recursal/Fanatic-Fandom huggingface dataset:
Milana Devon

### Friendships

Cryslira Larkin, Derek Larkin, Shilo Larkin, Ariana Wilson, Erza Wilson, Violet Nightingale, Regan Maliki, Emerson Wilson

## Book Information

### Total Appearances

3 (Main series)2 (Spin off)

The former gravel turned soldier exudes resilience in the face of adversity. They have endured the loss of their family at the hands of the oppressive government, yet have not let that break their spirit. Milana's bravery is unwavering as they have chosen to stand with the rebellion, determined to put an end to the corrupt government. Their determination to fight for justice and bring about change is unwavering, even in the face of danger. Milana's loyalty to the cause and their unwavering determination make them a valuable asset to the rebellion. Despite the hardships they have faced, Milana remains strong and committed to their beliefs, serving as a beacon of hope for others in the fight against injustice.

## Biography

### Early Life

Milana Shadle Devon was born in Purgatory district after their older sister, Alice, failed in the cadet process of becoming an Orderly. Milana grew up without her parents as they were killed due to Alice’s failure, resulting in Alice acting as a parental figure to Milana. While Alice was forced into chemical testing, Milana was forced into slavery for the Orderlies, at the age of ten. Milana was assigned to Cryslira Mercurine and was required to serve her.

### Slavery

While other slaves were treated with physical, verbal, emotional and sexual abusive, Milana’s experience as a slave was the opposite. Cryslira didn’t support the idea of slaves and raised Milana as a younger sibling and would even smuggle food and new clothing for her. Anytime Milana would refer to Cryslira as “Miss,”. Cryslira immediately responded with “Lira,”. Cryslira refused to disrespect Milana and was determined to free them, Cryslira had also taught Milana saber techniques and gifted them a crystal saber of their own.

While cleaning Cryslira’s laundry, Milana noticed a girl with scarring across her arm. Milana immediately questioned the girl who refused to admit where the wounds came from, the girl admitted her superior had use their arm as a cutting board due to stress. The girl thanks Milana for listening and reveals her name to be Mallory.

## Trivia

* Milana is Nonbinary
Corrosive Cube

The corrosive cube is a trap that damages any player/guard inside of it. Players are killed after 1.25 seconds of contact. It cannot be destroyed and will allow projectiles to pass through.

### Mods

#### **Hardened Skin:**

* "The container is a solid object that cannot be pierced"
* Damages the player if they are on top of it or grappled to the side of it
* Unlock Cost:  500 Cells,  200 Synthite
* Build Cost: 5

#### **Opaque:**

* "The container cannot be seen through."
* The container becomes an opaque vibrant orange. It can still be passed through
* Unlock Cost:  500 Cells,  200 Synthite
* Build Cost: 5

#### **Splatter:**

* "Deadly liquid is discharged when the container is struck"
* Corrosive blobs shoot out and create an acid pool on the surface they collide on. Touching these pools kill the player after 1.25 seconds of keeping contact.
* Unlock Cost:  600 Cells,  225 Synthite
* Build Cost: 5

#### **Second Wave:**

* "Hides the trap until GenMat is stolen from the extractor."
* The trap cannot be seen, destroyed and can't attack until the GenMat is taken.
* After the GenMat is stolen, traps with this mod glow light green and are inactive for 3 seconds
* Unlock Cost:  400 Cells,  175 Synthite
* Build Cost: 5

## Codex

The Corrosive Cube is a prime example of Sanctuaries using what little is available to create new designs. The cube's content is a plasmic-acid byproduct of processing-toxic material that was previously dumped-held in place by a high-voltage field.

The initial calibrations caused a swirling effect in the acid that proved too captivating for Warmongers. The guards would be found ignoring their duties in favor of watching the cube, even melting parts of themselves by touching the contents.

## **Trivia:**

* Initially there was an bug where traps could see through Corrosive Cubes with the "Second wave mod". This was later patched
* The trap's build cost increased from 10 to 15 and its mod build costs from 10 to 5 (excluding Second Wave) on the 18th of April 2023.
* The trap's build cost increased from 15 to 20 on the 18th of May 2023.
* The disintegration timer was reportedly increased from 1 second to 1.25 seconds with a patch on the 18th of May 2023, but due to a bug it currently kills a player in 0.75 seconds.
Warriors of the Future Wiki

**Welcome to the Warriors of the Future Wiki!**
We're a collaborative community website about Warriors of the Future that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Bomb Ejector

The Bomb Ejector is a trap in which releases a cluster of 8 [will double check this is correct] bombs. These have collision with players and guards so can be moved around by them. They produce a high pitch beeping noise before detonating, destroying everything in the nearby vicinity. Bombs can be destroyed from any melee weapon's swing or ranged weapon's bolt.

#### **Chaos Bombs:**

* "Discharged bombs bounce further to punish fleeing raiders"
* Causes the bombs to bounce further, causing them to travel further distances.
* Unlock Cost:  575 Cells,  225 Synthite
* Build Cost: 20

#### **Heavyweight Bombs:**

* "Discharged bombs bounce less to cause explosions closer to the trap."
* Causes the bombs to bounce less causing them to come to a stop faster resulting in less distance travelled.
* Bombs are visually bigger and have spikes on them, resembling a naval mine.
* Unlock Cost:  575 Cells,  225 Synthite
* Build Cost: 20

#### **Spring Load:**

* "Bombs eject at high speed."
* Causes the bombs to be sent out of the trap at a higher velocity
* Unlock Cost:  575 Cells,  225 Synthite
* Build Cost: 20

#### **Eagle Eye:**

* "Increases the trap's detection range"
* The trap gains an extra block of detection range
* Unlock Cost:  550 Cells,  200 Synthite
* Build Cost: 20

#### **Second Wave:**

* "Hides the trap until GenMat is stolen from the extractor."
* The trap cannot be seen, destroyed and can't attack until the GenMat is taken.
* After the GenMat is stolen, traps with this mod glow light green and are inactive for 3 seconds
* Unlock Cost:  400 Cells,  175 Synthite
* Build Cost: 5

## Lore

```
The Bomb Ejector is a trap that airdrops or ground-launches a cluster of bombs. Like blast grenades, the bombs use electromagnetic flux compression to explode.

```

```
The trap's panel is borrowed from venting systems used by numerous Sanctuaries. Despite minor internal adjustments, the panels are largely unchanged. This helped the Bomb Ejector claim several casualties in its initial battle as enemies walked beneath the trap without any reason to sense danger. **<**

```
Meet Your Maker Wiki

**Welcome Custodian! To the Meet Your Maker Wiki!**

**This wiki is a heavy work in progress so not everything will be documented YET. If you feel you want to speed up the process then please do contribute any of your finding on things that we have missed or haven't even spoken about yet. Please be sensible!**

**Thank you for understanding! See below some of the things we have made heavy progress on.**
## Important articles

TrapsGuardsSuitsTrap ModsCodex

* Rules of this wiki
* Getting Started
* How to Contribute
* Visit Discord Server
* Guides
* All Help articles

#### ***WANT TO HELP OUT?***

Join our **Discord Server** and apply to be a dedicated Translator, Editor, or Moderator!
Harvey

Harvest Removal Vacuums, or HRVs, (colloquially referred to as "Harvey",) are highly specialized sub-clones creature that act as a mobile shipping container for GenMat.

## Purpose

Every active base will have a harvester that will walk to and from the GenMat and deposit it back at a terminal at the entrance of the burial site, this is how burial sites passively harvest GenMat. During raids the player can follow Harvey to find the fastest way to the GenMat.

Harvey is susceptible to friendly fire and being attacked by the player, which will kill him. Harvey will not respawn and can only re-appear if the player dies/respawns. Standing nearby Harvey's corpse will play distorted sounds. Harvey can also be grabbed by the Iron Claw trap. Traps/Guards will not try to attack Harvey and will some will even stop to let him through e.g. Death Piston.

There is no incentive to kill Harvey as it hinders a Raider's ability to more easily find the GenMat if they do so.

## Codex

An HRV is a highly specialized sub-clone that acts as a mobile shipping container. Officially known as a Harvest Removal Vacuum (and more commonly known as a Harvester), an HRV takes harvested GenMat from an extractor and transports it to a shipping station. On its back, it carries an airtight portable containment unit that maintains the integrity of GenMat during shipping.

Due to its incredible stamina, there's a misconception that the HRV transports GenMat twenty-four hours a day. In reality, when there's no present danger, it takes scheduled naps. Brain scans show that upon waking, the HRV releases dopamine, seemingly eager to continue its duty.

## Trivia

* Harvey were previously able to be killed early by placing a Death Piston directly where he spawned. The developers [and Raiders] considered this unfair and unnecessarily frustrating, especially in maze-like bases, and patched it later. Harvey will now wait for the Piston to cycle before continuing onward.
* Killing Harvey is rude. >:(
Demolition Cannon

* Teaser Image
* Teaser Description

The Demolition Cannon is a ranged weapon in Meet Your Maker which lobs heavy shells which explode after a short delay following impact. Just like the Volt Lancer, The Demolition Cannon's ammo can be retrieved. The explosion from the shells can kill players, and also destroy projectiles.

## Base Stats

* Blast Radius: 3.05m
* Ammo Capacity: 2
* Reload Time: 1.5 sec
* Damage Type: Crushing (Flesh/Armor/Traps)

## Obtaining

The Demolition Cannon can be purchased from and upgraded by Chrona, the Weapons Advisor.

 Demolition Cannon II
 Demolition Cannon III

## Skins

### DEFAULT SKIN

Rarity: [COMMON]

*"PLACEHOLDER DESCRIPTION"*

### Dreadnought

Rarity: [EPIC]

*"A Demolition Cannon born from the hard steel of a beached warship"*

## Codex

Powerful and portable, the Demolition Cannon delivers an explosive payload in a reusable shell. Adapting Flash Barrier technology, the shell releases heated plasma carried on an unstable diamagnetic repulsion barrier burst. The result is a localized explosion that causes tremendous damage.

The cannon was developed by the American military but due to growing corruption and individual opportunism, the technology soon found its way to Asian and European countries. When revolts swept the globe, the Demolition Cannon became more commonly used as a savage anti-protest tool than a weapon of war.

## Trivia

* The Demolition Cannon's bombs will destroy guard & trap projectiles caught in its blast radius.
* The Demolition Cannon's blast can kill custodians.
* The Demolition Cannon's bombs can be deflected & perfect parried by the Arc Barrier
Chimera

## Chimeras

Chimeras are human-hybrids developed to be the next step in human evolution. Members of the Pentekath (humans who have displayed resistance or immunity to strains of the corrugenic virus) have provided their genetic material to the development of chimeras. The hope is that a chimera will evolve to a point where it's immune to all strains of the corrugenic virus, heralding in a human-hybrid species that can help humanity rebuild protective infrastructure. It is also believed that a corrugenic vaccine could be developed from a fully immune chimera and administered to humans in the fetal stage, guaranteeing safety for future generations.

While Sanctuaries tend to refer to their chimera as "the Chimera," it's important to note that there are thousands in existence. While each chimera originates from similar genetic structures, their genetic course differs, as do the events they've experienced. Chimeras have historically faced discrimination from humans, partly because it is erroneously believed that they all share the same personality. This creates a fear that the species would unequivocally work together to replace humanity. While many chimeras share similar dispositions, there are also those who are wildly different from their peers, and their beliefs and ambitions may not line up with the norm. The Chimeric War is evidence that not all chimeras share the same ideals, as some were aggressors while others were reluctantly pulled into a fight.
Holocube

### Description:

"A hologram that takes on the appearance of a bedrock block. Disappears when a raider approaches"

## Stats

### Placement:

Block

The Holocube is a Trap that has no collision and "reveals" when the player is within a 1 tile radius. Guards can walk and path-find through these. Holocubes look identical to the Bedrock found in Burial Sites. Holocubes textures slight wobble so that the player can visually identify them.

#### Eagle Eye:

* "Increases the trap's detection range."
* Increases the traps detection range from 1 to 3 tiles.
* Unlock Cost:  500 Cells,  175 Synthite
* Build Cost: 5

#### Masquerade:

* "The holocube acts as a normal block around guards, preventing them from passing through the hologram."
* Guards can no longer path find through the Holocube. If a patrol path goes through one of these the guard will wait until the holocube is "revealed" by the player.
* Unlock Cost:  500 Cells,  175 Synthite
* Build Cost: 5

#### Picture Perfect:

* "Reduces holographic flickering effect."
* Makes the Holocubes texture wobble less, helping it blend in as a normal block.
* Unlock Cost:  500 Cells,  175 Synthite
* Build Cost: 5

#### Second Wave:

* "Hides the trap until GenMat is stolen from the extractor."
* The trap cannot be seen, destroyed and can't attack until the GenMat is taken.
* After the GenMat is taken, the Holocube will begin to wobble and can now be "revealed" by the player
* Unlock Cost:  400 Cells,  175 Synthite
* Build Cost: 5

## Codex

Unlike many traps, the Holocube has no offensive capabilities, and instead relies on deception. The trap uses a plasma generator to form a layer of plasma that absorbs and reflects incoming light waves, making it appear as a solid object.

The technology was developed in its early stages by The United States military to create near-perfect camouflage for vehicles and soldiers. Upon the American government's collapse, the tech found its way onto the black market where Sanctuaries procured the data. Limitations around the current holographic effect constrain it to a small-scale rigid shape framed by eight emitters-a design entirely convenient for mimicking Outpost blocks.
T.A.S.P. Ships

**Work In Progress**
***""*** *- To be set...*

This page is a work in progress as it lacks information, pictures, or possibly requires an entire format rework. Nothing is finalized and so it will continue to be worked on.

*""*

## Basic Info

### Manufaturer

T.A.S.P.

To be set...
Click **Expand**/**Collapse** to show/hide ship details.

## Basic Info

### Manufaturer

T.A.S.P.

To be set...
Click **Expand**/**Collapse** to show/hide ship details.

## Basic Info

### Manufaturer

T.A.S.P.

To be set...
Click **Expand**/**Collapse** to show/hide ship details.

## Basic Info

### Manufaturer

T.A.S.P.

To be set...
Click **Expand**/**Collapse** to show/hide ship details.

## Basic Info

### Manufaturer

T.A.S.P.

To be set...
Click **Expand**/**Collapse** to show/hide ship details.

## Basic Info

### Manufaturer

T.A.S.P.

To be set...
Click **Expand**/**Collapse** to show/hide ship details.

## Basic Info

### Manufaturer

T.A.S.P.

To be set...
Click **Expand**/**Collapse** to show/hide ship details.
Patch 1.5.2

* We have fixed an issue causing Holocube traps to show incorrect textures in the Dreadshore and Shattered Peak environments, making them too obvious.
	+ This also affected Corrosive Cubes and Plasma Sentinels hidden by the Second Wave mod, which is now also fixed.
* Fixed an issue which caused the Plasma Sentinel’s Plasma Cloud mod attacks to not appear correctly (or at all) when it lands on a surface.
* Fixed an issue which caused Death Piston traps to destroy Holocubes when placed inside.
	+ The Death Piston was not consistently waiting for the Holocube to be fully deactivated before activating in turn.
	+ This will also fix an exploit allowing insta-kills when using the Pulverize mod in this setup.

Props:

* We have fixed an issue which prevented Raiders from being able to grapple onto blocks equipped with the Mended Tarp prop from the Ice Deco Pack.
* We have also fixed an issue which caused projectiles and equipment to stick to the Mended Tarp prop.

Outpost Difficulty:

* We have fixed an issue causing an incorrect Outpost difficulty to be assigned in certain setups.
* The Building Options and Social Menus have been updated to display the granular skulls of the new difficulty system.

Weapons:

* We have fixed an issue which caused Volt Lancer bolts to spawn at the incorrect location when fired.
* We have also fixed an issue which caused Falconic Plasmabow darts to be misaligned when fired.

Replays:

* We have fixed an issue causing Guards and Co-Op partners to be shown as alive when they’re dead after fast-forwarding and rewinding replays.

Stability:

* We have implemented multiple title crash and stability fixes.
Spike Drive

**Spike Drive** is a consumable hardware item in *Meet Your Maker* that increases the player's movement speed for a short amount of time.

## Obtaining

All Hardware can be obtained from the Advisor **Elpida**.

## Usage

The player has access to **2 Spike Drives** per life during a raid. It can be assigned to one of the equipment slots, and deployed by pressing the *Use Hardware button*. Using the Spike Drive will cause the players to inject it into themselves, increasing their speed by **\_%** for **\_ seconds**. While the effect is active, a smoky yellow overlay will show on-screen

## Trivia

* Spike Drives are the only equipment that aren't thrown.

## Codex

The Spike Drive releases electrical impulses into a Fortalis Suit, which are then strategically targeted into the wearer's body to increase muscle movement and neurological processing. The item is a significantly advanced version of rudimentary 21st century technology. Initial Spike Drives were implanted directly into the spine and were used by Canadian soldiers in a desperate but short-lived defense against American invasion.
Genetic Material

*Genetic Material*, or *GenMat*, is a cellular material that carries genetic information of the cell's structure and function. Although found in all living organisms, the term GenMat is typically only used when discussing human genetics.

Due to the corrugenic virus corrupting the genetics of infected humans, GenMat treatment and research has been a top priority. Unfortunately, this requires uncorrupted GenMat - an increasingly rare resource. In most Sanctuaries, GenMat is needed to sustain the bodies of clones (typically Advisors, a Custodian, and a Chimera) while facilitating research on the Chimera Project. Global GenMat shortages have led to widespread war amongst Sanctuaries.

Outposts extract GenMat from the Burial Site, so keep them maintained!

Raiding Outposts awards different types of GenMat. Different types of GenMat are compatible with specific Advisors, which will allow you to process them. The GenMat you collect evolves the Chimera.

### Types of GenMat

**PROTA** is compatible with one type of GenMat found in the wasteland.

**Prota** supplies you with traps to defend your Outposts. Traps can be developed and upgraded with *Cells* and *Synthite*.

Traps are highly varied and work well in combination with other traps or guards.

**PROSARMOGI** is compatible with one type of GenMat found in the wasteland.

**Prosarmogi** supplies you with Suits that provide you with special abilities called **Biolinks**.

Both suits and Biolinks can be developed and upgraded with *Cells* and *Parts*.

**METAMORPH** is compatible with one type of GenMat found in the wasteland.

**Metamorph** supplies you with guards to defend your Outposts. Guards can be developed and upgraded with *Cells* and *Synthite*.

Upgrade guards with augments to expand their combat abilities.

**CHRONA** is compatible with one type of GenMat found in the wasteland.

**Chrona** supplies you with weapons to raid Outposts.

Weapons can be developed and upgraded with *Cells* and *Parts*.

**ELPIDA** is compatible with one type of GenMat found in the wasteland.

**Elpida** supplies you with hardware to help on your raids. Weapons can be developed and upgraded with *Cells* and *Parts*.

Hardware is destroyed when used. Always stock up before a raid!
Base 1

“接上信号了？欢迎访问底室回音数据库……根据区域编号，数据库按“90+楼层编号Mhz”进行排列。”

Base 1是底室的第二个区域。

描述
--

Base 1是一片具有地板的无尽白色虚空，流浪者会发现自己找不到其他人。地板由白色且反光能力极强的瓷砖构成，凝视瓷砖超过1分钟会使你失明。Base 1的温度保持在20~30度之间，且不存在任何实体。

Base 1的地板上零零散散地摆放着许多标准纸品和笔具，这些纸品和笔具不可被带出该区域，但你可以将自己想说的话通过笔具写在纸上。

基地
--

### 邮差

* 10人
* 接受流浪者
* 你可以将要给予别人的纸交给他们并署名，他们将会帮你将纸交给那个人。

## 入口与出口

### 出口

* 在Base 1内可能会出现一个写着数字0的门，进入后可以回到Base 0，带着的碳棒和纸会留在原地。写着数字2和4的门分别会进入Base 2和Base 4。

## 作者信息

* 作者：Glorysans（留言）
* 绿灯人：Bamboo-nt（doge）
Death Piston

### Description:

"Piston that extends at set intervals, smashing anything that stands in its way. Triggers until destroyed"

## Stats

### Placement:

Surfaces

The Death Piston is a trap of which extends and retracts sequentially. Being hit by an extending piston will kill the player. Whilst the piston is extended the player cannot pass through it. The player can destroy it when its retracted or extended.

#### **Blockade:**

* "Increases the time that the trap is extended. Helps block and slow down raiders."
* Causes the piston to remain extended for 3 seconds
* Unlock Cost:  550 Cells,  200 Synthite
* Build Cost: **15** Capacity

#### **Burning Piston:**

* "A piston that kills anyone who touches the red hot metal."
* Makes it so that if the player touches the extended piston, it will kill them.
* Unlock Cost:  700 Cells,  250 Synthite
* Build Cost: **15** Capacity

#### **Pulverize:**

* "Increases the piston's speed"
* Unlock Cost:  550 Cells,  200 Synthite
* Build Cost: **??** Capacity

#### **Unstable:**

* "The piston fires at random intervals."
* Causes the piston to attack at random intervals
* Unlock Cost:  550 Cells,  200 Synthite
* Build Cost: 15

#### **Self-Destruct:**

* "The trap explodes soon after being destroyed"
* Upon being destroyed the trap will flash red before detonating, damaging everything nearby
* Unlock Cost:  650 Cells,  250 Synthite
* Build Cost: **10** Capacity

#### **Second Wave:**

* "Hides the trap until GenMat is stolen from the extractor."
* The trap cannot be seen, destroyed and can't attack until the GenMat is taken.
* After the GenMat is stolen, traps with this mod glow light green and are inactive for 3 seconds
* Unlock Cost:  400 Cells,  175 Synthite
* Build Cost: **5** Capacity

## Codex

A brute force trap, the Death Piston simply hits its target with enough impact to cause death. The trap's magnetic repulsion piston engine uses the repulsion between a permanent magnet and an electromagnet to force heated columns of steel to extend and retract.

The trap has grisly origins, initially conceived by two Sanctuary personnel who witnessed raiders massacre their co-workers. Upon capturing the raiders, the pair dropped the group into a cramped room with Death Pistons on each side. They admitted to betting on the event, picking which raider would survive longest as the scrambled atop each other attempting to avoid death.

## **Trivia:**

* Death Pistons are capable of launching Blast Grenades & Demolition Cannon charges when deploying.
Corrugenic Outbreak

## Codex Entry

The Corrugenic Outbreak was a viral pandemic that swept the Earth in 2032. Due to the speed of transmission, pandemic efforts failed and scientists were unable to pinpoint the origin of the virus.

The corrugenic virus corrupted the genetic structure of the infected, and though symptoms and severities differed, the disease eventually led to death. While some lived for decades after infection, others died almost immediately, often dependent on which part of their genetic structure was targeted. Those who reproduced passed their corrupted genetics to their offspring.

Due to the outbreak, the Earth experienced a rapid decline in population, leading to the breakdown of essential infrastructure, supply lines, and the global economy. Countries experienced severe resource shortages and rapidly escalating crime rates. Many responded to civil unrest by limiting the freedom of their citizens, while waging war on weaker nations to acquire necessary resources.

The world would eventually reach some amount of relative stability, allowing for the founding of the Salvation Council in order to unify against the virus. Despite these efforts, results were disappointing, and global society slipped further into famine and warfare. With extinction closing in, thousands of Sanctuaries around the world remain the final hope for survival.
Impaler

### Description:

"Spikes extend from the trap, impaling anything within close range. Triggers once."

## Stats

### Placement:

Surfaces

Contrary to its description, the Impaler will only trigger if a player enters its range. The trap has a 1 tile range and will make a sharp slashing noise before and during attacking. The traps spikes glow orange once triggered

#### Blockade:

* "Increases the time that the trap is extended. Helps block and slow down raiders."
* After extending its spikes, the traps spikes will remain extended for \_ seconds
* Touching the points of the spikes whilst its extended still kills the player
* Unlock Cost:  600 Cells,  225 Synthite
* Build Cost: 10

#### Self-Destruct:

* "The trap explodes soon after being destroyed"
* After being destroyed the trap will flash orange for \_ seconds before blowing up affecting the 8 tiles around it. This explosion can destroy traps, kill guards and the player.
* Having multiple of these traps neighboring each other can cause a chain reaction
* Unlock Cost:  650 Cells,  250 Synthite
* Build Cost: 10

#### Unrelenting:

* "The trap triggers until destroyed."
* The trap can attack endlessly until destroyed
* Unlock Cost:  600 Cells,  225 Synthite
* Build Cost: 10

#### Second Wave:

* "Hides the trap until GenMat is stolen from the extractor."
* The trap cannot be seen, destroyed and can't attack until the GenMat is taken.
* After the GenMat is stolen, traps with this mod glow light green and are inactive for 3 seconds
* Unlock Cost: Free
* Build Cost: 5

## Codex

The Impaler was made as a psychological tool, the theory being that raiders would retreat after witnessing the visceral gore of a teammate being skewered. The trap was made almost immediately after the Boltshot's first battle, as Sanctuaries shifted production to protect themselves.

The Impaler uses a spring-loaded repulsion engine that extends the spikes with enough force to penetrate a Fortalis Suit. Unlike today's version, the Impaler's blades would not retract after hitting a target, instead leaving the corpse high on display for all to see. While data showed this contributed to slightly higher retreat rates, it also meant that Sanctuary personnel were more likely be tortured by enemies who overcame the traps, intent on revenge.

## Trivia

* Players are given this trap as well as the Second Wave mod for it at the start of the game
* If this trap attacks a player with an active Arc Barrier it will be destroyed
* This trap cannot be placed within the same tile of another Impaler or Death Piston
Codex

The Codex is a glossary of sorts and can be found in-game within the *Settings Menu*. Within it, you can find out about the world and lore of *Meet Your Maker*, as well as useful information that may lead you to certain revelations while out raiding Outposts.

## //Weapons

* Modern Weaponry
* Arc Barrier
* Fury's Edge
* Sledgeblade
* Falconic Crossbow
* Volt Lancer
* Demolition Cannon

## //Fortalis Suits

* Fortalis Suits
* Biolinks
* Ironside
* Kamaitachi
* Nautilus

## //Hardware

* Hardware
* Blast Grenade
* Flash Barrier
* Phoenix Pod
* Spike Drive

## //Historical Events

* The Chimeric War
* Corrugenic Outbreak

## //Historical Figures

* Zoleka FIsher (Chrona)
* Ava (Elpida)
* Yusuf Kumalo (Metamorph)
* Luis Perez-Brown (Prosarmogi)
* Emma Marshall (Prota)
* Chimeras
* Custodians

## //Traps

* Traps
* Boltshot
* Bomb Ejector
* Corrosive Cube
* Death Piston
* Holocube
* Impaler
* Incinerator
* Iron Claw
* Plasma Sentinel
* Sentry Beam

## //Outposts

* Outposts
* Building Drone
* Burial Sites
* Extractor
* HRV
* Synthite
* Shipping Station

## //The Chimera Project

* The Chimera Project
* Cloning
* GenMat
* The Pentakath
* Processing

## //Sub-Clones

* Sub-Clones
* Guards
* Cannonback
* Enforcer
* Hornet
* Warmonger
* Ravager

## //Sanctuaries

* Sanctuaries
* Advisors
* Boosts
* Command Center
* Replay Station
* Scouting Drones
* The Red Sands
* Dreadshore
Build Packs

Within **Meet Your Maker** there are a number of Build Pack which provide a variety of decorations and blocks centered around different themes.

Bases can have a maximum of 5 packs active at a time.

Each Build Pack consists of 2 types of building blocks, 8 unique decals, and 3 prop tiles.

## **Dead by Daylight**

This pack was introduced included on release as a free pack to those who also owned **Dead By Daylight** on the same account.

It **WAS** well known for its ability to blend traps into the walls.

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## **Hellscape**

The Hellscape pack was first introduced on 18 April 2023 as a Free pack.

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## **Industrial Ruins 1**

The Industrial Ruins 1 pack is a free pack that is accessible to all players at the start of the game.

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## **Industrial Ruins 2**

The Industry Ruins 2 pack is a free pack that is accessible to all players at the start of the game.

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## **Lost City**

The Lost City pack is a free pack that is accessible to all players at the start of the game.

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## **Medieval Siege**

The Medieval Siege pack is a free pack that is accessible to all players at the start of the game.

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## **Scorched Necropolis**

The Scorched Necropolis Is part of the first paid DLC. It is obtained from purchasing the "Scorched Necropolis" DLC or the Deluxe Edition of the game.

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## **Slaughterhouse**

The Slaughterhouse pack is a free pack that is accessible to all players at the start of the game.

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## **Warzone**

The Warzone pack is a free pack that is accessible to all players at the start of the game.

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## **Trivia**

* Initially, the Dead By Daylight build pack was well renowned for its ability to blend traps in as they shared a similar color scheme.
	+ Because of this, all metal parts of the DBD building blocks were made rustier to make identifying traps easier.
Flash Barrier

**Flash Barrier** is a consumable hardware item in *Meet Your Maker*. When placed, it creates a temporary shield that protects the player.

## Obtaining

All Hardware can be obtained from the Advisor **Elpida**.

## Usage

The player has access to **2 Flash Barriers** per life during a raid. It can be assigned to one of the equipment slots, and deployed by pressing the *Use Hardware button*. Any projectiles or attacks directed at the outside of the shield will be blocked, protecting the player temporarily. However, Guards are able to walk through the shield, after which they can attack the player. The shield lasts for \_ seconds.

## Trivia

* Flash Barriers will destroy Impalers and Death Pistons that attempt to breach it.
* Guards can still enter the shield, making it possible to be killed by them

## Codex

The Flash Barrier is essentially a compact, single-use version of the Arc Barrier, using a diamagnetic repulsion barrier to deflect nearly any physical projectile. Unlike the Arc Barrier, it does not have a rechargeable capacitor and its circuitry burns up upon use.

Despite clearly being inspired by the Arc Barrier, the origin of the Flash Barrier is currently unknown. It was first seen being used by rebels in Italy during the Gray Centennial.
Modern Weaponry

## Codex

The past centuries of resource shortages have had a significant influence on the development of weaponry. One-time use materials have decreased in development, replaced by items that are more durable. Melee weapons have seen a resurgence in popularity and ranged weaponry is typically done with bolts that can be collected and re-used. Changes to weaponry have also coincided with recent battles over the collection of GenMat. Combustion near genetic material can cause total loss of a sample, requiring many raiders to use ranged weapons powered with plasma or electromagnetic force.

Today's weaponry typically varies depending on whether it's wasteland or Sanctuary-made. Predictably, wasteland weapons tend to be lower quality, often shoddily crafted from scrap parts. However, the biggest difference is that Sanctuary weapons contain electronics that link with Fortalis Suits. Among a variety of benefits, this allows weaponry to draw power from a suit's induction system. This enhances a weapon's ability and is integral to equipment like the Arc Barrier which relies on an external source to remain active.

### Ranged Weapons

* Falconic Crossbow
* Volt Lancer
* Demolition Cannon

### Melee Weapons

* Fury's Edge
* Sledgeblade
Patch 1.6.3

### **BALANCING CHANGES**

* We have reduced the size of the Corrosive Cube’s Spontaneous Mod’s acid puddles from 300cm to 200cm and increased the attack cooldown from 1sec to 1.5secs.
	+ The Spontaneous Mod was found to be stronger than intended which made it difficult to navigate through some Outposts. These changes should allow this mod to better serve as a useful area denial tool to combine with other defenses to keep Raiders moving.
* We have shortened the effective range of the Ravager’s attack to 20m.

### **BUG FIXES**

* We have fixed an issue causing acid from a Corrosive Cube’s Spontaneous and Splatter Mods to create damage zones larger than intended, which made it difficult to navigate through sloped areas.
* Fixed an issue causing Decals earned through the Expeditions Reward Track to be incorrectly changed to the Light’s End 1 decal when cloned.
* Fixed an issue displaying all Outposts as the easiest difficulty rating (half skull), from the Social Raid menu.
* Fixed an issue causing the Loadout prompt to remain on screen when resuming building from Test My Base.
* Fixed additional issues with text and localisation in the Expeditions menus.
* Fixed a game title crash related to Easy Anti-Cheat.
Boltshot

A trap that fires a large cluster of bolts directly forwards when a detecting a player. It will play a high pitch noise and its arrows will glow orange before attacking. The arrows the trap fires travel further than the traps detection range.

#### **Overshot:**

* "Increases the trap's detection range and the range of its projectiles"
* Grants the trap an additional 1 tile detection range giving it a total of 8 tiles detection Infront of it
* Arrows travel an additional 4 tiles further than its detection range with this mod giving it an effective range of 12 tiles
* Unlock Cost:  550 Cells,  200 Synthite
* Build Cost: 15

#### **Hunter:**

* "Projectiles home in on their target"
* Gives the traps arrows slight homing which can follow players up, down, left and right.
* The traps arrows will glow red instead of orange and the trap will play a higher pitch noise
* Unlock Cost:  700 Cells,  250 Synthite
* Build Cost: 15

#### **Double Down:**

* "The trap can be triggered twice"
* The trap will reload after its initial fire for 2 seconds before being able to be triggered again
* Whilst reloading, the traps arrows will glow a light green (The same of which you would see on second wave traps).
* Unlock Cost:  650 Cells,  250 Synthite
* Build Cost: 15

#### **Second Wave:**

* "Hides the trap until GenMat is stolen from the extractor."
* The trap cannot be seen, destroyed and can't attack until the GenMat is taken.
* After the GenMat is stolen, traps with this mod glow light green and are inactive for 3 seconds
* Unlock Cost: Free
* Build Cost: 5

#### **Relentless:**

* "Fires a flurry of bolts in rapid succession"
* The trap fires each bolt individually at rapid rates
* Unlock Cost:  650 Cells,  250 Synthite
* Build Cost: 15

## **Trivia**

* Players are given this trap as well as the Second Wave mod for it at the start of the game
* The traps arrows can be destroyed from a swing of the Fury's Edge
* This traps arrows destroy any trap/guard that it comes into contact with.
* The traps arrows stick into any solid surface they collide with
* The traps arrows do not activate the effects of the Corrosive Cubes splatter mod
* The Boltshot was the first trap to have 5 mods

## Lore

```
The Boltshot is the first trap ever made by a Sanctuary. Developed in Spain, it was used as a crude measure to defend Sanctuaries from rioters. Using a linear motor device that discharges electromagnetic force, bolts are propelled through the air with enough speed to pierce a *Fortalis Suit*. The limited energy storage only allowed an unmodified trap to fire once.

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```
Their first known use of a Boltshot details scientists huddled inside as bolts were heard whizzing through the air, followed by guttural screams. 17 people were killed before the mob retreated. Following its successful inauguration, the Boltshot's design was shared with other Sanctuaries and became a common method to defend an anarchistic world. **<**

```
Phoenix Pod

The **Phoenix Pod** is a Hardware item in *Meet Your Maker* that allows the player to choose where they will respawn if they are killed during a raid.

## Obtaining

All Hardware can be obtained from the Advisor **Elpida**.

## Usage

The player has access to **2 Phoenix Pods** **per life** during a raid. It can be assigned to one of the equipment slots, and deployed by pressing the *Use Hardware button*. If the player dies during the raid after placing the Phoenix Pod, they may respawn at the pod's location.

When the GenMat is collected, a previously placed Phoenix Pod will disappear, preventing it from being used as a shortcut back to the entrance. If the pod is placed after collecting the GenMat, it will function normally; if the player then dies, they will still have the GenMat when they respawn.

## Codex

The Phoenix Pod is a molecular storage device that quickly regenerates a body after recording the death of its user. Due to its rapid assembly, the user should expect a host of possible symptoms; such as the inability to speak, loss of taste, improper digestion, loss of memory, and more. Once the user returns to their Sanctuary, they can be properly reconstructed.
Falconic Plasmabow

The **Falconic Plasmabow** is a ranged weapon that fires slow-falling, fast-traveling (lightweight) bolts.

It deals Striking damage that can kill guards and destroy projectiles, but unlike the Volt Lancer it cannot destroy traps or armor. These bolts lodge into any stone wall or guard they collide with. Hitting projectiles with these bolts will deflect the bolt. It has an effective range of **40 meters**, and a reload time of **0.5 seconds**.

## Base Stats

* Effective Range: 100 m
* Ammo Capacity: 6
* Reload Time: 0.5 sec
* Damage Type: Breaking (Flesh/Traps)

## Obtaining

The Falconic Plasmabow can be purchased and upgraded from CHRONA, the Weapons Advisor.

 Falconic Plasmabow II
 Falconic Plasmabow III
Launch speed increased by 20 m/sec
Heavier projectiles

## Codex

Lightweight and resilient, the Falconic Plasmabow is designed to be a fast-shooting firearm that can endure in difficult conditions with little maintenance. Powered by an electrothermal accelerator, it ejects bolts by means of a plasma discharge between electrodes at the rear of the launch channel.

Developed at a German Sanctuary, the Falconic Plasmabow's design was kept secret by engineers who feared a future in which Sanctuaries turned on each other. It wasn't until decades later that new staff shared the designs with the rest of the cooperative. As war broke out, their Sanctuary was one of the first to be destroyed.

## Trivia

* The Falconic Plasmabow's bolts will bounce of off any metal block
* The Falconic Plasmabow's bolts can break Forgotten Tombs and the chain of an Iron Claw trap
Outpost Prestige

When you reach enough **Prestige Points**  by killing Raiders and receiving Accolades, you can prestige your Outpost.

Prestiging an Outpost will refill the GenMat extraction pool and extend the duration that your Outpost stays open, thereby allowing you to kill more Raiders, earning even more Prestige.

Once an Outpost runs out of GenMat, it will become Inactive and will no longer able to be raided, and thus it will not reap any more rewards until Prestiged or refilled again.

Below is a table depicting the associated costs & rewards of prestiging at each level.

## Champion Outposts

Champion Outposts are the best Outposts the wasteland has to offer. They've earned large amounts of Prestige Points by either killing raiders and receiving Accolades. A leaderboard will keep track of the best raiders to take on the Champion Outpost.

When a raider fills their **1⁄3** of their progression meter on the wasteland map, they'll need to complete a Champion Outpost to continue their progress. This means that to complete each level of Raiding, a player must reach and defeat a total of **3 Champion Outposts.** Doing so provides raiders with increased rewards.

## Reset Outpost

If you have not earned enough Prestige Points, you can reset your Outpost to refill its GenMat pool and try again.

To do this, go to the Prestige tab in your Outpost menu.

## Increase Earnings

Exchange Cells to activate *Power & Glory*, the Guards Advisor Metamorph's boost, to increase Prestige earned in your outposts by **5**/**10**/**20**%.

Level up this Advisor to increase the boost's duration.
Kamaitachi

The Kamaitachi is a Fortalis Suit orientated around the use of melee weaponry.

## Perks

There are 3 perks for the Kamaitachi suit of which can be upgraded to improve their capabilities.

Upgrades can be purchased from Prosarmogi, the Suits Advisor.

### **Frenzy**

"Increases movement speed after destroying traps and guards."

 Frenzy II
 Frenzy III
 Frenzy MASTERED

### **Gap Closer**

"Increases melee lunge range."

 Gap Closer II
 Gap Closer III
 Gap Closer MASTERED

### **Quick Strike**

"Increases melee lunge speed."

 Quick Strike II
 Quick Strike III
 Quick Strike MASTERED

## Skins

Currently there are at least 4 skins for Kamaitachi:

### Ronin

Rarity: [COMMON]

 *"A renegade-style from Tanaka Power Industries."*

Given to player by default.

### Gilded Warrior

Rarity: [EPIC]

 *"To die in this is to die in a golden grave."*

Can be obtained by buying the Deluxe Edition of the game or by buying the Scorched Necropolis DLC.

## Codex

To some, Kamaitachi was a custodian, to others, a demon. When the Akita Sanctuary fell to rioters, all within were left for dead. The perpetrators returned to their mountainous town, their goals set on survival. For a year they did better than most, until one night a scream rang out. A room was found spattered in blood, the body of the strongest tribesman cut cleanly in half.

Despite the tribe's vigilance Kamaitachi continued to strike, each night finding a way through the defenses and claiming another kill. She was rarely sighted, showing up with a quick flash of steel and vanishing. The slow-motion massacre went on for 37 days until everyone involved in the destruction of the Akita Sanctuary was dead. With that, Kamaitachi left and never returned. Fragmented data with the blueprint for Kamaitachi's suit was later found in the remnants of the Akita Sanctuary.

## Trivia

* In Etymology, the Japanese word *Rōnin* was used to describe someone who had no lord or master. This explains the "renegade-style" of the Kamaitachi Ronin suit.
Patch 1.5.4

### **BUG FIXES:**

* We have fixed an issue which caused the Harvester path to be considered valid in setups where Raiders would be forced to go through Corrosive Cubes, leading to potential exploits.
* Fixed an issue preventing the Corrosive Cube’s Splatter Mod from triggering when struck by Bolts.
* Fixed an issue which caused the Codex to display empty entries.
* Fixed an issue which caused the title to crash when viewing replays.
Nilson Ortiz

**Work In Progress**
***""*** *- To be set...*

This page is a work in progress as it lacks information, pictures, or possibly requires an entire format rework. Nothing is finalized and so it will continue to be worked on.

*""*

## Career

### Skills

Unarmed Combat, Weapons Combat, Accuracy/Precision, Ship Captain

### Rank

Mercenary

To be set...
Sledgeblade

The **Sledgeblade** is a melee weapon in *Meet Your Maker*} similar to the Fury's Edge, but has a slower attack and cannot deflect projectiles. It can break armor.

## Base Stats

* Swing Delay: 1.4 sec
* Lunge Range: 6 m
* Lunge Speed: 15 m/sec
* Damage Type: Crushing (Flesh/Armor/Traps)

## Obtaining

The Sledgeblade can be purchased from and upgraded by CHRONA, the Weapons Advisor.

 Sledgeblade II
 Sledgeblade III

## Skins

There are at least 2 skins for the Sledgeblade as of currently.

## Codex

The exact origin of the Sledgeblade is unknown, but it's believed to have come from a homemade forge in either the Georgian or Armenian wasteland. The discovery of the weapon uncovered the Salvation Council's miscalculation of wasteland culture and trade. Previously, tribes in the area were not believed to be crafting, much less trading, new weaponry, instead relying on what remained prior to societal collapse.

While the sledgeblade's weight can be unwieldy for some, it was what made it such a prize during the tribal defense against Operation Dawnlight. Facing combat-ready Fortalis Suits for the first time, the blade provided the heft needed for resistance fighters to smash through the armor.

A sanctuary-developed Sledgeblade improves on the original, coming installed with a magnetic overcharge system that can pull the wielder towards its target, allowing for a lunging attack with increased range.

## Trivia

* The swing of the Sledgeblade can destroy some enemy projectiles from: Bomb Ejectors and CannonBacks.
* The swing of the Sledgeblade can be used to destroy multiple traps if the player doesn't lunge with it
* There is a bug where if you get caught on an obstacle while lunging towards something, the trap/guards will destroy regardless of you reaching it or not.