recursal/Fanatic-Fandom huggingface dataset:
Local Weapon Controller

Health
 Armour Class
 Structural
 Relative Buoyancy
 Material Cost | 30

The **Local Weapon Controller** is part of the AI network. It controls the weapon connected to it.

## Stats

* EMP susceptibility 60%.
* EMP damage reduction: 10/m.
* Block has a relative buoyancy of +27.7
* Connects to weapons and turrets forwards, back, up, down, left and right
* Connection range is 2 blocks
* No diagonal blocks are connected to
* Controls cannons, missiles and Lasers (most any weapon)
* Controls all cannons, missiles and lasers on a turret (most any weapon)
* Mainframe needs to detect targets for the Local Weapon Controller to engage them

## Game description

*This controller will fire weapons and turrets connected on any of its six directions (sides) with a range of 2 blocks (i.e. 12 blocks are checked for weapons), as long as targets have been detected (and or tracked) by the associated mainframe. To control the rotation of a turret (as well as the weapons on the turret) place this on the main vehicle, next to the turret or below it.*
Fury

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

## Summary

The **Fury** is a **retired** *Steel Striders* plane sporting a 100mm 164rpm *APS* at it's top, along with missiles in it's wings. A well-placed shot at it's center will cause the entire aircraft to explode.

## Combat

The **Fury** is a very fast and well-armed aircraft, although the missiles are not very effective at doing damage, and it's design has flaws capable of destroying the entire plane. It has ridiculous amounts of smoke dispensers, making it fairly immune to laser damage.
Heavy Armour

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 25

**Heavy Armour** is one of the toughest blocks in the game.

## Usage

Heavy Armour is useful for protecting Ammo Barrels and other critical components. It is resource-, and weight-inefficient (compared to layered metal), but uses little volume. It is also decent if layered with other structural blocks, although still less efficient than metal.

## Statistics

* EMP susceptibility: 100%.
* EMP damage reduction: 1/m
* Block has a relative buoyancy of -158.7

## Game description

*This component is structurally sound and when placed in multiple layers of other structurally sound components it will provide a significant armour class bonus vs explosions and armour piercing projectiles.*
Alcazar

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Material Cost

## Summary

The Alcazar, like all Onyx Watch ships, is made to be tanky. It's fairly large arsenal combined with good LAMS can make it a problem for some ships.

## Combat

The Alcazar is tanky in design, with it's durability further increased with a powerful LAMS. The large CRAM broadsides can rip into ship hulls, and the rapid-firing frag-shelled APS guns on the sides can deal with smaller or faster craft.
Detection

**Detection** is a branch of From The Depth's AI system that allows units to detect each other in battle. It heavily affects a unit's ability to autonomously select and engage targets, and strongly influences its fire control accuracy.

### **Strategic detection**

Not to be confused with the main subject of this article, strategic detection is a largely self-contained system that allows players to clear the Fog-of-War. It automatically detects any and all constructs within its viewing range (indicated by the illuminated area on the map around the strategic antenna). For more information about that, see Strategic Antenna. It helps to maintain a sense of uncertainty about what the NPC factions are doing. Speaking of the NPC factions, they're all cheating, so stay off of their turf unless you're ready for a brawl.

## Detection signatures

Once a unit has entered battle, its detection signature is the maximum range at which it can be detected, assuming a sensor of the appropriate type, with a detection factor of 1. At this range , the detection check success chance is 10%. The success chance increases in inverse proportion to range below that. Range is effectively multiplied by the detection factor.

A unit's detection signatures can be viewed in the build interface by clicking the Middle Mouse Button and selecting a signature type from the third panel from the top in the upper right corner of the screen, or by entering the tactical overview and selecting "enable viewing of detection lines" in the upper right corner of that screen.

\*Cross section is based on the outermost blocks of the six cardinal directions, weighted by the detector direction. Alloy has the lowest cross section per area of 0.02. Other structural blocks have a cross section of 0.03 per square metre. However, other blocks may have cross sections of up to 2 per square metre.

## Detector components

These perform detection checks against all in-play units of the opposing faction(s). They require a connection to an AI Mainframe in order to function.

\*Field of View.
 90
 Tracker
Also can't find targets on its own, so you'll need a 90 or 360 sensor to tell the tracker where to look.

## Stealth

Auto-detection is set to 0.1 by default in the game's configuration settings tab (found in the main options menu). This may be seen as an anti-boredom feature to ensure that units don't wander off, by allowing them to always have some kind of vague idea of where their opponent is, even if their detection systems have been destroyed. Even so, auto-detection provides very imprecise position estimates, so it can sometimes be worth it to try and minimize a unit's detection signatures as a means to decrease the opponent's fire-control accuracy.

* Changing auto-detection to 0.01 means everyone's stuck with using divining rods if the target is outside the range of the actual detection systems.
* Changing auto-detection to 0 means everyone's relying solely on their detection systems. Stealthy designs may become utterly overpowered under these circumstances.
The Investigation

**The Investigation** or **The Boneyard** is one of the Logos quests in The Long Journey Home.

## Description

The Logos Antaeusus intercepts the player and reports about a Raxact, who repeatedly visits a nearby asteroid belt. Since the Logos would attract too much attention, the player is asked to investigate this case. If the player accepts, Antaeusus will ask the player to give whatever findings he will get to any other Logos.

At the asteroid field, the player has to collect three pieces of evidence. They are all pretty close to each other and the tiniest one is indicated by an arrow. Some of your crew members can investigate the items. If your crew is unable to get all the clues, you can show the pieces of evidence to aliens to get further information.

The pieces of evidence are:

The pieces of evidence can be returned to a Logos individually. If the player did not find a clue connected to a piece of evidence, the Logos will ask, whether the player doesn't want to investigate further instead. In some seeds it is not possible to find all the clues, so you can end the quest that way. With all the clues you get approximately 380 and the Logos respect increases. The Logos realizes that the Raxact are hunting space whales and orders his brother Draco to hunt them down and confiscate the blessed ambergris. If one or two clues are missing, the player will receive a medium reward and the Logos respect increases. If no clue is found, the player will receive a small reward.

If you decide not to help, the Logos respect will be increased, since you stay out of Raxact business. The Logos decide to just blow up the asteroid belt including the Raxact ship.

## Notes

After leaving the asteroid belt, the quest changes its name to **The Boneyard**.

## Trivia

While the quest giver is called "Antaeusus", the Logos refer to him as "Draco" later on during the quest.
Greenfield

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Armour
 Material Cost

## Performance

As a sailing ship, the speed depends heavily on the wind. It ranges from 9m/s (no wind) to just above 25m/s. The armament consists of 274 32 Pdr Swivel Guns – 135 per broadside, 2 front, 2 back. Armour is mostly wooden, with metal reinforcements at the waterline, around the 2 ammo stores, and the AI. The front and back of the ammo stores are protected only by wood.

If fighting her, consider using fliers (due to complete lack of anti-air weapons), and torpedoes (as the keel consists mostly of wood). If using ships, metal armour is recommended, as her simple weapons have little AP and will do little damage.

## Trivia

She was initially intended to be called "Diamond" or "The Diamond" (after a song about a whaling ship). However, majyst decided it did not fit Onyx Watch's naming conventions, and proposed naming her after her creator (FourGreenFields).

The original design-request for a "Mighty Man O' War" was the same that led to the Constellation. Both designs were accepted.

## Gallery

* The loading screen featuring the Greenfield.

## Links

Forum-entry: https://forum.fromthedepthsgame.com/showthread.php?tid=31529

Original request that lead to it: https://forum.fromthedepthsgame.com/showthread.php?tid=30089
Glao

**Glao** is a planet in *From the Depths*.

As the descriptions says, **Glao** is smaller and less complex than *Neter*, only having 1 campaign and 3 other factions, them being *P.Layer Tech*, *Omega Frontier Division*, *Glaion Industries*, and *Twilight R&D*. Glao also limits your ships to 3000 volume, or 3000 cubic meters, and requires your ship to have a powered *Heart Stone* block in order for your character to not die. The destruction(or retrofitting) of your "MCV" ship results in immediate failure.

## Geography

Each tile is (probably) the same size as neter: roughly 5km across. Glao is very small compared to Neter, being 3x9 tiles in size.

## Resource zones

Glao contains multiple resource zones with varying statistics.
Dromaeo

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

## Summary

A design of experimental Dumb AI drone slaved to the targeting systems of the Type 19. Created from technology passed to the Steel Striders by the Twin Guard AI's and repurposed into a more simple form due to the lack in need of Smart AI and the risk of it becoming sentient.

## Other Notes

Designed by Karbengo.

Subspawn of the Type19.
Cylinder

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 10

The cylinder is the part of the Otto-engine that generates Power.

## Summary

It draws in a mixture of fuel and Air\*, compresses it, ignites it, and the resulting miniature explosion pushes on a piston which connects to the crankshaft beneath the cylinder, turning it, and so driving the engine generator.

*\*The Otto-engine currently does not need to be supplied with air in order to function.*
Brilliant Skies

**Brilliant Skies** is a small independent game studio based in Glasgow, Scotland and founded in 2013 by Physicist Nick Smart. Nick wanted to take his passion for games and in-depth scientific knowledge and combine them to make inspired indie titles with depth and appeal. Initially just a few members, the company has grown to employ over 15 staff members, consisting of a multinational team from all over the world. Many of the current staff members were either modders or players from the Early Access days of *From the Depths*.

*From the Depths* is the studio's first title and has received overwhelmingly positive criticism from gamers and press alike. They hope to continue to build upon this early success and make Brilliant Skies the new byword for quality and innovation in the indie gaming industry. The sky's the limit!

Brilliant Skies has now started work on their next game, *After Cataclysm*, which has had funding from the UK Games Fund.

Brilliant Skies official website
Aliens

The **Aliens** in The Long Journey Home.

* Cueddhaest
* Glukkt
* Ilitza
* Logos
* Meorcl
* Reeve
* Vine Consensus
* Wolphax

* %$^£
* Cerulean Dawn
* Dreg
* Entrope
* K'schar
* Mizzurani
* N.W.S
* Raxact
* Subbeq

* Marritanka - insectoid race that fights in the Ilitza arena.
* Trikiniti - sex slaves of the Ilitza with bubble skin to burst.

* Ottakawi - Acid-spitting feral beasts fighting in the Ilitza arena.
* Rhotan - Small beasts fighting in the arena of the Ilitza.
* Verrakian Slaw - sentient plants that fight in the Ilitza arena.
* Vreekitaka - Giant beast fighting in the arena against 10 Rhotan.

* Avulco
* Charasharn - not present ingame
* Jassikan
* Karaphlaxi - they did not live in the Gamma Quadrant
* Maylaa
* Tchansu
* Xaquindi

Based on dialogues of the Vine Consensus, they were only around after the Avulco plague, but before the Jassikan genocide, placing the Avulco as older than the Jassikan. Meanwhile the Ilitza have seen both the death of the Tchansu and the plague of the Avulco. No race aside of the Entrope and the K'schar even knows about the Charasharn, placing them solid in the realm of the earliest races.

Based on evidence, the Maylaa are the oldest race of the Gamma Quadrant, followed by the Charasharns, then the Tchansu, then the Avulco and lastly the Jassikan. The Xaquindi aren't exactly dead, but had their prime in the era of the great galactic alliance before the Entrope helped to stop them over one galactic cycle ago. They place between the Avulco that suffered the plague three galactic cycles ago and the Jassikan which went extinct this galactic cycle.

The Karaphlaxi are from another quadrant of the galaxy than the game's setting, but died 200 cycles ago by 'accident' of the Cueddhaest. If it means 200 galactic cycles, then the Karaphlaxi might be one of the oldest civilizations that ever existed, together with the Tchansu that lived to see their own homesystem go supernova. They weren't always in the Gamma Quadrant of the Maylaa, but certainly might have been around.

### Human Race

Maybe not alien to you, but certainly alien to them.

* IASA

## Gallery

* Old Concept Art
* P'tah Concept Art
Aurora

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

The Aurora is a VTOL attack aircraft in service with the Steel Striders Air Force.

## Summary

Armed with small and large Active Radar missiles, as well as a quartette of rocket-boosted glide bombs, the Aurora's behavior is somewhat self-contradictory.

She performs traditional bombing runs over her target, which is a reasonable course of action against smaller opponents, but which leaves her vulnerable against the close-range AA weapons of larger and more resilient units. At the same time, her target prioritization card is set to favour thick-skinned opponents with high firepower ratings. Her armament consists entirely of active-radar missiles, which tend to go for the largest target in sight.

Notably, all of her missiles are unguided, relying solely on their homing heads. Although this would be expected to cause issues for the small missiles due to the reduced sensitivity of small-diameter seeker heads, the LWCs for the small missiles and the glide bombs are set to fire only at 1,4 and 1,7km, respectively. At such close ranges, even the small missiles have a decent chance of attaining a lock against fighter-sized targets.

## Specifications (v.47)

### General Characteristics

* Length: 47m
* Wingspan: 63m
* Height: 17m
* Mass: 1'400t
* Weight: 52'585kg
* Powerplant:
	+ 1x Otto-engine, 3,8k Power (stable)
	+ 4x S15 gas turbines, 24'092 kgf
	+ 4x S13 gas turbines, 34'511 kgf

### Performance

* Maximum Speed: 124m/s
* Endurance: 1hr at top speed (Not including resource consumed by weapons).
* Service Ceiling: 300m

### Armament

* **Guns:** None

* **Hardpoints:** 6 (4 underwing + 2 internal) with provisions to carry a combination of:
	+ Missiles
		- 24x S3-AR
		- 2x L14-AR (16s thrust duration)
	+ Bombs
		- 4x L6-AR glide bombs (4,2s thrust duration).

## Trivia

* Although the Aurora is designed with VTOL capabilities, the lifting fans are located well forward of the CoM, and will cause rapid changes in pitch when used to hover the aircraft.
Ejector Add On

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 50

*This article is a stub. You can help From the Depths Wiki by expanding it.*

Missile ejectors attach to the sides of missile launchers and impart an initial velocity on all missiles launched from that pad. Because they cannot be placed on the back of a launcher, up to four can be placed on a small or medium launcher, and up to eight may be placed on a large launcher. They cannot be connected to Rail Launchers.
Fire Control Computer

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 80

The **Fire Control Computer** is a block that allows for control of all weapons on the vehicle from anywhere within the range of the computer. It's advised to make a bridge on ship and put this in there, and add a chair and a Vehicle Controller as well. This allows control of the entire ship from a central location.

In multiplayer modes Fire Control Computers you have control over will be marked "Mine" on your screen. This shows no other player has access to the controller until you move away from it. Access is on a first come first server basis. Different players can control separate Fire Control Computers on the same craft. This allows for multiple weapon groups to be player controlled simultaneously. If a player tries controlling a weapon group that is already controlled by another player, the first to select the group maintains control.
Laser (Simple Weapon)

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 150

The **Laser** is a simple weapon limited to 500m range. Needs to be mounted on a turret, unless aiming with the entire hull. Cannot damage projectiles.

-Damage per second: 1000

-Armour piercing: 5

-Reload time [s]: 10

-Material use per shot: 0.4

-Maximum range [m]: 500

-Does not damage projectiles (missiles, etc)
Siobhan Hartigan

*This article is a stub. You can help The Long Journey Home Wiki by expanding it.*

**Siobhan Hartigan** is one of the crew members in The Long Journey Home. A proficient archaeologist, Siobhan can recover items and artifacts from ruins more easily than other crew member candidates.

## Description

Dr. Siobhan Hartigan joins us on the recommendation of our sponsors at the Minerva Consortium. She brings a lifetime of archeological experience in some of the world's most dangerous dig-sites. Her methods have been described as 'controversial', but all agree that if Alpha Centauri has secrets waiting to be discovered, Hartigan is the woman to expose them.

## Background

Doctor Siobhan Hartigan has had something of a controversial career, being praised as the savior of as many crucial ancient relics as she’s been accused of ‘liberating’ from some of the world’s most dangerous archaeological sites. With the backing of the Minerva Consortium, she’s led teams into Iraq, Afghanistan, and into the Korean DMZ. Where next, but Alpha Centauri?

Siobhan is from Cork (Ireland) and already traveled the whole world to hunt treasures of ancient civilizations. Lara Croft has been Siobhan's childhood ideal, who made her the adventurer she is right now.

Siobhan is a culturally educated dexterous archeologist, who has all the survival skills to explore ruins. Her puzzle skills make her the best choice for exploring the extinct alien civilizations.

Siobhan is the strongest drinker of all crew members. During long flights she spreads Whiskey bottles and glasses, strange relics, a helmet, and a headlamp throughout the crew quarters.

## Abilities

* Avulco Bust: Examine it to get an Avulco Gem
* Broken Totem: Reassemble it to get a Totem of Famine
* Compass (Wolphax): Analyze it to start Avalon
* Gate Circuit: She leaves the last gate open
* Logos Case File: Adjudicates not guilty
* The Book of Fallen Candles: Adds a hint and starts Tomb Raider
* The Book of the First Dawn: Adds a hint and starts Tomb Raider
* The Book of the Second Testament: Adds a hint and starts Tomb Raider
* Totem of Death: Open it to get a Naked Singularity
* Xaquindi Samples: Examine them to find Xaquindi Ointment

## Notes

* Only Siobhan can recover Gamuhvane during the Avalon quest.

## Item

* Crystal Skull: It has no known use and can be sold.
Exhaust

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 0.25

**Exhaust pipes** connect to other exhaust pipes or to cylinders. They are non-directional, and exhaust will attempt to exit at the closest possible location. There are variants with identical stats that connect on different sides.

When using Turbochargers, it is recommended to gather exhaust from as many cylinders as possible, before sending it through the turbos. It is even possible to connect the exhaust-pipes of several separate Fuel Engines for this.

Venting exhaust into the water does not lead to any problems. As IR-cameras do not work underwater, it is generally a good idea to make use of that.
Felix Flieger B5 Geiger

(This page is largely unfinished and disorganized)

## Overview

### Summary

The Felix Bomber is a ww2 style plane armed with 10 medium magnetic bombs. This makes it similar to most deepwater guard vehicles as it is very much a glass cannon, though it’s much faster than others at 43.9m/s, and the bombs hit quite hard. Fortunately, it’s easy to shoot it down before it bombs your ship, though it does have rearside air defence.

### Pros/Cons

##### Pros:

-Good speed for DWG

-Good bombs

-Quick pull away

##### Cons:

-gets very close before bombing

-low health

-low altitude flight

-No evasive moves

## How to kill

The Felix Flieger is quite easy to shoot down, it has low health, and doesn’t take advantage of being airborne, it’s possible to shoot it down with just about anything, and due to its low health and lack of protection, it can be shot down with ease.
The Colour Of Truth

**The Colour Of Truth** is one of the Cueddhaest quests in The Long Journey Home.

## Description

A Cueddhaest Herald intercepts and asks for the player's help. They ask the player to mediate in a conflict of two Feuding Cueddhaest Heralds. If the player accepts, the quest will be started and the player has to intercept the Feuding Cueddhaest Heralds.

The Feuding Cueddhaest Heralds are fighting in a very unique way. Since they are sitting on the same ship, there is no battle going on. One of the two is always activating the weapon systems while the other one tries to switch them off. It is possible to call them when the shields are on, off or in a flickering state. In the flickering state both are too busy to talk to the player. Calls during active shield phases will only be answered, if the player's shields are active, too. In the same way, inactive Cueddhaest shields require inactive human shields when calling. The player now has to talk to both Cueddhaest during their winning phase and answer a question to each of them on whether he thinks ORANGE or BLUE is right. If the player chooses consistently BLUE or ORANGE twice, the player will be rewarded with 200-230. If the player chooses both ORANGE and BLUE (i.e. agreeing or disagreeing twice), they will kill each other, their ship explodes and drops a Cueddhaest Gate Pass.
Failsafe

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 15

A **Failsafe** attaches to a Local Weapon Controller and attempts to prevent the weapon from firing on its own vehicle.

## Stats

* EMP susceptibility: 60%
* EMP damage reduction 10/m
* For turrets it uses the fire point of the first weapon placed
* For missile controls it uses the end of the first gantry
* For all other weapons it uses the centre of the weapon

## Game description

*This component can be attached to any local weapon controller and will make sure, to the best of its ability, that the weapon has a clear line of fire to the target before firing. The aim of this component is to reduce friendly fire against parts of your own vehicle.*
Chair

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 3

A **chair** is an object the player may sit in. By sitting in a chair Rambot (the player) will be locked in place until the chair is destroyed or the player gets up by pressing (space). It is not recommended to place chairs on turret subobjects as controlling the turret while sitting on it can be quite difficult and disorienting.

There also is an alternate version of the chair, the **Elevated chair**. The **Elevated chair** shares the same stats and function of a normal chair, but raises the height of Rambot (the player) by 1 block. This is helpful for seeing over controllers or the front of the ship, while keeping the chair better protected behind cover.
Dangerous Waters

**Dangerous Waters** was a planet with an associated campaign in *From the Depths*. It was based on World War II, and played in an RTS fashion, rendering it different from the other campaigns. The player was given a limited pool of designs and disallowed from adding their own in-game. The player played as the **Allies** faction, starting with two shipyards and a *Sverige* class cruiser, fighting against the **Axis**, the only other faction in the campaign.

For various reasons, including poor project management with a general lack of vision, as well as the burden of organizing the maintenance of the campaign's many vehicles, the project eventually deteriorated, and although various iterations of the planet and campaign can still be downloaded from the Steam workshop, it is no longer included in the base game.

*This article is a stub. You can help From the Depths Wiki by expanding it.*

## Geography

The Dangerous Waters map was based on Earth, with a reduction in scale causing some of the continents to appear "squashed." However, some islands were increased in scale, such as Hawaii.
Core Block

A core block is a block all other blocks of that system connect to. If it's destroyed, the entire sub-system loses its function, so it is vital to protect it well.

*This article is a stub. You can help From the Depths Wiki by expanding it.*

Core blocks include:

* AI Mainframe for AIs
* Firing Piece for CRAM Cannons
* Advanced Firing Piece for Advanced Cannons
* Multipurpose Laser for Lasers
* Gearbox for Steam Engines
Lightning Hoods

*This article is a stub. You can help From the Depths Wiki by expanding it.*

The **Lightning Hoods** are a faction with ships of a green and black colour scheme, and are quite effective with lasers and flying ships. Because of that they are a hard faction to beat. They also are infamous because of their ships' speed.

## Lore

The Lightning Hoods originated during the Flayers' split from the Steel Empire. Their leaders consisted of previous tech leaders who reportedly kept stealing technology from other people, so they are sometimes referred to as tech bandits. Since they were helped by the Flayers to escape, the Hoods and Flayers have a strong alliance.

Shortly before the game start, the White Flayers declared independence from the Steel Empire. In the conflict, the Flayers were able to disable the power grid and coastal defenses of the Steel Empire, allowing researchers and corporate leaders from throughout the Empire to slip away.

These scientists formed a new nation in Orhurst, the southeastern most region of Neter. Orhurst is very infertile and resource starved, and was a neglected part of the Steel Empire. The area has very little in the way of infrastructure aside from ancient Grey Talons ruins and Lightning Hood mega cities.

The Lightning Hoods are ruled by 13 sages who form a council which leads them. The status of a Hood is reflected in their chair size. The Hoods are infamous as tech thieves, most famously, the theft of Twin Guard spaceship technology. The Twin's hold a grudge against the Hoods and their allies, and seek to wipe them off the face of Neter.

## Loadout

The Lightning Hoods focus on the speed of their craft. They almost exclusively use PACs, Lasers, and Frag/EMP Missiles. Many of their ships use Hydrofoils to skim the water, further increasing their speed. They also have some of the best planes in the game.

The Lightning Hoods have also been known to make limited use of Electric engines, making the designs that use them more expensive but also incredibly efficient.

## Bordering Factions

- Deepwater Guard to the west.

- Gray Talons to the north.
30mm Assault Cannon

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 100

The **30mm Assault Cannon** is a low-damage simple weapon that will fit nearly anywhere. Contrary to the description, it can aim 2° in any direction – though mounting it on a turret is still recommended.

-Uses simple shells

-Kinetic damage: 300

-Armour piercing: 2

-Shot velocity [m/s]: 450

-Material use: 0.8

-Eff. Range [m]: 2250

-Dispersion [deg]: 0.125

-Reload time [s]: 0.1

-Magazine Capacity: 50

-Magazine Reload time [s]: 7

-Max Elevation: 2

-Min Elevation: -2

-Max Traverse: 2

### CWIS Application

While this simple weapon has little use offensively outside of tiny craft, it excells in a defensive role on ships of any size. Of all of the simple weapons currently available, the 30mm Assault Cannon stands out as exeptional value for performance. Simply attaching one to four 30mm Assault Cannons on a 2 axis turret controled by an Anti-Munitions Defense controller will provide substantial protection from incoming cram shells and missiles. (multiple sets may be required for larger salvos or higher HP targets)
Bailey

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Armour
 Speed with wind up to

## Performance

As a sailing ship, the speed depends heavily on the wind. It ranges from 11m/s (no wind) to just below 19m/s. Each broadside consists of 6 Advanced Cannons - calibre 236mm, 3m loaders, firing AP-shells at 387m/s, with 11 AP and 4,359 kinetic damage, rate of fire is 9.5 per minute, inaccuracy 1.414° - as well as 8 simple large cannons (2 of which can fire to the rear). Additionally, she has 1 simple large cannon able to fire to the front and either side.

The armour is almost entirely wooden - even the AI, ammo stores, engine, and cannons are protected only by 1-2m wood.

If fighting her, consider using fliers (due to lack of proper anti-air weapons). Almost any weapon should be effective, although HEAT, and large AP-shells will be less effective - they will deal damage, but need to hit vitals and will likely deal overkill-damage to the whatever they do hit.

## Links

Forum-entry: https://forum.fromthedepthsgame.com/showthread.php?tid=7647
Misc

A catch-all category for components that don't belong anywhere else.

## Repair

* Repair Tentacle: Repairs one block per second on another construct provided there are enough resources to do so. The range is 150 m, measured to the origin of the construct being repaired.
* Compact Repair Tentacle: Animationless version of the Repair Tentacle although it will cost slightly more resources.
* Repair Bot: Repairs the construct it is on. Used to require pathing to function in the past.

## Subvehicles

* Subvehicle Spawner: Can be assigned a vehicle that is already in play. The assigned vehicle is then saved into the mothership's blueprint. When the mothership is spawned, the selected vehicle will be spawned along with it (once).
* Vehicle Blueprint Spawner: Can be assigned a blueprint. When triggered by an ACB, it will begin construction of the blueprint at the specified distance and angle and hold it for a specified amount of time.
* Docking Station: Can hold a subvehicle at a specified distance and angle. When the dock command is given, it will pull the subvehicle towards itself until it reaches the "safe distance". Then it will move the subvehicle laterally until it reaches within the safe approach angle of the hold angle. Finally it will pull the subvehicle to the hold distance.

## Strategic Antenna

* Strategic Antenna
* Dish Piece

Strategic antennas clear up the Fog-of-War, and detect out-of-play NPC units within range.

## Shields

* Shield Projector
* Ring Shield

## Warp Drive

* Warp Rod 2m
* Warp Terminator
* Warp Controller
* Warp Charger 2m

## Decoys

* Heat Decoy
* Sonar Decoy
* Radar Decoy
* Chaff Emitter

## Heart Stone

* Heart Stone
* Heart Stone Extension

The heart stone provides charge to the player character in gamemodes where this is required.

## Others

* Tactical Nuke
* Origin Block
* Respawning Beacon
* Teleport Pad
* Example Mod Block

## Removed

* NPC Spawner
* Vehicle Respawner & Scrapper
* Shield Color Changer (now called Widget)
Guernsey

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

The Guernsey is a pre-dreadnought battleship in service with the Steel Striders Navy.

## Summary (v.56)

An old battle-wagon dating back to... who knows, probably shortly after the split between the Steel Striders and the Onyx Watch, the Guernsey is an oddity among Steel Striders craft, being armed primarily with CRAM cannons. Specifically, she carries a mixed-calibre main battery of four 1600mm, and four 1500mm cannon, in two twin centreline turrets and four single wing turrets, respectively.
To complement these hard-hitting weapons, she's also outfitted with a small number of fast-firing casemate guns, and a small battery of time-fuzed anti-aircraft guns.

On the flip side, her great age leaves her with numerous weaknesses, being little more than a floating museum; the ancient propulsion plant can barely push her to 10m/s in a flat calm, and her armour scheme is beyond obsolete, with even her belt armour being only 1m of Metal. Her main battery turrets, boiler rooms, and machinery spaces are protected by an internal metal torpedo bulkhead, also 1m thick, but this still leaves her painfully vulnerable against proper armour-piercing weapons.

## Trivia

* As its in-game description suggests, the Guernsey is, or at least was, a rare example of a construct that remained virtually unchanged for a relatively long time, despite numerous tweaks and additions being made to the game mechanics. That's not to say that she *hasn't* been updated since she was added to the game, but even when she was finally overhauled, and overhauled so extensively that the game decided to record the builder who performed the overhaul as being the "original author" of the design, the end result is still, unmistakably, *Guernsey*.
* She (or at least the original version of her), is (was?), according to the original author, inspired by british and german WWI-era dreadnought and pre-dreadnought battleships, possibly including the Nassau- and Lord Nelson-classes.
Identify Friend or Foe Add-On

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 100

The **Identify Friend or Foe (IFF)** allows seeking missiles to target only the foe.

## Application

This add-on allows missiles connected to the same Missile Controller to distinguish between friendly and hostile ships. It will *not* prevent the missile from exploding on the launching vessel or its allies but *will* stop the missile from specifically targeting them.

## Requirements

The IFF must be attached to a connector or the Missile Controller to function and will only affect missiles launched from the same controller.
Connector (Missile)

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 10

A **Connector** connects missile-components, making it possible to extend distance between a Missile Controller and a Missile Launcher.

## Application

It is useful when available space hinders direct connection of a Missile Controller and a Missile Launcher. Creating a chain of connectors can help to resolve such situations.

Another case would be when more rockets for one Missile Controller are desired. Connecting all needed Missile Launchers with connectors and then joining to the Missile Controller will allow for the release of multiple bombs, array of rockets, or multiple torpedoes.

## Requirement

Standalone, it has no functional use; it requires at least one Missile Launch Pad and Missile Controller.
Churl

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Armour

## Performance

As a sailing ship, the speed depends on the wind. It ranges from 8.5m/s (no wind) to about 12m/s. Each broadside consists of 17 CRAM Cannons, able to elevate up to 45°. Unlike most other easy Galleons, most of her armour is made of metal, providing superior protection.

If fighting her, consider using fliers (due to complete lack of anti-air weapons). Speed will help avoiding the CRAM shells she shoots.

## Trivia

She seems to have replaced an older ship also named Churl.

## Links

Forum-entry: https://forum.fromthedepthsgame.com/showthread.php?tid=13017
Items

This is an overview of all the **Items** in The Long Journey Home.

The base prices reflect the amount of credits the player can get for selling an item at an Entrope Supply Station. The majority of other trading alien races buys items for the same price, but each alien race has a few preferred and less preferred items with different prices. Gates pay only 75% of the base price. In rogue mode all prices are 75% of the values for story and adventure mode. Hospitals only pay 80% for medical items. Gardens only pay 50% for plants.

## The Bones of P'tah

Collect them all to unlock the "TALLER THAN HE SOUNDED" achievement.

## Rewards

### Gate Passes

Gate passes are a common quest reward and are sometimes dropped, when destroying an alien ship.

### Glukkt VR Erotica

Collect them all to unlock the "15 MINUTES OF FAME" achievement.

## Ship Upgrades

Prof. Lebedev can randomly create ship upgrades by scrapping technical devices.

## Other

### Logos Case Files

A Logos ship called "Laws Of The Logos" wants the player to give his opinion on these cases. Depending on the player's choice the respect of the favored Aliens increases, the other decreases.

# Trivia

* The Celindion Device is named after Canadian singer Celine Dion.
* Aphla and Ogema are mentioned on the game's official homepage as mysterious artifacts Schiaparelli found on Mars.
* The Idol of Many Feats is a reference to the Idol of Many Hands from The Secret of Monkey Island.
Laser Destabiliser

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 50

**Laser Destabilisers** allow Cavities to use more energy in the same window of time.

## Application

**Laser Destabilisers** allow faster usage of stored laser energy, resulting in higher laser damage in the same period of time, at the cost of higher laser energy usage. They attach in the same way as Cavities and Frequency Doublers.
Ashes of the Empire

**Ashes of the Empire** is the only land-based campaign in *From the Depths*.

Like *Glao*, the campaign gives the player a volume limit, with it being 2500 cubic meters. Other factions do not follow this limit.

Ash, drifting, fluttering, driven by the wind. The ashes fall, the ashes drift, uncertain of their final resting place. This is the fate of the Empire, torn apart in the fire of civil war, burned, and turned to ash. Where will the winds of fate blow it? Where will it land?
The Betrayal of the White Flayers was the spark that lit the fires, and nothing could stop it. The Steel Empire has fractured, The Flayed Ones and the Thirteen Sages, now known as the Lightning Hoods on one side, and the shadow of the Empire, now known as the Steel Striders backed up by their artificial friends the Twin Guardians on the other. The Onyx Watch, preferring a stance of independence, refuses to stand with anyone and has holed up in their fortresses ready to crush anyone who comes near their lands, and the infernal Dustwind Gypsies, pushing outside of their territories, are raiding and ambushing anywhere they see opportunity, feasting on the dying remains of the Empire.
Now, a new wind blows, ashes swirl, ashes fall, where will you drive the ashes of the empire?

The **Ashes of the Empire** take place before the *Quest for Neter* campaign, during the time of the Great Civil War that broke apart the *Steel Empire* into Neter's factions, with the player taking the role of a humble junk dealer.

## Geography

Most of the terrain is flat and covered in a desert/plain environment, with there being almost no water.

## Starting the campaign

At the beginning of the campaign, you are given a grace period of 1 hour, after which the Deepwater guard will declare war on you. Then, after x period of time, other factions will start to declare war on you.(needs fact checking)

## Resource Zones

The Ashes of the Empire contain multiple resource zones with varying statistics.
Aerodyne Incorporated

Aerodyne Incorporated focuses on the smaller jet aircraft of the Steel Striders Air Force.

Aerodyne Incorporated is the amalgamation of several legacy aeronautical company's, who's piston driven fighters where the superstars of their day. Now building and designing sleek jets suited to all modern combat roles required of single or double seat fighters. Their instantly recognisable designs has lead to many a young steel strider hanging their models from their ceiling, so ingrained are they in everyday life.
Laser Steering Optics

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 50

Laser Steering Optics are placed directly in front of the Laser Combiner in an offensive Laser system. They do not increase the damage of the Laser system but instead increase the field of fire and decrease the attenuation.

### Effects

*This article is a stub. You can help From the Depths Wiki by expanding it.*
Capitol

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

## Performance

More heavily armoured than Onyx Watch sail-ships of comparable size, but also slower. The 4 twin-turrets use unfused APHE CRAMs (the lack of fuse meaning they will only destroy one block before detonating), the 6 secondary turrets use HE.

If fighting her, speed is your friend – it will allow you to choose a range, and help avoid the slow-flying CRAM-shells she will send your way. Most vitals are well-protected – the turrets by 2m metal front, and 1m on the side, the internals by 3-4m separate layers of metal. This spacing makes her comparatively vulnerable to HE, frag, and AP, but nearly immune to HEAT. The keel is made of 1m metal without any spacing, vulnerable to submarines.

## Links

Forum-entry: https://forum.fromthedepthsgame.com/showthread.php?tid=14332
ERA

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 5

**Explosive Reactive Armour**. Currently called "ERA Armour" in-game. There is a sloped variant that accomplishes the same function for 2.5 material, but is non-structural, receiving no bonus from armour placed behind it.

-Triggers explosion of shells (other than CRAM) on Contact. ERA dies after triggering process is complete.

-Triggered Shell has 20% HE/Flak damage and 20% radius

-Triggered shell has 20% HESH thump damage.

-Triggered shell fragmentation warheads explode with 180 degree angle.

-Shaped charge and secondary shaped charge warheads cannot extend jets though an alive ERA block. ERA block will be destroyed to stop the jet.

-HESH cannot begin shockwave on an alive ERA block. ERA block will be destroyed to stopping the effect. However, once a shockwave has started it will kill any ERA block it hits.

-If triggered shell has not exploded (i.e. Kinetic only shell) it will reduce kinetic damage by 2500. (but will leave it with no less than 100 damage)

## Usage

ERA is used mostly to counter HESH and HEAT. It is used up completely whenever activated. HESH triggering on external ERA is nullified entirely, and internal ERA can be used to either "catch" fragments, or reduce their AP (as ERA has only 3 AC). A HEAT-beam passing through ERA is also nullified. Frags (be it from missiles, frag shells, HESH, HEAT, or CRAMs) will be removed if too close to activating ERA (as will any shell, although this is less likely and depends on the game's speed), and HE triggering on ERA is greatly reduced in strength.

External ERA can be stripped quite fast with airburst frag or airburst HE rounds.
Guides

This page provides links to all of the different game-play **guides**. These will range from beginner guides to guides detailing particular features of the game and how to get the most out of designs.

Do note that guides rarely stay fully up-to-date for long, due to the game being actively developed. They may still provide bits of useful info, but for up-to-date tips it may be better to ask on the Steam forum, the official forum, or the FtD\_help channel of the official Discord server.

## Guides From Other Communities

The guides on the official FTD forums and from Steam are usually more up to date and cover a wide range of topics.

Tutorials sub-forum

Steam guides

## Wiki Guides

* Beginner guide – A basic guide, covering most of the core topics of the game and perfect for beginners. As of 2020/04/15 poorly maintained, but many things covered there have not changed since it was last edited in 2015.
* Noob Traps – A guide listing many common beginner mistakes.
* Laser Guide – A guide on lasers. Accurate as of 11/30/2021
* Shell Guide – A guide on designing shells for Advanced Cannons
Ammo Barrel

Health
 Armour Class
 Structural
 Relative Buoyancy
 Size
 Material Cost | 10

Each **Ammo Barrel** holds 500 points of material storage as well as 50 points of ammo. Regenerates 50 ammo per minute. Functionally identical to Ammo Parts Box in the current version.

## Stats

* Health loss from one meter of HEAT penetration is 100%.
* Block has a relative buoyancy of -7.4.
* Material storage: 500
* Ammo storage: 50
* Ammo regenerates at a rate of 50 per minute per cubic meter of ammo storage. (Be that Ammo part boxes, Ammo Barrels, or one of the larger Ammunition boxes).
* Highly explosive. Deals explosive damage in a 12.7m radius when destroyed. Damage scales based on the % of **material** storage available on the vehicle - from 4,751 damage at full storage to 0 when no are materials available onboard the vehicle.
* Used by all weapons except lasers and Particle Cannons
Control

* Vehicle Controller

* Ship's Wheel

* Spin Block Controller
* Fortress Controller
* Fire Control Computer
* Chair
* Thrust Controller
* Display

## Remote player control

* Control Terminal

* Remote Vehicle Controller
* Wireless Camera

## Automation

* Automated Control Block
* LUA Box - The LUA Box allows the vessel to be controlled by a player-supplied Lua script.
* PID (General Purpose)
Huge Propeller

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 540

A **Huge Propeller** turns power into thrust. It is a bigger and better Propeller.

## Application

Typically used for boats. They can be implemented in any direction, to help in more complex maneuvers. Forward, and backward motion, turning, lifting, diving, etc..

It is better to use a huge propeller than 9 small propellers: A huge propeller provides more thrust per area, per volume, per power used, and per material build cost. On top of that, huge propellers can overlap, as only the center m² checks for the 8m empty space requirement. Alternatively, you can encase a huge propeller almost entirely in armor, making it far more resilient.

## Stats

* Max force: 10800
* Max power use: 405
* Optimal empty space behind Propeller is 8 meters
* Top speed: 100m/s
* EMP Susceptibility: 20%
* EMP damage Reduction: 10/m
Items And Skills

The player can utilise a number of hand-held-weapons, items and skills that can improve your experience. Like: Boost the gain and efficiency of your mining and drilling, weapons that destroy blocks and let you repair faster.

*This article is a stub. You can help From the Depths Wiki by expanding it.*

# Hand-held weapons

Pistol

SMG

Blunderbuss

Minigun

Grenade launcher
Chaff Emitter

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 100

**Chaff Emitters** use materials to confuse sensors, reducing the radar detection range of the craft. while active. They cannot reduce radar signature below 50% of the non-chaff value. Note that it also affects an AI's radars, not just radar-seeking missiles.