recursal/Fanatic-Fandom huggingface dataset:
Big Pharma

What if you had it in your power to rid the world of disease, to improve the lives of millions, to ease suffering and cure the sick… and earn a tidy profit? As the head of your own Pharmaceutical Conglomerate you have this power resting in your hands. Will you use it for good? Being totally altruistic may not be the best business plan. The uncomfortable truth (is there an ointment for that?) is that some remedies are more profitable than others and illness is good for business.

Welcome to the world of **Big Pharma**!

From humble beginnings with a few rusty reconditioned Machines, you can progress from knocking out cheap generic treatments for minor ailments, to Discovering new active ingredients and hi-tech machines to help refine the next generation of world-changing drugs. But watch out, you’re not alone out there. Rival Corporations that want to put you out of business have their own set of competing cures and treatments. Then there’s the dynamically shifting marketplace which means that your fancy cold and flu medicine from last winter might not sell so well now it’s the height of summer. Where did I put my anti-wrinkle sun cream?

**Big Pharma** is part business sim, part logistics puzzle. It’s one thing to work away in the lab perfecting new formulas, but converting the ‘sciency stuff’ into cold hard cash means bringing an engineering and business mind to the problem. Factory space is expensive, and those fancy new agglomerators and centrifuges don’t always slot nicely together.
General Tips

Loans are useful but can be crippling. When taking out a loan, consider whether the additional profits that you will make from what you are going to build will pay the interest. It can be worth taking the loan even if it does not if it gets you to a longer term goal - and in scenarios where you only have to make a small quantity of a cure to win, taking all available loans to get you to that goal works as long as you will win before the money burns away and you are paralyzed with debt. Try to repay existing loans when taking a new one.

The basic drugs very often require an Ioniser or a Agglomerator to increase to the next level cure so these are often good machines to start researching early. Since the concentration of the second (or third) level cure is unlikely to be similar, allow space to alter this after it becomes possible to promote the cure. It is often best to put the pill press/creamer etc near to the port and run a belt to it since this gives the most flexibility.

When planning layouts, remember that you may need a dissolver or an evaporator to improve the drug and so allowing space for this is helpful.

If there is demand for it and it is showing a profit, there is no reason not to build multiple lines producing the same drug.

When redesigning a line, it is cheaper to keep old machines and reused them than selling them and repurchasing them. This may seem obvious but it makes a big difference. Imagine that a machine costs $2200. You sell it for $1100. You buy a new one later. You have spent $3300, 50% more than you needed.

If a drug is making a loss, stop the input port or delete the belt from it. If you decide to change the initial ingredient, try to do it in a way that allows you to sell as much as possible of the already purchased ingredients. While you are making a loss on each one, it is a smaller loss than throwing away partially completed drugs.
Sachet Fabricator Research

Sachet Fabricator Research

Details

Duration
8 months
Scientists
6
Level
Intermediate
Prerequisites
Advanced Delivery

The Sachet Maker turns your drugs into neat little sachets which can be sold.

Sachets get a bonus of $30 for each cure effect in the drug. Note that combining the same cure effect multiple times in the same drug can have odd effects. It seems the intent of the Sachet Maker is to create an incentive for combining multiple unique cure effects into a single drug (see http://positech.co.uk/forums/phpBB3/viewtopic.php?f=50&t=12956&p=76021&hilit=cure#p76021 for discussion)
Getting Started

The tutorials are an excellent way of learning the basic game mechanics.

Catalysts are a difficult concept to get so it is well worth paying good attention to that one and repeating it.

After that, the first scenario "Bottom line" is a nice low pressure sandbox for testing out ideas. Be aware that the scenario will not play out the same way each time.

It is likely that you will be able to make lower value drugs early on that you can later modify to have higher order effects - and this will take more room. Plan for expansion but take the profit now... and if a simple drug is showing a good profit, make it on a new production line.
Big Pharma Wiki/Flex section

**Twitter**

Tweets by @TwiceCircledwindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

**Videos**

**Featured images**

Additional Screenshots

***Big Pharma* Links**

Official page

Developer

Publisher
Evaporator

Evaporator

Details

Cost
600
Process Cost
10
Process Time
1

Research

Evaporator

The **Evaporator** is one of the Basic Machines in Big Pharma.

## Description

The **Evaporator** boils drugs down into highly concentrated crystals, increasing their Concentration by 1.

## Tips

Using 3 **Evaporators** is cheaper than using one Agglomerator so if you have the space and time to do so, use 3 **Evaporators** as it will save you some money in the long run.
Big Pharma Wiki/Bottom section

**Wiki community**

Help Wiki

General Help

Getting Started

Editing pages

New pages

Moving pages

Basic images

Links

Community

Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Basic Auxilliary

Basic Auxilliary

Details

Duration
3 months
Scientists
2
Level
Beginner
Prerequisites
Basic Pharma

Research into basic auxiliary processes will open up new opportunities for machines which mix, rearrange or otherwise adjust the basic structure of our drugs.

Opens the Shaker Research, Multimixer Research and Analyser Research for research when researched.
AI

The AI competitors are available in some challenges and will compete with the player to discover Ingredients, produce Cures, upgrade Cures, patent cures, and research Machines.

The player chooses from the 8 available 'characters' at the beginning of each new game to incorporate the player company. The AI(s), if they exist for the scenario, are chosen at random from the 7 remaining AIs.

In addition to issuing patents that prevent the player from producing a particular drug for a period of time, an AI can also alter the base price of an ingredient (by increasing or decreasing demand) and the cure rating of a cure (by producing more of the cure).

The AI's pursue different strategies. For Example, Barclay and Tess will patent more quickly and pursue cures similar to the Player than other AIs.

* Penny
* Barclay
* Tess
* Leonard
* Jenny
* Chan
* Sasha
* Orion
Patents

Patents

Details

Duration
4 months
Scientists
2
Level
Master
Prerequisites
National Headquarters

Patents allow you to protect your drug formulas and stop your competitors from selling the same products as you.

A patent covers a specific set of active effects and a finished product type e.g. Pill, Cream etc. The order of the active effects does not matter.
Mirkling

### Region

The Mirklings’ home is in the Fungal Forest in Karuranta, but over time they have spread all over Venturia.

### Appearance

For those unfortunate enough to see them, Mirklings appear as tiny, winged, pixie-like creatures, but somewhat dark and twisted in their appearance.

### Behavior

Mirklings are malevolent and mischievous creatures that thrive in spreading misery to those around them.

### Apocrypha

Irklings are a particularly nasty offshoot of Mirklings which can only be seen by truly miserable individuals.
Some followers of Haltia hold Mirklings in high regard, praising them as agents of true chaos.
Tactical Strategies

--Centrifuge Disposal

2 square disposal of the unwanted output from the Centrifuge. Conveyor belt to Analyzer

-- AI/competition avoidance

By choosing a particular character as the player Chief Executive Officer, a player can eliminate that particular AI from being a competitor because the game will choose the AI(s) for a scenario from the remaining 7 characters. Barclay and Tess are aggressive AIs with patents and cures; choosing one as your CEO can eliminate the possibility that they will be in competition.
Heroes of Venturia Wiki/Section 1

Welcome to the Official Heroes of Venturia WikiWelcome to the Heroes of Venturia Wiki
The Heroes of Venturia guide for tavernkeeping, heroes hiring, quests solving and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About *Heroes of Venturia*

Developed by the Finnish studio Riimu Games, *Heroes of Venturia* puts you in the shoes of a retired legendary hero who decides to set up a tavern and help aspiring young heroes on their way to becoming legends like himself (and optionally surviving long enough to set up their own taverns). The game is currently in Alpha and available for testing on the Play Store.[Read more...]
Equipment.data

Back to modding

The equipment.data file contains an array of 'equipment' objects which can be type of either belts, socket, or machines.

### Example Equipment

```
{
"type":"machine",
"id":"evaporator",
"fixedIO":{"ioTiles":
  [
  {"m":1,"n":0,"d":3,"drugType":"all_except_box","io":"INPUT"},
  {"m":0,"n":0,"d":2,"drugType":"crystal","io":"OUTPUT"}
  ]
  },
  "processor":{"linearConc":1},
  "toolOffset":{"x":-0.5,"z":0},
  "size":{"x":2,"z":1},
  "spriteName":"evaporator",
  "spriteCollection":{"all":"evaporator"},
  "animCollection":"evaporatorAnims",
  "ghostMaterial":{"all":"evaporatorGhost"},
  "layerInfo":[{"name":"evaporator_a_<a>","shadow":true},
     {"name":"evaporator_b_<a>"},
     {"name":"evaporator_c_<a>"},
     {"name":"evaporator_d_<a>","color":true},
     {"name":"evaporator_e_<a>"},
     {"name":"evaporator_f_<a>"},
     {"name":"evaporator_g_<a>"},
     {"name":"evaporator_h_<a>","angles":[0,270]},
     {"name":"evaporator_i_<a>"},
     {"name":"evaporator_j_<a>","mask":true},
     {"name":"evaporator_k_<a>","angles":[270]}
     ],
  "cost":600,
  "processCost":10,
  "processTime":1,
  "colorTween":[0.1,0.2]
}

```

### Equipment Keys

* type - belt/socket/machine
* id - name
* fixedIO - IOType chosen (stateIO/tBeltIO/fixedIO)
* ioTiles - array of input/output tiles
	+ ioTiles:m,n - tile location of IO relative to 0,0 of equipment origin tile
	+ ioTiles:d - ordinal direction IO faces (0/1/2/3)
	+ ioTiles:drugType - type of ingredient/drug allowed through I/O (all/all\_finished\_box/all\_except\_box/'form")
		- for "maker" can also be [pill:cream:satchet:syringe]
		- "form" = ingredient form (e.g. "crystal", "solution", "ore", etc.)
	+ ioTiles:io type (DONTCARE/INPUT/OUTPUT)

* toolOffset - ?
* size:x/z tile footprint of equipment
* spriteName - ?
* animCollection - animation files used?
* ghostMaterial - graphic used when machine placed/moved?
* layerinfo - graphics??

* cost - cost to purchase the equipment
* processCost - cost to process for a machine
* processTime - game tick duration for the equipment
* colorTween - timing, in percentage of game tick, for color changes to begin and to end

#### Equipment Processor Keys

* processor (optional) - changes the concentration
	+ processor:linearConc - plus/minus change to concentration
	+ processor:multiplyConc - multiply/divide concentration
	+ processor:invertConc - true:false
	+ processor:fixedConc - value target of concentration
	+ processor:chooseConc - array value target of concentration
	+ processor:collided - true:false

* incinerator - true:false (for analyzer)

* swapper - true:false (for swapping effects on ingredients)
* needsAllOutputsOpen - true:false

* mixer - 2 input ingredients will be mixed

* rotator - (for shaker)
* nRotations - number of shifts for ingredient in shaker

* maker - outputs drug (pill:cream:satchet:syringe)

* packer - true:false
Packer

Packer

Details

Cost
3000
Process Cost
8
Process Time
1

Research

Packer

The **Packer** is one of the Auxillary Machines in Big Pharma. Its function is to enable more efficient usage of export sockets, allowing each socket to handle up to 7 products per second as opposed to 1 product per second without packers.

The critical limitation of a packer is that the drugs it packs must be identical; combining different finished drugs into the same box is not possible.

## Description

The **Packer** places multiple, identical finished products into a box which can then be exported.

## Function

Unlike other machines, the packer does not improve the value of a drug or its effectiveness. Instead, the packer is used to improve how efficiently an export socket is used.

The maximum belt speed is 1. This means that without packers, the maximum rate that you can export a product is 1 product per second per export socket. With packers it is possible to export 7 products per second through a single export socket once the packers are fully upgraded.

The packer accepts one product from the assembly line and combines it with the next product in the next work cycle. When a box is full, it is placed on the output belt.
By operating several packers in parallel, a socket can be used optimally.

The number of production lines producing at the maximum rate (1 product per second) that can be handled per export socket is equivalent to the number of products that your packers can currently put in a box. Ex. If your packers have a capacity of 2 then the maximum amount of production lines an export socket can handle is 2, assuming that those lines are producing at their maximum speed.

Of note, when using packers each production line must end in a packer otherwise there will be no gain in profit. Ex. If 2 max-speed production lines are connected to a single packer, the packer will export at a speed of only 1 product per second because its process time is 1. If the production lines are run to 2 separate packers then the product is exported at a speed of 2 products per second through a single export socket. This can be scaled up to a maximum of 7 products per second through a single export socket when using 7 fully upgraded packers each with their own max-speed production line.

## For additional information

The Packer is discussed in Big Pharma Vlog #21 - Drug Packer and Industrial Espionage available on YouTube as well as Big Pharma - Drug Packer Tutorial available on YouTube.
Pill Printer

Pill Printer

Details

Cost
2000
Process Cost
20
Process Time
2

Research

Pill Printer

The **Pill Printer** is one of the Machines in Big Pharma. Pills are among the most common drug delivery methods in the world and take two forms: caplets and tablets. Caplets are formed from a shell, usually made from gelatin, that dissolves in the stomach to release a drug powder or granule. Tablets are produced by compressing a measure of powdered drug mixed with a binder; under pressure, the powder binds to itself and produces a solid pill which begins to dissolve immediately in the body.

## Description

The **Pill Printer** is the most basic drug maker. It's cheap, fast and has a small footprint.

## Function

Of the various Maker machines, the Pill Printer is the most basic. With a 1x2 footprint and linear path, the pill printer is easy to incorporate into most production lines. It is also inexpensive to buy and inexpensive to operate, making it ideal for early deployment. The Pill Printer is also the only maker that can harness the Easy-To-Swallow booster.

However, despite these advantages, the Pill Printer has one important disadvantage. Unlike all other basic machines, the Pill Printer's process time is 2, meaning that it will create a bottleneck in the production process unless deployed in pairs. Additionally, as its output rate is high, especially when employed in multiples, it can overwhelm output belts and sockets, creating another bottleneck. The Packer is the solution to this problem.
Agglomerator

Agglomerator

Details

Cost
2200
Process Cost
35
Process Time
1

Research

Agglomerator

The **Agglomerator** is one of the Machines in Big Pharma.

## Description

The **Agglomerator** compresses your drugs into concentrated pellets, increasing their concentration by 3

**Note** that this machine has a higher processing cost than 3  Evaporators until the second research upgrade of this machine. And that the Evaporators still can be upgraded to be cheaper in total at any of the same upgrade level.
Explorers

Explorers are hired to go on expeditions to find new ingredients. Idle explorers earn ingredient upgrade points which are used to lower the cost of ingredients by a fixed percentage. Each idle explorer contributes 1/60th of a point per ingame day.

## Cost Table

You pay one time to hire an explorer and then pay a wage every day. The table below outlines costs for explorers and the discounts from the outsourcing research.

 Daily Cost
Locations.data

Back to modding

The locations.data file contains an array of 'location' objects which define the 'explore-able' ingredient location and image.

### Example Location

```
{
  "id":"forest1",
  "type":"forest",
  "image":"moon_fern"
}

```

### Location Keys

* id - the unique id for this location-ingredient. This is a concatenation of type and cardinal number of the randomly generated ingredient to be found in this location-ingredient.
* type - the location type of the 4 possible (forest:desert:arctic:ocean)
* image - image for the undiscovered location-ingredient. Should match one of 22 existing defined under '// Locations' in strings-xx.data.
Resolutions.data

Back to modding

This file is used to store default resolutions for the Options menú.

## Structure

```
   [
       {"w":1024,"h":768},
       {"w":1152,"h":864},

       ...

       {"w":2560,"h":1600},
       {"w":3440,"h":1440}
   ]

```

**"w"**: Width of the screen
**"h"**: Height of the screen

Remember to use commas at the end of every line except the last one.
Modinfo data

Back to modding

The modinfo.data file contains two strings providing a title and description for your mod. If your mod folder does not contain this file, the game will ignore your folder.

### Structure

```
   {
       "modName":"Write your mod name here",
       "modDescription":"Write your mod description here"
   }

```

The structure of this file is quite simple. It only haves two strings: "modName" and "modDescription". This info is required for the game to recognize that there exists a mod on the folder it is contained (Remember: your mod folder must be placed inside \users\%username%\Documents\My Games\Big Pharma\Mods)

* **"modName"**: This string is used for naming your mod. The game will use this text on the mods list for quikcly recognizing the mods avaliable in your mods folder. Use a short, descriptive name for it.

* **"modDescription"**: This string is used for giving more detailed information about your mod. Try to write here a brief description about what your mod does.

As you already noticed, the only pourpose for this file is to grant some kind of information about what your mod does. However, it is required for your mod to work, so be sure you create this file and fill it properly. This way, when you share your mods, other people will be able to recognize your mods between any other they could have, and they'll also have a quick reference about what it does.
The High Mesas

### Flora & Fauna

Very little of both unless you count the vigorous swindlers at the root of the mountain who try to fleece the pilgrims with their trinkets.

### History

It is said that The High Mesas and more precisely its peak Evencalm is the latest place in Venturia the Wonderer has visited. Commemorating the visit, a statue of her was built there and believers from all over Venturia started pilgrimages to bring offerings at its feet.
Gui.data

Determines which machines appear in which menus on the production screen.

Example:

```
   {
       "basic":["dissolver","evaporator","ioniser","agglomerator","autoclave","cooler"],
       "advanced":["chromatograph","uv_curer","sequencer","hadron"],
       "auxiliary":["fixed_belt","incinerator","multimixer","shaker","packer","centrifuge"],
       "makers":["pill_maker","cream_maker","sachet_maker","syringe_maker"]
   }

```

The names here have to match the names of equipment in the equipment.data file. You can add additional machines to the equipment.data file, include them in one of the lists in gui.data and this will allow you to access that machine via the menu.

By default these machines will be locked. You can make them unlockable by adding a research project to research.data or add them to the starting research field in scenarios.data.
Sequencer

Sequencer

Details

Cost
25000
Process Cost
80
Process Time
2

Research

Sequencer

The **Sequencer** is one of the Machines in Big Pharma.

## Description

The Atomic **Sequencer** converts a drug into a molten plasma which is then suspended by an array of high precision, rapid switch, electron magnets. It allows you to directly specify the Concentration within a set of fixed values.
Ai.data

Back to modding

The ai.data file contains an array of the "AI", or competitors, in the game and defines the strategy each will take.

### Example AI

```
{
"id":"barclay",
"diversificationLeaning": 6,
"chasePlayer": 8,
"chaseUnique": 3,
"maxConcMove": 0,
"sideEffectDevalue": 0.1,
"sellFactor":5,
"patentValueThreshold":150,
"plan":[
 {"research":"research_infrastructure1"},
 {"research":"research_patents"},
 {"research":"research_agglomerator"},
 {"research":"research_ioniser"},
 {"upgradeResearch":{"id":"research_evaporator","value":1}},
 {"upgradeResearch":{"id":"research_dissolver","value":1}},
 {"explore":3}
 ]

```

### AI Keys

* id - the unique name for the AI. Current possible names to match existing images include:
	+ [Barclay:Tess:Leonard:Jenny:Chan:Sasha:Orion:Penny]
* diversificationLeaning -
* chasePlayer -
* chaseUnique -
* maxConcMove -
* sideEffectDevalue -
* sellFactor -
* patentValueThreshold -
* plan - An array containing the steps the AI will pursue, including researching items, researching ingredients, and upgrading both.
	+ autoUpgrade[True:False] - binary on AI upgrading?
	+ research - Research Item to be unlocked
	+ upgradeResearch:{"id","value"} - Research Item to be upgraded (id) and level of upgrade (value)
	+ explore - number of ingredients to be explored??
	+ upgradeIngredient - ingredient number (in order of discovery?) to be upgraded
Regulatory Connections

Regulatory Connections

Details

Duration
8 months
Scientists
10
Level
Master
Prerequisites
Lobbying

This research project involves investing time and money into forging close connections to regulatory bodies around the world. Once in place, we can apply pressure when necessary to ensure our products are looked upon in a favourable light.
"Murmur"

**Voice Actor EN** | Kirsten Day

## Story

A woman created by Sadali who constantly follows him around like a shadow, acting as his personal guard. She is believed to have been based on the one woman Sadali ever loved. It seems that she feels no emotion, not even pain...

## Skills

* Red Mage (Main)
* Red Mage (Sub)
* Black Mage (Sub)
* Lancer (Sub)
* Reactions
* Passives

Range Height: 2

Area Height: 1

Formula: 100% MAG +15% DEX +10% AGI +5% LUCKEffect Value: 115% ~ 141%

 15
Uses: 4

  120 ~ 280
JP: 0

Job LV: 1

 Cura

Range Height: 2

Area Height: 1

 90% ~ 120% Max HP

 24
Uses: 4

  120 ~ 320
JP: 0

Job LV: 1

 Resistance Break

Range Height: 1

Area Height: 0

Formula: 100% ATK +25% DEX +10% AGI +10% LUCKEffect Value: 118% ~ 144%

 -18 ~ -38 SPR

 24
Uses: 3
JP: 1250

Job LV: 12

 Jamming Thrust

Range Height: 2

Area Height: 0

Formula: 100% MAG +25% DEX +10% AGI +10% LUCKEffect Value: 165% ~ 200%

 24
Uses: 6
JP: 1250

Job LV: 7

 Fast Cast

Range Height: 2

Area Height: 0

 -150 ~ -350 Non-Attack Ability Activation Time-150 ~ -350

 37
Uses: 3

  120 ~ 280
JP: 1250

Job LV: 7

AWK: 6

Range Height: 2

Area Height: 0

 SleepRate: 25%

 8
Uses: 8

  160 ~ 360
JP: 100

Job LV: 5

 Esuna

Range Height: 2

Area Height: 0

 EsunaRemove

 13
Uses: 7

  160 ~ 360
JP: 15

Job LV: 3

AWK: 1

Range Height: 0

Area Height: 0

 Perfect Magic EvasionRate: 200%
JP: 20

Job LV: 3

 Magic Counter

Range Height: 2

Area Height: 0

Formula: 100% MAG +15% DEX +10% AGI +5% LUCKEffect Value: 95% ~ 121%
JP: 150

Job LV: 5

 Counter Thrust

Range Height: 1

Area Height: 0

Formula: 100% ATK +20% DEX +10% AGI +15% LUCKEffect Value: 95% ~ 121%
JP: 300

Job LV: 7

AWK: 6

Range Height: 0

Area Height: 0

 10% ~ 30% MAG
JP: 150

Job LV: 3

 Initial AP Up Lv. 1

Range Height: 0

Area Height: 0

 5 ~ 15 Initial AP
JP: 20

Job LV: 3

 Mage's Protection

Range Height: 0

Area Height: 0

 5 ~ 15 Magic AttackRes
JP: 100

Job LV: 5

 Pierce Mastery

Range Height: 0

Area Height: 0

 5 ~ 15 Pierce Attack
JP: 300

Job LV: 5

 Deadly Mastery

Range Height: 0

Area Height: 0

 10 ~ 25 Critical Hit Rate
JP: 400

Job LV: 7

AWK: 6
2B

**Voice Actor EN** | –

## Story

A unit of the YoRHa soldiers, a group from a faraway world made up of androids. This all-purpose combat model is capable of short-range sword attacks and is also equipped with a \

## Limit Burst

Range Height: 1

Area Height: 0

Formula: 100% ATK +25% DEX +10% AGI +10% LUCKEffect Value: 165% ~ 200%

 10 ~ 30

 43
Uses: 1

## Navigation

{{ }}

[[Category:]]
Mr. Hammer

Mr. Hammer, also known as the giant Rebar zombie, is a special boss-like zombie encountered and killed by Kyle Crane.
It is encountered in the mission First Assignment, when Crane is ordered to restore the power in the city.

The best tactic of defeating him is hitting a gas tank, and luring him to it.

he carries a unique melee weapon, known as the Heavy Rebar.
Booster Mixer

Booster Mixer

Details

Cost
5000
Process Cost
20
Process Time
1

Research

Booster Mixer

A **Booster Mixer** is an Auxiliary machine in Big Pharma. A specialized form of mixing machine used exclusively to transfer boosters from one compound into another, the Booster Mixer is also particularly useful in removing side effects that cannot be processed out. Its operation is significantly simpler than that of the multimixer, as neither input needs to have concentrations altered prior to being combined to ensure the transfer of the booster(s).

The Booster Mixer became available with the Marketing and Malpractice DLC.

## Description

The Booster Mixer allows us to efficiently get Booster effects into our products. It has a small footprint, low process time and low process cost, however it can't transfer anything but Boosters between drugs.

## Function

The machine has two input ports marked with color-coded labels:

* **Main Port** - Marked with a green arrow and aligned with the machine's long axis, this is the input port for the base compound - the drug in production to which the booster or boosters will be added.
* **Booster Port** - Marked with an orange arrow and entering through the side of the machine, this is where the booster-bearing compound is introduced.

During processing, boosters from the drug input through the booster port are transferred into the base drug introduced through the main port. Boosters are transferred into the same slot in the main drug as they occupied in the booster drug, replacing any side effect or cure already present. The remainder of the effects in the booster drug are lost during the process, and the main drug exits through the output port with its new booster or boosters.

## Recommendations

Since boosters are active at all concentration levels, it's advisable to make the booster mixer the last production step prior to going to a Maker machine. This way, unwanted side effects or cures can be removed and then the drug is immediately packaged.

The Booster Mixer runs at the same pace and process cost regardless of how many boosters are being transferred. Two or even three booster-bearing ingredients can be prepared by Shakers and combined with Booster Mixers before the prepared multi-booster compound is combined with the drug in process. Consequently, if the drug being made has a cure in Slot 2, then three booster ingredients can be shaken and combined in Booster Mixers to put boosters in Slots 1, 3, and 4; upon being combined with the drug, the result will be a booster in 1, 3, and 4 with the cure still present in 2. Depending on cure family and packaging type, this can result in a superpowered drug or at least one with no side effects.
9S

**Voice Actor EN** | –

## Story

A unit of the YoRHa soldiers, a group from a faraway world made up of androids. Though capable of close-range combat, he was especially designed as a research unit and is adept at gaining information via hacking. His official designation is YoRHa No. 9 Type S.

## Limit Burst

Range Height: 1

Area Height: 0

Formula: 100% ATK +5% DEX +0% AGI +15% LUCKEffect Value: 165% ~ 200%

 20 ~ 40

 43
Uses: 1

## Navigation

{{ }}

[[Category:]]
"Whisper"

**Voice Actor EN** | Kirsten Day

## Story

A woman created by Sadali who constantly follows him around like a shadow, acting as his personal guard. Her blood-red lips speak no words but are said to form into a half-smile after she slaughters someone who has wronged her master.

## Limit Burst

Range Height: 0

Area Height: 1

Formula: 100% ATK +20% DEXEffect Value: 165% ~ 200%

 -20 ~ -42 Bravery

 49
Uses: 1

## Skills

* Knight (Main)
* Knight (Sub)
* Samurai (Sub)
* Spellblade (Sub)
* Reactions
* Passives

Range Height: 0

Area Height: 0

 5% ~ 20% Max HP

 12
Uses: 2
JP: 0

Job LV: 1

 Power Break

Range Height: 1

Area Height: 0

Formula: 100% ATK +20% DEXEffect Value: 100% ~ 126%

 -20% ~ -43% ATK

 18
Uses: 3
JP: 0

Job LV: 1

 AP Break

Range Height: 1

Area Height: 0

Formula: 100% ATK +20% DEXEffect Value: 4% ~ 12%

 14
Uses: 8
JP: 1250

Job LV: 12

 TP Break

Range Height: 1

Area Height: 0

Formula: 100% ATK +20% DEXEffect Value: 6% ~ 14%

 18
Uses: 6
JP: 1250

Job LV: 7

 Trinity Break

Range Height: 1

Area Height: 0

Formula: 100% ATK +20% DEXEffect Value: 130% ~ 165%

 -20% ~ -39% ATK-20% ~ -39% MAG

 -10% ~ -25% AGI

 34
Uses: 3
JP: 1250

Job LV: 7

AWK: 6

Range Height: 1

Area Height: 0

Formula: 100% ATK +20% DEXEffect Value: 95% ~ 121%

 -5% ~ -20% AGI

 22
Uses: 3
JP: 100

Job LV: 5

 Magic Break

Range Height: 1

Area Height: 0

Formula: 100% ATK +20% DEXEffect Value: 100% ~ 126%

 -20% ~ -43% MAG

 18
Uses: 3
JP: 15

Job LV: 3

 Arm Break

Range Height: 1

Area Height: 0

Formula: 100% ATK +20% DEXEffect Value: 140% ~ 191%

 DisableRate: 25%

 22
Uses: 3
JP: 100

Job LV: 7

AWK: 6

Range Height: 1

Area Height: 0

Formula: 100% MAG +25% DEX +10% AGI +10% LUCKEffect Value: 140% ~ 175%

 5% ~ 15% PoisonRate: 25%

 24
Uses: 3
JP: 300

Job LV: 5

 Dark Blade

Range Height: 1

Area Height: 0

Formula: 100% MAG +25% DEX +10% AGI +10% LUCKEffect Value: 105% ~ 131%Killer Value: 25%

 12
Uses: 8
JP: 200

Job LV: 5

 Resist Magic

Range Height: 0

Area Height: 0

 18 ~ 38 Magic AttackRes

 35
Uses: 3
JP: 400

Job LV: 7

 Darkga Blade

Range Height: 1

Area Height: 0

Formula: 100% MAG +25% DEX +10% AGI +10% LUCKEffect Value: 170% ~ 205%Killer Value: 25%

 22
Uses: 3
JP: 1250

Job LV: 12

 Taunting Spell

Range Height: 1

Area Height: 2

Formula: 100% MAG +25% DEX +10% AGI +10% LUCKEffect Value: 95% ~ 121%

 8 ~ 12 Hate

 18
Uses: 3
JP: 500

Job LV: 7

AWK: 6

Range Height: 0

Area Height: 0

JP: 20

Job LV: 3

 Third Eye

Range Height: 0

Area Height: 0

 5 ~ 10 Evasion
JP: 150

Job LV: 5

 Magic Guard

Range Height: 0

Area Height: 0

JP: 300

Job LV: 7

AWK: 6

Range Height: 0

Area Height: 0

 10% ~ 25% ATK5 ~ 12 Evasion-10 ~ -3 DEF
JP: 150

Job LV: 3

 Divine Protection

Range Height: 0

Area Height: 0

 5 ~ 15 All Debuff Res
JP: 20

Job LV: 3

 HP Up Lv. 1

Range Height: 0

Area Height: 0

 5% ~ 15% Max HP
JP: 100

Job LV: 5

 Providence of Light

Range Height: 0

Area Height: 0

 5 ~ 12 Magic AttackRes5 ~ 12 Light AttackRes
JP: 300

Job LV: 5

AWK: 4
Alien asteroids

**Alien asteroids** are those ones that belong to the **Alien Race** (AI) in the game of **Astro Lords: Oort Cloud**.

These **asteroids** do not have any **buildings** on them and are used by the **Aliens** to attack and rob players if they come close.

Players also have a chance to get **tritium** as a reward if they successfully destroy such asteroid.
Spies

**Spies** are the highest level of **cyborgs** produced by modifying **explorers** at the at the **Cyborg Factory** in the game of **Astro Lords: Oort Cloud**.

Designed to raid and **spy** on enemy **asteroids**. Also essential in the defense of the player's asteroids against enemy **spies**.

To get **spies**, the player can:

* produce them at the **Cyborg Factory**

* complete **quests**

* purchase them at the **Store**

The number in the top panel shows the number of **spies** available on the **asteroid**.

When the reserves are overfull, the number turns red and **cyborgs** begin to desert (first **spies**, then **explorers**, and finally, **workers**).
Bets

**Bets** is a special feature available to players at the **Arena** in the game of **Astro Lords: Oort Cloud**.

At the **Arena**, when the player chooses **"Deathmatch"** or **"Team Deathmatch"** modes, they are allowed to bet.

But one should keep in mind that the bigger the bet, the more powerful enemies they face in the battle.

## Deathmatch

**Deathmatch** is a battle mode available to players at the **Arena**. There can be only one winner who gets everything.

Bet's maximum value depends on current level of the **Captain** that the player wants to use to participate in particular battle.

## Team Deathmatch

**Team Deathmatch** is a battle mode available to players at the **Arena**. Players have the possibility to create teams to fight against each other.

After the battle is over, the winner team's survivors share the prize equally.

## Training battle

**Training battle** is a battle mode available to players at the **Arena**. This mode is designed for newbees so they can learn the ropes.

When the battle is over, the **Astro Lord** is rewarded with all the **resources** collected during the battle.

Players do not need neither **minibots**, nor **credits** to take part in the **Training battle**.
"Grace"

**Voice Actor EN** | Kirsten Day

## Story

A woman created by Sadali who constantly follows him around like a shadow, acting as his personal guard. Even as Sadali falls deeper and deeper into the darkness, she continues to protect him, gently enveloping him in a soft light.

## Skills

* White Mage (Main)
* White Mage (Sub)
* Green Mage (Sub)
* Lancer (Sub)
* Reactions
* Passives

Range Height: 2

Area Height: 0

 10% ~ 20% RaiseRate: 30%

 29
Uses: 2

  120 ~ 200
JP: 100

Job LV: 3

 Protect

Range Height: 2

Area Height: 0

 10 ~ 25 Protect

 12
Uses: 5

  120 ~ 320
JP: 100

Job LV: 3

 Curada

Range Height: 2

Area Height: 0

 180% ~ 210% Max HP

 17
Uses: 6

  160 ~ 360
JP: 100

Job LV: 5

 Shell

Range Height: 2

Area Height: 0

 10 ~ 25 Shell

 12
Uses: 5

  120 ~ 320
JP: 100

Job LV: 3

 Cura

Range Height: 2

Area Height: 1

 90% ~ 120% Max HP

 24
Uses: 4

  120 ~ 320
JP: 15

Job LV: 7

AWK: 6

Range Height: 0

Area Height: 0

 5% ~ 10% Regen
JP: 20

Job LV: 3

 Dispel Counter

Range Height: 1

Area Height: 0

 All Remove Buff HasteRemove
JP: 150

Job LV: 5

 Counter Thrust

Range Height: 1

Area Height: 0

Formula: 100% ATK +20% DEX +10% AGI +15% LUCKEffect Value: 95% ~ 121%
JP: 300

Job LV: 7

AWK: 6

Range Height: 0

Area Height: 0

 5 ~ 12 All Debuff Res5 ~ 12 Magic AttackRes
JP: 150

Job LV: 3

 March of the Saints

Range Height: 0

Area Height: 0

 DoomNullified
JP: 20

Job LV: 5

 Pierce Mastery

Range Height: 0

Area Height: 0

 5 ~ 15 Pierce Attack
JP: 300

Job LV: 5

 Emerald Echo

Range Height: 0

Area Height: 0

 1 Buff Turn Extension1 Debuff Turn Extension
JP: 200

Job LV: 7

 Deadly Mastery

Range Height: 0

Area Height: 0

 10 ~ 25 Critical Hit Rate
JP: 400

Job LV: 7

AWK: 6
Wild Terra Wiki/Sekcja boczna

Materiały

* Wymagania
* Zrzuty ekranu
* Video

Trailer

Uaktualnienia oraz bieżący klient
Ta infografika 2016 pokazuje podsumowanie roku 2016 oraz co zostało zrobione w ciągu roku.
Zapraszamy do pomocy w znalezieniu wad i błędów w grze by moglibyśmy je poprawić. Im szybciej znajdziemy błędy, tym szybciej możemy je naprawić i zaktualizować serwery z nowym klientem.

Powiedz nam o wszystkich znalezionych błedach i gdy to możliwe załącz logi (strona po angielsku).

Bieżący klient gry dostępny jest na stronie steam Early Access
Lista uaktualnień wraz ze zmianami dostępna jest na stronie forum w temacie Wiadomości oraz ogłoszeń (strona po angielsku)

Przeczytaj więcej...
Science

**Science** is a very important feature available to players in the game of **Astro Lords: Oort Cloud**.

It enables the player to progress and get new opportunities in game. To access the **Science** window, the player needs to hit corresponding button in the top panel.

**Science** is divided into 4 different categories:

* **Construction**
* **Specializations**
* **Management**
* **Unique**
Balista

*Poniższy artykuł jest zalążkiem. Możesz pomóc Wild Terra Wiki rozwijając go.*

**Balista** należy do jednostek typu Machiny oblężnicze w grze Wild Terra. Po jej zbudowaniu, musisz odczekać osiem godzin przed rozpoczęciem korzystania z balisty.
Może zniszczyć wszystko za pomocą kamiennych lub żeliwnych pocisków dla lepszych uszkodzeń.

Ta broń nie może być przenoszona i musi być umieszczona w pewnej odległości do murów i bram.
Extrications

## Bomber

**Type:** Automatic kamikaze battle drone.

**Performance:** Moves in a specified direction. If the enemy gets in the drone's radius, it changes its course and rams the enemy ship.

**Damage:** 50-75.

**Energy Required:** 50.

**Reloads time:** 12s.

**Flame Volley** adds 50% to damage.

## Fighter

**Type:** Automatic battle drone.

**Performance:** Moves in a specified direction. If the enemy's kamikaze drone gets in the fighter's radius, changes its course and destroys the enemy's missile.

**Damage:** 30-50.

**Energy Required:** 30.

**Reloads time:** 12s.

**Flame Volley** adds 50% to duration.

## Mine Field

**Type:** Capsule.

**Performance:** Moves along a curved path under the action of asteroid’s gravity. Creates a minefield in the area of its detonation.

**Damage:** 20-35 (each mine).

**Energy Required:** 99.

**Reloads time:** 20s.

**Flame Volley** adds 50% to damage.

## Homing Missile

**Type:** Rocket.

**Performance:** Moves in a specified direction. Automatically homes on the nearest enemy ship.

**Damage:** 45-60.

**Energy Required:** 50.

**Reloads time:** 12s.

**Flame Volley** adds 50% to damage.
Wild Terra Wiki/Sekcja dolna

Wiki

Ogólna pomoc

Szybki start

Edytowanie stron

Nowe strony

Przenoszenie stron

Ilustracje

Linki

Społeczność

Rejestracja

Jak pomóc

Możesz stworzyć nową stronę poprzez wpisanie jej tytułu poniżej i kliknięcie "Create page".

* **Rozwijanie wiki**
	+ Jeśli masz problem ze stworzeniem nowej strony, poszukaj innych na wiki i zapoznaj się z nimi w trybie edycji kodu źródłowego. Stanowią one znakomitą podstawę dla tworzenia własnych.
	+ Oczywiście, nie trzeba od razu tworzyć stron. Zwykłe poprawienie błedów ortograficznych lub typograficznych wystarczy, by poprawić całą wiki!
Sadzonki

*Poniższy artykuł jest zalążkiem. Możesz pomóc Wild Terra Wiki rozwijając go.*

**Sadzonki** используются для посадки деревьев. Добываются сбором с Drzew при помощи noża. В игре доступны следующие саженцы:

* Sadzonka jabłoni
* Sadzonka brzozy
* Sadzonka osiki
* Sadzonka klonu
* Sadzonka lipy
* Sadzonka jodły
* Sadzonka sosny
* Sadzonka świerku
* Sadzonka dębu
Materiały

**Materiały** w Wild Terra są używane do tworzenia obiektów oraz budynków. Niektóre z nich można łatwo znaleźć w przyrodzie, aby zebrać Kurki czy Marchewkę, Korę lub Patyki. Inne zdobywa się trudniej np Pióra lub Ludzką głowę.
Dla bardziej wyrafinowanych materiałów, musisz zbudować Budynki lub użyć Narzędzi — tak tworzone są Sztabka Stali, Cegły, Żelazne gwoździe itd.
Żywność

*Poniższy artykuł jest zalążkiem. Możesz pomóc Wild Terra Wiki rozwijając go.*

**Żywność** w grze służy zaspokojeniu Sytości, która, z kolei przywraca Wytrzymałość. Wytrzymałość jest potrzebna do wykonywania większości działań postaci, więc lepiej jest rozpocząć poszukiwanie pożywienia , tak szybko jak to możliwe oraz mieć zawsze gotowy jego zapas.

## Kondycja i sytość

(Do przetłumaczenia)

* Jeżeli nasycenie spadnie poniżej **20**, postać zacznie odczuwać głód. W tym stanie nie da się biegać.
* Jeżeli nic nie zostanie zrobione i nadal wytrzymałość będzie spadać to prędzej czy później nasycenie spadnie do zera i zmieni się w Wyczerpanie. Postać nadal nie jest w stanie biegać, ale dodatkowo, co 5 sekund zacznie otrzymywać drobne obrażenia. Z wycieńczenia można umrzeć.

## Rodzaje żywności

Jak już wspomniano, istnieją różne rodzaje pożywienia. Należy pamiętać, że im bardziej różnorodnie jesz (im więcej różnych rodzajów spożycia "zainwestowanych" w sytość), tym wyższy będzie efekt przejścia do większej sytości.

To jedno danie może odnosić się do kilku typów: Przykładowo, Mięsna zupa — jest zarówno z kategorii «Mięso», «Warzywa», oraz «Płynne» (Dlatego tak skutecznie gasi głód).

## Dostępna żywność (przykładowe produkty)

Lista żywności którą można znaleść lub przygotować w grze Wild Terra.

### Można znaleść

* Kurki *(Różne)*
* Borowiki *(Różne)*
* Jajka *(Różne)*
* Jabłko *(Owoce)*
* Marchew *(Warzywa)*

### Można wychodować

* Winogrona *(Owoce)*
* Ziarno żyta *(Pieczywo)*
* *Dynia (Warzywa)*
* *Cebula (Warzywa)*
* *Czosnek (Warzywa)*
* *Marchew (Warzywa)*
* *Fasola (Warzywa)*

### Można przygotować

* Kawałki dyni *(Warzywa)*
* Rodzynki *(Różne)*
* Pieczone borowiki *(Różne)*
* Pieczone kurki *(Różne)*
* Gotowane jajka *(Różne)*
* *Smażone jajka (Różne)*
* Pieczone Mięso *(Mięso)*
* Płaski chleb *(Pieczywo)*
* Sok jabkowy *(Owoce)*
* *Cydr (Owoce)*
* *Sok z winogron (Owoce)*
* *Czerwone wino (Owoce)*
* *Grzane wino*
* *Owsianka z surową dynią*
* *Sałatka z fasoli (Warzywa)*
* *Smażona fasola (Warzywa)*
* *Kluski (Pieczywo)*
* *Sałatka owocowa (Owoce, Mieszane)*
* *Czerwone wino (Owoce)*
* *Stek z dziczyzny (Warzywa, Mięso)*
* *Kluski z mięsem dzika (Chleb, Mięso)*
* *Zakręcona kiełbasa (Mięso)*
* *Dzika kiełbasa (Mięso)*
* *Kiełbasa bratwurst (Mięso)*
* *Kiełbasa landjager (Mięso)*
* *Kaszanka (Mięso)*
* *Kiełbaska bregenwurst (Mięso)*
* Surowy gulasz warzywny *(Warzywa, Różne, Płynne)*
* Mięsna zupa *(Warzywa, Mięso, Płynne)*
* Gulasz warzywny *(Warzywa, Różne, Płynne)*

### Specjalne

* Świąteczny cukierek *(Pieczywo)*
* Świąteczny herbatnik *(Pieczywo)*
Pancerze

Poniżej znajduje się lista Pancerzy w grze Wild Terra.

## Pancerze

### Ubiór z surowej skóry

* Buty z Surowej Skóry
* Czapka z Surowej Skóry
* rękawice z Surowej Skóry
* Przepaska z Surowej Skóry
* Kurtka z Surowej Skóry

### Ubiór z futra

* Niedźwiedzia Czapka
* Płaszcz z Niedźwiedziej Skóry
* Czapka z Głowy Dzika
* Jelenia Czapka
* Zajęcza Czapka
* Futrzane Buty
* Futrzana Czapka
* Futrzane Rękawice
* Futrzany Płaszcz
* Futrzane Spodnie
* Wicza Czapka

### Zbroje skórzane

* Skórzane Buty
* Skórzany Czepiec
* Skórzane Rękawice
* Skórzane Spodnie
* Sórzana Kurtka

### Zbroje z żelaza

* Żelazne Nakolanniki
* Żelazny Hełm
* Żelazne Rękawice
* Żelazne Spodnie
* Żelazny Kirys

### Zbroje ze stali

* Stalowe Nakolanniki
* Stalowy Hełm
* Stalowe Rękawice
* Stalowe Spodnie
* Stalowy Kirys
Architektura

*Poniższy artykuł jest zalążkiem. Możesz pomóc Wild Terra Wiki rozwijając go.*

Poniżej znajduje się lista konstrukcji w grze Wild Terra.

## Architektura

### Podstawowe konstrukcje

* Workbench
* Small drying frame
* Well
* Millstones
* Stone anvil
* Stone oven
* Small bloomery
* Herb drying racks
* Barrel
* Ceramic tanning vat
* Plik:Icon Ceramic cauldron.gifCeramic cauldron
* Pottery kiln
* Drying frame
* Copper cauldron
* Cooking table
* Roost
* Crucible
* Forge
* Plik:Icon Timbered windmill.gifTimbered windmill

### Dominia

* Small dominium
* Medium dominium
* Large dominium
* Noble dominium

### Pojemniki

* Wooden crate
* Cupboard
* Chest
* Steel chest

### Magazyny

* Wooden shed
* Timbered shed
* Stone shed

### Tkactwo

* Stack of flax
* Flax break
* Spinning wheel
* Loom

### Zaawansowane

* Wine Press
* Iron Anvil
* Wooden Tanning Vat
* Poultry House
* Windmill
* Large Bloomery
* Refining Forge
* Steel Anvil
* Fountain
* Brick Oven
* Brick Pottery Kiln
* Brick Bloomery

### Łóżka

* Warm sleeping place
* Hunter's bed
* Soft bed
Wild Terra Wiki

Witajcie na oficjalnej stronie Wikipedii Wild Terra!
Obszernej bazie wiki Wild Terra; napisanej i utrzymywanej przez graczy. Aktualnie utrzymujemy 462 stron (41 artykułów) z 28 972 018 użytkownikami, uczestniczącymi do tej pory w tej Wikipedii!

O Wild Terra

**Wild Terra** jest wieloosobową grą RPG online z otwartym światem. Przetrwanie w dzikiej przyrodzie, zbieranie, polowanie, gromadzenie, rzemiosła, nieograniczone budownictwo, PVP, oblężenia, skarby, a nawet więcej!

Jest to hybryda Action-RPG i Sandbox'a z budynkami, rzemiosłem, gromadzeniem, rolnictwem i elementami przejmowania terenów. W grze nie ma postaci NPC, więc jedynym sposobem na zdobycie czegoś jest stworzenie tego samemu lub kupienie od innych graczy... lub zdobycie tego siłą. Jednak zdajemy sobie sprawę, że nie każdy ma wystarczająco dużo czasu na "życie" w grze, robiąc wszystko samemu, dlatego też wszystkie procesy gry są przyspieszone by uczynić ją troszkę łatwiejszą.

Możemy to także powiedzieć o rozwoju postaci. Rozwijanie postacie do poziomu XX jest bardzo nudne by tylko móc dostać dobry miecz i zacząć walczyć. W grze będą poziomy ale tylko udzielając Ci małej dodatkowej korzyści w walce, a nie całkowitej dominacji.

Przeczytaj więcej...

Zawartość
* Akcje
* Amunicja
* Zwierzęta
* Pancerze
* Budynki
* Kucharstwo
* Dekoracje
* Pierwsza pomoc
* Rozgrywka
* Domy
* Przedmioty
* Lokacje
* Materiały
* Menu
* Garncarstwo
* Rośliny
* Machiny oblężnicze
* Architektura
* Formowanie terenu
* Narzędzia
* Bronie
* Tkactwo
* Umiejętności
* Osiągnięcia Steam}}

Materiały

* Wymagania
* Zrzuty ekranu
* Video

Trailer

Uaktualnienia oraz bieżący klient
Ta infografika 2016 pokazuje podsumowanie roku 2016 oraz co zostało zrobione w ciągu roku.
Zapraszamy do pomocy w znalezieniu wad i błędów w grze by moglibyśmy je poprawić. Im szybciej znajdziemy błędy, tym szybciej możemy je naprawić i zaktualizować serwery z nowym klientem.

Powiedz nam o wszystkich znalezionych błedach i gdy to możliwe załącz logi (strona po angielsku).

Bieżący klient gry dostępny jest na stronie steam Early Access
Lista uaktualnień wraz ze zmianami dostępna jest na stronie forum w temacie Wiadomości oraz ogłoszeń (strona po angielsku)

Przeczytaj więcej...

Wiki

Ogólna pomoc

Szybki start

Edytowanie stron

Nowe strony

Przenoszenie stron

Ilustracje

Linki

Społeczność

Rejestracja

Jak pomóc

Możesz stworzyć nową stronę poprzez wpisanie jej tytułu poniżej i kliknięcie "Create page".

* **Rozwijanie wiki**
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Experience

**Experience** are points that the player's **Captains** can gain during any battle except for training one.

This is how **Captains** gain experience at the **Arena**:

* The 1st victory in 24 hours doubles **experience** points gained by the **Captain**
* Victory, if the player survives
* Victory, if the player does not survive
* If the player loses battle
* If the player destroys the enemy ship during **Team Deathmatch**
* If the player destroys the **Alien Boss**