recursal/Fanatic-Fandom huggingface dataset:
Resources

Gathering **resources** during battle allows the fleet to earn refits and occasionally choose upgrades and as such is a key gameplay component.

## Gathering

The most straight forward way to gain resources is to capture and hold mining stations. These grant 5 minerals per seconds, if left undisturbed.

Another way to gain minerals is to take down certain enemy objectives: Mining transporters grant 60, kills grant 150-600 (depending on First Blood and the enemies killing spree status) and base turrets grant 200.

Once the team as a whole has gathered enough minerals, every ship in the fleet will be eligible to level up receive upgrades. The resource thresholds per level are:

 Resources  | 500

## Upgrades

Every level grants minor buffs to various stats. Every third level up (3,6,9) grants much stronger (almost 3 times) upgrades to all these stats and the ability to choose a specific refit, which upgrades some of those stats even more (roughly as much as a regular level up would). The order the refits are chosen in does not matter (ie. DDA = ADD, on level 9). Also, each refit gives a flat additional bonus and they do not stack multiplicatively (ie. choosing the same refit again gives the same bonus).

The refits affect:

* attack: damage, attack ability/weapon cooldown, refire rate, charge rate
* defense: hull strength, station damage reduction, received heals, Armor strength
* utility: utility cooldown, max energy, energy regen, spotting range

In addition to all of the stats listed above each upgrade also increases capture rate and jump cooldown.

While the level ups become available for the whole fleet at the same time, to actually receive the upgrades and choose a refit, each individual player must return to home base or a forward station (or die).
Persecutor

**Platinum Cost** | 990

## In-game Description

**Difficulty: Very Hard**

*The Persecutor is a dedicated one-on-one fighter and counter to targets that rely on abilities, such as blinks and boosts, for movement with its suppression technology. The craft gets into position with is flexible Energy Blink system that can rapidly close the gap on the enemy using a succession of short-range blinks before unleashing its payload at near point-blank range. The craft is primarily built for close-range and relies on its own movement abilities to evade, ambush, and retreat.*
Armor

Armor is displayed by the “Armor Widget” in the bottom right of the screen and it protects your hull. Your armor has 6 facings: left, right, front, back, top and bottom. Most ships have armor pools of varying strength on independent armor facings. e.g. The Brawler has 4000 armor on its sides but 750 on its front. Whilst armor is up, damage taken is decreased by 25%, however, once it is broken, damage taken increases by 100%. Therefore, one should turn their ship when armor is broken or weakened to a side that is still intact to reduce damage taken by enemies.

Your ship's crew slowly repairs all your ship's armor while your ship is out of combat. The base repair rate is 120 seconds. Certain abilities allow this passive repair to take place during combat at an increased rate, currently Disruptor Repair Drones, Ranger Shutdown & Repair, Superlifter Repair Buoys, Venturer Heal/Defend Pulse and variants. The Protector can directly repair broken armor by applying one of its Repair Beam variants to a broken armor section. Repaired armor instantly takes effect, but the flames indicating broken armor linger until at least 25% of the armor has been restored.

Your armor, its repair rate and the damage taken while the armor is down, can be modified using implants and the corresponding crew members.

There are certain attacks that deal armor damage. While these cannot hurt the hull of the ship directly, they excel at shredding its armor, leaving it unprotected to follow up attack with conventional impact damage. Another danger even to the most heavily armored ships is Plasma damage, which ignores Armor entirely and damages the directly, usually in the form of DoT (Damage over Time) effects. Additionally, any AoE and squadron attacks will also ignore Armor.
Energy

**Energy** is indicated by the blue bar to the right of your crosshairs.

The primary way to spent energy is the use of the manual Point Defense. Furthermore, utilities (e.g. Detect or Repair) cost energy. And finally, on some occasions weaponry needs energy e.g. The Ravens overcharge beam requires energy to fire. Energy passively regenerates over time by 100 energy per second (regardless of the ship) and there are a few utilities and attacks that grant or even leech energy e.g. the Persecutors Absorb Beam. Further more, there are Implants and Crew members that grant increased energy regeneration.

The base energy pool for all ships is 5,000, except for the Raven and Aegis, who have 9,000 base energy. While there are no implants nor crew member that increase the energy pool, bringing a Utility Officer will grant energy efficiency, which reduces *all* energy costs and thus grants a larger effective energy pool.
Pioneer

**Platinum Cost** | -

## In-Game Description

**Difficulty: Easy**

*The Pioneer is a front-line attack craft, equipped with powerful explosive charge volleys for mid-range combat, and a single-shot atomic explosive capable of moving target ships out of cover. Its origins as an exploratory craft are still evident when it uses its powerful "Reveal Sector" ability, which identifies enemy targets at extreme range. The intense pulse also reveals the Pioneer itself.*

## Summary

A capable fast attack vessel, the Pioneer sports some of the most intuitive weapons and abilities available to combat vessels. Area-of-effect Void Charges reduce the amount of aiming a pilot has to do in order to deal large amounts of damage, and has an unrestricted firing arc, allowing engagement from any angle. A powerful combination of its Gravity Nuke and anti-armor missiles provides a powerful long-range punch that supplements the Void Charges short-range power. The only real shortcomings of the Pioneer are its lackluster special abilities and its lack of slowing or disabling attacks, relying instead on other vessels to keep targets in range. Its armor, while not stellar, is fairly strong, and can weather blows that could take down a larger vessel.

The Pioneer is currently the USR starter vessel, awarded when the player first boots up the game.

## Tactics

### When playing as a Pioneer:

Account for the travel time of your Void Charges - aim ahead of your target. This is doubly important when considering your Gravtiy Nuke. The projectile travels slowly but has huge impact damage and can swing the favor of a skirmish.

### When playing with a Pioneer:

Pioneers are good as part of a group of three - one heavy or stealth ship, one sniper ship, and the Pioneer in the Middle. When this group of three enters a lane, let the Pioneer use its *Reveal Sector* technique. The sniper vessel can then start setting up shots, and as enemies home in on the revealed Pioneer, the heavy or stealth ship will be lying in wait nearby.

### When playing against a Pioneer:

Since a Pioneer has a good turret traverse, do not try flanking it unless it is hit with a disable, overwhelming firepower, or its captain is otherwise distracted.

## Tips

- The Pioneer plays well as a front-line attack ship, but it neither has a lot of armor nor structural health. It's high damage output does allow it to out-duel other ships, however, as long as the Pioneer's pilot knows how to properly lead their shots and their Gravity Nuke has not already been used.

- The Reveal Sector ability is commonly used at the start of a match, to see what enemy ships may be in a lane. It can also be used to track targets for long-range sniper craft, and to locate targets which may be moving around to flank.

- The Detect Buoy, while less effective than a Detect Pulse, serves well as a means of covering objectives, bigger ships, and tactically sound positions. Either deploy it to cover your flanks, or in a position where it cannot be easily destroyed. Don't just toss it at the enemy.
Awakening

*Following the [[destruction of the artefact shard at Sigyn’s Breath, shockwaves from the explosion reached as far as the site of the original artefact discovery; Sudenica DA-9C.*

*The resulting blast had awoken something beneath the surface of the site; an ancient artefact, something alive.*

*This ancient relic became known as the “The Eye”.*

*Corporations have now set up nearby bases of operations in an attempt to contain this power for their own research.*

*Newton Siddis has tasked us in ensuring the corporations don’t get their hands on this tech. He wants the Eye for himself, and he wants it alive.*

**Awakening** is an event and varaiant of the Conquest game mode currently available until mid October 2018.

## Lore

The Awakening was preceded by what happened in the Catalyst event.

Upon entering a game:

*The Devastation of Sudenica*

*Following the destruction of the artefact shard at Sigyn's Breath, shockwaves from the explosion reached as far as the site of the original artefact discovery; Sudenica DA-9C.*

*The blast had awoken something beneath the surface of the site. This something became known as "The Eye".*

*Newton Siddis has tasked us in capturing The Eye. He wants its for himself, and he wants it alive.*

Upon finishing a game:

*The Eleventh Hour*

*The Eye awoke one last time, curled it's way upwards, and blasted a colossal beam into the star-strewn distance.*

*The beam eventually hit an impact point where nothing had existed before, creating a fissure to a place unknown.*

*Was the beam communication with someone? What would lie beyond the tear in space?*

*We didn't know what The Eye was doing, or what it would lead to - but it wouldn't be long before we found out.*

## Rewards

As with other Episodes, the Awakening event again offered Episode Rewards that could be obtained for free by simply playing the game mode in CO-OP or PvP. The rewards will expire on 18th October 2018 and are as follows:

* 6 Awakening matches completed: "The Eye" Emote
* 25 Awakening matches completed: "Ark'ain Eye" Badge and "Conservators Charge" Nameplate
* 60 Awakening matches completed: The TDS Aegis Vengeance Ultimate Skin, which will grant +20 % Credits when used!

By purchasing the **The Awakening Episode Pack** from the in-game store for 2,000 Platinum, players can instantly unlock a set of exclusive rewards, including the TDS Vengeance Aegis ultimate skin, which alone make this Episode Pack 1,600 Platinum cheaper then any other Ultimate Skin.The full set of rewards is:

* TDS Vengeance Aegis ultimate skin
* The Awakening hangar environment
* Limited edition Captain Jonesy and Skull & Crossbones emotes
* A limited-edition Badge and Nameplate
* 3 x Crew Implant Pods

Like the Episode rewards, the Awakening Episode Pack will only be available for purchase until 18th October.
SmartGun

## In-Game Description

It is worth noting that despite a big marketing push on the term Smart Weaponry, the use of the term "homing" is misleading. Smart weaponry is outsourced to a TDS subsidiary and whatever tech lives inside of those smart gun warheads, it is not built to the same standard TDS applies to its ships. Whilst they will close on the enemy, you still have to be firing from within a relatively tight angle to hit. These are not missiles. However the weapon system has proved popular since the additional aim assist allows Captains to focus on utility systems and supporting their allies.

## Summary

the Smart Gun fires of 5 projectiles in a wide conical spray. If an enemy ship is targeted when the weapon fires, the bolts instantly begin to home in on the targeted ship. They are no guaranteed to hit like missiles, but do track the target to an extent. The are neither quick not agile, requiring the player to still aim or risk the volley missing entirely. The projectiles can also be outrun by several ships, and are not effective against a fleeing enemy.

## Ships

The SmartGun technology is used by the following ships:

* Aegis uses the heavier Absorp Smart Cannon, which fires a volley of ten and leeches energy.
* Equalizer uses the modified Syphon SmartGun, which additionally leeches health.
* Paladin uses a weaker version of the Equalizers Syphon SmartGun.
* Protector uses its custom Protector SmartGun, trading damage and cooldown for better tracking capabilities, allowing the Protector to still hit while healing.
* Raven uses the weak Absorb Samrtgun, which deals little damage, but quickly drains the targets energy, restoring it to the Raven.
* Sentinel uses its custom Sentinel SmartGun.

Each ship can be equipped with different versions of their SmartGun in their loadout, usually modifying the trade-off between damage and utility.
Controls

[Esc]: In-Game Menu

[F1] or [Space]: Open Ship Select in Pre-Game

[F2]: Cinematic / No HUD

[1]: Ability 1

[2]: Ability 2

[3]: Ability 3

[4]: Point Defense

[5] or [Shift]: Jump Drive

[6]: Jump Home

[Tab]: Scoreboard

[Q]: Strafe Left

[E]: Strafe Right

[W]: Thrust Forward

[S]: Thrust Reverse

[A]: Rotate Left

[D]: Rotate Right

[R]: Recall Squads

[T]: Select Target

[O]: HUD Help Overlay

[G]: Enable Sniper Mode

[LCtrl]: Thrust Down

[Space]: Thrust Up

[C]: Cruise Control

[Enter]: Chat

[Ctrl]: (While in chat) Toggle Team or All Chat

[LMouse]: Fire Primary

[RMouse]: Fire Secondary

[MMouse]: Sniper

[Scroll]: Zoom
Manufacturer

There are currently three manufacturers producing all the ships found in the Fractured Space universe: The well-balanced American United Space Research (USR), the fast and heavy-hitting Russian Zarek Industrial (ZAREK) and the support-oriented Chinese Titan Defence Systems (TDS). Cosmetic differences aside, each manufacturer holds their position on the market by employing unique features in their ships. For example, the tracking SmartGuns are only found on TDS ships.
Fractured Space Wiki/Flex section

Trailer

Twitter

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Furion

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Very Hard**

*The Furion is a medium attack craft featuring a flexible front-firing primary weapon system to combat a variety of threats supported by a highly damaging 360-degree close-range deterrent for those looking to undermine its limited firing arcs. While it excels at front attacks, its maneuverability is lacking.*

## Summary

The Furion is a medium attack ship that specializes in taking down heavily armoured targets.

Its short-range heat-limited Plasma Thrower ignores enemy armor, and it carries a compliment of Corrode Drones which eat away at all of the armour on a target ship.

The rapid-firing AUG cannon has a narrow 100% forward firing arc, and anything not directly in front of the Furion can only be hit with one cannon.

The Furion Missiles are likewise forward-firing, but given enough of a turning radius they can track targets at any bearing.

## Tips

Send your Corrode Drones at your target, then use the boost to close the distance. Fire your Furion Missiles and open up with the AUG Cannon on the way, then light them up with the Plasma Thrower once within range.

When facing a Furion, keep your distance, use mobility abilities, and maneuver to stay out out of the forward firing arc of its AUG Cannon and out of range of its Plasma Thrower. Use point defense and fighters to take out its Corrode Drones as quickly as possible.

Healers should prioritize assisting any ship engaged by a Furion at close range, as the Furion's high DPS and armor-denying ability mean it can make short work of all but the hardiest targets.
Displacer

**Platinum Cost** | 990

## In-game Description

**Difficulty: Medium**

*The Displacer is a rear-echelon attack craft that is designed to disrupt enemy formations through long-range suppression, remove threats from strategic areas and tactically delay key targets from their objectives. It accomplishes these tasks with its ranged Linear Cannon and abilities that 'push' targets away via its Repulse AoE and its harpoon-esque delivery system. Unlike the Brawler however, the lacklustre performance of the Displacer's primary weaponry makes the ship vulnerable at close range.*

## Summary

The Displacer is the bastard twin of the Brawler - instead of reeling in enemies, the Displacer is focused on keeping them at range, with a set of abilities and weapons systems that both keep enemies away and are more effective at range.

Displacers disrupt enemy formations at range with the missile-targeted Displace system, pushing a target away from the Displacer and its allies. A Repulse system allows for the quick removal of enemies close to the Displacer, and a set of fighters allows for the removal of drone-based threats, especially bombers, as the Displacer has little in the way of moving itself. The Displacer's Linear Cannon deals increased damage at range, forcing the Displacer to utilize its displacing abilities to move enemies away in order to deal maximum damage. At close range, the Displacer suffers, with its minimal armor belying its above-average structural health, and its weapons being incapable of dealing more than an absolute minimum of damage.
Hangar

Ships are stored and viewed in the **Hangar**.
All ships are listed at the bottom of the hangar and are available for purchase with credits or platinum. Ships will always be ordered by their name, but may be selected by the categories owned status, manufacturer or class.

Upon selecting a ship, its 3D-model will be placed in the hangar and can be freely rotated. Additionally, a short rundown on the ships prowess in the categories Attack, Defense, Team play, and Speed is given on the left. Below this, there are three buttons:

* The *Loadout* button will open a menu where the ships different loadouts may be purchased and selected. This menu also hold more detailed information on the ship, its weapons and utilities.
* The *Try This Ship* button starts a solo game into the firing range, where any ship can be tested for free.
* the *Ship Guide* button will play a video overview of the ship.

On the right side of the hangar the players active missions, their progress and rewards are displayed.

## Hangar Environment

Hangar Environments can be purchased for Platinum and are also often included in packs, especially Episode packs. They change the backdrop scenery, dock and machinery around the currently selected ship and are as such purely cosmetic.
Hunter

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Medium**

*Hunters are front line ships. They are designed to push toward the enemy before engaging with relatively short range weapons. Their role is to find and destroy other attack craft.*

## Summary

The Hunter is a highly mobile attack ship, capable of dancing around enemies with its Blink system and significant damage with its powerful cannons and low-cooldown missile system. Regarding it's name, the Hunter is also equipped with a short-range detection system, but this utility is almost an afterthought compared to its versatile, mobile offensive capabilities. A good Hunter pilot needs to use the ship's Blink system to effectively and efficiently evade and pursue targets, harrowing them with its cannons until nothing is left.

## Tips

- The Hunter's cannons fire four projectiles at maximum volley, but only if the target is within the Hunter's frontal arc. Always keep your front towards your enemy.
Ultranium Ore

Max stack
 Use this in crafting.

**Ultranium Ore** is similar to Mondinium Ore, but is found in the cold biome. Can be smelted into Shaped Ultranium. Can be found from large rocks, and ultranium ore spawns. Ultranium most commonly spawns by itself in ore form deep in the Winter biome and rarely in the Red Desert biome, but also can be gathered using Snow Mining Drills. Ultranium is used for making many endgame items such as the Shotgun and its respective bullets, Red Winter Vest, and more.

Ultranium Ore can be smelted in a Fire Pit with Coal.
Black Widow

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Hard**

*The Black Widow is a rear-echelon attack craft that uses its Quick Cloak to move into an ideal ambush position, unleash its ordnance and redeploy in order to maintain pressure on enemy formations. Each of these high-velocity missiles are utility-based which allows captains flexibility on how they can weaken threats and aid allied attack. While missiles can be destroyed by the enemy's Point Defenses, the Black Widow comes equipped with utility to briefly interrupt weapon systems and aid missiles to their target.*

*Black Widows try to avoid close engagements, as their weak armor and lack of agility in its missiles solutions prevent them for surviving for too long.*

## Summary

Excelling at ambush warfare and guerrilla tactics, the Black Widow is a heavily-armed stealth vessel with performance proportional to the skill of its pilot. The Black Widow's main armament consists almost solely of missile weapons - all of which can be intercepted by ship-based Point Defense. A single, well-timed point defense activation can neuter the Black Widow's entire damage output. As a result, Black Widow pilots must learn how to accurately and effectively time their attacks, utilizing the split-second weapon disable of Weapon Interrupt to allow their high-damage missiles to slip through point-defense networks. The massive array of missiles that the Widow can arm allows for a extremely varied amount of configurations that allow the Widow to perform different roles - slowing targets, breaking their weapons, concussing them, and draining the energy used to fuel their abilities.

## Tactics

### When playing as a Black Widow

- Lie in wait while cloaked until the enemy initiates their jump, then bombard them with missiles as they're charging their jump drive.

-Stay out of range of enemies with detect abilities - the Black Widow has no escape abilities to rely upon if it is revealed.

### When playing with a Black Widow

-Watch for enemies who are focusing an allied Black Widow (often to keep them from cloaking) as this leaves them vulnerable to attack while distracted.

### When playing against a Black Widow

Use or have weapon disable utilities or Point Defense, as they will render the majority of the Black Widow's attacks useless. Make sure when warping that the area around you is clear, so that no Black Widows can attack you while you are charging. Be decisive, do not allow the Black Widow to position itself near you without you knowing.

## Tips

Use Weapon Interrupt while Armor Missiles are already in flight to ensure as many as possible make their way through the enemy point defense. An unarmored foe is no match for a full magazine of Black Widow rockets.
Hurtworld Wiki/Section 2

**The Hurtworld Wiki Community**

* Admin noticeboard
* Recent changes
* Official Help Wiki
* New pages
* Getting Started
* Missing pages

**Quick Game Basics**

**The Main Hurtworld Features**

* Crafting Gear, Tools, Weapons and Machines. Mine Resources and combine to make hundreds of different items and then Build from a hut to a city, complete with automated Drills.
* Procedurally Generated, Customizable Vehicles - Find a car or quad bike wreck in world with random panels. Scavenge for Parts and get it moving again. Find rare Paint colors and skin patterns to get it looking just the way you want.
* Farmable Plants - Find wild Seeds and get a crop going back home.
* Hunt Neutral and Hostile Animals - The environment is filled with animals, they may be your lunch, you may be theirs.
* Town Ruins and Relics with Random Loot - Tightly contested, if the Radiation and mutated creatures don't kill you, another player will.
* Dynamic Day & Night + Weather - Pick the right time of day to attempt crossing sand dunes, but watch out for Sandstorms.
* Stat Simulation - Everything in the world is affected by time of day, and combined with the harsh world filled with different Biomes, dynamic Weather, heat produced from Machines and more. Items also have different behaviors based on current stats.
Disruptor

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Hard**

*Disruptors are a generalized support craft, capable of repairing allies and themselves as well as disrupting enemy attacks. They are fast and manoeuvrable but cannot take much damage.*

## Summary

The Disruptor is a light support ship, designed to support its allies by hampering its enemies. All of its abilities are focused around disabling, disrupting, and dismaying single enemies. Disruptors work best when in tandem with heavier vessels, such as the USR Colossus or Destroyer, using their Disarm systems to tactfully disable single targets and slowing down fleeing enemies with Detect Slow. Although extremely fragile, Disruptors can stay far from the fight thanks to it's long-range Jump To Ally blink and remote repair Drones that allow the Disruptor to make its presence felt all the way across a sector.

## Tactics

### When playing as a Disruptor

* Your repair drones are vulnerable to area effect weapons, the primary weapons of the Colossus or Pioneer being a particular problem. Disarming these ships can give your drones a window to repair allies under attack by them.
* Keep track of your allies. Not only do you need to know who needs repairing most urgently, but Blink to Ally is your best defensive ability.
* If you see that your opponents are lacking any cloaked ships, you can switch Detect/Slow Pulse for Slow Pulse with no downside.

## Tips

* Your drones can Blink to allies on a cooldown, in particular on first launch. This means the Disruptor can start healing an ally very quickly after jumping in, even across the sector.
* Keep in mind that your drones can be changed from one target to another, or even to yourself. Don't forget to use them tactically when you are called upon to need to shift your support focus.
* Do your best to keep your drones out of range of enemy point defense systems as they will chew them up quickly and the long cooldown will leave you unable to help your allies for a long time.
Cooked Steak

One of the basic Food Items, **Cooked Steak** is used to eat and refill the Hunger Bar in Hurtworld.

If a **Cooked Steak** is not cooked or eaten within a certain period of time, it will turn into a Rancid Steak .

## Acquired

**Cooked Steak** can be made by putting  Raw Steak on a fire (Campfire, Fire Pit or Blast Furnace) and leaving to cook for 10 seconds. Like Raw Steak, Cooked Steak can be put in a Fridge to keep it fresh for a longer period of time.
Hurtworld Wiki/Section 3

**Hurtworld Game Trailer**

**Additional Media**

**The Hurtworld Wiki Community**

* The Official Website
* The Wiki Community
* On Steam

**Joining in*** Register

**Official Hurtworld Tweets**

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Bor

The **Bor** is one of the Animals in Hurtworld.

## Description

The Bor (Similar to real life Boar) is a hostile creature that can be found in most Biomes. If you are too close it will attack by charging at you. Bor's can be easily handled by a well place shot from a distance but can be dangerous when in close range especially if you have multiple Bor's attacking you.
Tires

There are currently 9 different types of tires available. 4 for the Roach, 2 for the Goat and 3 for the Kanga.

You can find them in Radtowns.

They all have different stats, and different model sizes.

**Roach Tires:**

Sand Hopper Wheel: (Common)

+50 Weight

+30 Traction

+10 Turn Speed

Drifting Sand Hopper: (Common)

+50 Weight

+10 Traction

+10 Turn Speed

Torretto Wheel: (Common)

+40 Weight

+10 Traction

+20 Turn Speed

Billycart Wheel

+10 Weight

+25 Traction

+15 Turn Speed

**Goat Tires:**

Quadbike Nipple Wheel: (Common)

+25 Weight

+100 Engine Power

+10 Turn Speed

Mangler Wheel: (Common)

+30 Weight

+25 Traction

+15 Turn Speed

**Kanga Tires:**

Kanga Saw Wheel: (Common)

+25 Traction

+15 Weight

+10 Turn Speed

-10 Fuel Consumption

Kanga Paddlin Wheel: (Common)

+40 Traction

+20 Weight

+10 Turn Speed

+10 Fuel Consumption

Kanga Knobbler Wheel: (Common)

+30 Traction

+20 Weight

+15 Turn Speed
Floor

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

One of the basic Building components, **Floor'**s are used to build floors and roofs in your base/home.

## Crafting

The Floor can be created with a Construction Hammer using the following materials:

20  Wood Plank
## Tips

The **Floor** must be placed on a suitable wall or support truss. Walls placed in the same grid space can support a Floor in that grid space.
Owrong

One of the basic Food Items, **Owrong** is used to eat in Hurtworld.

## Planting and Farming

When harvesting an Owrong plant, you will receive the Owrong itself as well as a chance to receive two Owrong Seeds. These seeds can be planted on any outdoor surface (including rocks and boulders) and will take around 5 - 10 minutes to fully mature and be ready for harvesting. After harvesting Owrongs go Mouldy after 10 minutes or 5 Hours if kept in a refrigerator. This process allows the creation of Owrong Farms.

## Other Uses

Mouldy Owrongs are used in the crafting of Gasoline.
Mining

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

Gathering Resources from Nodes.

**Pickaxes:**

**Stone Pickaxe**

-10 Damage

-1 Mining Power

-10 Player Damage

-10 Creature Damage

#### Crafting:

 Wood: 2

 Stone: 5

**Iron Pickaxe**

-20 Damage

-2 Mining Power

-20 Player Damage

-20 Creature Damage

#### Crafting:

 Shaped Iron: 2

 Wood: 15

**Titranium Pickaxe**

-20 Damage

-3 Mining Power

-20 Player Damage

-40 Creature Damage

#### Crafting:

 Iron Pickaxe: 1

 Shaped Titranium : 5

 Clay: 5

 Amber: 1

**Mondinium Pickaxe**

-20 Damage

-4 Mining Power

-20 Player Damage

-80 Creature Damage

#### Crafting:

 Titranium Pickaxe: 1

 Shaped Mondinium: 20

 Amber: 3

**Ultranium Pickaxe**

-20 Damage

-5 Mining Power

-4 Chopping Power

-20 Player Damage

-120 Creature Damage

##### Crafting:

 Mondinium Pickaxe: 1

 Shaped Ultranium: 20

 Amber: 5
Interceptor

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Hard**

*A mid-range interception craft that is designed to be at the vanguard of a combat formation. The Interceptor is built around forward-firing weapons systems, and comes equipped with a high rate-of-fire primary cannon, supported by its Gauss Driver for heavier targets. The Interceptor also comes equipped with functionality to disrupt enemy attacks, making it viable for initiating attacks or as an aid for retreat. While the loadout allows for the interception of a variety of threats, each weapon requires stringent discipline to operate at full potential.*

## Summary

The Interceptor is a quick, agile craft designed to spearhead assaults. Pre-planning and situational awareness are key to using the Interceptor properly, as its weapons have their limits. Effective trigger discipline is required to control its Rotary Cannon, which overheats as it is fired. Burst firing is necessary in order to maintain good DPS. The Gauss Driver, the secondary weapon, draws power from the engines as it charges up, meaning that the Interceptor cannot move. In order to effectively use the Interceptor to its fullest potential, one must control their aggressive tendencies and work with the rest of the fleet, using their high-damage weapons to open weak points or exploit those already existing.
Hurtworld SDK

The **Hurtworld SDK** is an official tool for creating custom content in Hurtworld. The SDK currently supports:

* Levels
* Construction Packs

For more information, see Modding

## Installing the Hurtworld SDK

Firstly, download the latest supported version of Unity (as of June 2018, v5.6.6.f2). Install it, and in the installer options **make sure to install platform support for OSX, Linux, and Windows**. Without this platform support, you won't be able to make any custom content.

If you're unfamiliar with the basics of Unity, we won't be covering that here. There are a huge amount of resources out there already to get you started. Here are a few recommended sites:

* Learn With Unity (Official Resource)
* Official Unity Forums
* Unity: Getting Started by Creating a Quick Game (Video Tutorial)

Ok, assuming you have a general understanding of Unity, you now need to install the Hurtworld SDK. This is a Unity project that contains a number of tools for creating custom content. You can find the Hurtworld SDK in your Steam Library. It will be in Library > Tools > Hurtworld SDK.

You can't open the SDK from the Steam application. Instead, find where Steam installed the SDK by right clicking on it in your library, and selecting Properties > Local Files > Browse Local Files. Now, open Unity, and select the "Open" option up the top right. Navigate to where the SDK was installed, and select the folder.

Congratulations! The SDK should now be running.
Dunes

The **Dunes** is one of the biomes (also known as the **Desert**) is located in the south-eastern part of the map, bordering the Plains to the west, Forest to the north, and the Redrock to the east. The Dunes contains limited resources and a more difficult climate. During the day, the warmth can cause heatstroke without proper protection. Sunscreen plants are located around the Carrier and along the border with Redrock. Hypothermia is also a threat during the night.

The Carrier is the only radtown in the desert. Approaching it causes radiation poisoning.

## Resources

The Dunes is one of two biomes that primarily have Titranium ores, the other being the Forest. It is one of three biomes where Red Drills work.

* Animals
	+ Shigi
	+ Bor
	+ Rad Bor
	+ Tokar
	+ Sasquatch
* Plants
	+ Succulent Seeds
* Items
	+ Loot Crates
* Resources
	+ Coal
	+ Limestone
	+ Flint x13
	+ Dead Tree
* Ores
	+ Iron Ore
	+ Titranium Ore
	+ Large Mining Rock x4 north-western area of the biome.
Fridge

Use this to freeze food so it won't rot

**Fridge** is a Machine used to freeze meat to prevent spoiling in Hurtworld.

The Fridge consumes Crude Coolant over time to freeze meat. It must be kept stocked with Crude Coolant in order to function. As long as it is kept on, frozen meat will not rot.

## Crafting

The Fridge can be crafted on a Workbench, using the following materials:

60  Shaped Iron
20  Clay
5  Crude Coolant
Shaped Mondinium

Max stack
 Use this in Crafting.

One of the more advanced Resources and Loot Items, **Shaped Mondinium** is used for all sorts of Crafting throughout Hurtworld.

With a burn speed of "0.01 Units/s," one Shaped Mondinium burns for about 100 seconds.

## Crafting

The Shaped Mondinium can be Crafted by smelting  Mondinium Ore into a  Blast Furnace with the flame over 1100°.

## Tips

* Use  Gasoline instead of  Wood Logs or  Coal to reach the necessary smelting temperature.

* Blast the ore nodes with Dynamite to obtain Mondinium Ore until you get radiation gear. Then you can use a Pickaxe to get it faster.

* Mondinium is the most effective fuel for cooking out enemies from their base or your own.
Centurion

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Medium**

*With its colossal projected force field that can shield itself and allies against most enemy attacks, the Centurion can assert objectives and maintain the front line with decisive efficiency. Its supportive role is further augmented by its primary weapon system's native ability to enhance the output of allied fire on a single target and comes equipped with an authoritative area-of-denial weapon that can severely punish targets not willing to retreat. While potent, its inability to use its armaments when the shield is active and low-damage output when alone makes co-operation within team formation essential.*
Jump

**Jump** drives are required to move between sectors separated by massive distances. The jump drive requires charging before the jump completes and once it is activated it cannot be canceled nor can its destination be changed. A player should seek cover behind asteroids or stations before jumping, because the ship takes 200% extra damage during jump prep. However, there are Implants that reduce damage during jump prep. Furthermore, a Jump Core Crew member and the corresponding Implants can speed up the jump prep.

Any ship is equipped with two Jump abilities with separate cooldowns and spin up times:

* Jump Drive (7s spin up, 20s CD) - Allows jumping between adjacent sectors.
* Jump Home (10s spin up, 60s CD) - Jump back to your Home Base from any sector

The cooldowns can again be reduces by your crew and their implants, as well as by earning upgrades during battle.
Guardian

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Hard**

*The Guardian is equipped with two main weapons. Its primary weapon delivers steady damage at medium range whereas its secondary weapon delivers massive damage at longer ranges. The Guardian's Blink Buoy system can give the ship a quick escape route but has been updated to allow the Guardian to place it offensively triggering an offensive burst of damage to any enemies in the area when the Guardian blinks to the buoy.*

## Summary

A variant of the Watchman that serves a very different role. Unlike the Watchman, the Guardian is capable of quickly and effectively relocating itself if threatened. As such, the Guardian is effective at closer ranges than the Watchman. An unrestricted firing arc and cover-displacing weapons allow the Guardian to effectively disrupt enemy formations and harass slow-moving targets. Like the Watchman, the Guardian's poor armor and weak close-range armaments make it vulnerable at close range, but thanks to it's buoy-based Blink system, the Guardian can rapidly extract itself to a chosen location.
Sandstorms

**Sandstorms** are one of the Weather patterns in Hurtworld. Sandstorms can make it hard to see and the temperature increases, and even harder if inside of the Red Rocks or Desert biome, as they become much more thick. There isn't anything you can do for a sandstorm but wait it out. Sandstorms are useful for staying hidden.
Farlands

The **Farlands** is a small biome in north-eastern Diemensland. The entire biome is irradiated and has the harshest conditions to live in. There are almost no resources here, besides a patch of Iron Ore deep in the irradiated zone and a patch of Large Mining Rocks beyond the map limits. Living here is impossible for a duration of time because even a complete set of radiation-protecting clothing does not prevent radiation poisoning. Very few players venture or build here, save the small portion of road crossing the southern tip of the biome that players use to travel between the Forest and Redrock.

Buildings here are mainly used as safe spaces for storage since the conditions make raiding more difficult. This biome was likely intended to be used as the final spot for high-level players, but since the nerf of radiation-protecting gear early in the alpha stage, it is no longer possible to inhabit the Farlands.

## Resources

The Farlands are almost devoid of any resources.

* Plants
	+ Succulent Seeds one plant exists near the border with Redrock.
* Resources
	+ Flint one rock located on top of a large rock near the Highlands border.
* Ores
	+ Iron Ore a patch of rocks in the north-eastern-most part of the map. One rock near the flint resource.
	+ Large Mining Rock patch located north-east past the iron ore deposits and past the map limits.
Ownership Stake

Use this to claim an area of land.

One of the Building Items, **Ownership Stake** is used for claiming a piece of land so that only authorized players can build on it.

## Authorization system

If a player has direct access to an Ownership Stake, he can walk up to it and authorize himself on it. Players that are authorized are granted building rights on the given grid of land that the Ownership Stake belongs to. This means that the player can open doors and place and remove building parts or placeable items/machines.

Radius =

The Ownership Stake's authorization list can be cleared by anyone who has access to it.

All the above means that you should be very careful with who you allow access to your Ownership Stake, since they can destroy your base or simply overtake it.

## Crafting

The Ownership Stake can be Crafted at the Workbench using the following materials:

30  Wood Log
10  Clay
1  Amber
## Destruction

The **Ownership Stake** can be destroyed by using an

 Iron Axe ~40 Times
or a

 Gold Axe ~15 Times
Modding

## Oxide

Oxide tools provide a framework for server-side scripting. You can download their API here, and start writing server mods for Hurtworld in C#, Javascript or Python!

For Oxide support and questions, see the Oxide forums.

## Hurtworld SDK

The Hurtworld SDK is an official tool for creating custom content in Hurtworld. It currently supports custom Levels, simple networked objects, and custom Construction Packs. The SDK comes with a number of tools and frameworks to make creating mods easy.

### Getting Started

* Installing the Hurtworld SDK
* Uploading an Item to Steam Workshop
* Installing a Mod

### Levels

* Creating a Level
* Hosting a Custom Level

### Construction Packs

* Creating A Construction Pack
* The Construction Attachment Editor
Spawncooldown

**Spawncooldown** is a console command in *Hurtworld* that can configure how death and respawn timers work on your server. It cannot be changed once a server is running, so we recommend putting it in your autoexec.cfg

Respawn cooldown, as of 0.3.1.5, works like so: if a player dies, and is currently authorized at an ownership stake, their respawn time is increased by the cooldown increment amount (default is 10 seconds). The respawn time has a maximum of 60, and a minimum of 10. A players respawn time will decrease at the rate specified by the cooldown speed, until it hits the minimum. This value must be negative. The default speed means that from the maximum respawn time of 60 seconds, it will take 5 minutes to go back down to 10 seconds.

If a player is killed, and they are not authorized at an ownership stake, they will have no respawn time added. However, neither does it clear your previous respawn time.

The command's usage is *spawncooldown <cooldownSpeed> <cooldownIncrement>*, where *cooldownSpeed* is the speed at which the respawn time falls back down to the minimum, and *cooldownIncrement* is the amount it will increase upon death.
Yeti

The **Yeti** and **Sasquatch** are two Animals in Hurtworld that share similar characteristics.

## Description

Currently the most powerful animal in the game in its current stage is the Yeti and Sasquatch. They are large tough creatures that when aggravated will claw at the player, dealing large amounts of damage.

The Sasquatch will spawn in woodland areas, while the more difficult to kill and more powerful yeti, will spawn in the snow biomes. Sasquatch's will drop either Animal Fat, or Strong Pelt, which can be used to craft lots of useful items in the game, including guns. The Yeti will drop Animal Fat or Strong Pelt, which can be used for more useful items.

## Tips

An effective way of killing the Yeti/Sasquatch is to have one player bait the creature while the other shoots it after initially gaining its attention by attacking from a distance.

It is recommended that you wait to take on a Yeti, as they can deal much more damage per hit than Sasquatchs. Both Sasquatches and Yetis appear to have the same amount of health.

An easy way to defeat them early game is to find a rock/platform that they cannot get up to and just use a Recurve Bow.
Clay

Max stack
 Use this in crafting.

One of the basic Resources and Loot Items, **Clay** is used for all sorts of Building and Crafting throughout Hurtworld. Clay drops from yellow-colored Ore nodes that spawn commonly in most biomes, along with Limestone.

## Uses in crafting

20  **Clay** and 50  Shaped Iron makes a  Blast Furnace.

60  Shaped Iron, 20  **Clay** and 5  Crude Coolant makes a  Fridge.

1  Iron Pickaxe, 5  Shaped Titranium, 5  **Clay** and 1  Amber makes a  Titranium Pickaxe.

30  Wood Log, 10  **Clay** and 1  Amber makes a  Ownership Stake.
Punisher

**Platinum Cost** | 990

## In-Game Description

**Difficulty: 1 (Easy)**

*The Zarek Punisher is a medium attack ship with a variety of anti-cloak and defensive tools. These tools allow it to survive and deter cloakers from ambushing the Punisher, whilst reducing their ability to escape.*

**Ratings:**

Offensive: 71

Defensive: 54

Support: 66

Mobility: 49

## Summary

The Punisher focuses on dealing high, consistent and partly armor-ignoring damage on medium range with its primary cannons. Its unique feature is the Environ Shield Utility, which surrounds the whole ship with a shield that absorbs any damage (to both hull and armor) incoming from any side. The shield has, however, a limited health pool and drains energy. While active, the Punisher's surface turns light blue and shiny all around. For the pilot, the shield's status is also visible on the hull widget.

When ramming another ship with the front while the Environ Shield is active, neither ship will take damage, however, the Punisher's front armor will be depleted. Doing the same with the top facing, will damage both, the Punisher's hull and armor, but not the shield.
Red Tokar

The **Red Tokar** is one of the Animals in Hurtworld.

## Description

The Red Tokar is a weird red cat/monkey/sphynx hybrid creature that can commonly be found in the Redrock biome which means it is very far from spawn. The Tokar is hostile and will attack you if you go near it. It will attempt to distance itself and then spit a toxic residue which will poison you and drain your health and slow you if you are standing in the toxic pool.
Tree Bark

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

 Max stack

One of the basic Resources and Loot Items, **Tree Bark** is used for Crafting throughout Hurtworld.

## How to Acquire

Tree Bark can be obtained by harvesting Wood Nodes.

## Used in

* Ash
* Clan Creator

## History

Tree Bark was used to make Weak String and Strong String during Early Alpha.
Venturer

**Platinum Cost** | 990

## In-game Description

*The Venturer was originally an asteroid miner, where it would use its powerful Armor Breaker to chip off material which was then melted by the Mining Laser or plasma from the Plasma Missiles. As this was a dangerous process, it was also equipped with a shielding system, and a self-repair ability which extends out to heal allies and damage incoming missiles.*

## Summary

The Venturer is a jack of all trades, but master of none, bringing a little DPS and a little support, but not stellar at either. Its signature ability is its armor breaker, allowing you and all of your allies to immediately start doing full damage to an opponent. Its area effect repair pulse allows you to support yourself or nearby allies, and is particularly good in a disorganized Gamma scrum, but doesn't put out enough repair to class the Venturer as a viable support ship. Where the Venturer really falls down is its DPS, which is distinctly below par for an attack ship. On the plus side, its main gun is a hitscan weapon, making it very easy to use.
Workbench/ru

(T) Превращается в золу через 30 секунд после нагревания до 100С°.Используется для создания сложных предметов.

Один из базовых инструментов, используется для создания сложных предметов.

## Crafting

Может быть сделан в меню «Рукоделие». Для его создания необходимо: 20  брёвен.

## Tips

Верстак может быть поднят при помощи строительного молота. Нажмите и удерживайте «F» (по-умолчанию) для вызова меню строительства.
Затем выберите «Разрушить объект», и кликните по верстаку чтобы поместить его обратно в ваш инвентарь.