recursal/Fanatic-Fandom huggingface dataset:
Trius Trading Collective

The Trius Trading Collective, or TTC, is the Traders Guild operating on the continent of Trius. It is officially recognized by the Khosean Empire, and all its members carry certifications by the Khosean Empire.

Members pay taxes for each trade to the TTC, who in turn pay their due to the Khosean Empire.
Azure Thread Society

The worshipers of Adara, Goddess of Deception. There are very few of them, scattered throughout the world of Trius. Often traveling in disguise, or living in hiding, keeping their identities hidden. Their goals are as enigmatic as their motives.

Members of the Azure Thread Society are known to cause misfortune on the places they visit. Those settling in villages in disguise for longer periods can cause mass panics, as the people desperately try to find the culprit of their misfortunes.

In isolated regions, cults dedicated to Adara are known to form in times of crisis, as people try to prevent their prolonged suffering by offering blood sacrifices to appease her.

Given the persistence of the Azure Thread Society, despite its few members and conviction by society, many people speculate members have their own secret ways of staying in contact. Although few think they manage to stay in contact across the impassible Middle Ocean, like the Order of the Druids.
Splatana (Weapon Class)

**Splatanas** are sword-like melee weapons in the Splatoon series, added in Splatoon 3. When swung, they fling ink forward, having options for both a tap shot and a charged slash. They also have increased damage up close.

## List of Splatanas

 **Splatana Wiper** | Splatana Wiper has incredibly fast tap shots and charged slashes, as well as fantastic paint.
Tunnel

Passing through the Mountain Barrier, connecting Khosa and Trison. Originally created by the monks of the Order of the Elements, at the behest of the ruler of Khosa.

The tunnel is essential to the Khosean Empire, both in its formation and current daily operations. It was used to launch a surprise attack from Khosa, directly into the heart of Trison. Currently, it is the main, and effectively only, connection through the Mountain Barrier, connecting the eastern and western half of the continent.
The Quacken

An ancient Leviathan monster, inhabiting the depths of the Middle Ocean. Known for its territorial behavior and aggression towards ships, many people choose not to venture into the ocean at all.

Tales have been told of brave captains and their crew, attempting to make the oceans free to travel by slaying the beast. Thus far, none have been successful and few have returned.
Order of the Druids

When the world was thrown into chaos, magic users affiliated with nature united all over the world. They combined their strengths to protect nature itself, and all its creatures.

When the dust had settled and the world needed to be rebuilt, these loose alliances solidified into organizations. Spanning both the continents of Trius and Korela and the oceans between them, the Druids guarded nature.

On each continent, multiple Circles of the Land were founded. Each striving towards their common goal yet acting autonomously. People who had shown the innate potential of Druidic magic could train here, to harness their powers and join the ranks of the organization. Members of the various Circles of the Land use their Spellcasting abilities to provide direct aid and support to the world around them.

On each continent, one Circle of the Moon was founded. Located on a central yet inaccessible point, each Circle keeps watch over their respective continent. Members use their highly trained Wildshape abilities to quickly travel around and visit remote places, being able to quickly gather intel. Although they have no direct authority over any of the other Circles, membership is prestigious: only those who show great promise in their Wilshape abilities from an early age are allowed to train, and many of these don't pass the Test required to join. The members of the Circle of the Moon are highly respected among their peers and still maintain a wide influence in the larger Druid organization.
Makers

The worshipers of Khuzdal, God of Craftsmanship and Creativity. Their main temple is located in Nekver, although it has its sibling in Khantin. They use Construct prosthetics to emulate the many hands of Khuzdal.

The Makers pride themselves on being arduous craftsmen, working tirelessly on any project. Worshipers dedicate time to working on the general living spaces, making Khantin and Nekver wonders of architecture.

To solidify their bond, the two Sister Temples hold a yearly festival spanning multiple days: the statue of Khuzdal in Khantin is replaced by a new one, forged from ores mined in the city, and the old one is smashed to pieces. These pieces are the transported to Nekver, where they are use to forge a new statue of Dinir; the old statue is destroyed, its metals melted down into the central supplies, to be used in the forging and distributed across the Khosean Empire.

The Makers exist under the Banner of Dinir, and sends Priests to all the Temples of the Gods in the major cities of the Khosean Empire.
Imperial Army

The main military force of the Khosean Empire.

Its prime goal is to protect the Empire, which requires much of its attention to be focused on defending the Great Wall. The army base is located north of Trison, and its daily operations are managed by its rulers.

The army has adopted Vala as its patron Goddess.
Sheltered Bay

The Sheltered Bay is a large stretch of water off the coast of Trius. It is shielded from the rough Middle Ocean and the treacherous Ground Zero by a chain of islands, making it safe for sailing and fishing. The Sailors of Ulmon sail these waters, and believe their patron Ulmon gifted the area to them.
Gods

A variety of gods is worshiped across the world. Some are known everywhere, some thread in obscurity.

## The Prime Duality

At the head of the pantheon are Dinir and Unas. They claimed the lands of Trius and Korela as their respective realms, and serve as the patron deities of these lands. The denizens of these lands look to their patrons for guidance. Thus Dinir is ubiquitously worshiped on Trius (and equally Unas on Korela), and the people are united under them.

- Dinir , God of Victory. Often takes the shape of a broad-chested male figure, shining with a golden light and dark, determined eyes. He motivates his followers to face and overcome challenges, and strive towards self-improvement.

- Unas, Goddess of Loss. Often takes the shape of a tall but slender female figure, shrouded in grey and black. She bears a red gemstone on her chest that shines with a faint light, barely enough to reveal a friendly face with kind, bright eyes. She comforts her followers over what is lost, and motivates them to help others with their own strengths.

## The Minor Gods

In service of the Prime Gods Dinir and Unas are multiple minor gods, each representing a core aspect of those realms which they serve. They do not cooperate much within their smaller pantheon, each of them content with their own tasks and their own religious following. Each of these gods enjoys worship, although often from only a part of the population. But as the Minor Gods owe allegiance to the Prime Duality, so too do all worshipers of the Minor Gods recognize their subservience to Dinir and Unas.

On each continent we find worship of a unique set of 5 Minor Gods, serving their respective Prime God or Goddess.

The Gods of Trius, serving under Dinir:

* Adara, Goddess of Deception
* Khuzdal, God of Craft
* Oberist, God of Nature
* Ulmon, God of the Oceans
* Vala, Goddess of Conquest
Sailors

The worshipers of Ulmon, God of the Oceans. Their Temple is located in Yidon, the patron city of their god.

The Sailors move about the Sheltered Bay north of Yidon, a safe haven harboring many species of fish, which Ulmon prepared for them after the Calamity.

They worship Ulmon, but do not claim to grasp his deepest thoughts. They love him, but fear his ferocious displays of power over the Oceans for reasons they don't understand. Ulmon is believed to know secrets, lost to the depths of time; pearls found at the bottom of the darkest waters are taken as a sign of favor from Ulmon. The Quacken, occupying the Middle Ocean across the Western Strait, is considered a sacred guardian of Ulmon.

Once a year, the Sailors pay respect to Khuzdal, for teaching them the arts of shipwright. The Sailors leave the Sheltered Bay, racing through the dangerous Western Strait, displaying their prowess on the waters. Before reaching the Middle Ocean, the Sailors stop, submitting themselves to the wild waves of the Middle Ocean and the supremacy of Ulmon.
World History

History begins after The Great Calamity. The world was thrown into chaos, when the two Prime Gods met with cataclysmic consequences. As earthquakes ruptured the ground, and thunderclouds the skies, much that was once was is lost.

### The Great Calamity

Chaos.

All across the world, chaos reigned during the conflict. Mountains crumble, the oceans rage across the lands, and lightning rains down from the skies. Forests are thorn up; trees falling from the ground, pushed up from the root. Once-proud cities fall down into piles of rubble. In some lucky places some well-built structures remain, but society has turned to anarchy.

### Aftermath

Dinir and Unas turned back to their respective continents. The people united under the return of their gods, and flocked to former settlements to rebuilt in worship of them. But with most of civilization being destroyed, most work was still ahead of them.

When society crumbled and the earth itself shook, many users of magic affiliated with nature united themselves for the greater good. In particular Druids bound together in their goal to protect Nature itself. Combining their own strengths, as well as the remnants of the natural powers around them, they saved or salvaged many lives across the earth.

### Reparations

The landscape around them had transformed: part of the land had sank into the ocean, as the violent conflict had left an enormous crater on the surface like a scar. Many places that were once inhabited, were now unable to supply the basic necessities of life. Farmlands laid to waste by earthquakes and storms, entire fleets of boats destroyed by the raging ocean. Cities had fallen to ruin.

With their deities to guide them and the dust settling, people began to reorganize. With their familiar homes either wrecked or rendered completely unfamiliar, many people moved around to find their new place in this world.

Former cities were cleared out and repaired, new villages were founded. And both Trius and Korela thrived up again, under the guidance of their respective patron deities.
Ulmon

One of the minor Gods of Trius. God of the Oceans.

Often depicted with long silver hair, a crown of thunderclouds, and a fishing spear. He is known by his followers to be bountiful yet temperamental, and while they love and worship him they do not trust him.

He is the patron of the city of Yidon, where he is revered by all the sailors and fishermen that live there. In Ordgas, the other big city near the sea, he is worshiped by the local sailors among the rest of the Gods of Trius.
Adara

One of the Minor Gods of Trius. Goddess of Misdirection, also known as The Deceiver, or The Azure Threat.

She is often depicted as a crafty trickster, manipulating the other Gods of Trius. Her followers, few as they are, are often shunned or forcefully removed. They call themselves the Azure Thread Society, which is what inspired the epithet "Azure Threat".
Asmir Wiki

**Welcome to the Asmir Wiki!**
Tides of Asmir D&D Campaign Wiki

All information on this Wiki is intended to provide players with general information on the world of Asmir. It is not "common knowledge", and is not necessarily known by every character in-world. This Wiki provides a basic overview of the world, its history, and its people; additional, new, and potentially conflicting, information may be found upon further investigation, and as the game progresses.

This Wiki is a work in progress; more pages will be extended upon, or added, as we move along. For now, please consider looking at the pages listed below, and in the navigation sidebar.

## Important articles

World Map of AsmirAsmirMap of TriusTriusFactionsGods

*Quick Links coming soon!*

* **Home**
* Asmir
* World Map of Asmir
* Trius
* Map of Trius
* Gods
* Factions
* Mythology
* World History

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

Although contact between Trius and Korela is virtually non-existent, on occasion people, stories, and ideas pass over.

A small number of followers of Unas, the Prime Duality and Patron of Korela, have taken root on Trius. Worship of Unas is forbidden in the Khosean Empire, and those followers who are found are swiftly executed.

The infamous reputation of the elusive cult is occasionally used as a guise for minor vandalism.
Coven

The worshipers of Oberist, god of Nature, on Trius. Their Temple is located in the city of Raginia, where they share their space with the Circle of the Land in this city.

The Order of the Druids also follow Oberist, and on Trius the two often co-operate to further their common interest, such as living together in Raginia. Inaugurated members of the Order of the Druids automatically attain the status of Acolyte within the Coven, and spread his message among the people.

The Coven exists under the Banner of Dinir, and sends Priests to all the Temples of the Gods in the major cities of the Khosean Empire.
S-Blast '91

S-Blast '91

## Overview

The S-Blast '91 is a Blaster-class weapon in Splatoon 3. It features a mechanic unique among its class in that it has two firing modes, allowing it to take advantage of the Jump Tech. This kit features the Burst Bomb and Booyah Bomb.

## Abilities

**Ink Saver (Sub)**- Subsaver is incredibly useful for S-Blast, as a few slots of it allows for multiple Burst Bombs to be thrown out, offering a better chance at a bomb-shot combo.

## Synergy

S-Blast work well with a lot of weapons, due to its AoE combos.
Oberist

One of the minor Gods of Trius. God of Nature, Wilderness and Growth.

Often depicted as an old yet strong man, wearing a green cloak out of moss, bearing and ever-blooming crown. He is known is a stern but just ruler, ushering in Summer as well as Winter according to his own designs.

He is the patron deity of Raginia, although he is worshiped wherever people live near the wilds or cultivate the lands, such as the outskirts of Nekver. Ordgas, and Yidon.
Temple of the Elements

# The Temple of the Elements

An ancient temple, home of the monastic Order of the Elements. Located in the south-eastern corner of Trius, it is isolated and difficult to reach.

Although they live under the rule of the Khosean Empire, they are mostly left to their own devices. In time of need, the Emperor may summon the Order, and they would assist in the needs of the Empire to the best of their abilities.
Vox Machinae Wiki

**Welcome to the Vox Machinae Wiki!**
This is a wiki about the game *Vox Machinae*. Due to Miraheze shutting down and the wiki itself being marked as inactive, it is moved to here.

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

## Important articles

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

*Need help building out this community?*

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

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

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

Ballpoin Splatling

## Overview

The Ballpoint Splatling is a Splatling-Class weapon in Splatoon 3. It has the ability to begin recharging its shots even before it has finished firing, as well the capability to swap between short- and long-range fire modes. When charging, the weapon is automatically in shortrange mode, but after a few moments it will go into long range mode.
Korela

The north-eastern continent on the world of Asmir. Unas has claimed this part of the world as her domain, and guards over it.

After being thrown into chaos, small groups of various people banded together in the ruins of old cities. Several city-states emerged, which co-existed independently. The Council of Unas was established by representatives of all settlements. A treaty of nonaggression was signed by all parties, as well as multiple trade agreements between various cities.

As different cities thrived individually, relationships remained friendly and improved under the guidance of Unas, and the continent as a whole thrived in peace.
Armor & Protection (War on the Sea)

Here is some information about the **armor & protection** in *War on the Sea*:

## armor & protection

War on the Sea incorporates detailed ballistics and damage systems. Each gun type is individually modeled based on historical data, specifying range, muzzle velocity, calibre, and armor penetration characteristics. These parameters prioritize historical accuracy over game balance. Wind is omitted for simplicity in the ballistics model.

## SHELL PENETRATION

Armor serves to safeguard vital systems from impacts, represented by the thickness of armor plating in a specific ship region (in inches or millimeters). Factors like material, armor quality, and slope influence its effectiveness. A sloped angle enhances deflection, making armor more effective without requiring increased thickness. Ship hulls have two armor values: belt (vertical) and deck (horizontal), offering protection from side hits or hits from above. Superstructure regions and gun turrets possess a single armor value.

## SHELL HITS

Several factors determine shell penetration:

* Calibre: Larger shells penetrate thicker armor.
* Muzzle Velocity: Higher velocity enhances armor penetration.
* AP Shell: Armor-piercing shells, despite having a smaller explosive warhead, penetrate armor about 5 times better than a similar-calibre HE shell.
* Striking Angle: Shallow angles may cause shells to bounce away (ricochet).
* Short Range: Shells with higher velocity may punch through belt armor but ricochet off deck armor.
* Long Range: Shells with a steep trajectory may ricochet off belt armor but penetrate deck armor (plunging fire).

## DAMAGE DEALT BY SHELLS

When an AP shell strikes armor, the following outcomes may occur:

* If the shell calibre is greater than 14 times the armor thickness, it automatically penetrates, causing full damage.
* If the shell penetrates the armor, it explodes, causing full damage.
* Shallow angle strikes result in deflection (ricochet), causing 20% damage.
* If the shell fails to penetrate armor, it explodes externally, causing only 20% damage.

HE shells deal an additional 25% damage. They can penetrate armor but are only as effective as an AP shell about 1/5th of their calibre. Hits to unarmored ship parts or when the shell calibre exceeds 14 times the armor thickness automatically penetrate and cause full damage.

## TORPEDO DEFENSE SYSTEMS

Torpedoes, delivering a substantial warhead below the waterline, are potent sea weapons. Larger ships may have a Torpedo Defense System (TDS) integrated into their hull. When hit, the TDS is destroyed, rendering it ineffective against subsequent hits to the same ship region. TDS is indicated as a percentage value and is typically present in the outer hull's mid-section. Upon a torpedo hit to a compartment with TDS:

* Chance for damage to neighboring compartments is halved.
* All damage dealt by the torpedo is reduced by the TDS value.
* TDS value of the hit compartment and its neighbors is permanently reduced to 0% due to the torpedo impact.
Sub Strafing

**Sub Strafing** is a tech in *Splatoon* series. It involves holding down R to pull out the player’s Sub Weapon, then pressing ZL to enter the ink at full speed. Normally, the player must swim for a bit before reaching top speed, but Sub Strafing immediately put the player at top speed.

## Uses

Sub Strafing is helpful for turning around quickly, with less visibility compared to a Squid Roll. It also lets the player escape more quickly if the ground around them is inked.

## Trivia

This tech began a glitch in the original *Splatoon.* I only worked on certain Subs, but rather than patching it out, Nintendo adjusted it to work with all Sub Weapons, thereby making it an official tech.
Noisemakers (Cold Waters)

**Noisemakers** are not offensive weapons, but rather defensive countermeasures used to distract enemy torpedoes from the submarine. The submarine is equipped with a maximum number of noisemakers at the start of a mission, and they can be deployed to create noise and lure incoming enemy torpedoes away from the submarine. Managing the use of noisemakers can help the submarine evade enemy attacks and increase survivability during combat.
Sensors (Cold Waters)

Here is some information about the **sensors** in *Cold Waters*:

## SENSORS

Sensors are integral to modern naval operations, detecting and tracking enemies while enabling precise weapon targeting. Passive sensors discreetly listen for enemy sounds, while active sensors emit signals and analyze returns. Submarines and enemy vessels are equipped with the following sensors:

## PASSIVE SONAR

Continuous and always active, passive sonar detects sounds emitted by enemy vessels. It provides accurate bearings and profiles, aiding in target classification over time.

## ACTIVE SONAR

Activated with Shift A, active sonar emits pings, revealing the submarine's position but offering rapid and accurate enemy data in return. It is toggled off with Shift A.

## TOWED ARRAY

A cable trailing behind the submarine enhances sonar sensitivity but is most effective at around 5 knots. Slower speeds cause the cable to sink, and faster speeds generate flow noise.

## RADAR

An active sensor emitting radio waves, radar determines bearing, range, and relative movement of detected objects. Radar discloses the unit's position and is influenced by rain and object size.

## ESM (ELECTRONIC SUPPORT MEASURES)

ESM passively detects radar emissions from other sources, offering heightened sensitivity compared to emitting radars.

## VISUAL

Periscope or surfaced observations provide visual contact without revealing the submarine's position. Laser range finding accurately determines range without radar use.

## DETECTING CONTACTS

Detected vessels are termed Contacts, prefixed with a letter corresponding to the sensor type (S for sonar, R for radar, E for ESM, V for visual). Once classified, the designation is replaced by the vessel class.

## SONAR

Passive sonar is primary for detecting, classifying, and tracking contacts. Active sonar emits a ping, revealing the submarine's presence. Active sonar range is limited and can inadvertently disclose the submarine's position.

## UNDERWATER ACOUSTICS

Sonar uses sound waves affected by ambient noise, water depth, movement, layers, and ducts. Ocean conditions impact sensitivity, and a Convergence Zone can extend detection range.

## CONDITIONS

The Conditions Panel (F5 or Shift 5) displays ocean noise, layer strength, surface duct presence, ocean floor depth, submarine depth, and contact depth. Layer and duct strength affect sound propagation.

## PERISCOPE & MASTS

Periscope, ESM, and radar masts must be raised above water for functionality. Masts are fragile, and their damage increases with speed or excessive depth.

## SENSORS ICONS

Status icons indicate active use of sensors: Active Sonar, Radar Mast, ESM Mast, and Periscope.

Note: Active sonar and raised masts can disclose the submarine's position.
Patch History

On this page, recent patches for Vox Machinae may be found. Information is usually copied verbatim from the Steam News page.

This page is archived every six months. For older patch notes, please see Patch History/Archive.

## Patch Notes - 1.1.1 Patch

July 6 - SpaceJakub

1.1.1 Patch

* Fixed TTS dialog saying the fuel station has been neutralized for all bases in stockpile.
* Fixed rook having a damage multiplier applied on its cockpit.
* Fixed Hoverbrawl matches from getting stuck in overtime with uneven points.
* Fixed waypoints from hoverbrawl persisting between gamemodes.
* Fixed missile spread behavior to behave correctly again.
* Rook training now gives more explicit jumpjet instructions
* Fixed a spawnpoint in Blast Chamber potentially spawning a grinder in too close to the terrain.
* Improved the new AI buddy speech variations. They're now less repetitive and have clearer syntax.
* During Overhaul training's timed section, a countdown timer is now displayed for clarity.
* Fix for AI buddy dialogue saying the player has lost when they won a free-for-all game mode match.

Steam News page
Patch History/Archive

Every six months on 30 June and 31 Dec the Patch History page is archived. You can find past updates below.

* Patch History/Archive/2018 Jul to Dec
* Patch History/Archive/2019 Jan to Jun
* Patch History/Archive/2019 Jul to Dec
* Patch History/Archive/2020 Jan to Jun
* Patch History/Archive/2020 Jul to Dec
* Patch History/Archive/2021 Jan to Jun
* Patch History/Archive/2021 Jul to Dec
* Patch History/Archive/2022 Jan to Jun
Western Strait

This narrow stretch of water is located off the coast of Trius, west of Ground Zero. It connects the Middle Ocean to the Sheltered Bay.

Its waters are treacherous, and many boats attempting to pass are smashed against the shallow rocks by the currents.

The Sailors of Ulmon sail the strait as a test of faith.
Maps

Each map available to play in Vox Machinae offers a different environment and gameplay features.

## Acicium Lakebed

Click above to view map

 **Hazards:** | n/a

## Arid Oasis

Click above to view map

 **Hazards:** | n/a

## Blast Chamber

Click above to view map

 **Hazards:** | Worms

## Cryptic Tundra

Click above to view map

 **Hazards:** | Cooling geysers

## Pierced Valley

Click above to view map

 **Hazards:** | n/a

## Serpent Plains

Click above to view map

 **Hazards:** | n/a

## Topaz Twilight

Click above to view map

 **Hazards:** | Lightning spires (fuel recharge)
Grinders

In Vox Machinae, each player pilots a massive Wikipedia:Mecha known as a Grinder, or GDR. The Grinder is a chassis that each pilot's cockpit can swap interchangeably between; hence, each Grinder cockpit is identical. Each GDR has its own set of strengths and weaknesses, and a skilled pilot can usually pilot more than one kind of GDR. Specialists, who pilot only a single type of GDR, are often some of the deadliest pilots in the game. Each GDR typically comes equipped with a different set of weapons, which are modular and can be swapped out.
Wire-guided torpedoes (Cold Waters)

**Wire-guided torpedoes** are sophisticated weapons directly linked to the submarine's fire control computer by a wire once launched. As long as the wire remains intact, their behavior settings can be changed, and it's even possible to set new waypoint positions or manually guide the torpedo. If the wire is broken or cut, the torpedo will continue to follow its current programmed settings. Wire-guided torpedoes have three settings that can be modified for each tube: Sensor Settings (Passive or Active), Search Settings (Straight, Snake, Left, or Right), and Depth Settings (Run Level, Run Shallow, or Run Deep).
Museum (War on the Sea)

In *War on the Sea*, the **Museum** refers to a virtual space or section within the game "War on the Sea" where players can access and interact with various aspects of the game's vehicles, including ships, submarines, and aircraft. In the Museum, players can examine detailed information about these units, take control of them for closer inspection, and learn more about their specifications and features.

Players can access the Museum by navigating from the game's Main Menu. They can also open the Museum by using the "Recognition Manual" icon in the toolbar or by pressing the F5 key. Within the Museum, players can cycle through different units using the "Examine Previous" and "Examine Next" buttons (usually assigned to the Comma and Period keys).

The Museum provides options to switch between viewing ships and aircraft, allowing players to explore both types of units. The "Select Unit" button (usually assigned to the Return key) allows players to focus on a specific unit for detailed examination.

Camera controls within the Museum include panning the camera using Mouse1 or arrow keys (Left, Right, Up, Down) and zooming the camera using the mouse wheel or the Equals and Minus keys.

When examining ships, players can also access information about damage control and weapon systems by using the buttons in the toolbar or by pressing the F8 key and using number keys.

To exit the Museum and return to the game's main menu, players can use the F5 key to open the Menu panel and then select the "QUIT" option.
Options (War on the Sea)

This is a list of **options** in *War on the Sea*:

## Game

* **Tooltips:** Set the level of detail shown during mouse over buttons.
* **Auto Classify Ships:** Enemy ships automatically classified correctly when Solution is high enough.
* **Pause Combat:** Allows pausing of the game while in combat.
* **Hide Shells:** Shells are not graphically displayed.
* **Auto Switch Air Leader:** Automatically take control of the next aircraft when player-controlled leader is shot down.
* **Metric Measurements:** Use metric units.
* **Show Map Bombsight:** Display an icon on the tactical map to indicate bomb impact location.
* **Show Map Intercept:** Display an icon on the tactical map to indicate target position lead based on the current weapon.
* **Ship Friendly Fire:** Allows shells and torpedoes to hit ships of the same side.
* **Ship Collisions:** Allows ships to collide with others of the same side.
* **Dud Torpedoes:** Enable or disable dud torpedoes.
* **Dud Bombs:** Enable or disable dud bombs.
* **Unlimited Camera:** Camera can move to any object, whether it has been detected or not.
* **Simple Camp. Map Drag:** Enable or disable inertia on the campaign strategic map when dragging.
* **Combat Difficulty:** Adjusts the overall difficulty of battles.
* **Sonar Range:** Set base sonar sensitivity range for both player and enemy.

## Controls

* **Camera Sensitivity:** Adjusts the sensitivity of mouse and key control of the camera.
* **Invert Mouse:** Swaps the Y axis of the mouse when dragging to pan the camera.
* **Restore Default:** Returns all key and mouse controls to their default values.
* **Remapping keys:** LEFT CLICK a key to highlight it, then press desired key or mouse button to change it.

## Video

* **Full Screen:** Toggles the game between full screen and windowed mode.
* **Resolution:** Select resolution from those supported by your monitor.
* **Anti Aliasing:** Improves jagged edges of graphics.
* **Ocean Quality:** Sets ocean level of detail (decrease to improve performance).
* **VSync:** Vertical synchronization (recommend ON to improve performance).
* **Shadows:** Enables or disables shadows.
* **Color Filter:** Post-processing color filter for improved visuals.
* **Bloom:** Post-processing effect for improved lighting and visuals.
* **Terrain:** If enabled, displays terrain.
* **Trees:** If enabled, displays trees.
* **Underwater Particles:** Displays the underwater particles.
* **Multiple Monitor Support:** To run War on the Sea across multiple monitors, set Full Screen to OFF so as to run the game in windowed mode. Stretch the window out to any size you wish.

## Audio

* **Master Volume:** Master volume for all sound effects.
* **Effects Volume:** Adjust in-combat sound effects.
* **Music Volume:** Adjust volume for music in combat and menus.
* **Combat Log/Campaign Message Volume:** Volume of UI-generated sounds.
* **Music In Combat:** Enable or disable music when in combat.
Atlantic Fleet

***Atlantic Fleet*** is a video game of naval war genre developed by Killerfish Games and published by Killerfish Games. It was released on Steam for Microsoft Windows on February 25, 2016.

## Premise

*Turn based tactical and strategic naval combat. Atlantic Fleet puts you in command of the Allies or Kriegsmarine (German Navy) in the longest military campaign of WWII, The Battle of the Atlantic.Take command of surface ships, submarines as well as carrier and land based aircraft in the deadly struggle for control of Atlantic shipping...*
Guided missiles (Cold Waters)

**Guided missiles** are surface-target seeking weapons that launch and head towards their set waypoint. Upon reaching the waypoint, they become enabled and use an on-board guidance system to search for a surface target. If a target is found, the missile will seek it out. Guided missiles can be deceived by countermeasures like chaff, which confuses their radar guidance, or they can be shot down by ships with anti-missile defenses. If a guided missile becomes enabled but cannot find a target, it will self-destruct. Guided missiles have tube settings that can be modified for each tube, including Search Settings (Wide Cone or Narrow Cone) and Height Settings (Skim or Pop-Up).
Campaigns (War on the Sea)

Here is some information about the **campaigns** in *War on the Sea*:
Recruit vessels, form task forces, transport troops and supplies, conduct air patrols and strikes, and construct airfields and ports to achieve strategic objectives.

* \*\*CONTINUE:\*\* LEFT CLICK the CONTINUE button or "x" button at the upper right to proceed in the campaign.

## events

Major events during a campaign are showcased in a central panel, covering the prelude leading to the campaign and its outcome. Time is paused during events.

Use the MOUSEWHEEL to zoom in/out. LEFT CLICK and drag to pan the map.

## toolbar

From left to right:

* Campaign Summary (F5): Open/close the Summary panel.
* Unit Viewer (F6): Open/close the Unit Viewer panel.
* Next Sea/Air (F7): Cycle through friendly groups.
* Next Location (F8): Cycle through all locations.

## time bar

Displays the current time, date, and time compression rate. The light meter indicates 24-hour light conditions, aiding in determining twilight. COMMAND POINTS exhibit available points for ship recruitment. Time compression controls include Decrease Time (Comma), Pause Time (Space), Increase Time (Period), and Max. Time (Slash).

## map filters

From left to right:

* Centre Map
* Show Sea Icons
* Show Air Icons
* Show Location Icons
* Show Contact Icons
* Show Weather Overlay
* Show Map Labels

## campaign summary

Save or quit a campaign and obtain information about the current situation. Information is presented on six tabs:

* \*\*OBJECTIVES:\*\* Defines requirements for winning the campaign.
* \*\*LOCATIONS:\*\* Lists all map locations, their port and airfield levels, troops, and resources. Conflict bars indicate locations currently contested.
* \*\*SEA:\*\* Roster of all currently commanded ships.
* \*\*REPAIR:\*\* Displays friendly ships under repair and the required days for completion.
* \*\*LOSSES:\*\* Details friendly ship losses during the conflict and total aircraft losses.
* \*\*ENEMY LOSSES:\*\* Similar to LOSSES but for enemy ships and aircraft.

At the bottom, additional buttons include:

* \*\*MAP KEY:\*\* Legend of icons and colors displayed on the map.
* \*\*RULES:\*\* Summary of rules and parameters for the ongoing campaign.
* \*\*SAVE:\*\* Save the current campaign.
* \*\*QUIT/CONFIRM:\*\* Quit the current campaign and return to the Main Menu.

## loading campaigns

1) Select Campaign from the Main Menu and LEFT CLICK LOAD.
2) LEFT CLICK the desired save file and then LEFT CLICK START to resume. Campaigns saved during combat immediately resume the battle.
Unit Viewer (War on the Sea)

The **Unit Viewer** is a comprehensive encyclopedia containing information about the different sea and air units in the game War on the Sea. This tool serves multiple functions:

1. **COMBAT:** It functions as a Recognition Manual, aiding in the identification and classification of enemy ships.
2. **MUSEUM:** This mode allows users to quickly navigate to various units.
3. **BATTLE EDITOR:** Used for adding ships and aircraft to engagements.
4. **CAMPAIGN:** Used to recruit ships for campaign scenarios.

## Features

The Unit Viewer is a valuable resource, providing detailed statistics and characteristics for ships and aircraft in each of the aforementioned roles. The tool includes the following features:

## SWITCH, SELECT CLASS & FILTERS

- The Switch toggle shifts between viewing sea units and air units.
- The Select Class Dropdown lets users directly access a unit by choosing its class or model from a list.
- Filters can be applied to narrow down units based on nation or ship type.

## PREVIOUS, SELECT & NEXT UNIT

- The Previous and Next Unit buttons (comma and period) are used to cycle through available units.
- The Select (Return) button serves different purposes based on usage:
- In combat, it classifies an enemy unit as displayed.
- In the Battle Editor, it adds the ship or aircraft to the group being edited.
- In the Campaign, it expends COMMAND POINTS to include the displayed ship in a new task force.
- In the Museum, it places the displayed unit under player control.
## DATA TABS

There are four data tabs available to provide additional information about a unit. Air units have only the Statistics tab.

## STATISTICS

The tab displays images of the unit along with details such as physical size, weight, speed, and crew count.
For sea units, the class dropdown can be used to view the names of class members or specify an individual ship's name in a Campaign or Battle Editor.
Merchant ships and oilers are treated as unlimited, so class count information is not shown.

## WEAPONS

This tab lists all available weapon systems on a ship, including statistics like range and reload times.
"Dual Purpose" indicates guns capable of targeting both surface and airborne targets.
Guns without dual purpose capabilities are limited to surface targets.

### LEFT CLICK on the shield icon next to a gun's range to access an armor penetration characteristics chart

The chart displays armor penetration thicknesses for both Vertical (belt) and Horizontal (deck) armor, up to maximum range.

## ANTI-AIRCRAFT

This tab shows firing arcs for the ship's anti-aircraft guns.

## SENSORS & ARMOR

Refer to the Sensors & Detection Section for more details about parameters listed under Visibility & Radar, as well as Sonar & Acoustics.
Armor values indicate the maximum thickness at different points around the ship.
Game Options (Atlantic Fleet)

Accessing the game options and help features is achieved through the Main Menu by selecting "Options / Help." Alternatively, these options can be accessed via the Tactical Map's Special Commands Menu, as outlined in section 1.4.2.

Within this menu, players have the ability to tailor their gaming experience. Adjustments can be made to sound and music volume, camera sensitivity, as well as difficulty and realism settings. The Help section, accessible from the Options page, encompasses 12 chapters providing detailed explanations of various aspects of the game.

## Options Page

By default, all options are inactive. Enabling them results in the following alterations to gameplay:

Extended Starting Range
* Enhances initial distances by roughly 20%.

Limited Visibility
* Depending on weather and time, visibility is restricted. Ships beyond this range are identified as RADAR or sonar contacts and remain unseen in the 3D environment.
* Usual ranges vary from approximately 6,000 yards during nighttime to roughly 40,000 yards on clear days.

Ship Disengage Beyond 25,000 Yards
* Surface vessels are prevented from leaving combat (after deploying smoke for 3 turns) unless they are at least 25,000 yards away from the nearest hostile ship.

Absence of Enemy Damage Report
* Tapping on an enemy ship reveals its name and statistics but omits information about damaged or destroyed subsystems.

50% Renown Earnings
* In Campaign or Battle of the Atlantic modes, only half the Renown points are acquired.

Dud Projectiles
* Around 4% of shells, torpedoes, and bombs fail to explode upon impact.

Wind Impact on Player Projectiles
* Projectiles fired by player ships now drift in the direction of the wind. Players must manually adjust for both wind direction and strength.

Enemy Gunnery
Normal (Elite)
* Enhances enemy gunfire accuracy.

## Battle of the Atlantic Options

Difficulty: Normal (Hard)

* Increases the quantity of enemy ships on the map and raises the merchant tonnage sunk by events (reduces event merchant tonnage if playing as Germany).

Sunk Ships Revived by Enemies

* Permits enemies to resurrect sunk ships and reintroduce them into battles. This feature proves particularly advantageous when playing as the Royal Navy, compensating for the lower count of available German ships.
Killerfish Games Wiki

**Welcome to the...**
**Killerfish Games Wiki**
**53 articles • 17 files • 301 edits**

**About the wiki**

This is a Fandom wiki about the game developer Killerfish Games. It plans to document all of the content from this game developer.

**About the game developer**

**Killerfish Games** is a game developer that is primarily known for developing naval/simulation-based games. The most known games that they have developed include *War on the Sea*, *Cold Waters*, and *Atlantic Fleet*. (Read more...)

**Navigation**

**WAR ON THE SEA****COLD WATERS****ATLANTIC FLEET**

**Helpful links**

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Battle Editor (War on the Sea)

## TOOLBAR

* **Battle Settings (F5):** Open/close Battle Settings panel.
* **Unit Viewer (F6):** Open/close Unit Viewer panel.
* **Next Group (F7):** Cycle through all groups on map.

## BATTLE SETTINGS

Set the time, date, weather, and location of the battle here.
Choose side to play (BLUE or RED).
**TACTICAL:** Enter the world and begin the battle.
**SAVE/LOAD:** Save or load the battle (to load a battle in progress, use Single Battle/Load).
**QUIT/CONFIRM:** Return to Main Menu.

**Terrain:** Enter the approximate decimal degrees for the location. World terrain surrounding the Pacific Ocean is currently available.
**CLEAR ALL:** Delete all existing Sea and Air groups.

## SEA/AIR GROUP

**BOTH:**

* Assign side, either Red or Blue.
* Assign formation and spacing.
* **Left Click** Course to enter navigation mode and **Left Click** on the map to place AI navigation waypoints for the selected group. **Left Click** Course again or use Escape to exit navigation mode.

**SEA:**

* **Left Click** 2 ships in a group to select them and use SWAP to change their positions within the group/formation.
* **Left Click** one or more ships in a group to select them and use REMOVE to remove them from the group. Removing all ships deletes the group.
* Use sliders to set starting speed and heading.

**AIR:**

* **Left Click** on Plus or Minus buttons to edit the number of aircraft. Reducing to 0 will delete the group.
* Only one aircraft type allowed per group.
* Use dropdown to set payload for aircraft.
* Use sliders to set starting speed, heading, and altitude.

## FORMATION

Sea groups only. Shows the layout of ships based on the formation settings. Numbers correspond to each ship in the group. Use the SWAP function to move individual ships within the formation as desired.

## MAP & ICONS

**Left Click** a Sea or Air icon to select that group.
Selected group icon is highlighted in yellow.
**Left Click** and drag the map to reposition it as desired.
The center of the combat engagement zone is at the center of the grid.
Tactics (Cold Waters)

Here is some information about the **tactics** in *Cold Waters*:

## TACTICS

During World War II, both the Allies and Nazi Germany experimented with passive acoustic homing and pattern-running torpedoes. Post-war, the focus shifted to anti-submarine missions, leading to the introduction of wire-guided torpedoes by the US Navy in the 1950s.

## UNGUIDED TORPEDOES

When firing at a moving target, leading the target is essential. Fire control systems, aided by computers since the 1920s, calculate continuously updated aim points based on observations of the target's course, speed, and range. Unguided torpedoes are vulnerable to maneuvering targets, leading to standard doctrine of periodic course changes by surface groups.

## GUIDED TORPEDOES

Modern torpedoes often use wire-guidance for increased hit probability against maneuvering targets. The attacking submarine tracks the target using its powerful sonar, transmitting course corrections through the wire. Guided torpedoes can be steered actively, overriding terminal homing, providing tactical advantages.

## GUIDED MISSILES

The UGM-84 Harpoon and Tomahawk land attack cruise missile serve as submarine-launched anti-ship weapons. Fired in salvos, they lack mid-course guidance correction. Missile parameters include seeker field-of-view and terminal attack mode. Salvos can overwhelm enemy defenses, and missiles can be programmed for wave top or pop-up attacks.

## EVASION

Evasion is crucial when detected. Submarines face layered anti-submarine warfare weaponry, including guided torpedoes, missiles, and depth charges. Horizontal and vertical evasion techniques involve outmaneuvering the weapon's search corridor. Decoys, both noisemakers and self-propelled, are used to confuse enemy torpedoes.

## MAINTAINING STEALTH

To prevent attacks, submarines employ stealth tactics:

* Running silent reduces submarine noise.
* Staying outside enemy sonar detection ranges is crucial.
* Slow speeds and avoiding cavitation minimize noise.
* Using thermal layers for cover and maintaining a safe distance.
* Remaining submerged to avoid radar detection.
* Positioning at the enemy's 6 o'clock for baffles advantage.
* Deploying decoys to divert attention from the submarine.

Understanding both evasion and stealth tactics is vital for survival in submarine warfare.