recursal/Fanatic-Fandom huggingface dataset:
Mod service: MissionService

## Available commands:

```
void                    AddGameRule( const Exor::String & scriptName );
void                    AddGameRule( const Exor::String & scriptName, Exor::Lua::Object object );
bool                    IsMainMission();
Exor::String            ActivateMissionFlow( const Exor::String & name, const Exor::String & graphName, const Exor::String & startPoint, Exor::Database * database );
Exor::String            ActivateMissionFlow( const Exor::String & name, const Exor::String & graphName, const Exor::String & startPoint );
Exor::String            ActivateMissionFlow( const Exor::String & name, const Exor::String & graphName );
Exor::String            ActivateMissionFlow( const Exor::String & graphName );
void                    ShowEndGameHud(float delay, bool win );
void                    FinishCurrentMission( MissionStatus status );
void                    SaveGame();
void                    DeactivateMissionFlow( const Exor::String & name );
void                    DeactivateAllFlows();
bool                    IsGraphActive( const Exor::String & name );
bool                    SpawnPlayer();
MissionFinishedAction   GetCurrentMissionFailedAction();
Exor::String            GetCurrentBiomeName();
void                    SetPlayerSpawnPoint(Exor::Entity);
Exor::Entity            GetPlayerSpawnPoint();
Exor::Vector3           GetWorldBoundsMin();
Exor::Vector3           GetWorldBoundsMax();
Exor::Vector3           GetPlayableRegionMin();
Exor::Vector3           GetPlayableRegionMax();

```
Tower Ammunition Handling (Research)

Tower Ammunition Handling is a Research in *The Riftbreaker.*

## Level 1

*Blueprints for buildings that produce ammunition for defensive towers. Separate production lines for Mecha-Suit and tower ammo removes any potential bottlenecks in ammunition delivery. Comes with specialized, secure ammunition storage bunkers.*

 Defensive Buildings - Level 1
Tower Ammo Factory - Level 1
Artillery Towers - Level 1

## Level 2

*Introduction of enhanced microfilament collectors in these versions of the blueprints greatly increase ammunition storage and production capacities.*

 Tower Ammunition Handling - Level 2
Headquarters - Level 4
Tower Ammo Factory - Level 2
+1 Ammunition Storage Max
Artillery Towers - Level 2
Sentinel Towers - Level 3

## Level 3

 Tower Ammunition Handling - Level 3
Headquarters - Level 6
Tower Ammo Factory - Level 3
+1 Ammunition Storage Max
Heavy Artillery Towers - Level 2
Minigun Towers - level 2
Attack Drone Towers - Level 2
Galatea 37

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

 File:Galatea37.png
**Galatea 37** is the main planet that the game takes place on, and houses all of the resources, creatures, and locations the player can visit.

It is located in the Sycorax Belt in the Milky Way Galaxy 24571 light years from Earth.

Being a jungle planet, it is home to a wide variety of flora and fauna, as well as its own oddities (such as sentient rock creatures).

There is also great variation in its biomes - ranging from jungles to deserts.
Node UI styles

## Information

When creating a node, the UI is created by using different kinds of XML code.

The styles here provide a UI overview.

<list source="blueprints" text="item" filter="items/" width="240" id="database.Strings.StringData[0].value" value="items/weapons/plasma\_item" font\_weight="bold" />

```

### Input

```
<input width="240" type="int" text="count" id="database.Integers.IntData[0].value" value="0" font\_weight="bold" />

```

### Button

```
<button value="False" action="add;condition\_false.xml" width="100" target="conditions"/>

```
Geoscanner

## Description

The Geoscanner is not directly a weapon, but a utility tool. It can find hidden underground ore veins, ore treasures or geothermal vents.

To acquire the Geoscanner, you must research Cobalt Handling first, and it will automatically be enabled. See the following image for the location in the research tree.

## How to use

PC = Press the space bar.

Console = X on xbox, ? on PS4/5

When active, a circle will appear around the player. A brighter spot in that circle indicates the direction the player has to move.

Additionally, a beeping sound will play and increase in speed the closer the player gets to the hidden spot.

As soon as the player gets very close to the hidden spot, the circle will turn bright all around and the player has to listen to the beeping sound effect for further help.

If the player is close enough, a popup will appear to indicate the digging process.
Nuclear Mine (Research)

Nuclear Mine is a Research in *The Riftbreaker.*

## Standard

*This explosive device requires extreme caution. It is a miniature atomic bomb that is triggered by contact with organic matter. It deals massive damage in a very large radius.*

 Proximity Mine - Advanced

## Advanced

*An upgraded version of the Nuclear Mine, containing a larger portion of nuclear material, as well as a bigger detonator. It results in a massive increase in firepower.*

 Nuclear Mine - Standard
Proximity Mine - Superior

## Superior

 Nuclear Mine - Advanced
Proximity Mine - Extreme

## Extreme

 Nuclear Mine - Superior
Armory - Level 5
Detector

The Detector is a tool which Mr. Riggs can use to find hidden objects in the ground.

Objects like: Ore veins, ore drops, geothermal vents.

The player has to equip the Detector and hold the attack button pressed, this way the weapon creates a sound and animation which accelerates when a hidden object is close.

Like that the player has to find the hidden object by listening if the sound and the animation accelerate in the direction he moves.

## Tool statistics:

Radius: 1

Cooldown: 0.1s
Baxmoth

## Story:

Baxmoth is a very interesting and dangerous creature. You can encounter it almost anywhere on Galatea 37, as long as there are enough flowers there to keep Baxmoth alive - its diet consists solely of flower nectar. Seeing one in the wild is quite terrifying. The large body of the creature is covered with a thick carapace and sits atop six long, blade-like legs. The Baxmoth is not just a single, hideous creature. It is a hive on a stick (or six sticks, to be precise). The abdomen of this creature houses a colony of flying drones. Their job is to scout the area in search of nectar, which they collect and bring back ‘home’ to share with their host. They are also Baxmoth’s main protection mechanism, as the drone swarm can easily incapacitate any hostile creature that threatens the wellbeing of the hive. It is not yet known, whether Baxmoths and their drones are the same species, or two different ones living in symbiosis

## Statistics:

Normal
Aggressive: 5
Aggressive acceleration: 50
Regeneration: 0
Damage radius: 4
Type: Physical
Player
Energy
Tower
 Elemental
Amount: 15
Range: 0-25
Fire: 600%

Alpha
Aggressive: 8
Aggressive acceleration: 8
Regeneration: 0
Damage radius: 4
Type: Physical
Player
Energy
Tower
 Elemental
Amount: 20
Range: 0-25
Fire: 600%

Ultra
Aggressive: 8
Aggressive acceleration: 8
Regeneration: 0
Damage radius: 4
Type: Physical
Player
Energy
Tower
 Elemental
Amount: 25
Range: 0-25
Fire: 600%

## Features:

* Sends out small alien drones to protect itself and attack the player.
Biomass Energy (Research)

Biomass Energy is a Research in *The Riftbreaker.*

## Level 1

*This technology allows the Riftbreaker to make use of the biomass they gather on their mission in energy production. These power plants are low-cost and have a high output, but demand a constant supply of fuel.*

 Basic Energy Production | 250 | N/A
Animal Biomass (Resource)

## Level 2

*Enhanced versions of biomass power plants. Less emissions, higher output, no increase in resource consumption make these a big improvement.*

 Biomass Energy - Level 1
Energy Storage - Level 2
Plant Biomass Powerplant - Level 2

## Level 3

 Biomass Energy - Level 2
Energy Storage - Level 3
Plant Biomass Powerplant - Level 3
Orbital Scanning (Research)

Orbital Scanning is a Research in *The Riftbreaker.*

## Level 1

*Contains blueprints for an Orbital Scanner which allows the Riftbreaker to detect areas of interest on the entire planet. It is used to plan missions beyond the initial landing site.*

 Basic Structures | 450 | N/A
Titanium Handling
Palladium Handling
Uranium Handling
The Riftbreaker

Requires a 64-bit processor and operating system
* OS: Windows 8.1
* Processor: Processor: i3 2.6Ghz or AMD equivalent
* Memory: 4 GB RAM
* Graphics: GeForce GTX 460 or AMD equivalent
* DirectX: Version 11
* Storage: 4 GB available space
* Sound Card: DirectX compatible sound card

**The Riftbreaker** is a base-building, survival game with Action-RPG elements developed by EXOR Studios. You are an elite scientist/commando inside an advanced Mecha-suit capable of dimensional rift travel. Hack & slash countless enemies. Build up your base, collect samples and research new inventions to survive. Start of development: February 2018.

You play the role of captain Ashley S. Nowak, an elite scientist/commando inside a powerful Mecha-suit. Enter a one-way portal to Galatea 37, a distant planet at the far reaches of the Milky Way Galaxy, with the purpose of building up a base that will allow travel back to Earth and further colonization. Ashley's Mecha-suit, which she calls "Mr. Riggs", can withstand the harshest environmental conditions and has a full range of equipment for base construction, resource extraction, gathering specimens and of course - combat. It is capable of traveling through rifts that connect space across vast distances.

## External links

* Official site
* *The Riftbreaker* on Steam
* EXOR Studios on Twitter
* EXOR Studios on Discord
* EXOR Studios on Mixer
* EXOR Studios on YouTube
* EXOR Studios on Facebook

*This article is a stub. You can help The Riftbreaker Wiki by expanding it.*
Get information about an entity

Sometimes it's necessary to do some live debugging in game and find some information about an entity.

To do so, open the console and type

```
debug\_enitity\_signature\_picker

```

This will start the signature picker and you can move your mouse around the screen to find information about the entity you are hovering above.

To filter the entities, you can use the components like

```
debug\_enitity\_signature\_picker MeshComponent

```

So it only allows to pick entities with a mesh.

As a result, you get a nice entity overview ingame:
Mod service: AcidRainService

## Available commands:

```
void                SpawnAcidRain( const Exor::String &acidRainBp, const Exor::String &timeOfDayPreset, float damage, float lifeTime, float maxHealthPercentageDamageThreshold );

Exor::Entity::Id    SpawnLocalGeneric( Exor::Entity fromEntity, const Exor::String &weatherBp, const Exor::String &timeOfDayPreset, float damage,
                                               const Exor::String &damageType, float lifeTime, float maxHealthPercentageDamageThreshold, float radius );

Exor::Entity::Id    SpawnAcidFissures( const Exor::String &acidFissuresBp, const Exor::String &timeOfDayPreset, const Exor::String &markerBp, float damage, float lifeTime,
                                               float maxHealthPercentageDamageThreshold, float radius, float localEffectsRandomOffset, float minimumDistancePerLocalEffect );

Exor::Entity::Id    SpawnAcidFissuresAtTarget( Exor::Entity target, const Exor::String & acidFissuresBp, const Exor::String & timeOfDayPreset, const Exor::String & markerBp, float damage, float lifeTime,
                                               float maxHealthPercentageDamageThreshold, float radius, float localEffectsRandomOffset, float minimumDistancePerLocalEffect );

```
Mod service: RiftbreakerEntityService

## Available commands:

```
        ShowTimeoutSoundEvent(self.entity, 10.0, "voice_over/announcement/building_destroyed" )
	Dash( self.owner, 40.0, 100.0 );
	ClearResourceDroneTarget(self.entity)
	ChangeToWreck( self.entity, evt:GetDamageType(), evt:GetDamagePercentage(), "wreck_big" )
	RequestDestroyPattern( self.armour, "default" )
	RemoveVolumeUnitsSpawners( self.spaceEnt, 30 )

```
Petra Magneticus

## Description

The Magnetic Rocks are part of the Volcanic Area biome and mainly needed for campaign progress.

They hover in the air and create a mysterious magnetic field around them. Whenever Riggs enters the magnetic field, the radar won't work.

Those rocks don't seem to change enemy behavior.

## Destruction

The Magnetic Rocks can be destroyed by either using a corrosive gun/mines or more than 6 gravity grenades.
Laboratory

Provides advanced research facilities that are required to develop technologies based on extraterrestrial fauna and flora.

## Statistics

**Level 1**

Ironium: 1500
Water: 10/s

**Level 2**

Ironium: 3000
Water: 10/s

**Level 3**

Ironium: 6000
Water: 10/s

**Level 4**

Ironium: 12000
Water: 10/s

**Level 5**

Ironium: 24000
Water: 10/s

## Features

* Enables the Bioscanner, DNA Strand Collection, and Alien Research.
Idapian Metallic

## Story

This variant of the Idapian creature has been implanted with several synthetic elements, although presents no changes to behavior or bodily functions. Perhaps it was a failed experiment that was ground to a halt when it became clear that thus species could not be weaponized.

## Statistics

Acceleration: 8
Regeneration: 0
Nuclear Launcher

The Nuclear Launcher is an explosive weapon used by Mr. Riggs.

It has a much lower firing rate than the Rocket Launcher, but also a much larger and more powerful explosion.

For standard version the guaranteed single shot damage is above 1800, which gives the player the ability to one-shot ultra melee dudes like purple hammerceros or green stregaros.

Damage type: Explosive

Research tier: High

## Weapon statistics

### Charge effect

 Splash damage range
 Ammo cost

## Weapon Cost

 Advanced
 Superior
 Extreme
DDS files

## IMPORTANT

CHECK Material requirement BEFORE ATTEMPTING CUSTOM GRAPHICS

## Information

A DDS file is an image saved in a so called "DirectDraw Surface (DDS)" container format.

Riftbreaker uses it, as it's supported by GPU hardware and is stored in a compressed state inside video memory.

## Requirement

Encoding must be

* RGBA 8
	+ *R8G8B8A8 is the same as RGBA 8.*
* ABGR 8.

Any other encoding type will cause the game to crash on startup.

Compression may be any of the following:

* uncompressed / none
* BC2 / DTX3
* BC3 / DTX5

Do not use "BC1 / DTX1" as it causes extremely noticeable artifacts.
Note that DDS files use lossy compression, so make sure not to compress anything you might need to edit later.

## Creation / Editing recommendation

If you plan to create/modify such files, try testing out either GIMP or paint.net as they is able to save a DDS file in many different DDS compressions.

Paint.net also offers things like saturation tool and temperature tool which helps creating / modifying files.
Lua debugging using Lua services

The easiest & quickest way to debug Lua actions is using integrated Lua services provided by Exor themselves.

## Using logs

The Riftbreaker uses log files to log actions happening inside the game. Those logs can be found in "\Users\[NAME]\Documents\The Riftbreaker\exor\_logs.txt".

It has 6 log files, from "exor\_logs.txt" to "exor\_logs.5.txt" even though only 1 gets used at a time, every other file is older.

To use this file, you can use the Lua-Service called "LogService" inside the Lua files you want to check.

Example:

```
LogService:Log("Option 1")

```
When this part gets executed inside the Lua file, the exor\_logs.txt would show an entry where it would say the name of the Lua file and whatever it should log, like this:

## In game

For a quicker way (in case the game doesn't crash) and the option to see a log entry in game, you can use the Lua-Service called "ConsoleService".

Example:

```
ConsoleService:Write("Option 1")

```
When this part gets executed inside the Lua file, whatever is written inside the ( ) gets written directly to the in game console. Like this, you have fast test results.
Lightning Tower

This tower does not require ammunition produced by a Tower Ammo Factory. It only asks for 1 energy per second and nothing else as its upkeep.

It attacks closer enemies while the each lightning chain will randomly jump to other units (max 1 additional unit per lightning for tier1 towers), which can expand the tower's attack range somehow.

Damage test shows that tier1 lightning tower dps = 55 to single x 3 x 2 units, a little bit higher than its description, but its short range and its high tech requirement do limit its performance. Tier3 lightning tower dps = 230 to single x 3 x 4 units, it is OK to think thats according to 200dps description.

A warm reminder: players don't have to be pre-occupied by the idea that lightning tower are ONLY good at zapping tiny enemies. In fact with adequate quantity of lightning towers, the defense line can even stop an entire wave of large dudes like ultra krocoons. But they do have their weakness fighting against ranged monsters.

Will not target nurglax maggots.

## Statistics

Level 1
Ironium: 75
A.I.: 1
Palladium: 50
Damage: 50
Damage type: Energy
Damage penetration: 1
Range: 0 - 20m
Trigger radius: 30m
Rate of fire: 1/s
Fire per shot: 3
Target: Ground

Level 2
Ironium: 150
Palladium: 100
Damage: 100
Damage type: Energy
Damage penetration: 2
Range: 0 - 20m
Trigger radius: 30m
Rate of fire: 1/s
Fire per shot: 3
Target: Ground

Level 3
Ironium: 300
Palladium: 200
Damage: 200
Damage type: Energy
Damage penetration: 3
Range: 0 - 20m
Trigger radius: 30m
Rate of fire: 1/s
Fire per shot: 3
Target: Ground
Create a mesh animation

To create an animation, you use the mesh you already created and make it do something.

## Configuring the workspace

### IMPORTANT

You need to have at least 1 root bone before you add the "real" animation bone if you want to create an animation.

Example: A simple moving part going up + down could be made with 1 bone, but the game still requires a "root" bone somewhere. Otherwise, it will use your animation bone and thus your whole animation won't work correctly.

### Required settings

For the animation to work, EXOR does have some requirements.

First, open up the animation menu at the top of the screen

In here, switch to the "Action Editor" at the left of the screen.

Click on "New" above the timeline

and give it the name "\_default". **- IT HAS TO BE THIS NAME -**

In here, we have to keyframe the default / 0 position, so what the model looks like not doing anything.

Select all your bones and press " i " to bring up the keyframe menu. Select "Location, Rotation and Scale" (this depends on how complex your model is)

Now your timeline will feature your bones and their starting position with a keyframe.

## Create an animation

### Create a new action

Now that the requirements are done, a real animation needs to happen.

Start by pressing the "new action" button and give a fitting name to the new action.

### Create the animation

Select the bone which should be the actor of the animation and move the timeline slider where a part of the action should happen.

Then do something with the bone object - rotate it, move it, scale it etc. Everything you do here is in pose mode and as such, hotkeys for those things are required (like " G " to move the bone) otherwise you move the whole mesh.

Once you are done with this first change, press " i " again and select "Available". In this example, I moved the head bone further up.

Now the bone got a new keyframe for this location which can be seen in the timeline.

If you want a repeating animation, end the timeline with the same position/rotation/etc what you had for the first keyframe. For this example, I bring the head bone back on top of the bigger box and add a keyframe.

Like that it starts on the box, jumps up and comes down again.

## Change the animation frame rate

Usually Blender has a default frame rate of 24fps, to change that, open the "Output Properties" side menu and change the FPS to **30**. The Riftbreaker has a 30 fps animation speed.

## The export

### Prepare for export

When everything is animated, switch back to the default action

In object mode, select everything (press " A " as the hotkey)

### Export

Then open the EXOR exporter plugin and use **these** export properties:
Material requirement

## Requirement

The Riftbreaker engine requires **material** files for any kind of texture used in the game, even for a GUI text to appear.

Any currently used material files can be found in " materials\scripts\\* ".

You have to create a similar file for any new used textures, but not every texture requires its own file, multiple can be written into a single file.

For information on the textures themselves, check DDS files.
Jungle Biome

In game name: Tropical Zone

The Jungle Biome was the very first biome ever developed.

## Starting equipment (Survival)

* Sword
* SMG
* Blaster

## Style

Heavy vegetation. Large trees and rock formations. Small pools of sludge and large pools of mud.

## Biome Features

* Massive abundance of plant biomass, making energy generation using biomass (both via Plant Biomass Powerplants, as well as via Bio Composters combined with Gas Powerplants) very viable.
* Large mud pools
* Small sludge pools
* Renewable energy generation (outside of weather events):
	+ Solar: 100%
	+ Wind: 100%
	+ Geothermal: 100%
Ammunition Storage

Automatically stores ammunition produced by Armories and Tower Ammo Factories.
It expands the global storage for all ammunition (mech and tower ammo) across all outposts.

Level 1
Low caliber tower ammo: 1000
High caliber mech ammo: 100
High caliber tower ammo: 500
Liquid mech ammo: 400
Liquid tower ammo: 2000
Explosive mech ammo: 10
Explosive tower ammo: 30
Energy cell mech ammo: 40

Level 2
Low caliber tower ammo: 2000
High caliber mech ammo: 200
High caliber tower ammo: 1000
Liquid mech ammo: 800
Liquid tower ammo: 4000
Explosive mech ammo: 20
Explosive tower ammo: 60
Energy cell mech ammo: 80

Level 3
Low caliber tower ammo: 4000
High caliber mech ammo: 400
High caliber tower ammo: 2000
Liquid mech ammo: 1600
Liquid tower ammo: 8000
Explosive mech ammo: 40
Explosive tower ammo: 120
Energy cell mech ammo: 1600
Shegret

## Story:

Shegrets are usually not seen above the surface of Galatea 37. They spend most of their lives buried in the ground. These creatures are afraid of light and as such will only attack their target in complete darkness. Their long, sticky, tongues allow them to extract any substance they need to survive, including pure energy. Shegrets display a preference towards inanimate objects, including Riftbreaker buildings. The lights of the Mecha-Suit are usually enough to scare them off.

## Statistics:

Normal
Aggressive: 8
Aggressive acceleration: 12
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental

Alpha
Aggressive: 8
Aggressive acceleration: 12
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental

Ultra
Aggressive: 8
Aggressive acceleration: 12
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Jurvine

## Acceleration

60

60

## Story

Jurvines do not create nests. They live a nomadic lifestyle, migrating from one feeding ground to another, not to overstay their welcome and become a target of a hungry Canoptrix pack. They move around on their very muscular legs, that they use to jump. This way they can cover long distances at a low energy expenditure. They move at very high speeds and are even able to outrun the Riftbreaker Mecha Suit.

## Statistics

Run: 13
Run acceleration: 26
Regeneration: 0
Max. difficulty factor: NA
Lightning Gun

Damage type: Energy

The Lighting Gun is an energy-based weapon that fires high powered electrical current into multiple targets, it also capable of "jumping" to other targets at range which this weapon is useful to quickly taking down weak yet numerous aliens. Note that as this weapon will attack any enemy in range it will also shoot the aliens that will attack the Riftbreaker in defense.

## Weapon statistics

### Charge effect

 Projectiles per shot
 Ammo width

## Weapon Cost

 Advanced
 Superior
 Extreme
Energy Weapons (Research)

Energy Weapons is a Research in *The Riftbreaker.*

## Standard

*Researching this technology will allow the Armory to manufacture portable energy cells that can be utilized as ammunition for energy based weapons. Basic weapon blueprints are included.*

 Armory - Level 2
Unlocks Energy Cell Mech Ammo

## Advanced

*An upgrade to the Energy Weapons technology, allowing Riftbreakers to craft more powerful weapons with more room for modifications.*

 Armory - Level 3
Energy Weapons - Standard
Blaster - Advanced

## Superior

 Armory - Level 4
Energy Weapons - Advanced
Blaster - Superior

## Extreme

 Armory - Level 5
Energy Weapons - Superior
Blaster - Extreme
System requirements

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

The following are the minimum and recommended **system requirements** for *The Riftbreaker*. 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

* OS: Windows 10
* Processor: Processor: i5 2.6Ghz or AMD equivalent
* Memory: 6 GB RAM
* Graphics: GeForce GTX 960 or AMD equivalent
* DirectX: Version 11
* Storage: 4 GB available space
* Sound Card: DirectX compatible sound card

## Minimum requirements

Requires a 64-bit processor and operating system

* OS: Windows 8.1
* Processor: Processor: i3 2.6Ghz or AMD equivalent
* Memory: 4 GB RAM
* Graphics: GeForce GTX 460 or AMD equivalent
* DirectX: Version 11
* Storage: 4 GB available space
* Sound Card: DirectX compatible sound card

## MacOS / Linux

* MacOS is not supported
* Linux is not supported, but the community made it work: See >here<

## See also

* How to play guide for The Riftbreaker
* Release date
Quelver

## Story

Their ovoid body is protected with an exoskeleton. The exoskeletal armor is enough to deter smaller predators, but larger ones will break it with no issue. Quelvers are scavengers. The creatures’ entire lives are centered around the search for organic remains they get their nutrients from. Despite the small size, these little bugs are quite fast thanks to hundreds of pairs of legs hidden beneath the body. If threatened, the Quelver will try to run from the danger as quickly as possible.

## Statistics

Aggressive: 13
Aggressive acceleration: 45
Regeneration: 0

## Features

* Run towards corpses and eat them.
* Evades the player.
Stregaros

## Story

They often say that you can only make the first impression once, and the vibe we get off of the Stregaros is that it doesn’t want to be disturbed by anything, ever. The first thing you notice are the two giant ‘arms’ with towering, shield-like growth on them. The Stregaros uses these things to block incoming attacks and to protect the rest of its body from any incoming danger. They can also be used offensively, usually stunning the victim of the attack.

Stregaroses are native to the warmer areas of Galatea 37 and fare particularly well in the desert climate, where there is an abundance of crystal formations that serve as the creature’s main source of food. That’s right - it is another creature that consumes minerals to survive. Unlike Gnerots, however, Stregaroses will not complain if they find some meat (or a creature slow enough to become just meat). They will happily use more conventional methods of sustaining themselves.

In spite of the menacing appearance and great toughness, these creatures are not very aggressive by nature. They spend most of the time minding their own business and are generally not interested in fighting over territory with other species. Naturally, they will retaliate if something (or someone) decides to attack them, but if you keep your distance you should be safe. However, the energy emanating from the Riftbreaker base seems to get on Stregaroses’ nerves quite a bit. They might come to visit you eventually.

## Statistics

Normal
Aggressive: 17
Aggressive acceleration: 60
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental

Alpha
Aggressive: 17
Aggressive acceleration: 60
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental

Ultra
Aggressive: 17
Aggressive acceleration: 60
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental

## Features

* Have a protective shield in front of them
Rhodonite Handling (Research)

Rhodonite Handling is a Research in *The Riftbreaker.*

## Level 1

*The properties of Rhodonite suggest that it could be used to improve some of the Riftbreaker equipment and technologies. This research will develop Rhodonite handling methods and discover potential uses for it.*

 Alien Research - Level 1
Mech Environmental Armor - Standard
Time Manipulation
Laser - Standard
Solid State Ionization
Mech Fusion Core (Research)

Mech Fusion Core is a Research in *The Riftbreaker.*

## Standard

*These modules can be installed in one of the Mecha-Suit upgrade slots. They contain instructions and programs that alter the Mecha-Suit's behavior and abilities. These modules all have unique properties and can be used interchangeably with each other.*

 Tanzanite Handling | 500 | Familiarity level 2: Canoptrix Nest | Fusion Core - Standard

## Advanced

 Mech Fusion core - Standard
Alien Research - Level 3

## Superior

 Mech Fusion core - Advanced
Alien Research - Level 4

## Extreme

 Mech Fusion core - Superior
Alien Research - Level 5
Weapons

Next to items and skills are weapons, the only thing Mr. Riggs as the mech has to protect himself and attack enemies.

Weapons can be crafted using the Armory. Each crafted weapon has a certain chance to have higher or lower values for each attribute, as well as having mods already mounted on the gun.

For information regarding the ammunition, check the Ammunition page.

Mr. Riggs can carry 3 left-hand and 3 right-hand weapons, the player can switch between them by pressing the buttons to change weapons (Default Q and E).

The way to calculate DPS is ( WST\_DAMAGE\_VALUE \* WST\_FIRE\_PER\_SHOT \* WST\_FIRE\_PER\_BURST \* WST\_FIRE\_RATE ) / WST\_WEAPON\_ANIMATION\_SPEED + WST\_DAMAGE\_OVER\_TIME;

Depending on weapon rarity, each weapon can hold up to 3 mods:

## Energy Weapons

Crafting: Almost all of these weapons require Rhodonite for Superior and also Palladium for Extreme tier. The exception is the Railgun, which requires Cobalt & Hazenite.

## Liquid Weapons

Crafting: Flamethrower & Cryogenic Atomizer require Ferdonite for Superior and also Titanium for Extreme tier. Corrosive Gun requires Palladium & Rhodonite.

## Projectile Weapons

Crafting: All of these weapons require Cobalt for Advanced and also Hazenite for Superior and Extreme tier.

## Explosive Weapons

Crafting: Almost all of these weapons require Tanzanite for Superior and also Uranium for Extreme tier. The exception is the Swarm Missiles, which requires Titanium & Ferdonite.

## Melee Weapons

Crafting:

* Hammer deals Explosive damage so needs Uranium & Tanzanite
* Power Fist deals Energy damage, so needs Palladium & Rhodonite
* Spear deals Cryo damage, so needs Titanium & Ferdonite
* Sword is the only weapon which requires Cobalt & Ferdonite
Weddings

**Weddings** are one of the activities available in the game *Eternal Magic.*

## Description

Just a game for some, a whole world of emotions for others. You will have so many ways to show your true feelings to your soulmate. Become a couple, have a real wedding with flowers and decorations. Do not forget to send out invitations!
Zorant

## Story

Zorants inhabit the desert areas of Galatea 37. Their four eyes give them excellent vision both during the day and in the darkness of the night. These creatures try to capture smaller prey by shooting electrically charged spikes out of the large gland situated on Zorant's back.

## Statistics

Normal
Aggressive: 12
Aggressive acceleration: 24
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage: 20
Type: Energy
Radius: 0

Alpha
Aggressive: 12
Aggressive acceleration: 24
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage: 40
Type: Energy
Radius: 0

Ultra
Aggressive: 12
Aggressive acceleration: 24
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage: 60
Type: Energy
Radius: 0
Defensive Buildings (Research)

Defensive Buildings is a Research in *The Riftbreaker.*

## Level 1

*Blueprints for a set of basic structures aimed at giving the Riftbreaker a degree of security, While not the sturdiest, they will do a good job in keeping the native creatures out of your base at the beginning of the mission.*

 Buildings Handling | N/A
Rift Portal
Sentinel Tower - Level 1
Wall - Level 1
Wall Gate - Level 1
Heightened Wall Floor
Wall - Level 1 (T Shape)\*
Wall - Level 1 (X Shape)\*
Repair Towers - Level 1
Tower Ammunition Handling - Level 1
Sentinel Towers - Level 2
Defensive Buildings - Level 2

## Level 2

*A set of upgrades for all defensive structures in the Riftbreaker base. These buildings are much more durable than their predecessors.*

 Defensive Buildings - Level 1
Headquarters - Level 4
Wall - Level 2
Wall Gate - Level 2
Wall - Level 2 (T Shape)\*
Wall - Level 2 (X Shape)\*
Plasma Towers - Level 1
Flamer Towers - Level 2
Repair Towers - Level 2
Defensive Buildings - Level 3

## Level 3

 Defensive Buildings - Level 2
Headquarters - Level 6
Wall - Level 3
Wall Gate - Level 3
Wall - Level 3 (T Shape)\*
Wall - Level 3 (X Shape)\*
Plasma Towers - Level 2
Flamer Towers - Level 3

* \* "T shape" and "X Shape" Describe walls that are connected on 3 and 4 sides, respectively. "T shape" and "X shape" are how these walls are described internally in *The Riftbreaker*.
Basic Upgrades (Research)

Basic Upgrades is a Research in *The Riftbreaker.*

## Level 1

*These modules can be installed in one of the Mecha-Suit upgrade slots. They contain instructions and programs that alter the Mecha-Suit's behavior and abilities. These modules all have unique properties and can be used interchangeably with each other.*

 Mech Technology | N/A
Water Filtering Plant

Purifies contaminated fluids like mud or sludge and produces clean water. Requires energy to operate.

Clean water is required for:

* Flora Cultivator
* Fusion Powerplant (alternatively: Supercoolant)
* Laboratory
* Nuclear Powerplant (alternatively: Supercoolant)
* Rift Magnetic Stabilizer
* Rift Station (alternatively: Supercoolant)

Level 1
 Ironium: 200
or
Sludge: -200/s

Level 2
 Ironium: 300
or
Sludge: -200/s

Level 3
 Ironium: 400
or
Sludge: -200/s
Laser Tower

This tower shoots a constant laser beam. The beam pierces through the target in a straight line and hits any targets behind it. It functions similar to the Laser weapon for Mr. Riggs.

The tower does not consume any ammunition, but does consume a large amount of energy while firing.

Laser towers are most efficient when aiming straight down a narrow passage, because this allows them to damage a large number of creatures at once. They are not very efficient when flanking a stream of enemies from the side. They always **prioritize on the largest enemy** within range, which results in a slightly higher turret firing angle, and help avoid wasting too much firepower onto smaller enemies.

The damage description of laser towers can be misleading. What it does in reality, is shooting a laser which deals a tiny amout of damage around 30 times per second on its nearest enemy while hitting whatever behind that target at a maximum of 5 units. The beam intensity grows overtime and will deal x 9.0 damage after full-charged (in about 2 seconds), but will lose its stacks double as fast everytime it switches target. The full-charged level 3 laser tower's approximate dps is about 30x30 = 900 to a single unit, just as the description indicates.

If the player is lagging too much which slows the game down, laser towers tend to deal a little more damage because of more damage ticks, but not too much.

## Statistics

Level 1
Ironium: 75
A.I.: 1
Palladium: 50
Damage: 25
Damage penetration: 5
Damage type: Energy
Range: 0 - 33m
Trigger radius: 40m
Build radius: 40m
Target: Ground

Level 2
Ironium: 150
Palladium: 100
Damage: 50
Damage penetration: 5
Damage type: Energy
Range: 0 - 33m
Trigger radius: 40m
Build radius: 40m
Target: Ground

Level 3
Ironium: 300
Palladium: 200
Damage: 100
Damage penetration: 5
Damage type: Energy
Range: 0 - 33m
Trigger radius: 40m
Build radius: 40m
Target: Ground
Research

**Research** in an important function in The Riftbreaker to unlock new technologies to survive.

## Campaign and Survival Research Trees

### Campaign

The Campaign Research Tree is the Research tree that appears in the Campaign mode, and the one that the Survival Research Tree is based on. See a full breakdown on the Campaign Research Tree page.

### Survival

The Survival Research Tree is a rebalanced version of the Campaign Research Tree that appears in Survival mode, introduced in the May 31st 2022 Experimental Branch update. The Survival Research Tree is largely identical to the Campaign Research Tree, with some key changes.

* Ammunition Storage and the Geoscanner are available immediately.
* The Alien Research branch can be accessed from the Communication Hub, rather than the Laboratory.
* Campaign objectives are removed from research requirements; all research can be accessed as soon as the prerequisite research is completed.

## Research Trees

Research is separated into three unique trees; "Base and Buildings," "Weapons and Equipment," and "Alien Research."

"Base and Buildings" and "Weapons and Equipment" are unlocked once the Communication Hub is constructed and supplied with power.

"Alien Research" is unlocked once the Laboratory is constructed and supplied with power and clean water.

### Base and Buildings

Base and Buildings is the first Tech Tree unlocked by the Communication Hub. Here, you can research and develop Defensive Structures, Energy Production and Storage, Resource Production and Storage, Ammo Production and Storage, Key Resource Handling, and upgrades for your Headquarters.

Some research is locked behind Headquarters research and upgrades. It is important to keep your Headquarters up-to-date in both research and upgrade level.

### Weapons and Equipment

Weapons and Equipment is the second Tech Tree unlocked by the Communication Hub. Here, you can research Mech Weaponry, Upgrades, Consumables, Movement Skills, and upgrades for your Armory.

Some research is locked behind Armory research. It is important to keep your Armory up-to-date in research. In order to do this, you must also keep the Headquarters up-to-date as much of the Armory research is restricted by your Headquarters.

### Alien Research

Alien Research is the only Tech Tree unlocked by the Laboratory. Here, you can research Environmental Protection, Special Resource Handling, Laboratory Upgrades, and Specialized Technology such as Mech Equipment, Weapons, and Towers.

Unlike the other two Tech Trees, the Alien Research tree requires that you gain Familiarity with Fauna, Flora, and certain Materials to research new technology. Some technologies are also locked behind story missions in the campaign, such as environmental shieldings, special structures, and floors.

There are 2 methods to gain Familiarity with prerequisite entities. Killing or destroying entities can drop DNA Fragments that can be collected by Mr.Riggs. Additionally, first unlocking the Laboratory also unlocks the Bioscanner which can be used to scan entities that are highlighted in green, granting DNA Fragments more reliably.
Vesaurus

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

## Story

Like many creatures found on Galatea 37, the Vesaurus shows an affinity for mineral formations. They will often hover around the crystal formations, so often seen around the surface of the planet, and gather nutrients. In that regard, they are similar to hummingbirds but somehow the Vesauruses are able to remain airborne and stationary with only a couple of flaps of their massive wings, revealing massive differences in their body composition compared to their Earthly counterparts.

Regeneration: 0
Rift Technology (Research)

Rift Technology is a Research in *The Riftbreaker.*

## Level 1

*Schematics for the small-scale version of the Rift Technology. It is used to quickly move around carious points of the planet. Low-range portals are stable enough to remain open on their own, eliminating the need for additional electricity.*

 Buildings Handling
Stregaros Nest

Stregaos Nest is a Campaign Location in the Radioactive Desert.

This location features no attack waves and limited weather events.

There is a higher than normal number of Stregaros present.

# Strategy

The lack of negative weather events and attack waves make this an ideal map for Solid Material Storage Farms. It can also be an effective location for the Armory, Communication Hub, Tower Ammo Storage, Tower Ammo Factory, or any other liquid resource independent building.

# Weather Events

Like all Radioactive Desert map locations there is 200% Solar power and 25% Wind power.

## Strong Wind

Solar power drops to 100% and Windpower increases to 250-500%. This is an extremely frequent weather event occuring multiple times per in game day.

Through this event, the average wind power generation during the day is 150%.

# Fauna

## Aggresive

Gnerot Alpha

Mushbit/Alpha/Ultra

Stregaros/Alpha/Ultra

Zorant/Alpha/Ultra

# Flora

Florium Viridis

Bulbus Pirum Viridis Furvus/Pursnipura

Bratus Crystallo Rosa

Bratus Zizania Viridis

Bratus Amentis Flavus

# Other

Vitreus Implexus Viridis

Vitreus Pura Viridis in very small quantities.
Magnetic Stabilizer (Research)

Magnetic Stabilizer is a Research in *The Riftbreaker.*

## Level 1

*Magnetic Stabilizers that are included with this technology are necessary to open the long-range portal in the Rift Station. The Stabilizer negates the irregularities in the electromagnetic field with the use of nuclear antigravity node.*

 Liquid Resources Handling - Level 1
Weapon mods

Modifications (Mods) are items which alter the attributes of weapons and towers.

They get placed into special mod slots - number of mod slots vary.

For weapons: Up to 3 mods can be added, the number itself depends on weapon rarity:

For towers: Up to 3 mods can be added, the number itself depends on the tower level:

## How to get mods

There is only one way to acquire weapon modifications currently, killing enemies.

Killing an enemy has a low chance to drop mods for each level:

Worst to best:

- Standard (white)

- Advanced (blue)

- Superior (purple)

- Extreme (red)

## Mod overview

### Weapon mods - SUB

These mods subtract the given percent value, based on the base value, from the weapon.

#### Ammo Cost - SUB

Decreases the amount of ammunition consumed by each shot

 Advanced
 Superior
 Extreme

#### Ammo Spread - SUB

Modifies the spread angle of the projectiles fired by the weapon

 Advanced
 Superior
 Extreme

### Weapon mods - ADD

These mods add the given percent value, based on the base value, to the weapon.

#### Ammo Spread - ADD

Modifies the spread angle of the projectiles fired by the weapon

 Advanced
 Superior
 Extreme

#### Autoaim - Add

Increases the angle of the weapon auto aiming ability

 Advanced
 Superior
 Extreme

#### Cluster Projectiles - Add

Increases the number of cluster projectiles spawned when something is hit

 Advanced
 Superior
 Extreme

#### Critical Chance - Add

Increases critical hit chance of the weapon

 Advanced
 Superior
 Extreme

#### Damage - Add

Increases damage value of the weapon

 Advanced
 Superior
 Extreme

#### Damage over Time - Add

Increases damage over time of the weapon

 Advanced
 Superior
 Extreme

#### Damage Penetration - Add

Increases the number of enemies that are pierced by each shot

 Advanced
 Superior
 Extreme

#### Projectiles per burst - Add

Increases the number of projectiles fired **consecutively** with one shot

 Advanced
 Superior
 Extreme

#### Fire per Shot - Add

Increases the number of projectiles fired simultaneously with one shot

 Advanced
 Superior
 Extreme

#### Rate of fire - Add

Increases fire rate of the weapon

 Advanced
 Superior
 Extreme

#### Homing - Add

Increases the turn speed of the projectile homing ability

 Advanced
 Superior
 Extreme

#### Lifesteal - Add

Increases the amount of hit points stolen for each damage taken by enemies

 Advanced
 Superior
 Extreme

#### Range - Add

Increases range of the weapon

 Advanced
 Superior
 Extreme

#### Splash Damage - Add

Increases splash damage radius of the weapon

 Advanced
 Superior
 Extreme

#### Stun Chance - Add

Increases the chance to stun enemies

 Advanced
 Superior
 Extreme

### Weapon mods - ENABLE

These mods activate the use of a certain mod on the weapon.

* Auto Aim
* Cluster Projectiles
* Damage over Time
* Damage Penetration
* Homing
* Lifesteal
* Splash Damage
* Stun Chance
Fortifications

Designed to protect cities from invaders and solidify peace-time rule, fortifications play an important strategic role in the development of regional powers.

## Unlocks

### Infrastructures:

Stone Walls

 Back to the list of technologies

**Fortifications** is an Classical Era technology in Humankind. Cannot be boosted. This technology is essential in City defence because this technology provides the first automatic defence Unit to Cities.

## Place in the tech tree

Prerequired
Organized Warfare
Leads to
none
## Unlocks

Military Camps
*Taking armies on the road for long campaigns involves marshalling many souls -- and many professions.*
* +1Combat Strength in combat for Units adjacent to District on Outpost

**Stone Walls****infrastructure**
**Citizens****unit**
Uranium Handling (Research)

Uranium Handling is a Research in *The Riftbreaker.*

## Level 1

*The properties of Uranium suggest that it could be used to improve some of the Riftbreaker equipment and technologies. This research will develop Uranium handling methods and discover potential uses for it.*

 Orbital Scanning | 1000 | Mission objective
Resource Synthesizers (Research)

Resource Synthesizers is a Research in *The Riftbreaker.*

## Level 1

*Technology schematics allowing the Riftbreaker to construct buildings that synthesize Carbonium and Ironium at the expense of large amounts of Energy.*

 Headquarters - Level 4
Ironium Synthesizer - Level 1

## Level 2

*More refined synthesis process described within these blueprints gives better results while using the synthesizer buildings.*

 Resource Synthesizers - Level 1
Basic Resource Production - Level 2
Ironium Synthesizer - Level 2

## Level 3

 Resource Synthesizers - Level 2
Headquarters - Level 7
Ironium Synthesizer - Level 3
Embassy

## Resource exploitation

Doesn't exploit nearby tiles.

The **Embassy** is a Shared Project, which is available in Cities after the player reached the Ancient Era and met another Empire.

## Effects

* Unlocks Embassy Actions with other Empires
* +5Stability per Era
* +3Influence per Era per adjacent District
* Required to access the Congress of Humankind

## Placement prerequisites

* Cannot be placed on any Resource Deposit.
* Does not require being connected to a Main Plaza or Administrative Center.
* Can be built once per Empire.
* Once a Shared Project is placed, you can no longer move the construction from the chosen tile.