through cycles of feeding, growing, and sheering. It requires wheat to feed the fattening sheep.

Like every other farm, it requires regular tending.

Sheep farms are an outdoors Object in Judgment.

## Tips

* You should build a Wheat Farm prior to building a sheep farm.
Dark Altar

The Dark Altar is a place where advanced rituals of the dark arts occur. It is an unholy place, constructed in order to harness the dark powers. However, even with pure intentions at the heart, getting involved with the dark arts can have its risks...

Dark Altars are one of the Objects in Judgment.

## Tips

* Dark Altars is where the first dark rituals are performed.
Werewolf

Half man, half wolf. They used to live hidden among us, but since the invasion, they lost their humanity and are always in wolf form.

They are fast and ferocious and have a relatively high amount of health. They are also one of the first enemies in the game that have armor.

In Judgment, they are a Tier I enemy who can be found in map locations or take part in base attacks.

## Tips

* Defeating Werewolves is a good way to obtain Hides.
* The werewolf's low accuracy and evasion, coupled with their armor, makes them prime candidates to be taken down by melee tanks.
* You lose about 13% of your DPS to armor mitigation when attacking a werewolf with bows. Consider using more powerful weapons.
* An Alpha Werewolf's blood seems to be an important ingredient to the cure for the infamous Werewolf Curse...
Legion

The Legion is a huge hulk of a demon, they are massive, powerful, slow and heavily armored. Weaker weapons can barely penetrate their hide.

While a legion is only a mid-rank demon, in many ways they are exceptional and can surpass even the lords of hell.

In Judgment, they are a Tier III enemy who can be found in map locations or take part in base attacks.

## Tips

* Legions operate as "bullet-sponges". It's best to stay clear of them and target just about anything else before taking them down.
* Legions are the slowest enemies in the game. They also have the highest level of armor and lowest level of evasion.
* The Legion's armor can block up to 70% of the damage comparable weapons can do. Selecting hard-hitting weapons, or those with armor piercing, to kill them quicker.
* Legions drop Demonite and Cloth when they die.
Hex scroll

Hex Scrolls are spells of ancient nature, used to cause misfortune and suffering.

Casting the Hex consumes the scroll. It has a **Range 10** and puts a **Duration 25** debuff on one enemy. The debuff carries **-50%** to **Accuracy** and to **Attack Speed**.

It In Judgment, they are a consumable item that Survivors can craft and carry to use for combat

## Tips

* Hex Scrolls drastically reduce accuracy and attack speed.
* They are a good solution for singular powerful threats.
Morax

The Morax is one of the lords of hell, a wise creature that knows the names of every star in the sky and every pebble in the land. Their wisdom did not bring them any kindness, however, and their use their intellect to attack their enemies when they are most vulnerable.

The Morax used its advanced knowledge to craft its own personal weapon, a crossbow using elements not found on Earth and one that is capable of causing a huge amount of harm.

In Judgment, the Morax is a tier IV enemy who can be found in map locations or take part in base attacks.

## Tips

* The Morax range is second to only the Fallen Angel. They are a force to be reckoned with.
* The Morax attacks are too strong to properly mitigate with armor. However, their accuracy is relatively low - consider using high evasion armor to counter them.
* High HP means they can't be easily sniped. They are usually the last demons to go down in a fight. They are good targets for Marie's Curse hex.
* They drop Demon Scales when perished.
Well

Wells are a source of drinking water for your survivors and farms. Water can be collected from the well by a survivor.

Wells are one of the first Objects built in any new colony in Judgment.

## Tips

* Some skills like "gatherer" improve the speed of water collection.
* Make sure to place your initial cabin close enough to a well.
Witchbane

While your people still struggle to rediscover the secrets of high temperature forging that will allow them to create powerful, modern firearms, your occultists found a way to infuse metals with arcane energy. The result is the Witchbane, in theory, nothing more than a glorified flintlock. The arcane energy, however, reinforces the metal and allows for the weapons that deliver a lot more damage than one would expect in a package so small.

The Witchbane is considered to be a **Pistol** and enjoys all modifiers and bonuses that come from the Pistol skill tree.

In Judgment, the Witchbane is a rare Tier I weapon that Survivors can craft and use in combat.

## Tips

* While offering relatively short range, the high damage rate of the Witchbane makes it a very useful Tier I weapon.
* Resin can be found in forest biomes.
* This is the first Pistol survivors can use.
Magic circle

The Magic Circle is a place of worship which celebrates nature's strength and natural powers.

It is not evil; nor is it good. Not holy, and not cursed. Rituals performed here usually have to do with natural resources. The Magic Circle is a focus for three early rituals: Growth Ritual, Lucky Bounty, and Rain Dance.

Magic Circles is one of the Objects in Judgment that allow you to cast Rituals.

## Tips

* Magic Circle is where natural magic rituals, like tree growth, resource location or water rituals, occur.
* This is the first magical focus object players can build, and the first place you can cast rituals.
The Moon (Perr Park)

**The Moon** was a character and easter-egg on Perr Park. it also has appeared on some episodes of Animals Mondoperr, Hombreman and Tugs an Appled. In the new episodes of Perr Park, The Moon doesn't make a reappearance.

## Personality

He is a dancing moon who can see dancing on the background in some episodes of Perr Park, he first appeared in the episode 2, Scary Moon in which he could see frightening and chasing Tet and from that episode, he can be seen on the background.
Modding: Skill Nodes

This article is updated for Alpha 12.

Skill nodes are located in Skills.txt and used to define survivor skills.

## Skill Node

These values may be added inside the skill node

### effect (optional)

The effect node contains all the stats that the skill modifies, such as health, damage and work speed.

See Modding: Effect Node for more information.

unlocks (optional)The unlocks node determines which crafting recipes, building blueprints or actions this skill unlocks.

Format:

```
unlocks.[craft | build | action].<Unlocked tag>=true

```

This skill will unlock all craft/build/actions that have the specified tag.

See Modding: Crafting Recipe Nodes for more information on defining locked crafting recipes and tags.

Modding buildings and actions is not yet supported in Alpha 10 .

 Related Files

Texts.txt
Skill names must appear in the language file using the skill's ID in the following format:

```
skills.<Skill ID>.name=Salad

```

Items.txt
Crafting recipes that require specific skills to craft will be defined in this file.
Hand of Glory

Cannot be Crafted

Hands of Glory are ancient Jamaican voodoo magic, a powerful artifact that has a nearly unlimited number of hexes grafted to it.

The Hex effect has a **Range 7** and puts a **Duration 15** debuff on one enemy. The debuff carries **-50%** to **Accuracy** and to **Attack Speed**.

It In Judgment, they are a consumable item that Survivors can craft and carry to use for combat

## Tips

* A weaker effect than Hex Scrolls or Voodoo Dolls, the Hands of Glory is non-the-less reusable between fights.
Reinforced Outfit

The Reinforced Outfit is a number of regular cloths sawed together to make a makeshift defensive cloth.

In Judgment, it is a starting game armor that Survivors can craft and use in combat.

## Tips

* A reinforced outfit is cheap and can be made almost immediately. However, its benefit its merely **+15 Health** - consider saving your scraps for the superior Scrap Armor.
The Cocktail Hour

# Summary

Alan wants to bring his latest girlfriend, Caroline, around to the bedsit but Rigsby won’t allow it. As it’s Rigsby’s night at bingo, Alan takes a chance, but what he doesn’t realize is that the landlord has decided to stay at home.

When he learns from Miss Jones that Alan’s girlfriend is none other than Caroline Armitage, whose mother is president of the Women’s Guild and whose father owns most of the property in the area, Rigsby decides to make an allowance this time.

Upstairs, Caroline is fed up after sitting on a spring amid scenes of decay in Alan’s room. And to top it all she ends up lying on a discarded jam sandwich, which leaves a nasty stain on her skirt. While Miss Jones takes care of Caroline and the stain, Rigsby tries giving Alan some advice on social graces, but to no avail, because he continues slurping his tea and dunking his biscuits.

Alan has arranged a cocktail party, to which his prospective mother-in-law has been invited. But one person who hasn’t been asked is Rigsby, and when he ﬁnds out he takes revenge by gatecrashing the event, donning a party hat and embarrassing Alan by telling him he’s left rings around the bath. If that wasn’t enough, he accuses Mrs Armitage of being a troublemaker before recognizing her as Mavis Bagworthy, who used to have a runny nose and revealed her knickers to everyone at school. Rigsby’s unwelcome outburst brings the evening, and Alan’s relationship, to an abrupt end.
Copper

Copper has always been a part of human civilization - it's one of the easiest metals to refine and smelt, and the first recorded uses of it date back to 8000 BC. It is no surprise, then, it is the first metal to be seriously used after the Apocalypse, with the metallurgical arts being rediscovered.

Copper is key in the crafting of weapon parts, used in the creation of many weapons. Copper is also used directly in a few Tier II to IV weapons, such as the coilgun.

In Judgment, copper is a Tier I scavenged crafting material that can be obtained during combat missions, and used for crafting.

Skill Bonus: Mining

## Tips

Copper can only be found in **Mining Town** locations, deep within desert biomes.
Volcanic Bow

A legendary bow crafted with rare materials from the bottom of the earth.

This is the first Dark Weapon survivors can use. It is considered both a **Dark Weapon** and a **Bow** and enjoys the bonuses and modifiers from both skill tree. However, it requires the Rare Occult Weapons Skill to use.

In Judgment, the Volcanic bow is a rare Tier III weapon that Survivors can craft and use in combat.

## Tips

* Its high damage allows it to be a decent armor-piercing weapon.
* In the hands of the Occultist, the Volcanic Bow can be especially dangerous, as it is the only profession that can specialize in both Bows and Dark Weapons. Maximize both to gain stacking bonuses to damage, accuracy and attack speed.
* The Burning Attack effect, coupled with the high damage per attack, makes the flare gun a very useful ranged weapon as part of a group, softening a difficult enemy and making it more susceptible to attacks.
* It's a less efficient choice for fighting hordes.
Glock

The Glock is a popular sidearm among law enforcement agencies. It offers a good rate of fire and accuracy, as well as moderate damage.

This is one of the first modern firearms that survivors can craft and use. It is considered a **Pistol** and enjoys all bonuses and modifiers from the Pistol skill tree.

In Judgment, it is a Tier II Weapon that Survivors can craft and use in combat.

## Tips

* The Glock will easily counter targets with low armor ratings.
* It is best coupled with powerful melee weapons for heavies.
Philosopher's Stone

## Holy Forge

The Philosopher's Stone is a legendary item which was considered the peak of alchemical science, rumored to be able to transmute material to different materials, and increase life expectancy or even gain mortality.

Philosopher's Stones are advanced Objects in Judgment which are built outdoor and allow the execution of rituals.

## Tips

* Philosopher's Stone is where transmutation rituals are performed.
* You can transmute Prima Materia to metals or composites here, but the exchange rate is not ideal.
Eye of Horus

An ancient sign of divine protection, the Eye of Horus is a charm of great power, even in Apocalypse. Holding the amulet grants every friendly survivor in **range 2** of the survivor a greatly boosts their combat prowess, giving them **+10%** to their **accuracy** and **evasion**.

In Judgment, it is an item that Survivors can find in world locations and equip for combat.

## Tips

* The relatively short range of the Eye of Horus aura, coupled with its very strong bonuses, makes it useful for either a tightly knit pack of melee fighters, or for a stationary group of long-ranged snipers.
Personalidade(Satoshi)

Thoren é visto como um homem bem humorado, calmo, humilde e *livre*. O conceito de liberdade de Thoren é explicado muitas vezes por ele mesmo, que cita ser feliz por ter liberdade de escolher seu caminho e tomar suas decisões, gostando do cargo de Kazekage pelo fato de não existir ninguém para mandar em sua pessoa.

Ele se irrita facilmente quando lhe tentam dar ordens, quebrando sua calma quase inabalável e tornando ele um ser agressivo. Ele raramente se gaba de suas habilidades, acreditando até mesmo estar *enferrujado* e considerando os ninjas mais novos realmente fortes.

Ele tem uma grande admiração por Uchihas, Senju e Uzumaki, devido seu enorme poder, diferente ao que muitos pensam, considerando que ele tem inveja e os odeia por tal motivo. Thoren também é muito brincalhão na maior parte do tempo, e detesta brigas, mas se for necessário ele não hesita em adentrar em uma.

Ele também sente desgosto por gente arrogante sem ter poder, acreditando que apenas os mais fortes tem direito de serem os mais arrogantes, repudiando fracos que acham que tem esse direito. Ele também é muitas vezes visto com um copo de bebida alcoólica em suas mãos, ou fumando um cigarro, coisa típica de sua rotina.

Em combates ele se mostra bastante esperto e analítico, nunca fazendo nada apenas por fazer, tendo sempre um plano por trás de tudo. Ele muitas vezes é sarcástico durante lutas - Também agindo assim com quem desgosta -  e costuma provocar seus oponentes a todo tempo, acreditando que se ele se desequilibrar, ele não é forte o bastante para que Thoren possa usar tudo que ele tem, sendo este um dos raros momentos em que ele se mostra arrogante.