recursal/Fanatic-Fandom huggingface dataset:
Air Horn

The Air Horn is a weapon in Ravenfield.

## Unlocking

Pre-EA 5, Air Horn can be found at the south-east of the Temple map beside a waterfall. It was introduced as one of several 'joke weapons.'

## Usage

The Air Horn does 5 damage to all unprotected infantry units in conic area of effect covering ahead of the user each time it is fired.

## Weaknesses

The Air Horn has a significant delay between attacks and abysmal damage, resulting a low DPS to a single target. It also cannot damage enemies behind the user nor any inside a protected vehicle, such as APC and Tank. These properties, combined with its nature as a joke weapon, completely preclude it from general use.

## Trivia

* It's ability to damage enemies is likely a reference to how sonic weapons can cause one's ears to bleed. However, this weapon is extremely exaggerated, as most real-life air horns can only cause that damage at close range with dozens of point-blank blasts.
* It deals the lowest damage out of every weapon in the entire game, at 5, and has the highest splash radius out of every AOE weapon. It is also the only weapon that has a conic area of effect.
* Because of Air Horn's ability to produce loud noise and large area of effect, it is extremely easy for the user to trigger enemy attention over a distance.

## Gallery

The Air Horn.The Air Horn blowing an Eagle.

 *Italics* | This item is, or was, a Secret Item.
EA15

## Change Log

* Updated Tank and Quad. They have new models, improved handling, better sound effects and various other MISC changes.
* Added support for turret springs and max turn speed, used on the tank main cannon
* Added support for throttle sounds that only play when accelerating a vehicle.
* Added support for fancy geometric tank tracks.
* Increased tank health to 4000 from 3000.
* AI will now stop when aiming long range shots. This also applies to vehicle weapons.
* Major tweaks to AI aiming. They are now a little deadlier than before at low and medium range.
* AI will now always fire their weapon after aiming at an enemy for a while. Sometimes they would just aim but never fire before this update.
* When being attacked inside vehicles with anti-tank weapons, AI drivers/gunners will now turn towards their attacker and fire back.
	+ Anyone dealing high damage to a vehicle will be marked as a high-priority target. This means that AI are more likely to attack anti-tank units if they have recently fired.
* Fixed incoming damage indicator not showing up inside vehicles.
* Improvements to vehicle sound mixing. The vehicle you're inside should always be at the highest volume now.
* Changed the APC's team color indicators
* Fixed a bug that caused the player's minimap viewcone to not synchronize with the player view.
River Delta

**River Delta** is a map that was added in EA13.

## Map & Characteristics

River Delta takes place as its name suggests, in a river delta somewhere in a wetland. The map features a large island separated by a river. This island features two bridges that is connected to the mainland.

The terrain is somewhat hilly and features a large river and river mouth which allows for naval engagements. The lack of cover and long lines of sight when traversing from flag to flag benefits long-ranged weapons such as those in the Assault and Marksman class.

## Points Of Interest

List of Capture points
 Mouth
* 2x RHIBs
* 1x Attack Boat
 Bridge
* 1x MG
 Harbor
 Settlement
* 1x RHIB
 Sawmill
* 1x TOW
 Base
* 1x RHIB
* 1x Quadbike

### Marsh

The marsh is one of Eagle's spawn points. The marsh features various rock formations and large trees acting as cover.

### Mouth

The mouth is the other Eagle spawn point. It is set at the mouth of the river, containing HESCO walls, sandbags, and an MG mounted behind sandbags.

### Bridge

The bridge is one of the bridges that connects the island to the mainland. The bridge from the island is defended by HESCO walls and sandbags. An emplaced MG overlooks the bridge. The bridge itself is large and can support multiple vehicles.

### Harbor

The harbor features a small dock area with various pieces of cargo and pipes. The harbor also features small housing, a large loading warehouse, and a small rope bridge connected to the mainland.

### Settlement

The settlement features various small cabins scattered around the shoreline, and a dock containing a small loading warehouse.

### Sawmill

The sawmill is a large building that overlooks the river. It has a number of windows and entrances from all sides, it also features a set of sandbags on the roof. Despite its name, the sawmill is empty, showing no equipment inside. A single APC spawns at the garage of the sawmill.

In addition, there is a train track that leads to the next capture point on the right side of the map; the base.

### Base

The base only contains a dock and pier. It also features the same train track that leads to the sawmill.

## Gallery

The villageThe view from the south hillThe central winding riverThe Raven's sawmillSawmill Interior
## Trivia

* The red color of the sawmill hints at whose territory it inhabits.
Tunnel

## Map & Characteristics

A Mountainside Highway with an extremely simple layout, Tunnel embraces nothing more and nothing less than the spirit of direct clashes. There is little room for tactics or flanking, and flag ownership is an almost trivial technicality. Simply fire at the enemy through the winding tunnel pillars and hope to outlast them.

## Flags

1 Mudskipper APC
 Center
 West
1 Mudskipper APC

## Trivia

* East and West both contained a giant squared block with placeholder textures.
* Somewhere beyond the tunnels is a death zone. Despite this, the terrain and water there interact normally with vehicles.

### Bugs ang Glitches

* Tunnel does not have a proper night skybox effect. Instead, the saturation of the lights are greatly intensified, blurring the player's vision as a result.be ch
* SteelRaven7 has noticed that this map is a WIP and will be changed in the future.
EA18

## Change Log

* Added tech trees to conquest mode, usable by both the player and AI.
* Save system overhaul implemented, which in turn may break many existing saves.
* Improvements to conquest UI. It's now not possible to move around in the command room while having the battle UI or tech tree UI open.
* RHIB Model Update with new sounds, better handling and particle effects.
* Added water planing physics model. This means that the RHIB now rises out of the water at high speeds. Also makes high speed watercraft more stable. Does not apply to modded watercraft.
* Added new water splash effects.
* Added a small wave simulation which makes watercraft bob around a little in water.
* Reworked the Greaser and Signal DMR with improvements to animations and stats. They also have reload sounds now!
* Improved night vision look. Everything will now light up properly regardless of color.
* Added Infrared flares that blink on your teammates and friendly vehicles, making it easier to identify targets.
* Respawn tickets now drain faster in Battalions, thus accelerating gameplay.
* Respawn waves take a little longer to appear in Skirmish Mode.
* If the enemy has no remaining respawn wave in skirmish mode, an allied airplane will only arrive when the team is at a disadvantage.
* Renamed most vehicles aside from Attack Boat.
* Improved the loadout screen to handle unavailable weapons better (Weapons can be unavailable by not being unlocked in the tech tree in the campaign, or disabled in instant action).
* Fixed a bug where weapons would sometimes end up in the wrong loadout slot.
* Blocked off a weird infantry path down a steep hill on the Temple map.
* Multiple improvements to AI target acquisition, making it easier to hide when prone.
* Fixed a bug where AI would target enemies beyond their field of view.
* Fixed a bug where fog was not taken into account for AI targeting.

Fixed a bug that prevented Patriot GL's sights from functioning normally.

* Night mode option now persists between the level editor and test play mode
* Improvements to the player hitbox while prone. It is now harder to get hit while prone behind cover.
* Improved the third person sidearm holding animation.
* Improved the third person hold position for the Automatico.
* Updated to Unity engine version 5.6.7f1.
EA6

## Change Log

* Added Bomber Plane.
* Several vehicles now have additional vehicle mounted weapons which can be switched between with normal controls.
* Attack Plane now has rocket launchers.
* Complete overhaul of land based vehicles (Jeep, MG Jeep, Quad, Tank)
* Added third person camera to vehicles. Toggle it with C by default
* Added Raven Control game mode parameter, replacing Assault Mode.
* Helicopter and attack plane have their top speeds slightly increased.
* Attack plane machine guns' damage has been reduced.
* Added armor rating system to vehicles and weapon projectiles. This allows modders to specify effectiveness of projectiles against vehicles.
* Attack planes, Quads and RHIBs can now be damaged by small arms fire such as RK-44.
* Added team indicator stripes on all aircraft.
* Scalpel and Hydra now has lock on sounds/animations
* When a fixed wing aircraft is destroyed, its wings will now break off.
* Slight changes to Archipelago island airfield to accommodate the Bomber Plane.
* Added support for modded levels to use custom first person models
* SLAM-R damage and projectile velocity reduced.
* Added third person weapon model to the player soldier 3D model so shadows look correct
* Improved infantry animations when looking around while seated within applicable vehicles.
* Added Vehicle Testing map.
* Added testing game mode that lets you spawn on any capture point.
* Added fallback code to prevent game crashes related to physics.
* Added a "-noworkshopmods" launch option that disables the loading of all mods.
* Added a "-nocontentmods" launch option that disables the loading of weapon mods.
* Pressing F9 in the spectator camera mode will now take a super high res screenshot and save it in ravenfield\_Data/screenshot.png
* A bunch of smaller bug fixes
* Improved Archipelago navmeshes to prevent vehicles (especially tanks) from getting stuck near the island airport
* Tweaked AI car/tank driving so to reduce some wobbly, zig-zag driving behaviour
* Fixed Tank and Quad names showing up as VEHICLE in the squad order UI, instead of "Tank" or "Quad".
* Tanks will no longer slide on the ground when destroyed.
* The Bomber Plane can sometimes lead to a physics-related crash. This will be fixed in the future.
* Custom Vehicle Support coming soon!
Frag

The **Frag** is a weapon in Ravenfield.

## Usage

A small handheld explosive with a decent throwing range, the frag possesses a 5m kill radius and a short 4-second fuse time. It can topple enemies up to around 8m away, but only dealing negligible damage to vehicles.

Despite its name, it does not actually fire shrapnel. It only hits once via an explosion.

## Advantages

The Frag thrives when lobbed into cramped geometric environments such as trenches, buildings and barricades. An otherwise inconvenient or dangerous blind corner can be harnessed to skip or rebound a grenade into a cluster of enemies, transforming small defensive structures into death traps. A useful extra piece of kit for any close-quarters operation.

## Weaknesses

The Frag isn't very versatile in most engagements. While it can devastate infantry, it does almost nothing against vehicles. It is prone to unpredictable rebounds and misses, and even when it is lobbed correctly, enemies can potentially spot it and flee, saving themselves from being blasted while the user may be exposed. Its blast radius, while still superior to that of the Dagger, can still fail to kill nearby targets, especially those sitting behind barricades with no nearby rear wall. In this aspect, even when assaulting bunkers and other defensive nests, an Anti-Armor weapon can often seem far more appealing; they may not offer rebounds, but they can at least guarantee that the target being aimed at will be destroyed, instead of the floor 10m to their rear – or their front.

## Gallery

The M26 Hand Grenade.Frag Grenade Animation SetAnimationsThe player holding the Frag.A Frag thrown on the ground.
## Trivia

* The Frag is based on the M26 hand grenade.

 *Italics* | This item is, or was, a Secret Item.
EA11

## Change Log

* Added Mountain Range and Canyon Maps.
* Added team-specific weapons and vehicles game configurations
	+ You can now restrict player weapons too with a checkbox in the weapons switch.
* You can also save and load your game configurations
* Vehicles/turrets spawn only when capture point is owned by a team.
* Added priority based sound mixing. This should help make important sounds such as gunfire close to you stand out more.
* You can kick dead bots to spawn a small ammo pickup.
* Added zoom to spectator camera, hold ctrl and scroll to zoom.
* Fixed spectator camera bugging out when attached to vehicles that were destroyed.
* AI now refrains from using weapons with splash damage if it can hurt teammates with it. If there is an elephant in the room though, they will still ignore that.
* AI movement improvement.
* AI will sprint more than before, making it faster for them to reach capture points.
* AI defense improvements, they will now track down units who are capturing a flag.
* AI now has a high chance of picking Anti Armor weapons when defending a flag that is under attack by a vehicle.
* AI will now play climbing animations when climbing steep hills/obstacles
* AI will no longer be able to automatically spot enemies if they are not in their viewcone.
* Removed kill feed from skeletons in Haunted mode.
* Misc improvements and bugfixes to AI.
* Overall game optimization.
* Added draw distance option.
* Added v-sync option.
* Scalpel magazine size reduced to 1, and reserve ammo cannot be refilled.
* Fixed an issue with Transport Helicopter's miniguns sometimes not working correctly.
* A few minor tweaks to Anti Armor weapon damage.
* M1 Garret now uses sniper sensitivity when aiming for more precise shots.
* Unlocked some previously secret weapons by default.
* Sprinting while being crouched will now make you automatically stand up (only applies to toggle crouch mode)
* Misc bugfixes.
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Alaska Blackfish

Alaska Blackfish (Dallia Pectoralis), is a species of Arctic freshwater fish that typically found in shallow, densely vegetated areas of ponds and rivers of Alaska and eastern Siberia. These small and sluggish bottom-dwellers with elongated olive-brown bodies can live in water temperatures as low as 0°C and are said to withstand even being frozen solid. Fully grown Alaska Blackfish weigh only about 0.1 - 0.3 kg, reaching a maximum length of under 20 cm. These fish primarily feed on plankton and insect larvae.

### Preferred baits:

* Flies
* Crickets
* MayFlies

### Types

* Common
* Trophy
Non-Controllable Vehicles

Non-controllable vehicles (NCVs) are vehicles inaccessible to the player and any other bot.

## General

Most NCVs are modified scenery objects that resemble vehicles. They are not allied with either team by spec.

## Aircraft Carrier (EA 1)

### Canyon

The Canyon features a wrecked aircraft carrier shattered into multiple sections, with 2-3 capture points distributed on them for one of the teams. Unlike the Archipelago counterpart, Canyon's carrier features a wide array of supply crates on the deck and are also connected with wooden planks for infantry passage.

### Archipelago

The Aircraft Carrier in Archipelago is an aquatic structure, controlled by a single team with 1 capture point.

It is the spawning point for every vehicle in the entire game, aside from Tank, Jeep variants, and the Quad. It also features 3 AA Guns and a single TOW on the deck, but has no MGs.

## Grounded Plane (EA 1)

The Grounded Plane is a variant of the namesake vehicle that appears under the deck of the aircraft carrier in Archipelago.

## Tractor (Beta 3)

The Tractor is an NCV designed after the namesake archetype. It appears on multiple maps such as Island, Dustbowl and Citadel.

## Wood Cart (Beta 4)

The Wood Cart is an NCV resembling a Mine Cart. Several copies appear in Dustbowl's quarry, on the tracks leading to the sealed mine.

## UFO (EA 8)

### Static

Static UFOs may appear as a decoration for certain maps such as Island, Archipelago, and Temple. Night mode is a requirement for some of the UFOs to appear.

### Mobile

If the UFO wreck in Temple is kicked, the mobile UFO will continue to spawn and will persist until the game session ends. A maximum of a single UFO may exist in any single game.

Unlike all other NCVs, UFO can be destroyed by three railgun blasts, instead of being invincible. It kills infantry units upon contact and fires lasers from its pulse cannons which devastates everything alike.

## Transport Plane

The Transport Plane is an aerial NCV and the fixed-wing equivalent of the Transport Helicopter. It appears during reinforcement waves in Skirmish mode where Infantry units are parachuted from it, during which it deploys smoke in the proximity. The vehicle flies at a very high altitude and its model is not solid, allowing it to clip through obstacles and preventing anything from targeting it.

## Gallery

All non-controllable vehicles.

Aircraft CarrierA Wood CartTwo Wood CartsThree Wood CartsA TractorA Landed Westland Wyvern on the Deck of an Aircraft CarrierTwo Landed Westland Wyverns in the Hanger of an Aircraft CarrierThe Reinforcement Plane
## Trivia

* The Tractor is the first NCV in the entire game, being introduced as early as Beta 3.
* The grounded planes' locations are moved when Archipelago was finished.
	+ Prior to the old map's removal, grounded planes appeared above the deck, which led to a hazard where bots may crash their plane into the NCV.
* The UFO is the first NCV not exclusive to any map.
AA

AA
--

The **AA** is a weapon in Ravenfield.

## Usage

The AA quickly fires explosive proximity-fused munitions, damaging enemies with its 20-meter diameter splash. Each explosion can deal up to 65 damage at the blast epicenter, while a direct shell hit can deal an additional 50. The rounds will travel for up to 400 meters in the air, at which point they will detonate automatically.

## Advantages

Due to its ammunition type, the AA can reliably land hits against even the fastest aerial foes. It also possesses a high capacity as well as fire rate. Even a single AA unit will force aerial aggressors pause for thought, which lends them extra utility in defending friendly airspace and further secure air superiority.

## Weakness

The AA Gun has limited depression and so usually cannot be used against non-aerial threats. Its damage output is also quite low at the edge of its blast radius, so it may take several reloads to destroy any enemy aircraft if proper aim is not maintained. The user must constantly lead the target in order to land a hit due to their velocity and the general distance between it and the target.

It also offers zero protection for the user, meaning a couple cannon rounds or lucky hits from Buzzard rockets/Cassowary Bombs and even a ground assault could put the turret out of action.

## Gallery

AA weapon projectile.Destroyed AA.A Raven soldier manning the AA.
## Trivia

* The AA is the only emplacement in the entire game that comes with a seat.
* The AA deviates significantly from its real life counterparts, as emplacements similar to the in-game AA are commonly operated by multiple well-coordinated infantry units, fire slowly, packing extreme devastation to whatever aircraft caught in their blast.

 *Italics* | This item is, or was, a Secret Item.
Skirmish

**Skirmish** is a game mode in Ravenfield.

## Overview

A short, sudden-death style mode where the focus shifts almost entirely to number of kills scored. Bots do not spawn continuously, instead dropping all at once in re-enforcement waves ferried in by a transport plane. The objective is to be the last team standing. Most vehicles do not respawn.

## Mechanics

* In Skirmish, the primary objective is to clear out the enemy team.
* At the start of the battle, all infantry units spawn normally at their Capture points. The amount of soldiers available in each team is also displayed on-screen. The domination bar will be locked for the next 3 minutes.
	+ Subsequent units will be deployed over flags by a C-47 Skytrain Transport Plane. The delivery occurs when roughly 2/3rds of all units on a team are wiped out, and refills the team's numbers to maximum.
		- The quantity of remaining flights is also displayed above as re-enforcement icons.
		- If the player dies before a plane is ready to come in, they will be given control of an allied bot, and as a consequence will be forced to use their loadout. However, they will get to use their own loadout if they die just as the C-47 is arriving.
* When the domination bar has been unlocked, it is also possible to win by controlling more points than the enemy team. However this is generally a "secondary" means of winning, as by this time, only a few stragglers are likely to remain.
	+ All points will take much less time to capture than in other modes. They share capture mechanics with Point Match.

* Number of Transport Plane Flights:
	+ Short - 0 (Essentially a one-life deathmatch).
	+ Normal - 2.
	+ Long - 3.
	+ EPIC! - 5.
* When the domination bar is filled, or if one of the teams runs out of units, the game ends.
* Unlike other game modes apart from Spec Ops, vehicles DO NOT respawn after being destroyed with the following exceptions on *vanilla* maps:
	+ Archipelago - Quads and RHIBs
	+ Canyon - MG Jeeps (POWER STATION / SHIP BASE only)
	+ Dustbowl - Quads
	+ Coastline - Quads (BRIDGE / SPRING only)
	+ Island - Quads
* Generally, the only vehicles allowed to respawn are those with the "respawn when moved" characteristic, a trait generally given to low-priority tansport vehicles such as those listed above.
	+ Because of this, Vehicle respawning rules may vary across player-made custom maps.

## Known Bugs

* One-way neighbours interfere with the transport plane's logic. If a one team is fully disallowed from attacking the other's only flags (such as the Red team versus the Blue spawns on Citadel), the plane will drop troops directly over the enemy flag instead.

## Trivia

* Due to the respawn method, this mode is generally incompatible with indoor or roofed maps. There currently exist no built-in workarounds to this issue.
Rafts

The **Rafts** is an engagement map in Ravenfield.It is the most recent map added to the game and the only map without any vehicle.

## Characteristics

Rafts lives up to its name, looking like a tiny village made of wood. It has a beautiful landscape, along with a magnificent waterfall. It is a close-quarters map with some particularly restrictive paths, but very wide open sight lines, leaving barrels and crates as the some of the only sources of cover. Despite this being a CQC map,

assault and marksman weapons tend to function better than shotguns along some of the longer paths. As with most engagement maps, it is designed to funnel troops into direct and costly confrontation.

## Capture Points

### **West**

The West raft segment is where the Eagles start. This point is very easily defended thanks to its multiple barricades and gaps in the structure, but the point's flanks are vulnerable to being rushed. Its sight of the East bridge is is onstructed by objects, but its view of the TOP scaffolds and CENTER is excellent.

### **East**

The East is the Ravens spawn. Its layout posses a few more ramps than the flag opposite to it. Cover is somewhat sparse, leaving infantry vulnerable to explosives and rifle fire. Unlike EAST, WEST has a good line of fire on its mirror flag's environs. It too, shares WEST's the extraordinary view onto TOP and CENTER.

### **Center**

CENTER is just bang splat at the center, having a great view on both WEST and east, and one of the easiest points to defend. Things may get wacky when the time comes that WEST and EAST attacks. WEST and EAST's main bridges lead to CENTER, making CENTER vulnerable to constant attacks. The tables may turn if someone throws Medic Bags and Ammo Bags, making defenders supplied.

### **Top**

TOP is a good sniper point, and also the most isolated capture point in Rafts. It has little protection to offer, but is generally shielded from immediate harm by its position, perched high atop the water shelf. The long winding path of scaffolds is a double-edged sword, forcing both leavers and invaders into a vulnerable position as they navigate them. If TOP is sieged in large-mass, it will be likely be captured.

## Trivia

* Bots are prone to swimming to their objectives on this map, especially on larger bots counts. It is unclear whether this is intended or not.
TOW

The **TOW** is a weapon in Ravenfield.

## Usage

The TOW fires a missile guided by the user's sights. It has a limited control range and will stop responding after about 600m, causing the missile to drop suddenly. There is a minor delay between input and response. Each missile deals roughly 1200 damage to armor, and has a splash radius roughly equal to that of the Dagger.

## Advantages

An extremely useful Anti-armor emplacement on maps a high vehicular population, the TOW can effectively deter or destroy some of the most dangerous threats with extreme precision. Able to strike tanks and helicopters from beyond their own effective range, the threat posed by the emplacement should not be underestimated.

## Weaknesses

The TOW cannot hit fast airplanes reliably, as they travel too fast for the missile to compensate for. It also reloads slowly, and offers no protection to the user, leaving them vulnerable to gunfire at all times. Its limited range restricts its support capabilities as well.

In certain cases, the TOW's awkward placement actively works against this weapon. It has an infuriating tendency to hit sandbags that are supposed to ward off enemy gunfire, with the resulting splash damage obliterating itself and its user.

## Gallery

An Eagle soldier using the TOW.Destroyed TOW.An Eagle Soldier Firing the TOW.TOW weapon projectile.The BGM-71 TOW.
## Trivia

* The TOW is based on the BGM-71 TOW.
	+ TOW stands for "Tube Launched, Optically Tracked, Wire Guided".
* The TOW and Raptor are the only vehicles and turrets utilizing wire-guided missiles.

 *Italics* | This item is, or was, a Secret Item.
Spearhead

The **Spearhead** is a weapon in Ravenfield.

## Usage

The Spearheads is a stun grenade with low damage that detonates three seconds after being thrown. It deals a maximum of 28 damage within a 5-meter radius, and can knock targets over from up to 9m away. It does not affect vehicles.

## Advantages

Spearhead's disabling effect can easily cripple entire groups of infantry at close range, allowing the user to then rush in and take them down while they cannot react. Unprotected vehicles also easily fall to it, as their occupants will be knocked off become vulnerable.

It can be used in lieu of an ordinary Frag Grenade whenever the need for some "safe" explosives presents itself. Should a Spearhead miss or accidentally rebound into friendlies – or should a scatterbrained friendly "rebound" into a thrown Spearhead – the blast will at worst leave them vulnerable to gunfire, as opposed to killing them outright.

## Weaknesses

The Spearhead doesn't do much damage compared to other grenades, and is useless against vehicles that fully protect their occupants. Its disabling effect is not that useful either, since the user will have to finish off targets with something else, whereas similar weapons, like the Frag and Thumper, can instantly kill them. In practice, the use of non-lethal grenades has very little purpose in all-out warfare.

Its ammunition, while able to be resupplied, is quite low and will not be useful for sustained engagement, requiring constant resupplies.

## Trivia

* When a Spearhead explodes, a number of triangular yellow sparks can be seen briefly.

 *Italics* | This item is, or was, a Secret Item.
Twin Islands

Twin Islands is one of the four 'Engagement' maps in Ravenfield.

## Map & Characteristics

An extremely simple map, embracing the nature of direct clashes over minimalist terrain. Most close range weapons are rendered useless by this map because of the wide expanses of open space. Assault, grenade and marksman equipment is recommended, as those offer the highest degree of control over the main combat lane in the shallow waters. Each island offers its own inverse-symmetrical vantage points on their respective mountains, permitting for clear shots right across the shallow zone.

## Points of Interest

Twin Islands has 4 capture points, all temporarily named "Reef".

List of Flags
* 1x APC
* 1x Attack Boat
 Reef (South Middle)
 Reef (North Middle)
 Reef (North)
* 1x APC
* 1x Attack Boat

### Reef (S)

The Eagle starting flag and vehicle source. It is adjacent to a large mountain which defending bots can use to standoff against the opposing team's troops.

### Reef (S-M)

A midway point between the blue and red flags, this flag's defensive territory overlaps with that of Reef S. Despite being completely exposed, it will often take on the brunt of the assault.

### Reef (N-M)

Identical in every way to Reef S-M, save for some extremely minor terrain differences.

### Reef (N)

Identical in every way to Reef S, save for some extremely minor terrain differences.

## Other Points of interest

The waters around the islands will give prowling attack boats plenty of space, but very little cover.

## Trivia

* Amusingly, the likely reason for every flag being called "Reef" in EA 17 is that it is easier to quickly copy/paste a flag item than it is to spawn several unique instances of one.
* SteelRaven7 had mentioned that this map, with Tunnel, is a WIP, and will be changed in the future.
Bundle o' Buss

The **Bundle o' Buss** are weapons in Ravenfield.

## Unlocking

Prior to an unknown update, Bundle o' Buss could only be unlocked by beating Haunted if the game is set to Hard or Normal. It is now part of the weapon inventory by default.

## Usage

The Bundle O' Buss is a bundle of 16 single-use flintlock blunderbusses. Each pistol cannot be resupplied or reloaded, and is therefore supposedly discarded after firing. Each shot fires a cluster of 16 pellets in similar fashion to the 76 Eagle, though the Buss' pellet grouping is over 5 times more dispersed than the Eagle's. Each pellet deals 25 damage and possess very low damage falloff, but also very low knockdown power. Its effective range caps off at around 30m.

## Advantages

Capable of instantly killing infantry units at close range, It is a fairly powerful response to close-up threats. Since it sits in the user's secondary slot, it can be a solid sidearm option when paired with long range rifles that may lack CQC capabilities.

## Weakness

Despite initial appearances, the Bundle O' Buss is not a suitable shotgun replacement. Hampered by a staggeringly wide projectile spread, the gun(s) struggle immensely against any target more than a stone's throw away. Compared to the 76 Eagle, which can consistently two-shot kill / cripple a target at about 40m, the 'Busses cannot even guarantee a knockdown against a target at a mere 20m. Luck and a few additional metre's distance are all it takes to make the difference between a guaranteed kill, and a cartoonish soldier-shaped silhouette of bullets harmlessly painting the back wall.

Because the 'Busses have no reserve ammo stat, they also cannot be resupplied without the user dying and respawning. This severely hampers their usability even as a novelty, since they essentially become a useless slot in the user's inventory after being fully expended.

Overall, it performs very poorly when pitted against modern firearms of any stripe, and tends to be generally outclassed by even the most standard of handguns.

## Gallery

The weapon in third-person, note the lack of a model.A Dragon.The Bundle O' Buss.Aiming the Bundle O' Buss.The Bundle O' Buss with only one bullet left.The Bundle O' Buss's projectiles.
## Trivia

* The Bundle o' Buss is based on the Dragon.
	+ Its name is a reference to the Blunderbuss, of which the Dragon stems from.
* When depleted, Bundle o' Buss' first person model elevation will be greatly decreased. It is still possible to see them when aiming up.
* It is so far the only handgun that fires multiple projectiles simultaneously.
* In Haunted, Skeletons wearing hats may use it. The enemy-specific version, if obtained, has stats inconsistent to the regular version:
	+ The weapon is only held in the right hand with a single copy.
	+ It has no reload animation.
	+ It has a much lower capacity and damage per shot, holding 1 round at a time and 2 in reserve.
	+ Each shot appears to only deal 5 damage, and possibly only fires a single projectile.
	+ Its ammunition can be resupplied.
	+ It is impossible to aim down sights.

 *Italics* | This item is, or was, a Secret Item.
Conquest

**Conquest** is an individual game mode in Ravenfield.

## Access

Conquest is found right next to "Instant Action", right into the main menu.

## Gameplay

Conquest operates is a turn-based system. The player's units are only able to move once per turn.

### Maps & Points

The conquest map features multiple tiles, all of which are drawn from the game's usable maps.

* Engagement Tiles: Rafts, Tunnel, Twin islands, and Desert hill.
	+ Skirmish Mode.
	+ Are often road tiles, allowing battalions to move once more in the same turn. Effect applies after the turn of its capture.
	+ Only generates gold.
* Non-Engagement Tiles:
	+ Battle Mode.
	+ Generates both gold and tech.

### Currencies

Note that all currencies are generated each turn.

* Gold
	+ Can be used to purchase battalions & unlock items in the tech tree.
	+ Generated from every captured zone each turn.

* Tech
	+ Can be used to unlock items in the tech tree.
	+ Generated from non-road tiles.

### Tech Tree

The tech tree is a branching graph used for unlocking weapons and vehicles throughout the game.

## Trivia

* Unlike Instant Action, Conquest is very hard and almost impossible to be modded, as it tends to be very complicated.
* According to a news sent by SteelRaven7, Conquest may be turned into an "Arcady" mode as he states, to buy weapons and take over all enemy controlled levels on a strategy map, but he also states that he is still thinking about the details of this mode, so this idea may not be final.
* Doing so is also because SteelRaven7 is trying to make conquest a bit more mod-able.
* Strangely, the conquest map is shaped like a UFO.
TALON

A Masked Talon Operative

The TALON team is a Division of Special Forces affiliated with The Eagles.

Its members comprise several TALON Grunts, along with the Advisor. The Term "Talon" may also refer to those very Grunts, who each sport a numerical Callsign

## Genreal Information

*This section is to be expanded ASAP.*

Little is known about the Organization as a whole, except that it works in concert with the Eagle team in the fighting against the Ravens.

The TALON operatives feature prominently in the Spec-Ops Gamemode, in which they work as a team to secure objectives in a semi-covert manner. They are assisted with intelligence gathered by a separate recon operator, EYES, and their actions directed by the Advisor.

They are also featured in the first half of the playable mission in EA27. TALON is infiltrated near the village entrance and makes their way into the citadel heavily guarded by Raven grunts. They then use the elevator in the hanger to get to the airstrip located on top. After planting the explosives to blow up the airstrip, TALON is suddenly ambushed by the Ravens. Their whereabouts are unknown as of this time, though it is implied they took up positions back in the hanger.

### Notable Members

* Advisor
* Talon Grunt

* Eyes (undetermined: while she does assist their efforts, it is unclear whether she is an official member.)
* Rick (undetermined: he drops off TALON at the village entrance but also provides assistance to the Eagle grunts during the attack on the citadel)

## Gallery

TALON Operatives with the Patriot TACIn EA21's update art.
## Trivia

* The name "talon" stems from the claws of predatory birds. In keeping with the bird theme shared by all the factions, their name implies them to be a precise and lethal appendage of their parent group.
	+ The name "TALON" may also be an unknown acronym.
* As they are a Special division, TALON Team's uniform is different compared to an average soldier. Sporting different headgear, Goggles, Night Vision, Kneepads, Balaclava and a harness.
	+ It is implied that this armor has some sort of increased protection against damage. While the "Hero-Amor" buff does indeed protect the player's team during specops matches, there has yet to be any canonical confirmation of this property, so it is unclear whether this is simply a game mechanic, or an in-universe one.
	+ This uniform is also the first "new chaacter" designed with the help of an Illustrator.
S-IND7

The S-IND7 is a weapon in Ravenfield.

## Usage

The basic example of a sidearm pistol, the S-IND7 fires semi-automatically with very little delay between shots. Each low-velocity round deals 33 damage and can topple a target in 3 consecutive hits. It has reasonable accuracy for a pistol, and is ready to fire almost immediately upon unholstering. Its effective range caps off at around 30m.

It has a suppressed counterpart, the S-IND7 (SUP)

## Strengths

While this little pistol has little to boast about, it will nevertheless reliably place a bullet where there need be one, albeit only at close range. This gun's main asset is adaptability, its fast unholster and reload time coupled with a generous ammo pool allowing users to quickly transition between multiple targets in hectic melees.

The gun's high potential fire rate can alternatively be harnessed by jitter clicking the mouse, which allows it to dispense bullets at lightning speed. However this is not recommended, since the bullets will spread wildly at this rate.

## Weakness

As is the case with all other sidearms, the S-IND7 performs poorly during extended usage. The S-IND7's lack of any sight attachment makes it highly unsuitable in ranged engagements, and the lower knockdown power hinders its general usability. Its best use is as an emergency or backup weapon; any other application puts the user at risk of being outgunned by virtually any other primary weapon.

## Gallery

An Eagle Soldier using the S-IND7 in EA23's update art.The P226 X-Five.SIND-7 Animation SetAnimations
## Trivia

* The S-IND7's model is rather crude and doesn't even have a visible trigger.
* The S-IND7 is based on the real life SIG Sauer P226 X-Five.

 *Italics* | This item is, or was, a Secret Item.
Binocs

The content described in this article has been **removed** and is no longer available in *Ravenfield*.

## Binocs

### Bot Compatibility

No

The Binocs was a item in Ravenfield.

## Usage

The Binocs could be used to obtain the distance between the user and any point in front of them with a maximum of 999 meter units. The number doesn't go above 999.

It could also be used to direct the movement of allied soldiers.

## Advantages

It was the only item in the entire game that can obtain a distance stat, making it useful for relevant tests.

## Weaknesses

Binocs lack the utility to compete with other types of equipment, all of which can make better use of the limited equipment slots.

While it could affect allied soldiers, its ability only extends very few units and would therefore fail to make a meaningful impact in battle. The distant stat is also usually irrelevant in normal gameplay, further reducing its appeal.

## Gallery

Using Binoculars on IslandBinocs directing some allied infantry.
## Trivia

* The name is short for "Binoculars", which is indeed a real-life instrument used by the military to calculate distance between the user and their intended target.
* It was replaced by the Squad Leader Kit following its removal.

 *Italics* | This item is, or was, a Secret Item.
Beta 5

## Change Log

* Added Quad.
* RFB updated:
	+ Weapon now has a new model.
	+ Renamed to Recon LRR.
	+ Can now be selected in the standard loadout.
* Added Super Wrench that can be obtained by typing the code 'iseegold'.
* Improved helicopter handling.
* Multiple things were updated with the SL-Defender:
	+ Scope has been changed.
	+ Reserve ammo from 24 is now 40.
* RK-44 is now significantly better:
	+ Slightly less kick(recoil) on the gun.
	+ Reserve ammo from 150 is now 180.
* Signal DMR has also been updated:
	+ Reserve ammo from 110 is now 120.
	+ Bullet per mag is now 20 instead of 22.
Slow Motion

## Overview

**Slow Motion** is, as the name implies, a feature wherein the game slows down, giving the player increased reflexes and accuracy and also the ability to make for some epic clips. It, by default, can be triggered by pressing B in earlier betas or Caps Lock in later EA versions, and slows the game to roughly 0.3x speed. Note in later EA versions, B, by default, is to activate the Squad Leader kit. It can be activated at any time, even during menus.

## Trivia

* Slow Motion has been present in Ravenfield since before the Steam release and is one of the game's most unique and popular mechanics. It significantly improved the learning curve so that new players can get used to the feel of the guns and how to steer.
	+ Despite this, it appears to be a feature that has since been downplayed in its importance by the developer, having had no significant updates or tweaks, or even acknowledgement since its introduction.
* The controls for the original Betas list a "super slowmotion" function that never actually existed.
* Due to a quirk in the physics engine, slow motion appears to amplify the effects of applied forces, sending stricken bots flying further, and causing vehicle suspension to push further upwards.
Ravenfield Wiki

WeaponsVehiclesGame ModesMapsInfantry

Welcome! This is the Fandom wiki for *Ravenfield*, a highly customizable FPS game created by Swedish programmer Johan "SteelRaven7" Hassel. The *Ravenfield* Wiki is home to dozens of articles detailing game-related information, such as weapons, vehicles, and more.

*New page · Editing · Adding images*

 BLOG\_LISTING\_POST\_BUTTON\_TEMPLATE

SUPER4geditTANK
28 November 2020

 0

## Main Page Overhaul & Redirect Deletion

Hello All:

There are two major announcements I'd like to make.

Firstly, the Main Page (page you see when you visit the wiki) has been overhauled. Now it contains a simple Navigation Box for categories …

Read Full Post

SUPER4geditTANK
15 November 2020

 1

## Ravenfield Wiki Discord is out!

Recently, we launched the new Ravenfield Wiki Discord to let you reach out to admins more quickly and keep up to date with the latest wiki news!

You can join us using the Discord widget of your sideba…

Read Full Post
The Eagles

The Eagles are a faction in Ravenfield.

## General Information

Depending on team settings, The Eagles can be allied or hostile to the player in Instant Action. They are always allied to the player in Conquest.

### Notable Members

* Advisor
* EYES
* TALON-1
* Rick

## Gallery

Old Eagle Soldier using the RK-44Eagle Soldier using the M1 GarretTALON Operatives using the Patriot TACEagle Grunt/PilotThe AdvisorEYESTALON OperativeAn Eagle Statue in Mountain RangeIn EA21's update art.In EA23's update art.Tank (Old Model)TankAPCAttack HelicopterAttack Plane (Old Model)Attack PlaneBomber Plane (Old Model)Bomber PlaneAttack Boat
## Trivia

* The Eagle Team's name came from a joke in a discussion about what to name the teams between SteelRaven7 and Gramstaal. The Eagles were subsequently named after Gramstal, whose avatar was a Golden Eagle at that time.
* Prior to an unknown EA build, it is impossible to play as raven units. As a result, the player will always be allied to The Eagles at that period.
* The Eagles' and The Ravens' colors are based on the "Red-VS-Blue" archetype.
Story Campaign

Story Campaign is an upcoming game mode. Currently, a beta version of the gamemode is released as a map in Instant Action,

## Overall Gameplay (current demo)

Currently, only one story mission is playable. It takes place on Citadel and showcases several story characters in cutscenes and mid-game conversations.

The mission is heavily scripted in progression, but shares notable similarities with both Spec Ops and Point Match modes. The first half of the mission, introduced by a cinematic cutscene, has Talon infiltrate the citadel's back entrance in a Spec Ops-like environment. The second half puts the player in the shoes of a nameless Grunt and has them assault both frontal lanes of the fortress. Notably, while flags must still be captured to ensure progression, the spawn locations, spawn rates, and even capture conditions of these flags have been altered for this mission; allied bots can spawn much closer to the bunkers when attacking, enemy bots will reduce in numbers once certain conditions are met, and most noticeably, the flags can only be captured when the player is present. Once both lanes and the courtyard have all been secured, A scripted vehicle breach segment plays, allowing the mission to end prematurely inside the hangar.

## Progress and Tools for Modders

SteelRaven7 has leaked a few things about the story campaign. This demo mission serves as the basis on which the entire trigger system is being developed, as well as the cutscene and character animation systems.

### Action Trigger

This is used to trigger certain dialogue or other events if the player is within the area.

The volume triggers will also be exposed to Ravenscript, allowing modders to easily check which actors are inside.

### Waypoint System

The waypoint system allows modders to set up premade waypoints for their missions, which gives full control over the movement of squads of bots while the game is being played. Bots will follow a predefined path, and the system allows bots to synchronize movement with each other while also being able to trigger animations.

### Checkpoint System

Although it isn't mentioned, a checkpoint system was implemented into the demo mission. This can be seen if the player either dies or hits the restart button after the event where TALON infiltrates the citadel. It functions similarly to checkpoint systems of other games and allows the player to continue from that checkpoint instead of playing through the whole mission again.

## Trivia

* The may be the third gameplay mode released after Conquest in EA 17.
* The story campaign was originally intended to be added in EA 25, but was set to EA 26 because he didn't have enough time, but was then set to EA 27 as EA 26 was about updating Ravenfield to the new Unity Engine.

## Bugs

As of now, there's only 1 bug associated with the demo story mission.

* Sometimes, when the player reaches the rear entrance to the citadel, the action trigger that's supposed to trigger some dialogue and move the bots forward won't work. This is fixed by either dying or resetting, which places the player back to where they left off and fixes the bug due to the checkpoint system implemented