recursal/Fanatic-Fandom huggingface dataset:
Bloodpost

The **Bloodpost** allows the Hunter to execute Runners. The Blood Post must first be charged though. A downed Runner grants the Blood Post one charge and falling off of the Map gains two charges to the Blood Post. After three charges, any downed Runner can be sent to the post.

## Saving a player

If players succeed in saving a player, the post loses three Charges. Failure to save your teammate results in losing a life and losing them for the rest of the match.

## Notes

* Mines, turrets, or any other weapon-based powers can't be placed near the Bloodpost.
Guardian

**Guardian** is a physical job in *Unsung Story*.

## Description

Guardians stay at the front of combat, defending key choke points and fortifying their allies from harm. Stalwart warriors that protect those they deem worth protecting (which, incidentally, can include themselves).

* Weapons: Longsword and Shield
* Strengths: Great at blocking or preventing damage. High Health and Defense. Ability to protect others.
* Weakness: Low Mobility. Melee focused offense and protection ranges.
* Considerations: Health, Defense, Resistance

## Abilities

### Action abilities

Guardians have the following action abilities:

### Passive abilities

Guardians can assign the following passive abilities:

 5 | Bastion | Adjacent enemies deal 25% less damage to your allies (but not you)

*This article is a stub. You can help Unsung Story Wiki by expanding it.*
Roads

Roads are the main transport network available in Rise of Industry. The player can place them or use the ones already placed by the game.

## Types of Roads

There are in total of **4** roads available in Rise of Industry.

### Dirt Road

* This is one of the cheapest road you can buy in Rise of Industry.
* It will cost you $50.00 per tile.

### Urban Road

* This is the most common road. It is the road cities draw between themselves and with State. It is also the base roads for most calculations and number about speed.
* It will cost you $100.00 per tile.

### One-Way Road

* The One-Way Road is like the Urban Road but only allows traffic to move in one direction.
* It will cost you $100 per tile.

### Track

* This will be the most expensive road in Rise of Industry. It can be used to trains from place to place.
* It will cost you $200.00 per tile.

## Tunnels and Bridges

Tunnels are built to make a road pass under a hill/mountain. It costs the same cost per tile as a normal Road and exists for all road types. Bridges are built to make a road pass over a water tile (and can continue on successive tiles). It costs the same cost per tile as a normal Road and exists for all road types.
Scenario

Scenarios are a new feature added in A8.

The starting settings include all of the settings from career, as well as customizable goals for completion of the scenario.

To load a scenario (either dev created, from the workshop, or your own custom scenarios), click the load button on the bottom of the scenario home screen.

Note, to use custom scenarios, the Custom Scenario Mod must be enabled.

To upload a custom scenario to the Steam Workshop, follow the instructions at ( link to be added soon ).
Budget Screen

The Budget screen allows you to view analytical data very useful for controlling your industrial empire.

Total Budget Tab: Shows you the various sources of Income and Expenses you have throughout the game. You can sort the Total Income and Expenses or an itemized version based on the source of Income or Expense.

Total Sales Tab: Shows you the all of the Demand, Stored, Supplied, and total Sales of every Shop in every Town throughout the map. You can sort the information based on Town, Shop, or by the Product within the Shop.

Buildings Tab: Show you Production Efficiency and Cost of the Production buildings you have on the map. You can sort based on building type and specific buildings.
Cocoa

Cocoa is a Raw Resource that is gathered from a Plantation field and is mostly used as a complementary component for players investing in the food industry. It can be used to make Chocolate Cake or Chocolate Bar, two late-game recipes, in Food Factory. It can also be used to create Chocolate Liquor in the Distillery to compliment Beer, Wine, and Brandy.

## Production

**Farm**: Plantation

**Recipe Input**:

* 1 unit of Water

**Recipe Output**:

* 1 unit of Cocoa

**Production Time**:

* 17.5 days

## Sold at

**Desired Destination**: Farmer's Market

Price: $2,005.57

## Used In

Cocoa is currently used for:

* Chocolate Liquor with Water and Bottles in the Distillery
* Chocolate Cake with Wheat and Eggs in the Food Factory
* Chocolate Bar with Milk in the Food Factory
Cotton

Cotton is a Raw Resource that is gathered from a farm's fields, Plantation in this case.

## Getting Cotton

Cotton is gathered by a Plantation Hub from its fields. It gathers currently a Cotton unit by the field in 15 days. The Cotton unit can then be transported from the Plantation to any facility or warehouse.

## Recipes

Cotton need Water to be produced.

Cotton is currently used for:

* Fabric in Textile Factory

## Strategies

Cotton is only used for a unique recipe in Textile Factory, Fabric, which is the base component for most Textile Factory recipes. Any strategy using Textile Factory production lines would so need it.
Company Names Modding

# Adding custom Company Name Lists

Adding custom Company Name Lists is achieved by adding a single content file to any mod. Since these lists are just content files (JSON) you can have any number of lists within a single mod as well as any other file you want.

For each list you add to a mod a new entry will appear in the Main Menu when creating a new map (for any game mode, Career, Sandbox or even Scenario creation). This new entry will appear as a possible selection in the `AI Name Generator` world option. The asset type we are creating is of type ProjectAutomata.AiPlayerNameList, the docs for that type can be used as a reference when creating new lists.

Company names consist of two parts. One is the actual name and the other is a suffix. Suffixes from the list can be chosen at random.

# Example

In this example, we will create a new Company Name List that will add a new list with some names of Western Companies.

1. Create a new folder for your mod inside the Mods folder of the game and a desc.json for it (if you are not familiar with mods creation check out this article.)
2. Inside the content folder of your mod add a JSON file named WesternAiNames.json
3. Edit the new JSON file as follows:

```
{
 "type": "ProjectAutomata.AiPlayerNameList",
 "object": {
 "name": "WesternAiNames", //name of the scriptable object that will be created
 "displayName": "Western", //display name shown in main menu
 "uiOrder": 500, //The lower the ordering the further left it will be displayed
 "names": [
 "Tough",
 "Best",
 "Seal The Deal",
 "Eastern",
 "Sky",
 "Weston",
 "Morgan",
 "Wyatt",
 "Handy",
 "North",
 "South",
 "East",
 "West",
 "Old North",
 "Old South",
 "Old East",
 "Old West",
 "Arizona"
 ],
 "suffixes": [
 "Company",
 "Palace",
 "Trading",
 "Bounty",
 "Barter",
 "Co",
 "Pacific",
 "Products",
 "Ranch",
 "Creek",
 "Wells"
 ]
 }
}

```

Now run the game, a new choice (Western) will be available when choosing which `AI Name Generator` to use. Select Western and start map generation, when the world is ready you’ll see that other AI companies have western names.
Plastics

Plastics are a Component produced by the Petrochemical Plant and can be used in various recipes.

## Getting Plastics

Plastics are produced by the Petrochemical Plant.

It needs 2 unit of Gas and 1 unit of Oil to make 1 unit of Plastics. The process takes 3 days. The Plastics unit can then be transported from the Petrochemical Plant to any facility or warehouse. It has a base cost of $4,905.00 per unit.

## Recipes

Plastics are currently used for:

* Plastic Furniture with Furniture Base in Carpentry

## Strategies

Plastics are not much used yet, at the time of the game. At the moment, it can only be used for Plastic Furniture and so is a complementary component of Carpentry.
Alpha 5.0

**Alpha 5.0** is an update for Rise of Industry released on February 9, 2018.

Additions to Alpha 5 see Dynamic Economy, new shop behaviour, events, brand new UI, a stunning new soundtrack with SFX, zeppelins and SO much more!

## Additions

* Dynamic Economy: Ever fluctuating world supply and demand dictate global prices for goods
* Shops 3.0: New supply and demand mechanics will keep you on your toes
* New UI: Fresh look for Early Access
* New Main Menu: More improvements up-front
* New Music & SFX: Brand new soundtrack
* New Train Behaviour: A complete revamp puts less emphasis on train signaling
* Events: Random events can help or hinder your progress
* Tutorial: Start-up company? The guided tutorial will help you get you going
* Zeppelins: New high-capacity, high-cost transport
Alpha 4.0

**Alpha 4.0** is an update for Rise of Industry released on December 14, 2017.

Another huge update, crammed full of new features, is upon us as Alpha 4 is now available to download. A big game-changer is added with the first iteration of career mode ready to play which involves the all-new player specialisation and tech tree which focuses on player progression and is sure to give you a new challenge.

## Additions

* Player Specialisation & Career Mode: 1st iteration of career mode focussing on player specialisation & progression.
* Tech Tree: Unlock new buildings and upgrades for your empire.
* Boats: A slow but high-capacity transport alternative.
* Influence System: Keep towns onside or face a reputation backlash.
* New Models & Industry: New copper mine, new household goods factory producing luxury items like radios/tv's etc and of course the boat dock
* New Global Shader: New looks for the new update.

## Changes

* Revamped Economy: Almost all production lines are profitable. Enjoy getting rich by selling apples, brandy and radios alike!
* Borders & Regions: Maps are separated into regions and permits are required to build and operate there.
Meat

Meat is a Raw Resource that is gathered from a farm's fields, Livestock Farm in this case.

## Getting Meat

Meat is gathered by a Livestock Farm Hub from its fields. It gathers currently a Meat unit by field in 9 days. The Meat unit can then be transported from the Livestock Farm to any facility or warehouse.

## Recipes

Meat needs Water and Wheat to be produced, using any production line in Livestock Farm. It has a base cost of 4669.8$ per unit.

Meat is currently used for:

* Burgers with Dough and Vegetables in Food Factory
* Corned Beef with Cans in Preservation Factory

## Strategies

Meat is used as a direct End Product sold to towns. In mid game, Corned Beef is a good transitional recipe. Finally, Burgers are a very profitable late game Food Factory product.

As for all Livestock Farms products, Meat is produced with other products, Eggs in Chicken oriented Farms, Wool and Leather in Sheep oriented Farms and Milk and Leather in Cows oriented ones. Strategies should be made using these components too.
Chemicals

Chemicals are a Component produced by the Petrochemical Plant and are currently only used in Refrigerators, a End Product built by the Electronics Factory.

## Production

**Factory**: Petrochemical Plant

**Recipe Input**:

* 1 units of Oil
* 1 unit of Sand

**Recipe Output**:

* 1 unit of Chemicals

**Production Time**:

* 12.5 days

## Sold at

**Desired Destination**: Construction Goods

Price: $34,458.05

## Used In

Bottles are currently used in:

Refrigerators with Steel and Electric Wire in the Electronics Factory
System Requirements

These are the official **PC** and **SteamOS/Linux** Requirements for Rise of Industry

## Windows

 Processor
 Memory
 Graphics
 DirectX
 Storage
 Sound Card
 Additional Notes

 Processor
 Memory
 Graphics
 DirectX
 Storage
 Sound Card
 Additional Notes

## SteamOS/Linux

 Processor
 Memory
 Graphics
 Storage
 Sound Card
 Additional Notes

 Processor
 Memory
 Graphics
 Storage
 Sound Card
 Additional Notes

## See also

* How to play guide for Rise of Industry
* Release Date
* Patch Notes
Settlement Names Modding

# Adding custom Settlement Name Lists

Adding custom Settlement Name Lists is achieved by adding a single content file to any mod. Since these lists are just content files (JSON) you can have any number of lists within a single mod as well as any other file you want.

For each list you add to a mod a new entry will appear in the Main Menu when creating a new map (for any game mode, Career, Sandbox or even Scenario creation). This new entry will appear as a possible selection in the TOWN NAMES GENERATOR world option. The asset type we are creating is of type ProjectAutomata.SettlementNameList, the docs for that type can be used as a reference when creating new lists.

# Example

In this example we will create a new Settlement Name List that will add a new list with some names of Italian cities.

1. Create a new folder for your mod inside the Mods folder of the game and a desc.json for it (if you are not familiar with mods creation check out this article.)
2. Inside the content folder of your mod add a JSON file named ItalianTowns.json
3. Edit the new JSON file as follows:

```
{
 "type": "ProjectAutomata.SettlementNameList",
 "object": {
   "name": "ItalianTowns",
   "displayName": "Italy",
   "uiOrder": 500,
   "names": [
     "Bari",
    "Caserta",
     "Napoli",
    "Milano",
    "Palermo",
     "Torino",
     "Venezia"
   ]
 }
}

```

Now run the game, a new choice (Italy) will be available when choosing which TOWN NAME GENERATOR to use. Select Italy and start map generation, when the world is ready you’ll see that now Settlements have Italian names.
Iron

Iron Ore is a Raw Resource that is gathered directly from map's resources, Iron deposits in this case.

## Getting Iron Ore

Iron Ore is gathered by an Iron Mine. It gathers currently an Iron Ore unit in 12 days. The Iron Ore unit can then be transported from the Iron Mine to any facility or warehouse.

## Recipes

Iron Ore doesn't need any resource to be produced. It has a base cost of $1,800.00 per unit.

Iron Ore is currently used for:

* Steel with Coal in Glassworks and Smelter

## Strategies

Iron Ore is only useful for a focus on Glassworks and Smelter's production lines, with Steel.
Coal

Coal is a Raw Resource that is gathered directly from Coal Deposits on the Map. It is used as a base Component Steel in the Glassworks and Smelter which is used in Recipes like Cans and Steel Barrels.

## Production

**Gatherer**: Coal Mine

**Recipe Input**:

* Place a Harvester near Coal Deposit

**Recipe Output**:

* 1 unit of Coal

**Production Time**:

* 10 days

## Sold at

**Desired Destination**: Hardware Store

Price: $758.20

## Used In

Coal is currently used for:

* Steel with Iron Ore in the Glassworks and Smelter
Grapes

Grapes are an early game Raw Resource that is gathered from an Orchard field. They are only used in the Distillery as a component for late game products like Wine and Brandy which can be sold.

## Production

**Farm**: Orchard

**Recipe Input**:

* 1 unit of Water

**Recipe Output**:

* 1 unit of Grapes

**Production Time**:

* 20 days

## Sold at

**Desired Destination**: Farmer's Market

Price: $2,377.81

## Used In

Grapes are currently used for:

* Wine with Wooden Barrel in Distillery
* Brandy with Bottles in Distillery
Eggplant Parmigiana

Origin | Italy

**Eggplant Parmigiana** is an Entree in *Cook, Serve, Delicious! 2!!* and a Special Order Food in *Cook, Serve, Delicious! 3?!*.

## Description

An Italian baked creation featuring an eggplant filling with a layer of cheese and tomato sauce, parmigiana is often considered one of the tastiest vegetarian Italian dishes featuring eggplant. Although variations featuring veal or chicken have become popular in area around the world, many Italians consider eggplant parmigiana to be one true parmigiana.

Italian legend states that parmigiana is best enjoyed with a large, full moustache that curls at the ends, as it tends to catch bits of the dish in itself for later enjoyment by either the man with the moustache or his wife when she reaches across the table for a kiss. This legend resulted in an increase of such facial hair in Italian culture. Meanwhile, women who were incapable of growing moustaches often sought out mustachioed men so they could see what all of the fuss was about.

## Recipes

**This food has two cooking stages to go through before serving.** The recipe is always the same.

**Step 1:**

 Oil  Eggplant

**Step 2:**

 Eggplant  Tomato Sau.  Parsley  Parmesan
Into Overdrive

*"The fight or flight system is a complex interaction of chemical and nerve responses. I can help it along by increasing the amount of cortisol you produce, turning fatty acids into energy that your muscles can use."*

- **Andrus Quintero**

A perk available to **Dash**.

## Overview

Increased Stamina regeneration by an amount while revealed.

## Levels

Perks can be leveled up by the technician located in the Scavenger hub. In reach the next level, one must complete a relevant task (shown when looking at the power in the upgrade booth) and gain a sufficient amount of blood.
So Close

*"Everyone likes a good story, like a Scavenger getting just within reach of a Blood Bank before being downed. It's dramatic, and I've been told it's popular. If you manage something like that, I'll make sure the system rewards you."*

- **Trinh Thanh**

## Overview

A perk available to The Inquisitor. Damaging a Scavenger who is delivering blood grants the Hunter with Ammo and Stamina.

## Levels

Perks can be leveled up by the technician located in the Hunter hub. In reach the next level, one must complete a relevant task (shown when looking at the power in the upgrade booth) and gain a sufficient amount of blood cells.

 2
Cartons

Cartons are a Component produced by the Papermill and can be used in various recipes for the Preservation Factory. It's mostly used as a complementary Resource in food-oriented strategies.

## Production

**Factory**: Papermill

**Recipe Input**:

* 1 unit of Cardboard

**Recipe Output**:

* 1 unit of Carton

**Production Time**:

* 10 days

## Sold at

**Desired Destination**: Home Goods

Price: $33,393.79

## Used In

Cartons are currently used for:

* Candied Apples with Apples and Sugar in the Preservation Factory
* Orange Marmalade with Oranges and Sugar in the Preservation Factory
* Orange Juice with Oranges and Water in the Preservation Factory
* Apple Smoothie with Apples and Milk in the Preservation Factory
Controls

**Camera:**

* [W][A][S][D]: Move the camera
* RMB: Deselect and hold to move the camera
* [Q]/[E]: Rotate the camera
* Mousewheel and [PgUp] or [PgDown]: Zoom in and out
* [Shift]+Mousewheel: Change camera elevation

**Free Cam Mode**

* [F10]: Enter/Exit Free Cam Mode
* [W][A][S][D]: Move the camera
* Move Mouse: Change Camera Direction
* [F] & [C]: Change Camera Elevation

**When placing a building:**

* [R]: rotate building you’re placing
* [Shift] + RMB: place more than one of the same type

**Function Hotkeys:**

* [F1] Help Panel
* [F5]: Quicksave
* [F7]: Quickload
* [F8] Top Down View
* [F11] Turn Off User Interface
* [F12] Take Screenshot

**Keyboard Hotkeys:**

* [R]: Build road
* [B]: Demolish building
* [H]: Focus Camera on Headquarters
* [T]: Tech Tree
* [X]: Copy Building
* [SHIFT] + [X]: Copy Building Setting

**Terraforming Hotkeys:**

* [I] Flatten Earth
* [O] Raise/Lower Earth

**Other:**

* [1][2][3][4]: Adjust Game speed
* [Space]: Pause the game
* [ESC]: Close all panels and open menu
* [TAB]: Cycle between:
	+ Settlement Labels
	+ Add Major Centers Labels
	+ Add Resource Labels
	+ Add Building Labels
	+ No Labels

* [Alt] Toggle Production Bubbles
* LMB on Truck: Show truck information
* [G]: Toggle terrain grid
Deathgarden Wiki/Section 4

Wiki Community
We are currently maintaining 1,203 pages (227 articles)!

Recent changes | New pages | Missing pages

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Auto Hack

*"Everyone may think that you're all about nature, but I know the tech that bristles in your suit. With some small changes to your interaction modules, you'll be able to automatically hack objects when you're near them."*

- **Trinh Thanh**

**Auto Hack** is one of two Unique Bonuses available to The Stalker.

## Overview

A Unique Bonus of The Stalker. Crates within interaction distance are instantly and automatically hacked. Hunter.
Release date

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

This page contains the **release information** for *Deathgarden*.

## Early access

*Deathgarden* hit early access on August 14th 2018. Additionally, players that played during Alpha/Beta or that pre-ordered the game, got to play before Early Access starts during Deathgarden's soft launch (Aug. 9-13 2018).

*Deathgarden*'s lifespan had come to an end when the re-launch, *Deathgarden: BLOODHARVEST,* released in early access on May 30th, 2019. Players who previously owned *Deathgarden* were compensated with two Steam gifts of *Deathgarden: BLOODHARVEST,* and with an exclusive cosmetic outfit for The Inquisitor and Inked. Players who purchased *Deathgarden: BLOODHARVEST* during the first week of release were given a second copy of the game in their Steam gift inventory.

## References

1. ↑ News article about soft launch on the Deathgarden official website

## See also

* How to play guide for Deathgarden
* System requirements
Gather & Deliver

**Note: This article is a remnant of the wiki from before Deathgarden got reworked. There is no information by the developers for any additional modes, apart from Bloodharvest.**

**Gather & Deliver** is one of the modes in Deathgarden.

## About

1.) Runners need to gather Keys from Dispenser Stations and take these Keys to the different Delivery Points found in the Garden;

1.) Runners are revealed when they carry a Key. However, they can drop their key a few seconds after picking it up; Once they drop the key, they are no longer revealed.
2.) Runners must bring a total of three Keys to a Delivery Point before fully capturing said point.

3.) Once the Runners complete two Delivery Points, two Exits open and the Blood Mode is activated. Runners can escape by any of the two Exits.
Template/Perk

*"Sample Sentence."*

- **Trinh Thanh/Andrus Quintero**

A perk available to **Title**.

## Levels

Perks can be leveled up by the technician located in the Hunter/Scavenger hub. In reach the next level, one must complete a relevant task (shown when looking at the power in the upgrade booth) and gain a sufficient amount of blood.
TriSynkt .45c

The **TriSynkt .45c** is one of the weapons in Deathgarden available to the Inquisitor and the Stalker.

## Levels

Weapons can be leveled up by the technician located in the Hunter hub. In reach the next level, one must complete a relevant task (shown when looking at the weapon in the upgrade booth) and gain a sufficient amount of Ink Cells.

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Crude Oil

Crude Oil is a Raw Resource that is gathered directly from map's resources, Crude Oil deposits in this case.

## Getting Crude Oils

Crude Oil is gathered by an Oil Drill. It gathers currently a Crude Oil unit in 6 days. The Crude Oil unit can then be transported from the Oil Drill to any facility or warehouse.

## Recipes

Crude Oil doesn't need any resource to be produced. It has a base cost of $900.00 per unit.

Crude Oil is currently used for:

* Refined Oil in Petrochemical Plant
* Rubber in Petrochemical Plant

## Strategies

Crude Oil is the base component for Petrochemical Plant's production lines and is used after transformation in many other factories (Furniture Factory as Plastic, Textile Factory as Rubber...)
Cerberus 38B

The **Cerberus 38B** is one of the weapons in Deathgarden available to the Veteran.

## Default Statistics

Triple barrel Carbine with an accurate but wide spread

## Levels

Weapons can be leveled up by the technician located in the Hunter hub. In reach the next level, one must complete a relevant task (shown when looking at the weapon in the upgrade booth) and gain a sufficient amount of Ink Cells.

 2
Heal Faster

*"Small wounds are healed by nanomachines suspended in the blood stream. When damage occurs, the nanomachines nearest the wound detect the trauma and begin repairs. The duration between the damaging event and the onset of repairs can be reduced by adding more nanomachines as well as improving their drive systems."*

- **Andrus Quintero**

A perk available to Sawbones.

## Levels

Perks can be leveled up by the technician located in the Scavenger hub. In reach the next level, one must complete a relevant task (shown when looking at the power in the upgrade booth) and gain a sufficient amount of blood.
Power Shock

*"Upgraded power cables allow for a greater discharge of energy, and more damage to any Scavenger who's foolish enough to be nearby."*

- **Trinh Thanh**

A perk available to **The Stalker**.

## Levels

Perks can be leveled up by the technician located in the Hunter hub. In reach the next level, one must complete a relevant task (shown when looking at the power in the upgrade booth) and gain a sufficient amount of blood.

 2
Levels

Players can level up their account and their individual characters by earning experience in the Garden. Every character will have their own level, based on the experience earned, and the account will have a global level. To unlock certain perks, the character needs to be a certain level. However, all perks can be unlocked by level 5 and attaining this level should only take a few matches.

These levels and their titles can be checked in the HUD of the Locker Room. Check the top right hand side to see your levels. Every character level will come with a title, based on the number of the rank.

* *For example: A level 1 Scavenger character will be called Aspirant, as A is the first letter of the alphabet.*

This will go on to 26, then it will reset, but a prefix will be added to the title.

* *For example: A level 27 character level will be called Duo--Aspirant*

## Post-26 prefixes

Below you can find the prefixes for the leveling cycle. Level 1-26 will be cycle 1 and will not have a prefix. Level 27-52 will be leveling cycle 2 and will have the Duo prefix, etc,...

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Deathgarden Wiki/Section 3

Videos

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System requirements

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

The following are the minimum and recommended **system requirements** for *Deathgarden*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Recommended requirements

* Requires a 64-bit processor and operating system

## Minimum requirements

* Requires a 64-bit processor and operating system
* OS: Windows 7, 8, 8.1, x64
* Processor: Intel Core i5-2500K or AMD FX-8120 Eight-Core
* Memory: 8 GB RAM
* Graphics: Nvidia GeForce GTX 770 or AMD Radeon HD 7970 / R9 280 X
* DirectX: Version 11
* Network: Broadband Internet connection
* Storage: 20 GB available space

## See also

* How to play guide for Deathgarden
* Release date
Andrus Quintero

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

> *"If you want to survive the Bloodharvest, you're going to need all the technical and medical help you can get. Stay on his good side."*
>
>

**Andrus Quintero** is the Technician stationed at the Scavengers' upgrade booth. Andrus wears a helmet and full-body suit, and thus their face and other identifying features are not visible to the player.
Sugar

Sugar is a Raw Resource that is gathered from a farm's fields, Plantation in this case.

## Getting Sugar

Sugar is gathered by a Plantation Hub from its fields. It gathers currently a Sugar unit by the field in 12 days. The Sugar unit can then be transported from the Plantation to any facility or warehouse.

## Recipes

Sugar need Water to be produced. It has a base cost of 1830$ per unit

Sugar is currently used for:

* Candied Apples with Apples in Preservation Factory
* Orange Marmalade with Oranges in Preservation Factory
* Soda Water with Water in Preservation Factory

## Strategies

Sugar is mostly used as a component for the Preservation Factory. It combines with Oranges and Apples.
Deathgarden Wiki/de/Section 1

Welcome to the Deathgarden WikiWillkommen im Deathgarden Wiki
Deathgarden Referenzen geschrieben und editiert von Spielern.
Bitte fühlt euch frei etwas zum Wiki beizutragen indem ihr neue Artikel erstellt oder bereits bestehende erweitert.

Derzeit unterhalten wir 1,203 Seiten mit (227 Artikeln).

Deathgarden
**Deathgarden** Ist ein Spiel entwickelt von Behaviour Interactive.

Stattfindend in naher Zukunft, dreht sich Deathgarden um einen spektakulären und realistischen Blutsport, der zugleich die beliebteste Unterhaltung auf dem Planeten ist, auf dem mächtige Jäger auf agile Läufer jagt machen.

In Deathgarden entscheiden die Spieler, sich als ein Team von agilen Läufer zusammen zu schließen oder den Jäger zu verkörpern, ein schwer ausgerüsteter Champion dessen Mission es ist die Läufer zu töten und sie somit daran zu hindern dem Garten zu entkommen - eine Arena welche sich stätig verändert.

[Ließ mehr...]
Cling Wrap

*"Firstly, a titanium shell is printed beneath the surface of your fingertips, toughening them, without any loss of sensation. Next, a system of clamps are created within the wrist, which can lock the tendons in place, freezing the fingers in a clawed position. After that, you can hang in place for a long time, with very little exertion."*

- **Andrus Quintero**

A perk available to **Inked**.

## Levels

Perks can be leveled up by the technician located in the Scavenger hub. In reach the next level, one must complete a relevant task (shown when looking at the power in the upgrade booth) and gain a sufficient amount of blood.
Locker Room

The Locker Room serves as the main menu for Deathgarden: BLOODHARVEST. Instead of a menu with several tabs and submenus, you are dropped into an isolated room, with several NPCs and a console to interact with. Using these facilities, a player can swap between Hunter and Scavenger, swap between individual Scavengers or Hunters, unlock and upgrade their abilities, unlock new characters, queue for a game in their desired region or set up a private game.

 **Locker Room (Hunter)**

**Locker Room (Scavenger)**
2 column responsive main page (alternative)

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Hoga Renzo

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

> *"Although far more powerful than Scavengers, Hunters should never become complacent. Advancement within the Enclaves only comes to those who perform well in the Bloodharvest. A good match is essential."*
>
>

**Hoga Renzo** is the Matchmaker stationed at the Hunters' Matchmaking booth. Hoga wears a mask and full-body suit, and thus their face and other identifying features are not visible to the player.
Blowout

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

> *“The oil field detonated, killing our people but destroying the enemy and denying them their prize. Victory comes at a cost, and there are always sacrifices to be made.”*
>
>

One of the Gardens available to play in Deathgarden.

**Blowout** is a large open oil field shrouded in a dense fume cloud. The arena is crammed with rust-covered drilling and pumping machinery.

* **Biome:** Desert
* **Atmosphere:** Choking Fumes
* **Garden Elements:** Oil rig, pipes, barrels, pumpjack, oil Derrick, ruins, cacti, scarce trees, trenches, scattered flat patches of land surrounded by cliffs.
Hunters

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

A playable character class. The **Hunter** is a powered champion, normally coming from within The Enclave, whose role consists of defending The Enclave from unworthy inhabitants. Their main goal is to defeat all the Scavengers, and prevent them from becoming part of The Enclave's society.

**Hunters** compete against the Scavengers in the Garden. At this time there are 4 individual Hunters, each with their own lore, cosmetics, active abilities, selectable Perks and passive boosts. One or two Hunters enter the Garden in first-person view, which is meant to give Scavengers an advantage by limiting The Hunter's field of view, against a team of five, or ten, Scavengers. Each Hunter has their own default load-out, which they can use in the Garden to increase their chances of killing Scavengers.

As of the release of **Deathgarden: BLOODHARVEST,** new players start with The Poacher as the default Hunter, while The Stalker, The Inquisitor and The Veteran can be unlocked for 1000 Iron each.

Every Hunter has 2 abilities which are shared with all other Hunters, 1 ability unique to them, 3 Weapons (of which they can select 2 per game), 6 Perks unique to them (of which they can select 2 per game) and 2 passive Perks, which are always active on that specific character.

## Shared Abilities

Scavenger's interactions, and slows the affected Scavengers
down, with a 6 second cooldown.
To Hide
reveals Scavengers for a short period of time. It does **not**
interrupt interactions or slow Scavengers down, but is still on
a 6 second cooldown.
(Currently exclusive to The Veteran).
Lucky Rabbit's Foot

*"There's more dead space in a Vambrace than you might expect, if you know where to look. I can add another NPI reservoir in there, to give you some 'free' shots. I'll rig it to a randomizer, just to keep it interesting."*

- **Andrus Quintero**

A perk available to **Dash**.

## Overview

Chance to not spend ammo when firing bolts. Consecutive failures increase the chance.

## Levels

Perks can be leveled up by the technician located in the Scavenger hub. In reach the next level, one must complete a relevant task (shown when looking at the power in the upgrade booth) and gain a sufficient amount of blood.
Events

Events are actions taken by the game to either hinder the Player by forcing negative effects in their world or provide the Player a beneficial opportunity to take advantage of if they can. These Events can range from changing Production times and Prices to reducing traffic speed and changing your upkeep. Whatever happens, it is up to you what actions you take to get to the top!
Stealer

*"When you down a Scavenger, your suit will begin to attack their reclamation system. If it's successful, you'll grab some resources from them. Well, if they were worthy, they wouldn't have been downed, so they don't deserve them anyway."*

- **Trinh Thanh**

A perk available to **The Stalker**.

## Overview

Grants bonus XP when downing a Scavenger.

## Levels

Perks can be leveled up by the technician located in the Hunter hub. In reach the next level, one must complete a relevant task (shown when looking at the power in the upgrade booth) and gain a sufficient amount of blood.

 2
 3
 4
Emboldened

*"You have to be bold, you'll never get into an Enclave if you hide in the long grass all the time. Dig around in the bodies, collect blood to recycle into NPI and you'll be rewarded with a short period of protection. Keep doing it, and might even get out of here in one piece."*

- **Andrus Quintero**

A perk available to Fog.

## Overview

Delivering Blood grants a 30 Hit Point Shield for a time.

## Levels

Perks can be leveled up by the technician located in the Scavenger hub. In reach the next level, one must complete a relevant task (shown when looking at the power in the upgrade booth) and gain a sufficient amount of blood.
Pollution

Pollution is the act of destroying the environment with industrial byproducts and waste from various production buildings. In the game, putrid smoke coming from buildings and desaturation of land and water tiles represents areas affected by pollution.

Pollution affects the map in different ways depending on where the Pollution is vs what tiles are nearby and where the wind is blowing.

# Spreading

Pollution spreads mainly from Production Buildings at various rates depending on their location relative to the Production buildings as well as the Pollution rating of the Buildings and other factors.

Every tile has a Blight Rating to indicate how polluted the tile is. At the beginning of the game, each tile begins with 0% Blight Rating. (Scenario Maps may be the exception)

If a Production building is on a tile, those tiles will gain a Blight Rating equal to the Pollution Rating of the Production building up to 100%. Once a Land tile has reached 100% Blight Rating, they will begin to impart their earned rating to tile within 1 Radius of itself.

Example (note: numbers are arbitrary until final design):

1. A tile with a Factory on it gains 5% Blight Rating from the Factory per day.
2. When the tile reaches 100% Blight Rating 20 days later, the tiles adjacent (secondary tiles) to the original Land tile gain a Blight rating of 5% per day.
3. When the secondary tiles gain 100% blight rating they will, in turn, grant a 5% Blight Rating to the next radius of tiles.

Pollution Rates will also be affected by the Wind direction. While a Production Building is generating a Product, they will double the Blight Rating/Day in the direction of the wind blowing%. Tile under the line and within one tile radius are affected by the increase.

Example:

When a Polluted Land Tile adjacent to a Water Tile becomes too polluted (+100 Blight Rating), the Water Tile will start gaining a Blight Rating and immediately affect adjacent Water Tiles. After a Water Tile reaches 100 Blight Rating, it will affect another radius of Water Tiles. Water is polluted 4 times faster than ground. Wind does not affect water tiles.

Pollution Rate of Buildings:

 Pollution Rating / Day

Diminishing Returns: Ground Pollution generation is -0.1% for each tile away from its source. Note: not 0.1% of its value, but X-0.1%. So if a tile is 10 tiles away from the building that generates 5%, it's a total of 4% (5% - 1%), not 4.99% (100% - 1% of 5).

# Pollution effects

If there are buildings on a polluted tile, they will function differently.

If a Land Mass Tile with a Settlement Building has a Blight Rating of 50% or more, the Settlement will demolish the building and kill the population that lived on the tile.

If a Land Mass tile with Field on it has a Blight rating of 50% or more, the Field Production will be lowered by 16.67% for each tile affected.

If a Water Tile currently being gathered by a Water Siphon has a Blight Rating of 50% or more, the Water Siphon will reduce the Harvester Production by 50% per tile polluted.

# Difficulty Ratings

 Pollution Generation
 Score
Plenum Tubes

*"Your blood collection system is pretty complex: able to pump NPI-rich blood to and from the Garden's systems at high speed. There's always room for improvement though. I can increase the size of the tubing and the power of the magnetic coils, which will let you offload blood faster."*

- **Andrus Quintero**

A perk available to **Dash**.

## Overview

Increased Blood delivery speed by an amount.

## Levels

Perks can be leveled up by the technician located in the Scavenger hub. In reach the next level, one must complete a relevant task (shown when looking at the power in the upgrade booth) and gain a sufficient amount of blood.
Code Optimization

*"As with any digital system, there are always overheads when setting up an interface. More efficient code can remove some of the bottlenecks and should smooth things along."*

- **Andrus Quintero**

A perk available to **Dash**.

## Overview

Increased Crate interaction speed by an amount.

## Levels

Perks can be leveled up by the technician located in the Scavenger hub. In reach the next level, one must complete a relevant task (shown when looking at the power in the upgrade booth) and gain a sufficient amount of blood.
Deliver Master

*"While you are interacting with a Blood Bank, the Garden's magnetic fields slow down projectiles that are on course to impact you, mitigating some of their damage potential."*

- **Andrus Quintero**

A perk available to **Inked**.

## Overview

While actively delivering and within 1 second of delivering Blood, you and all others within 15m take less damage.

## Levels

Perks can be leveled up by the technician located in the Scavenger hub. In reach the next level, one must complete a relevant task (shown when looking at the power in the upgrade booth) and gain a sufficient amount of blood.
Wake me Up

*"When Scavengers damage a drone, it takes awhile for the auto-repair systems to kick in and reboot it. if I make some changes to the codes executed, I should be able to have the drone prioritize its repairs better."*

- **Trinh Thanh**

A perk available to **The Veteran**.

## Levels

Perks can be leveled up by the technician located in the Hunter hub. In reach the next level, one must complete a relevant task (shown when looking at the power in the upgrade booth) and gain a sufficient amount of blood.
Keep Hanging On

*"Climbing produces a signature set of biological reactions within the body and I can key your internal nanomachines to those. They'll lock together and toughen your skin, reducing the damage you take. The effect is only short, but it's not a good idea to hang in full view for long anyway."*

- **Andrus Quintero**

A perk available to **Inked**.

## Levels

Perks can be leveled up by the technician located in the Scavenger hub. In reach the next level, one must complete a relevant task (shown when looking at the power in the upgrade booth) and gain a sufficient amount of blood.
Fabric

Fabric is a Component produced by the Textile Factory and can be used in various recipes.

## Getting Fabric

Fabric is produced by the Textile Factory.

It needs 1 unit of Cotton and 1 unit of Dye to make 1 unit of Fabric. The process takes 3 days. The Fabric unit can then be transported from the Textile Factory to any facility or warehouse. It has a base cost of $3,955.07 per unit.

## Recipes

Fabric is currently used for:

* Summer Clothes in Textile Factory
* Winter Clothes with Wool in Textile Factory
* Handbags with Leather in Textile Factory
* Work Clothes with Leather in Textile Factory
* Mattress with Steel in Textile Factory
* Outdoor Clothes with Rubber in Textile Factory
* Books with Paper and Cardboard in Papermill

It can also be sold directly in a Hardware Store

## Strategies

Fabric is the major Component in Textile Factory. It's used for any strategy involving this factory. And as it is possible to sell it directly, it is also a good low-cost investment.
How to play guide for Deathgarden

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

This page will serve as a basic **how to play guide for *Deathgarden***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Basic gameplay

### Hunter

>
> * Down Scavengers by any means necessary
> * Collect Power Cores from blue Crates to power Drones that Reveal Scavengers
> * Get close to Downed Scavengers to Recycle/Execute them. 3 Executions opens the Exits.
>

It is the Hunter's overall objective to execute as many Scavengers as possible.

Hunters should maintain good map control through use of Drones; machines powered by Power Cores found in the blue crates scattered about the map. Upon activation, these drones enter the air and cover an area of the map with a scanner. Any Scavengers that enter this area will be highlighted to you, and an alarm will be sounded. Scavengers may destroy these drones by shooting at them with their Bolts. It takes 3 bolts for these drones to be destroyed by most Scavengers, but only 2 for Fog to destroy them, due to his unique bonus: **Tear it Down**.

Setting up multiple drones across the map slows Scavengers down by making areas risk being revealed.In order to avoid detection they will have to either avoid certain areas, or destroy drones before proceeding.

The Hunter is also able to hack crates by shooting them (or, in the case of the Stalker, by standing within range for long enough). Hacked crates will highlight and revealScavengers that interact with them for a period of time.

### Scavenger

>
> * Deliver 55 Blood at a Blood Bank to turn it into an exit when the timer expires.
> * Collect Power Cores from blue Crates to provide Charges for your Vambrace Power
> * Escape!
>

## Controls

### Scavenger

These are the Default Key Bindings.

 Aim | R Mouse Button

## Tips and tricks

* All players standing near any Resource Crate or Blood Pile receive the benefits.
* Scavengers enter 20 seconds before the Hunter. They should use this time to find and mark valuable Crates spread throughout the Garden.
* Scavengers maintain their momentum when jumping and using ADS.
* You can cling to a wall twice. To do it three times, it's Cling, Jump, Cling, Wallclimb, Cling.
* Successfully using your Vambace to help a Scavenger escape the hunter nets a lot to your score.
* Watch Scavengers and understand how they move.
* Listen for blood posts and broken drones.
* Used/ regenerating crates and Blood Piles are telltale signs of scavenger activity.
* Do not let the scavengers cooperate, it will speed their progress.
* weapon spread decreases with crouch and iron sights.

* Headshots are encouraged.

.

## See also

* Marking
* Release date
* System requirements
Rattler RX35

The **Rattler RX35** is one of the weapons in Deathgarden available to the Veteran.

## Default Statistics

Grenade Launcher which fires bouncing grenades

## Levels

Weapons can be leveled up by the technician located in the Hunter hub. In reach the next level, one must complete a relevant task (shown when looking at the weapon in the upgrade booth) and gain a sufficient amount of Ink Cells.

 2
Dye

Dye is a Component produced by the Textile Factory and can be used in two main categories of strategies. First, with Cotton, it makes for the major component in Textile Factory, Fabric. Or it can be used in various recipes in the Papermill, where it is almost as important as Paper or Cardboard themselves.

Finally, its use in the one of the two End Product of Petrochemical Plant itself, namely paints, makes it useful if the player built too many of them.

## Production

**Factory**: Textile Factory

**Recipe Input**:

* 2 units of Berries
* 1 unit of Water

**Recipe Output**:

* 1 unit of Dye

**Production Time**:

* 15 days

## Sold at

**Desired Destination**: Construction Goods

Price: $10,270.70

## Used In

Dye is currently used for:

* Paints with Cans and Water in the Petrochemical Plant
* Fabric with Cotton in the Textile Factory
* Newspapers with Paper in the Papermill
* Posters with Paper in the Papermill
* Gift Wrapping with Cardboard and Paper in the Papermill