recursal/Fanatic-Fandom huggingface dataset:
Show Match

The pre-open beta show match will consist of Ten inmates (Mostly big streamers, plus RpX who was ranked 1 on the leaderboard in the previous Open Beta Weekend - Eight players announced so far, Two to be announced) and a yet to be announced Show Director

The match will take place on the 23rd February 2018 at 2 pm EST

* Forsen
* Fishcop
* LaraLoft
* Mickalow
* Tiankami
* Swiftor
* Shroud
* RPX
Directors Powers

Directors Powers are abilities used by the show director, at the cost of Action Points, that can be used to change how the match plays out.

Directors Powers cost 1-5 Action Points and are listed below

(If you are a wiki editor reading this, please contribute to the abilities list, ty).

1 Action Points:

Heal (150HP) - Heals a selected inmate 1/4 of their max HP

Warm up - Completly fills a selected inmates temperature meter

Give Wood - Gives 3 wood to a selected inmate

2 Action Points:

Electronic - Spawns an electronic in any of the possible areas.

3 Action Points:

Close Zone - Chooses one of the seven zones to close after 60 seconds.

Beach Party - Makes trees, sofas, electronics, and chests visible through walls, and also makes them give double loot. If you have 'Gore and Beach Party Effect' set to on in the gameplay section in settings, it also makes inmates appear nude with blurred... 'areas'...

Nuke - Nukes a selected zone after 40 seconds. The nuke will expand from the centre of the zone to the outer edge, then will disappear when it has expanded completely. Any players caught in this area will be eliminated immediately, with the death message 'Death by nuke!'
Eliminated

**Eliminated**, or simply death or Game over is a player status feature in which a player reaches 0HP (➕00) and is eliminated from the match. There, the player can spectate others or only their ally when the latter is still alive. When eliminated, players will be greeted with a message reading "Your rank: #X (Killed by: {killer})" (formerly "You were killed by: {killer}"). If no-one eliminated that player, the killed by message will be replaced by "Frozen to death," "Burnt by hot lava," or "Nuked." (formerly "You are dead"). If another player is eliminated, a card will pop up with the player's profile picture being grayed out by an X and a header reading "{PlayerName} was eliminated." and the gentleman announcer will yell something out on below list depending on how they were eliminated except if they left the game to which there will be no announcer. In duo, their team is instead greeted with a Call of Duty Blackout-style defeat message with a text below reading "Eliminated by: {killer}" or "You are eliminated". When a teammate dies, the other teammate is notified by a red text reading "Your ally is dead!" and a gong banging.

## Types of Eliminations

* Axe kill
* Arrow kill
* Frozen to death
* Death by hot lava
* Death by NUKE
* Nuclear death
* Turret kill
* Killed by turrets
* Trap kill
* Death by snowball
Snowball

**Snowball** is one of the available Tools. When activated, tosses a Snowball at your crosshair direction that applies cold damage to inmates and knocks them back. Snowballs can also put out campfires and instantly kill Deer and destroy Turrets.

## Notes

* Cold damage is reduced by Cloaks.
* Snowballs can be parried and deflected back at the tosser with Axes.
* Snowballs don't instantly deplete the cold meter, the cold damage is instead dealt over the period of 10 seconds (2% cold per second).
* Successive snowball hits do not accelerate the freezing process, instead they increase the duration by another 10 seconds.
Deer

*This article is a stub. You can help Darwin Project Wiki by expanding it.*

Deer can be found roaming the arena which when killed will provide a base 50 health and act like a Chest allowing players to pick up items from them. Additional health can be gained when looting deer if the player has Scavenger Axe equipped.

If a player approaches a deer then they will run off in a random direction.

Deer appear to spawn in the sky and can often be seen falling from the sky into the map.

**Fun Fact:**
The deer within the arena are actually robots and therefore are not edible or a sustainable source of heat.
Axe Sharpener

**Axe Sharpener** is one of the available upgrades for the Axe. It increases your Axe Damage by 25 per level, up to 125 extra damage at max level (making your axe deal 275 damage total)

 5 | 125 | 275

## Notes

* Upgrading the Axe Sharpener to level 2 is enough to kill most unarmored Inmates with 3 axe hits. Since Fire Arrows also deal the same amount of damage, it's often not worth upgrading the Sharpener beyond level 2 when running these arrows.
* Upgrading the Axe Sharpener to level 3 is enough to kill most unarmored Inmates with 2 axe hits and 1 arrow hit.
* It's rarely useful to upgrade the Axe Sharpener to max level - although its enough to kill most unarmored inmates with 2 axe hits and either 1 Turret shot or 1 Cold damage tick, it does not happen often and you are gaining little of value.
Track

*This article is a stub. You can help Darwin Project Wiki by expanding it.*

Tracking is a mechanic which can be applied to a player in numerous ways.
Such actions include,but are not limited to;

* Tripwire
* Rigged Chest
* Hunter Arrows
* Blood Moon
* Expose
* Manhunt
* Clue

Upon being tracked,the player is visible to a set amount of people,depending on the track method. A tracked player will display their current health and cold meter,as well as being highlighted through walls. The track's remaining time left is shown next to the name of the player.

### Playstyle

Tracking is one of the best ways to gain an edge above your opponent,since it tells you not only their health and cold,but it also tells you when the enemy is going to peek,allowing you to either hide behind cover or counter with your own peek. However,if the enemy chooses to run,your efforts could be wasted as tracks are on a timer.

### Trivia

* Tracks can only be removed if the player dies or uses a Smoke Bomb.
* Hunter Arrow and Clue stack up to 15 seconds.
Powers

Powers can be gained by crafting them from electronics.

A player can only have access to 3 different powers at one time. Each has a cooldown after they have been used.

## Arena

**Form a large impenetrable spherical barrier around you. No one can get in or out!**

**Radius [m]: 10.5**

Duration [s]: 15

Cooldown [s]: 60

## Invisibility

Retreat from the spotlight by becoming dangerously invisible.

Duration [s]: 15

Cooldown [s]:60

## Detector

Detect resources, loot boxes, traps, and robotic deer around you.

Range [m]: 150

Duration [s]: 15

Cooldown [s]: 45

## Energy Shield

Ten seconds of bliss. No physical damage taken. No worries.

Duration [s]: 10

Cooldown [s]: 60

## Ice Bolt

Unleash an Ice Bolt at an opponent to temporarily freeze them in place and cause their cold meter to deplete, gaining some time to think about your next move.

Duration [s]: 4-6

Cooldown [s]: 60

## Power Leap

Jump away from your problems.

Maximum Range [m]: 30

Cooldown [s]: 60

## Radar

Expose nearby players and clues

Range [m]: 150

Duration [s]: 10

Cooldown [s]: 60

## Shrink

Shrink to the size of a cute puppy and become more difficult to hit, but deal reduced damage with your attacks and be safe from enemy traps.

Duration [s]: 15

## Teleport

In a hurry? Why walk/run? Teleporting is easier and crazier.

Range [m]: 100

Cooldown [s]: 60

## Turret

Fire 3 rapid shots every 3 secconds at enemies and robotic deer around you. Can be destroyed in one axe or arrow hit though.

Damage Per Shot: 50

Cooldown [s]: 60
Armor

**Armor** is one of the available Basics. All Inmates start with Armor as an available craftable option. Armor will block the next instance of damage, fully negating it's damage. However, the damage instance will still knock you back, and it will destroy the Armor, meaning that you have to craft it once again after the block.

## Notes

* Armor blocks all damage from the next incoming attack, no matter whether it is an axe attack, an arrow or a Turret hit. However, it won't block Cold damage.
* You can't stack multiple Armor pieces.
* Armor will only block the first Turret hit. You will still take damage from the rest of the turret's attacks.
Prestige system

The Prestige System is the new Show Director rating system that replaced the 5 star ratings. Here, you can choose one of four categories that you feel best describes your director. If you feel that they did not fall under any of these categories, you can choose to skip the vote instead.

## The Sportscaster

Insightful play by play made you feel like a star on a live broadcast

## The Wild Card

Shook things up with absurd challenges and humor

## The Puppet Master

Pitted players against one another in games of intrigue

## The Storyteller

An immersive roleplaying style, added a layer of pathology and story
Outpost Dojo

FTUE Outpost: Dojo
4        2 counter XS
1        Airlock S
2        Armored window L
5        Bagged Plant A S
7        Bagged Plant B S
1        Basic Container S
4        Basic Container XS
1        Basic Mining Unit S
1        Bed S
3        Bench S
7        Cable Model B S
1        Canopy Metal flat L
3        Canopy Metal flat S
1        Canopy Metal triangle L
4        Canopy Windshield flat M
4        Canopy Windshield flat S
1        Container Hub XS
1        Databank XS
1        Detection Zone XS
1        Eggplant Plant Case M
3        Elevator XS
9        Empty Shelf S
5        Ficus Plant A M
5        Ficus Plant B M
1        Foliage Plant Case A M
1        Foliage Plant Case B M
1        Force Field M
2        Force Field S
5        Full Shelf S
4        Half-Full Shelf S
1        Hull Decorative Element A S
3        Hull Decorative Element B S
3        Hull Decorative Element C S
1        Keyboard Unit
3        Long Light S
5        Manual Button S
3        Manual Button XS
4        Manual Switch XS
3        Nightstand S
1        Office Chair S
1        OR operator XS
1        Planet Hologram S
1        Plant Case A M
1        Plant Case D S
1        Plant Case E S
6        Relay XS
1        Resurrection Node S
1        Screen M
1        Screen S
1        Square Carpet XS
8        Square Light XS
1        Static Core Unit S
3        Steel column S
2        Steel panel S
1        Surrogate VR Station M
1        Trash can S
6        Vertical Light S
17        Vertical Light XS
4        Wardrobe M
1        Wooden low table M
1        Wooden Sofa S
Cage Trap

Track Duration (s): 30

**Cage Trap** is one of the available Tools. When activated, places a Cage Trap that locks down enemies and lasts until it's destroyed. Locked inmates are also Tracked for 30 seconds. Activated Cages can be destroyed in 6 Axe hits, or 20 Arrow hits.

## Notes

* Inmates can still move around in the Cage, and use their weapons, powers and tools. However the only way to get out of it is by destroying it.
	+ However inmates can be hooked out of cages.
* Gaps in the cage can be shot through. You can also hit caged enemies with your Axe if they are standing close enough to the wall.
* Tracking is also applied to caged inmates. It lasts 30 seconds, and remains even if the inmate breaks out.
* Tracking can be removed with Smoke Bomb.
* Cage Traps have three states of visibility:
	+ Transparent but visible - for nearby enemy inmates who are standing still
	+ Transparent, hard to see - for nearby enemy inmates who are walking
	+ Invisible - for enemy inmates who are running or far away
* Inactive Cage Traps can be destroyed by inmates in 1 hit. Activated Cages can be destroyed in 6 Axe hits, or 20 Arrow hits.
* You cannot place several Cage Traps on top of another.
* If Cage Traps are placed on a temporary surface (for example an Arena), they will destroy themselves once the surface goes away.
Boarding

As part of the Ares update a new boarding and docking feature was introduced. Boarding in atmosphere operates differently to boarding in space.

In space, once a player is within a specified distance from a ships build zone, they will be tagged with a boarding status. The boarding zone is a cube surrounding the build zone of the construct. The boarding zone is also the docking zone. See page on Docking

When a player is within the boarding zone, the player status widget will display either Boarded or Not Boarded. Once the player is within the build zone the widget will show Boarded and Locked. To deboard the player must either select Alt+y, right select the ship > Construct > Deboard this construct or move out of the boarding zone. If a player is within the Build Zone and deboards (Alt+y) as soon as the player moves they will be boarded again to the construct. As a player needs to be deboarded to maneuver a construct, this can cause some issues in space when a player is still within the build zone.

If a player leaves a ship but is still in boarding status within the boarding zone and logs off and then another player pilots the ship the initial boarded player will go with the ship even though they may not be physically on the ship.

In atmosphere walking within the boarding zone or the building zone will not register a player as a docked avatar. The player needs to board the gravity plane of the construct for the widget to register as boarded.

## Permissions

Players can now assign boarding rights to other players in the RDMS system. These permissions only take effect when the player occupies the pilot seat or remote control. Players without boarding permissions can still board your ship while a player is not in the seat, as soon as the seat is occupied these players will be ejected from your construct and the boarding zone.

If the construct is active or a player is in the pilot seat and a player without the Boarding rights attempts to board, they will be presented with the yellow barrier field and an error message.

## Boarding Status

In space a players boarding status will be one of the following three

In atmosphere, boarding status will only be locked boarded.

## Boarding Eviction

While a pilot is in a control seat the boarding status can be found in the build helper widget using the link icon. Here the player can see how many other players have boarded the ship and how much mass they are carrying. From this window the player can also forcefully eject a player from the ship. If a player has boarded the ship and logged off, they will still appear in this list, if they are online they will have a green dot to the left ot their name.

## Avatar Mass

Avatars, including pilot, that have boarded a ship have their combined weight stacked before the free 20t is allocated. Each avatar does not get assigned 20t free.

1. ↑ https://www.dualuniverse.game/news/devblog-docking-and-boarding-revamp
Features

This page serves as a tabulation of the known features for each phase of development pre- and post-release.

## Features List

*R - Rumored (roughly 30% likely to be included)*

*L - Likely (roughly 60% likely to be included)*

*C - Confirmed*

## Expansions

### Later

* *(Likely)* Arkification
* *(Confirmed)* Stargate Technology
* *(Likely)* Stealth Technology

## Features That Will **Not** Be Included

1. **Importing construct designs** from external 3D tools such as 3DS Max, Blender, or Zbrush.
2. **Teleporting of any kind**

## References

1. ↑ 1.0 1.1 *Dual Universe (@dualuniverse),* Twitter, https://twitter.com/dualuniverse/status/900395639070220288. Aug 23, 2017.
2. ↑ 2.0 2.1 2.2 *Sharnoon*, Dual Universe Forums, "Gamescom insights", https://board.dualthegame.com/index.php?/topic/11533-gamescom-insights/&do=findComment&comment=58257. Aug 26, 2017.
3. ↑ Dual Universe Community Portal, Crowdfunding, https://community.dualthegame.com/pledge.
4. ↑ 4.0 4.1 4.2 4.3 4.4 NQ-Nyzaltar, ""Ask Us Anything" Event", *Q&A #26*, https://board.dualthegame.com/index.php?/topic/841-ask-us-anything-event/&do=findComment&comment=13856. 08/04/2016.
5. ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 Stretch Goals (Starting Goal). Kickstarter Campaign, Novaquark: https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg/description
6. ↑ 6.0 6.1 6.2 Novaquark, Dual Universe Website - News, "New Build Preview!",  https://www.dualthegame.com/en/news/2018/04/06/new-build-preview/.  April 06, 2018.
7. ↑ 7.0 7.1 Dual Universe DevDiary Updates - August 2017 | Pre-Alphahttps://www.youtube.com/watch?v=ageLN5r6Twc 31 Aug 2017
8. ↑ Novaquark, Dual Universe DevBlog, "BUILDER GAMEPLAY, VOXEL TOOLS & ELEMENTS", https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/#more-531. 02/20/2016.
9. ↑ NQ-Nyzaltar, Dual Universe Forums, "Creative mode", https://board.dualthegame.com/index.php?/topic/11442-creative-mode/#comment-56770. 08/03/2017.
10. ↑ @dualuniverse's twitter - GDC 2017 interviews with JC - Timestamp 03:00: : https://twitter.com/IGN/status/837868978085089282 Mar.3, 2017
Construct Slots

Each player has two construct slot pools, a personal slot pool and an organizational slot pool. Each slot lets a player deploy one construct that is either owned by the player themselves or an organization of their choosing . By default a player is assigned 10 slots in each of these two pools

## Personal Slots

Personal slots are for a players construct, the slots cannot be shared, transferred to another player or organization.

### Personal Slot Talents

To increase personal slots for constructs from the default 10 train the flowing talents

To determine how many constructs a player currently has they will need to manually count the constructs by opening the Map interface and selecting Constructs.

## Organizational Slots

An organization will have 0 slots when it is first created. Players can donate any number of slots to a organization up to their available maximum org slot pool. Organizations can receive slots from player up to the max construct limit of the organizations best legate. To access the organization construct slot page select F3, then select the organization and then Constructs. On the summary section will highlight the state of the org slots, listed below are a few examples showing the warning yellow indicators of action needed

### Organizational Slot Talents

Talents that can affect organizational slots are in two areas, talents that let a player donate slots to an organization and talents that let an organization receive slots from players

#### Donating to an org

To increase slots to donate to an org, train the following three talents.

#### Use core slots that are donated

To increase the slots available for use by your org and enable your org to use donated talents train the following talents

## Timers

Construct slot checks are performed every 14 days. At that time if the number of constructs owned by the organization exceeds the number of its construct slots, the organization will enter a probation period. The balance must be restored, either by adding more slots or removing constructs, by the next 14 day timer interval or random constructs will be abandoned until the slot and construct count matches.

Donating slots to an organization has a 30 day cooldown period where the slots cannot be removed. Once a slot is donated to an organization it will stay with that organization until the player removes it.
Dynamic Construct

## Dynamic Constructs

A dynamic construct is one that is not permanently attached to the environment where it is placed and can me moved with the correct permissions either by externally moving the construct with the maneuver tool or by adding the correct elements e.g. Engines. A dynamic construct requires a dynamic core unit of an appropriate size. To view dynamic constructs purely as ships would be misleading, some of the community created constructs using a dynamic core include; sailboats, cars, trains, hot air balloons. If you wish to create a construct that moves, a dynamic core and some imagination is all that is needed.

## Physics Engine

All the physics in Dual Universe are performed on the client with the vectors saved to the server. This means that nothing moves unless there is someone near it. All players engage in physics calculations when in range. If a player's ship is falling through the atmosphere and they log off, the ship will freeze until the player or another player comes online and is in the range of the construct.

## Basic Elements of Flight

The most prevalent use of a dynamic construct is for atmospheric or space flight. There are essential elements required to enable a players construct to fly, some of these elements work only in atmosphere and some only in space, understanding the basics of ship construction will help you select the correct elements. After placing a dynamic core there are six requirements to build ships for flight; Control, Torque, Fuel, Force, Brake and Lift.

A great majority of ships fly in both space and atmosphere so will need a combination of one or more, and sometimes all of these elements. Building a space-only ship will not require the Atmosphere elements and likewise atmosphere ships do not need space elements. Dynamic constructs that do not need lift for example Cars will not usually need wings.

The starter hovercraft is a example of an atmosphere only ship that has all the requirements for flight, albeit without any high altitude lift and is considered a ground vehicle.

You will notice in the image the stabilizers are vertical, providing no high altitude lift, but preventing lateral drift, by moving the stabilizers to a horizontal position the speeder can maintain a higher altitude. For more details on lift, drag and drift see the section on Airfoils

There are a variety of associated flight support elements that are not mandatory, but assist in flight mechanics.

Flight Support Elements

When choosing voxels for the structure of the ship the player will need to take into account the weight and resistances to damage of the materials they use. Alternatively the player may choose not to use voxels at all on their dynamic construct.

Ship construction can become and in depth subject and while the above information may provide a brief guide, a more detailed study can be found under Ship Building Guide and will include subjects on cross-section, sustentation speed, brake force and inertia matrix

## Limitations

One of the major limitations of a dynamic core is that a player cannot deploy industry or mining units on the construct.
How to play guide for Darwin Project

*This article is a stub. You can help Darwin Project Wiki by expanding it.*

This page describes **how to play** *The Darwin Project*.

In order to survive Darwin Project you must gather Wood and Leather, craft Weapons and Tools and fight to outlast other inmates. You start in a lobby where you can choose your change your Crafting Wheel. A good idea for people unfamiliar with the map would be to focus on maximising stamina, getting the glider and using basic arrows as they give you 5 to start with.

The most beneficial resource is Electronics as they can build the very useful Powers like the turret and power leap. There are a big heads up when an electronic is about to spawn both on the mini map and with an effect in the sky giving you the location. Be careful though as attacking the electronic with arrows or the axe will cause it to burst and throw anyone near away, making it pretty much impossible to harvest when others are around.

During the game zones will be made forbidden and their temperature will drop dramatically. You should always escape the zone before this happens as when your temperature gauge drops to zero you will receive health damage until dead. The fastest ways to escape zones can be to use the portal to teleport you to the opposite side of the map, using a glider, hitting a mushroom so it bounces you a fair distance or just sprinting like hell. When there is only one zone left the forbidden area will shrink and enclose the players even further until the match ends.

Chests are some of the best things to harvest as they can drop Arrows, Armor, Perks or Tools. There are also non-craftable items such as First Aid Kit and Warm Coffee. Deer will drop the same things as chests as well as recovering a default of 50 health. They are hard to kill with an axe however so it they need to be shot first. There are also unconfirmed reports of an electronic being given from a chest.

After harvesting or crafting an item an object will appear highlighted in red. This can be examined by other players and used to track you, letting them see a highlighted outline of your profile and location from anywhere on the map. So you can only shake tracking by using a Smoke Bomb so try not to craft in open areas.
Action Points

Action points are a currency used by the Show Director which are obtained once every minute (according to the game) up to a maximum of 10.
The director starts out every match with 2 action points in total

You can use action points to activate Directors Powers

*This article is a stub. You can help Darwin Project Wiki by expanding it.*
Cold

*This article is a stub. You can help Darwin Project Wiki by expanding it.*

'Warmth' or 'cold' is a meter used in Darwin Project which the player must maintain in order to stay alive and is a key element of gameplay mechanics.
While in the arena a player's cold meter will lower at a constant rate (this rate can be decreased using a Cloak)

Warmth is shown as a blue bar above the stamina bar next to the minimap ingame.

When the warmth meter is low the player will find it increasingly difficult to see as the edges of the screen frost over.

When the meter is depleted the player will take increments or "ticks" of damage over time, each tick does 50 damage and occurs every second, and will continue to tick until the player has warmed up or died.

Snowballs can be used by other player's to decrease the opponent's cold meter faster.

Players can warm up in a variety of ways:

Being near any campfire (Fire) which can be crafted from the Crafting Wheel for 1 wood

Show Directors can use their Warm Up ability which will make a small robot follow and heat up the player for a short period

Players can obtain Warm Coffee from lootables which have the same affect as the warm up ability

Being near natural heat sources like Lava
Assembly Unit

The Assembly Unit is an Industrial Unit that produces elements using parts, materials, and/or resources. The time needed to produce a particular element is related to its complexity, as well as the levels of certain skills trained by the player. Tasks for the assembly unit can be scheduled in advance, so that the element can be working while the player is offline. There will be several level of upgrades for the assembly unit, defining its size, and the size of the elements it can produce.
* Assembly Unit (Concept Art)

## References

1. ↑ NQ-Nyzaltar, Dual Universe Forums, ""Asks Us Anything" Event", *Q&A #9*, [1]. 07/11/2016.
Outpost Villa

FTUE Outpost Villa
1        "Parrotos Sanctuary" - Artist Unknown XS
4        2 counter XS
2        Adjustor S
4        Adjustor XS
1        Atmospheric Airbrake S
1        Atmospheric Fuel Tank M
4        Bagged Plant A S
7        Bagged Plant B S
1        Basic Container S
2        Basic Container XS
1        Basic Mining Unit S
1        Bed S
5        Bench S
1        Cable Model A S
4        Cable Model B S
1        Cable Model C S
1        Canopy Metal flat L
5        Canopy Metal flat M
13        Canopy Metal flat S
1        Container Hub XS
1        Databank XS
1        Delay Line XS
2        Detection Zone XS
1        Eggplant Plant ase M
3        Elevator XS
5        Empty Shelf S
3        Ficus Plant A M
1        Ficus Plant B M
1        Force Field M
7        Full Shelf S
4        Glass Panel M
16        Glass Panel S
6        Half-Full Shelf S
1        Hull Decorative Element A S
1        Hull Decorative Element B S
4        Interior door S
2        Long Light M
1        Long Light XS
4        Manual Button S
6        Manual Button XS
6        Manual Switch XS
6        Nightstand S
3        Office Chair S
4        OR operator XS
1        Planet Hologram S
2        Plant Case A M
1        Plant Case C S
1        Plant Case D S
3        Plant Case E S
1        Plant XS
1        Programming board XS
7        Relay XS
1        Resurrection Node S
1        Screen M
3        Screen XS
1        Sink unit
1        Sliding Door S
1        Square Carpet XS
1        Square Light M
2        Square Light S
14        Square Light XS
1        Static Core Unit S
24        Steel column S
1        Surrogate VR Station M
1        Suspended Plant A S
1        Trash can S
4        Vertical Light S
2        Vertical Light XS
3        Wardrobe M
1        Window L
2        Window M
2        Window S
1        Wooden Chair S
4        Wooden dresser M
1        Wooden low table M
Patch 0.8.37

**Update 0.8.37 (9th January 2017)**

*With update 0.8.37, our main goal was to address a set of important issues that have recently come to light, including the use of Mardroeme to get an auto-win after not choosing a target for the Mutagen card. This was not how we intended for the card to work and was something that required our immediate attention, because of the effect it was having on ranked play (players who abused this exploit have already been banned).*

*Other issues that have been addressed in update 0.8.37 include server errors caused by killing Morkvarg on 2 Strength and playing 3 Reinforced Ballistas and Redanian Elites. These actions should no longer cause the game to desynchronize.*[1]
GeForce Now

Dual Universe is available via the Nvidia GeForce Now platform. This enables players with below minimum specification PC to run Dual Universe. There are three account types, Free, Priority and RTX 3080 each with its own set of features and limitations, the free account is ideal for testing or player alts.

As the PC that is running Dual is located in the NVidia cloud there are some limitations.

* Copying and pasting using local clipboard .
* Adding custom HUD using the autoconf feature.
Outpost Tri

FTUE Outpost: Tri
1        "Parrotos Sanctuary" - Artist Unknown XS
1        Airlock S
2        Atmospheric Fuel Tank S
2        Bagged Plant A S
2        Bagged Plant B S
1        Basic Container S
4        Basic Container XS
1        Basic Mining Unit S
1        Bed S
1        Bench S
2        Cable Model B S
2        Cable Model C M
2        Cable MOdel C S
11        Canopy Windshield flat S
1        Container Hub XS
3        Corner Cable Model C S
1        Detection Zone S
3        Elevator XS
1        Force Field S
1        Hull Decorative Element C S
21        Long Light M
1        Long Light S
2        Long Light XS
1        Manual Button S
5        Manual Switch XS
1        Nightstand S
2        Plant Case E S
4        Plant XS
5        Relay XS
1        Resurrection Node S
1        Screen M
1        Screen S
1        Space Fuel Tank S
8        Square Light M
16        Square Light XS
1        Static Core Unit S
4        Steel column S
1        Surrogate VR Station M
3        Suspended Plant A S
1        Transparent Screen XS
1        Virtual scaffolding projector XS
1        Window L
2        Window M
3        Wingtip S
4        Wooden Chair S
2        Wooden dresser M
1        Wooden table M
1        Wooden wardrobe M
Character Belt

*This article is a stub. You can help Dual Universe Wiki by expanding it.*

In Dual Universe, the Character Belt is a number of slots into which players can place specific items and equipment, much like the item bar in Minecraft.

## Description

The player can place virtually anything on the character belt, such as:

* Weapons
* Tools
* Scanners
* Batteries
* Resources, Materials, and Elements for building
* and many other types of equipment that have not been revealed yet
Darwin Project Wiki/Top section

Welcome to *Darwin Project* Wiki***Darwin Project*** was been released on the Steam platform under early access and Xbox One under game preview on **9th March 2018**
**As of 20th April 2018, Darwin Project is now Free to Play for all users** *[ Read More ]*
**As of 13th January 2020 6PM EST Darwin Project left early access and hit PS4, Xbox One and Steam as a full release.**

*Darwin Project* guides are written and maintained by the players.
We are currently maintaining 2,000 pages (101 articles).

Please feel free to contribute by creating new articles or expanding existing ones. You can check the Outdated Category pages & Wanted Pages for ideas on changes needed.

About Darwin Project
**The Darwin Project** takes place in a dystopian post-apocalyptic landscape in the Northern Canadian Rockies. As preparation for an impending Ice Age, a new project, half science experiment half live-entertainment, is launched. It’s called the “Darwin Project” and it challenges participants to survive the cold and fight to the death in a treacherous arena. The Darwin Project offers a competitive multiplayer third person survival experience featuring at its core a new gameplay innovation: the manhunt. In his or her path to victory, a player must survive extreme environmental conditions, track opponents, and set traps in order to win. *[ Read more  •  System requirements ]*

Inmates

Cosmetics

Crafting Wheel

Maps

Progression System

Show Director

Daily Rehab Program

Battle Pass
Dual Universe Wiki/Section 1

Welcome to the Official Dual Universe WikiWelcome to the Official Dual Universe Wiki
The Dual Universe guide for all of the features and details of the game that have been provided so far. Information from all of the blogs, videos, and Q&A sessions by the developers is compiled here to provide a resource of up-to-date and accurate information for all those interested in the game.
Recent changes | New pages | All Pages | All Categories

About Dual Universe
Dual Universe developed by Novaquark, is a single-shard, sandbox, MMORPG that takes place in a procedurally generated sci-fi universe. The game focuses on emergent gameplay, which is driven by a unique voxel building system, player-made economies and political systems.

Players can freely modify the voxel-based universe by mining the voxels of various types of worlds, and then use those voxels, or modified versions of them, to create any type of constructs they can imagine, including spaceships, buildings, and space stations.
Read more...

Subscribe & Play now!
Radar

The Radar unit gives your construct the ability to see dynamic constructs, space stations and if they are abandoned from a long distance. There are two versions: Space radars and Atmospheric radars.

Atmospheric radars work inside planetary safe zones, have a range of 5km and have three sizes. Space radars only work in space and have various type, tiers, sizes and a range of 400km. To compare attributes of space radars see the Space Radar Attributes page and the Atmospheric Radar Attribute page for atmospheric radars. Each control seat (Cockpit, Chair, Remote, Hoverseat, Gunner Module) can have both atmospheric and space radar attached at the same time time.

Similar to weapons, radars have a visibility cone that will need to be clear of voxels and other elements for the radar to function. Unlike weapons, there will be no cone falloff and obstruction will be a binary state, the cone will either be obstructed and the radar will not work, or it will be unobstructed and it will work

When a radar is attached to a Gunner Module additional telemetry can be obtained when a player identifies the target. See more details on the Combat page

Despite the readout declaring that while within a planetary safe zone the radar is blocked by planets atmosphere, they are unaffected by atmosphere.
Missions

The Mission system is a way to create tasks for you or other players to complete for a set reward. It can be opened from the tab menu or by pressing F8.

## Hauling

Hauling missions are missions where you move a packaged item from one place to another. You can set a hauling mission to pick up or drop off items to a Parcel Container or to sell at a Market, and each mission will indicate the distance to the start location, distance of the trip, whether or not it passes through a pvp zone, the time it has left before it expires, reward and collateral. Hauling missions can be set to last for a maximum of 1 week.

All items need to be the same type when packaging items to Haul and Sell.

When a player accepts a hauling mission by the mission menu, the collateral of the mission is immediately spent. If the package of the mission gets opened , destroyed or otherwise unable to be delivered to the issuer that collateral is given to the issuer, and the mission ends. Otherwise, if the mission is completed, the respondent gets the reward set by the issuer.

## Aphelia missions

Aphelia issued hauling missions are available by selecting the search icon.

Aphelia missions are offered in two types Classic and Special

Classic missions are persistent, do not change, have a reward of less than 200,000 quanta and the player has 31 days 108 min to complete the mission.

Special missions offer the player a random selection of missions greater than 200,000 quanta reward and are changed every day at 10:00 UTC and the player has 24 hours to complete the mission. All Aphelia missions require the player to use conventional engines, warp drives are disabled while packages are on board the player ship. Players can stack missions, but must take and complete missions in person. See the list of all Aphelia Missions

## Jobs

A player can create jobs of any type, including hauling, pvp, taxi services and more. Unlike the dedicated hauling missions, they are not scripted, do not require collateral and can only be set for a day.

## Reputation

Every player has a reputation rank as either an issuer or responder to player missions. All players can view reputation ranking which scales from 0 to 5.0

A player can gain reputation if:

* another player provides positive reputation reward at the completion of a mission.

A player can lose reputation if:

* another player provides negative reputation reward at the completion of a mission.
* your job expires

The reputation feedback popup will appear when a player opens the mission window (F8) after completion. The popup will only appear once and the feedback is binary.

## Alien Warfare

Alien warfare is a PvE lore driven system that has its own stub page
Fuel

In Dual Universe, Fuel is primarily used to power elements, most notably engines. Different types of elements require different types of fuel. For example, atmospheric engines cannot utilize the same types of fuel as space engines. (For more information, see the engine units page).

Each type of fuel has an associated fuel tank element into which only the specified type of fuel can be placed. In order for a construct to use fuel it must have a fuel tank (that contains at least some of the correct fuel type) on board, and the tank must be attached to the relevant elements. During construction core units automatically attach fuel tanks to the necessary elements. Those elements will then consume fuel as they are activated, (for example, engines only use fuel when they are engaged) with different elements using fuel at different rates, as indicated by their individual statistics. Note that vertical booster engines use space fuel. Adjustors and brakes do not consume fuel.

### List of Fuels

There are 7 types of fuel : 1 for atmospheric engines , 4 for space engines, 1 for rockets and 1 for warp drives.
Aegis

Aegis is a space market in the centre of the Safe Zone, the market features no bot orders. There is a 50km zone around the station where players cannot deploy space cores. Attempting to deploy a core within this zone will display an interdiction warning.

The space market is the only known deployment of an XL Space Core in the game.

Surrounding the market are four landing zones named after the planets Alioth, Madis, Thades and Sanctuary. Players can park their ship on the landing zones and teleport directly to the market.

The market is located at ::pos{0,0,13856701.7693,7386301.6554,-258251.0307} and has a Warp Beacon for easy access.
Novark Exacutus

FTUE Vehicle: Novark Exacutus Mk 1
17        Adjustor XS
4        Atmospheric Airbrake S
1        Atmospheric Fuel Tank XS
3        Basic Atmospheric Engine XS
2        Basic Hover Engine S
3        Cable Model B S
1        Canopy Windshield flat @
4        Corner Cable Model B S
1        Dynamic Core Unit XS
2        Fuel Intake XS
2        Headlight XS
1        Hovercraft seat controller S
1        Keyboard Unit
2        Long Light S
2        Long Light XS
1        Square Light XS
2        Stabilizer XS
1        Steel panel XS
1        Vertical Light XS
2        Wingtip S
Multiplayer Ship Crew

### In pvp

Each player can man one gunner chair. As each ship can only carry one shield however two ships with a single pilot in a gunner chair each are better than one ship with two manned gunner chairs.

The only advantage is that one player can be positioned in a ship and a second player can have his avatar (or alt account) on it, ready to log in if needed.

### In pve

Any ship can carry an infinite amount of avatars around that just hopped on, on- or offline. There is no advantage to having multiple online characters on a pve ship, outside of roleplaying.
Dual Universe Wiki/editcopy/Section 2

General Information

**Getting Started**
* Frequently Asked Questions
* Dev Blogs and Dev Diaries
* Public Archives

**Official Links**
* Official Website
* Community Portal
* Forum
* DevBlog
* Facebook
* Twitter
* Reddit
* Youtube / Twitch
* SoundCloud

**Lore**
* Official Lore Bible
* Lore Wiki Article

**Technology**
* Single-Shard Universe
* Voxel Technology
* Procedural Generation

**Features** (Show full list)
* Emergent Gameplay
* Interactive Elements
* Lua Scripting
* Organizations
* Realistic Economy
* RDMS - Player Permissions

Popular and useful pages

**GamePlay** (Show full list)
* Building
* Combat
* Economy
* Mining
* Programming (Lua)
* Scanning

**Game Mechanics**
* Constructs
* Multiplayer Ship Crew
* Physics
* Quantum Immortality
* Safe Zones
* Territory Control

**Universe**
* Game World
* Planets
* Biomes

**Game Objects**
* Blueprints
* Elements
* Materials
* Resources
* Weapons

**Player Character**
* Character
* Equipment
* Skills
Feli

Feli is a small planet located 300su away from Alioth. The planet is one of the most popular places to mine Gold Nuggets, and is recognisable by its large, moon sized crater. It has one moon, Feli Moon 1.

# Dangers

Players must be cautious when entering Feli, as it has a very high atmosphere, making it easy to burn up if you aren't careful. The ground can be just as deceiving, with its surface making it hard to tell how low down you are.
Player Character

The term "Player Character" refers to the individual avatars that players directly control. Players can have and control only one character at a time per account.

As a result of Dual Universe's single-shard universe, all player characters are persistent within the game, and can be seen and interacted with by any other character within line of sight. There are no private instances or spaces in which your character is removed from the game universe.

All player characters are human, and there are no current plans for expanding racial options in the future. However, at this time, character race has no gameplay ramifications.

## Lore

Within the game, the characters are all colonists sent on a mission to continue humanity away from a doomed Earth. They are virtually immortal, as resurrection nodes allow them to be reincarnated in the event that they die. *(See Main Page: Lore*)

## Customization

You can have your choice of gender - The character to be male or female, and currently five different areas available for color customization. Players can choose their preferred Skin Tone and there currently are four parts of the character's suit that are color customizable Primary, Secondary, Detail and Emissive. There are limited character customization options at this time, but this feature is expected to expand in the future.

## See Also

1. Player Activities
2. Skills
Chairs

A variety of decorative chairs are available to place on constructs, while players can sit on chairs they can not be used as control seats i.e. a Navigator Chair has no Navigation function. While thrones cannot be manufactured, they can be traded on the market and are usually gift or event items. The Chair Surface can be placed into player designed chairs. Elements are grouped into this category by the fact that a player can 'sit' on them, including the Shower Unit and Urinal. The ability to use these elements can be restricted within RDMS.
Game World

* **Game World**
	+ Planets
	+ Moons
	+ Asteroids
	+ Planetary Bodies and known Systems

The game world in Dual Universe consists of many procedurally generated planets, moons and asteroids, all of which are composed of voxels and have their own set of resources which can be mined by players. These all are contained within a single vast star system - The Helios System. There are additional systems intended to be added in the future, but as of this writing it is only the Helios System.

The distance between a planet and it's moon(s) is relatively small and can be travelled in minutes. The distance between two planets may be much, much larger, taking between one and five hours at maximum speed. A warp-drive is often used to quickly and safely move from one planet to another, this however needs warp-cells. With heavy cargo, the amount of cells needed is so high, that players often decide to move without the warp-drive, this is often referred to as "slow boating".

In between these worlds is open space and asteroids. While direct connections between planets are not an actual path, they are the path in space that is most travelled. Players refer to these shortest connections as "the pipe".

Dual Universe is a sandbox MMO where every player you meet is a real person, there are no NPC's. Aphelia is the governing AI, although some players distrust Aphelia she does provide Missions, Challenges and Tutorials that assist players and provide quanta. The overwhelming majority of content within Dual Universe is created by the players.

How big is the game world? From the centre to the theoretical edge of the Helios system is ~9x10^302 SU and at max speed would take ~4x10^296 years to reach the edge.

The name of the game is referring to the well known concept of duality in mathematics: two entities are "dual" when they have a different form, but share the same functional structure. https://en.wikipedia.org/wiki/Duality\_(mathematics)
Points of Interest

## Districts

The district centres are locations on Alioth, Sanctuary and Haven. Within the district complex are VR Surrogate stations,

## Hubs

Each district has a hub attached to the landing pad that houses default resurrection nodes. If you have no active resurrection nodes you will respawn at one of these.

There are various points of interest throughout Helios that are listed in the table below.
Power Units

Power Units are items and elements that hold or produce energy. The two main types of power units are reactors and batteries. Reactors produce specific amounts of energy that can be used to power space ships, buildings, and other constructs. Batteries are individual items that hold energy and are used to power personal equipment, such as scanners, weapons, and portable shields.

*Note: At this point, there is little additional information about these systems. This page will be updated as more information becomes available to the players. Power systems are still on the development roadmap for post release*

This small battery powers your Nanoformer, weapons, scanner, & portable shield. [1]
Leather

The leather is one of the three resources in the game along with the wood and Electronics. It used to craft and upgrade weapons, cloaks, boots and tools

### **Obtaining**

Leather can be obtained by going near a red chair (see photo) and collect it using either the action button or the attack button

## **Trivia**

* This page is 99% equal to the wood page