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	<id>https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mreaten7</id>
	<title>Underrail Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mreaten7"/>
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	<updated>2026-05-01T03:05:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=XAL-001_Pistol&amp;diff=47332</id>
		<title>XAL-001 Pistol</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=XAL-001_Pistol&amp;diff=47332"/>
		<updated>2021-09-28T05:00:10Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = XAL-001.png&lt;br /&gt;
| itemquality = unique&lt;br /&gt;
| name        = XAL-001 Pistol&lt;br /&gt;
| type        = Pistol&lt;br /&gt;
| description = XAL-001 (eXperimental Acid Launcher) is an advanced chemical pistol design that is a product of collaborative effort between both the Preservation and Investigation divisions of Institute of Tchort. Increased reliability, ergonomics and rate of fire, as well as the ability for multiple attachments; the most important of all is perhaps the chemical extractor that allows for fast and efficient weapon reloading (attachment not included with the prototype); make XAL-001 a milestone in advanced weapon design.&lt;br /&gt;
| damage      = 40-50 {{color|lime|(Acid)}}&lt;br /&gt;
| impactspeed = Low&lt;br /&gt;
| ap          = 16 AP&lt;br /&gt;
| range       = 7 (optimal: 4)&lt;br /&gt;
| critchance  = 4%&lt;br /&gt;
| critbonus   = 100%&lt;br /&gt;
| capabilities= {{On hit|30% chance to entangle the target in acidic sludge, dealing additional 100% damage over 2 turns.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|sprays acid.}}&lt;br /&gt;
| ammotype    = {{color|lime|acid vials}}&lt;br /&gt;
| magcap      = 8&lt;br /&gt;
| ammouses    = Use: Unload all the ammo from the weapon.&amp;lt;br&amp;gt;(AP: 5) &lt;br /&gt;
| durability  = 870 / 870 (mechanical)&lt;br /&gt;
| weight      = 3.00&lt;br /&gt;
| value       = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''XAL-001''' is a unique [[Pistols|chemical pistol]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The '''XAL''' ('''eXperimental Acid Launcher''') is a prototype chemical weapon developed at the [[Institute of Tchort]]. It is supposed to be a vastly improved version of the [[Acid Blob Pistol]], but may not perform as expected... &lt;br /&gt;
&lt;br /&gt;
It has a small chance to leak acid on weapon shot, dealing acid damage to the user and creating a pool of acid at their feet.&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|acid}}&lt;br /&gt;
&lt;br /&gt;
== Related quests ==&lt;br /&gt;
* [[Field test XAL-001]]: Principal Investigator Georgis needs you to help him field test the pistol in combat until you are sure there are no problems with its design and then return to Georgis. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.0.3.14]] - changed damage to 40-50 (up from 25-35)&lt;br /&gt;
* [[1.0.3.6]] - fixed backfire behavior[http://underrail.com/forums/index.php?topic=3085.msg16692#msg16692]&lt;br /&gt;
* [[0.1.14.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
{{Plotitem navbox|collapsed}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:Chemical pistols]]&lt;br /&gt;
[[Category:Pistols]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Scout_Faceless_positions&amp;diff=47254</id>
		<title>Scout Faceless positions</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Scout_Faceless_positions&amp;diff=47254"/>
		<updated>2021-08-15T05:25:39Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Scout Faceless Positions&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = Faceless_guards.png&lt;br /&gt;
| location = [[Deep Caverns]]&lt;br /&gt;
| givenby  = [[Harmost Stavros]]&lt;br /&gt;
| rewards  = 2000 classic XP / 1 oddity XP&amp;lt;br&amp;gt;Keycode to storeroom&lt;br /&gt;
| related  =&lt;br /&gt;
| previous = [[Get into Cytosine Outpost]]&lt;br /&gt;
| next     = [[Liberate rassophores]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
Harmost Stavros wants you to perform reconnaissance of the Hollow Earth cavern and the areas east of it. Also, he suspects that the Faceless have probably set up one or more bases of operations where they might hold rassophores captured during the fighing. Scout them out and help any rassophores you might find.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You must find the 2 secure entrances to Faceless territory and their base. Head South East from the outpost to reach the first entrance in the Caerus Residental district. From there they will direct you to their base as long as you don't take any hostile actions. Head East then North though 2 warehouse districts (passing the second secure entrance) then East again to their base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Liberate_rassophores&amp;diff=47253</id>
		<title>Liberate rassophores</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Liberate_rassophores&amp;diff=47253"/>
		<updated>2021-08-15T05:25:26Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Liberate rassophores&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = Tchortist_captives.png&lt;br /&gt;
| location = [[Deep Caverns]]&lt;br /&gt;
| givenby  = [[Harmost Stavros]]&lt;br /&gt;
| rewards  = 3000 classic XP / 2 oddity XP&lt;br /&gt;
| related  =&lt;br /&gt;
| previous = [[Scout Faceless positions]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
Harmost Stavros wants you to liberate the captured rassophores you saw at the Faceless Base. Get as many of them as you can out of there and report back to his Excellency.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
{{expand section}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Shroomling_Spitter&amp;diff=47252</id>
		<title>Shroomling Spitter</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Shroomling_Spitter&amp;diff=47252"/>
		<updated>2021-08-14T22:58:07Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Character Infobox&lt;br /&gt;
| name       = Shroomling Spitter&lt;br /&gt;
| type       = critter&lt;br /&gt;
| portrait   = shroomling_spitter_l.png&lt;br /&gt;
| background = MushroomCave.png&lt;br /&gt;
| level      = &lt;br /&gt;
| health     = 670&lt;br /&gt;
| shield     = &lt;br /&gt;
| psipool    = &lt;br /&gt;
| image      = Shroomling Spitter.png&lt;br /&gt;
| faction    = &lt;br /&gt;
| roles      = Psimorph&lt;br /&gt;
| location   = [[Mushroom Forest]]&lt;br /&gt;
| quests     = &lt;br /&gt;
| loot       = [[Crystallized Spore]]&amp;lt;br&amp;gt;[[Adrenal Gland]]&amp;lt;br&amp;gt;[[Cave Ear]]&amp;lt;br&amp;gt;[[Gremlin Stool]]&amp;lt;br&amp;gt;[[Oozing Shroom]]&amp;lt;br&amp;gt;[[Red Dream Mushroom]]&amp;lt;br&amp;gt;[[Spirit Mushroom]]&lt;br /&gt;
| abilities  = &lt;br /&gt;
|&lt;br /&gt;
|Combat stats section:&lt;br /&gt;
| damage        = &lt;br /&gt;
| range         = &lt;br /&gt;
| actionpoints  = 50&lt;br /&gt;
| movepoints    = &lt;br /&gt;
| detection     = &lt;br /&gt;
| initiative    = &lt;br /&gt;
|&lt;br /&gt;
|Resistances section:&lt;br /&gt;
| mechanical    = &lt;br /&gt;
| heat          = &lt;br /&gt;
| cold          = &lt;br /&gt;
| electricity   = &lt;br /&gt;
| acid          = &lt;br /&gt;
| energy        = &lt;br /&gt;
| bio           = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shroomling Spitter''' is a critter.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Like Chompers, they CANNOT be critically hit, not even by things that would otherwise guarantee it (100% critical strike chance, the Aimed Shot feat, etc.)&lt;br /&gt;
&lt;br /&gt;
== Fighting tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category: Critters]]&lt;br /&gt;
[[Category: Insectoids]]&lt;br /&gt;
[[Category: Psimorphs]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Shroomling_Chomper&amp;diff=47251</id>
		<title>Shroomling Chomper</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Shroomling_Chomper&amp;diff=47251"/>
		<updated>2021-08-14T22:57:18Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Character Infobox&lt;br /&gt;
| name       = Shroomling Chomper&lt;br /&gt;
| type       = critter&lt;br /&gt;
| portrait   = shroomling_chomper_l.png&lt;br /&gt;
| background = MushroomCave.png&lt;br /&gt;
| level      = &lt;br /&gt;
| health     = 670&lt;br /&gt;
| shield     = &lt;br /&gt;
| psipool    = &lt;br /&gt;
| image      = Shroomling Chomper.png&lt;br /&gt;
| faction    = &lt;br /&gt;
| roles      = Psimorph&lt;br /&gt;
| location   = [[Mushroom Forest]]&lt;br /&gt;
| quests     = &lt;br /&gt;
| loot       = [[Crystallized Spore]]&amp;lt;br&amp;gt;[[Adrenal Gland]]&amp;lt;br&amp;gt;[[Cave Ear]]&amp;lt;br&amp;gt;[[Gremlin Stool]]&amp;lt;br&amp;gt;[[Oozing Shroom]]&amp;lt;br&amp;gt;[[Red Dream Mushroom]]&amp;lt;br&amp;gt;[[Spirit Mushroom]]&lt;br /&gt;
| abilities  = &lt;br /&gt;
|&lt;br /&gt;
|Combat stats section:&lt;br /&gt;
| damage        =&lt;br /&gt;
| range         = Melee&lt;br /&gt;
| actionpoints  = 50&lt;br /&gt;
| movepoints    = &lt;br /&gt;
| detection     = &lt;br /&gt;
| initiative    = &lt;br /&gt;
|&lt;br /&gt;
|Resistances section:&lt;br /&gt;
| mechanical    = &lt;br /&gt;
| heat          = &lt;br /&gt;
| cold          = &lt;br /&gt;
| electricity   = &lt;br /&gt;
| acid          = &lt;br /&gt;
| energy        = &lt;br /&gt;
| bio           = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shroomling Chomper''' is a critter.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The result of Psimorphs adapting to the [[Mushroom Forest]], Chompers prefer to, you guessed it, chomp on the player.&lt;br /&gt;
&lt;br /&gt;
They CANNOT be critically hit, not even by things that would otherwise guarantee it (100% critical strike chance, the [[Aimed Shot]] feat, etc.)&lt;br /&gt;
&lt;br /&gt;
== Fighting tactics ==&lt;br /&gt;
Their primary attack is a bite that deals mechanical and bio damage with a chance of inflicting [[Spore Infection]]. They also start off laying down, resembling an ordinary patch of oversized mushrooms.&lt;br /&gt;
&lt;br /&gt;
They are resistant to mechanical damage and are functionally immune to bio damage and that's about it. Basically, treat them like a weaker version of a [[Tchortling Devourer]]. &lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category: Critters]]&lt;br /&gt;
[[Category: Insectoids]]&lt;br /&gt;
[[Category: Psimorphs]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Shroomling_Chomper&amp;diff=47250</id>
		<title>Shroomling Chomper</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Shroomling_Chomper&amp;diff=47250"/>
		<updated>2021-08-14T22:57:00Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Character Infobox&lt;br /&gt;
| name       = Shroomling Chomper&lt;br /&gt;
| type       = critter&lt;br /&gt;
| portrait   = shroomling_chomper_l.png&lt;br /&gt;
| background = MushroomCave.png&lt;br /&gt;
| level      = &lt;br /&gt;
| health     = 670&lt;br /&gt;
| shield     = &lt;br /&gt;
| psipool    = &lt;br /&gt;
| image      = Shroomling Chomper.png&lt;br /&gt;
| faction    = &lt;br /&gt;
| roles      = Psimorph&lt;br /&gt;
| location   = [[Mushroom Forest]]&lt;br /&gt;
| quests     = &lt;br /&gt;
| loot       = [[Crystallized Spore]]&amp;lt;br&amp;gt;[[Adrenal Gland]]&amp;lt;br&amp;gt;[[Cave Ear]]&amp;lt;br&amp;gt;[[Gremlin Stool]]&amp;lt;br&amp;gt;[[Oozing Shroom]]&amp;lt;br&amp;gt;[[Red Dream Mushroom]]&amp;lt;br&amp;gt;[[Spirit Mushroom]]&lt;br /&gt;
| abilities  = &lt;br /&gt;
|&lt;br /&gt;
|Combat stats section:&lt;br /&gt;
| damage        =&lt;br /&gt;
| range         = Melee&lt;br /&gt;
| actionpoints  = 50&lt;br /&gt;
| movepoints    = &lt;br /&gt;
| detection     = &lt;br /&gt;
| initiative    = &lt;br /&gt;
|&lt;br /&gt;
|Resistances section:&lt;br /&gt;
| mechanical    = &lt;br /&gt;
| heat          = &lt;br /&gt;
| cold          = &lt;br /&gt;
| electricity   = &lt;br /&gt;
| acid          = &lt;br /&gt;
| energy        = &lt;br /&gt;
| bio           = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shroomling Chomper''' is a critter.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The result of Psimorphs adapting to the [[Mushroom Forest]], Chompers prefer to, you guessed it, chomp on the player.&lt;br /&gt;
&lt;br /&gt;
They CANNOT be critically hit, not even by things that would otherwise guarantee it (100% critical strike chance, the Aimed Shot feat, etc.)&lt;br /&gt;
&lt;br /&gt;
== Fighting tactics ==&lt;br /&gt;
Their primary attack is a bite that deals mechanical and bio damage with a chance of inflicting [[Spore Infection]]. They also start off laying down, resembling an ordinary patch of oversized mushrooms.&lt;br /&gt;
&lt;br /&gt;
They are resistant to mechanical damage and are functionally immune to bio damage and that's about it. Basically, treat them like a weaker version of a [[Tchortling Devourer]]. &lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category: Critters]]&lt;br /&gt;
[[Category: Insectoids]]&lt;br /&gt;
[[Category: Psimorphs]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Tchortist_Vathosphore_Armor&amp;diff=47080</id>
		<title>Tchortist Vathosphore Armor</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Tchortist_Vathosphore_Armor&amp;diff=47080"/>
		<updated>2021-08-05T07:52:43Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: /* Location */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = tchortist vathosphore armor.png&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| name         = Tchortist Vathosphore Armor&lt;br /&gt;
| type         = Armor Suit&lt;br /&gt;
| description  = A prototype heavy armor designed for combat in extreme environments. On the back is a device containing an ecosystem of thermosynthetic microorganisms living off the wearer's captured heat. These are capable of producing breathable air enriched with compounds beneficial to the wearer's general health and combat performance.&lt;br /&gt;
| res-mech     = 38% / 15&lt;br /&gt;
| res-acid     = 15% / 10&lt;br /&gt;
| res-bio      = 40% / 20&lt;br /&gt;
| capabilities = Mechanical damage threshold increased by 100% against bullets and shotgun shells.&lt;br /&gt;
| onequip      = Equip: Resolve increased by 20%&amp;lt;br&amp;gt;Equip: Chance to get critically hit by psi abilities reduced by 3.00%&amp;lt;br&amp;gt;Equip: Health increased by 30&amp;lt;br&amp;gt;Equip: All healing effects increased by 20%&amp;lt;br&amp;gt;Equip: Fortitude increased by 40&amp;lt;br&amp;gt;{{color|red|Equip: Perception decreased by 1}}&lt;br /&gt;
| specials     = {{ItemSpecial|Exsurge| Instantly removes incapacitation and mental breakdown effects from the user. Can be activated when under these effects as well.}}&lt;br /&gt;
| encumbrance  = 55%&lt;br /&gt;
| durability   = 1950 / 1950 (mechanical)&lt;br /&gt;
| weight       = 14.00&lt;br /&gt;
| value        = 15000&lt;br /&gt;
| datafile     = Armor/???.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Tchortist Vathosphore Armor''' is an armor suit.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item is not craftable.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
When being interviewed by Eidein, tell him you would like to become a official member of Preservation Forces.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.4.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Pl tchvathos.png| Male variant&lt;br /&gt;
Pl f tchvathos.png | Female variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Armor navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Armor Suit]]&lt;br /&gt;
[[Category:Suits]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Electroinvestigative_Belt&amp;diff=47079</id>
		<title>Electroinvestigative Belt</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Electroinvestigative_Belt&amp;diff=47079"/>
		<updated>2021-08-05T07:49:25Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Infobox item&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| image        = Electroinvestigative Belt.png&lt;br /&gt;
| name         = Electroinvestigative Belt&lt;br /&gt;
| type         = Belt&lt;br /&gt;
| description  = This belt comes with highly advanced miniaturized equipment for Maintenance and assembly of electronic devices. Feels like wearing a workshop around your waist.&lt;br /&gt;
| onequip      = Equip: Grants 2 extra utility slots&amp;lt;br&amp;gt;Equip: Electronics increased by 15&amp;lt;br&amp;gt;Equip: Increases critical chance of crafted energy pistols by 2%&amp;lt;br&amp;gt;Equip: All energy damage taken reduced by 15%&amp;lt;br&amp;gt;{{color|red|Equip: Agility decreased by 1}}&lt;br /&gt;
| requirements = :- Electronics 50&lt;br /&gt;
| weight       = 1,00&lt;br /&gt;
| value        = 5000&lt;br /&gt;
| datafile     = ???&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Chemoinvestigative Belt''' is a unique belt.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item is not craftable.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
When being interviewed by Eidein, tell him you would like to become an assistant investigator, then specify the Department of Physics.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.4.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Armor navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Belts]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Chemoinvestigative_Belt&amp;diff=47078</id>
		<title>Chemoinvestigative Belt</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Chemoinvestigative_Belt&amp;diff=47078"/>
		<updated>2021-08-05T07:49:07Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Infobox item&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| image        = Chemoinvestigative Belt.png&lt;br /&gt;
| name         = Chemoinvestigative Belt&lt;br /&gt;
| type         = Belt&lt;br /&gt;
| description  = This belt comes with highly advanced miniaturized equipment for analysis and synthesis of chemical compounds. Feels like wearing a lab coat around your waist.&lt;br /&gt;
| onequip      = Equip: Grants 2 extra utility slots&amp;lt;br&amp;gt;Equip: Chemistry increased by 15&amp;lt;br&amp;gt;Equip: Increases critical chance of crafted chemical pistols by 2%&amp;lt;br&amp;gt;Equip: All heat damage taken reduced by 5%&amp;lt;br&amp;gt;{{color|red|Equip: Agility decreased by 1}}&lt;br /&gt;
| requirements = :- Chemistry 50&lt;br /&gt;
| weight       = 1,00&lt;br /&gt;
| value        = 5000&lt;br /&gt;
| datafile     = ???&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Chemoinvestigative Belt''' is a unique belt.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item is not craftable.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
When being interviewed by Eidein, tell him you would like to become an assistant investigator, then specify the Department of Chemistry.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.4.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Armor navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Belts]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Bioinvestigative_Belt&amp;diff=47077</id>
		<title>Bioinvestigative Belt</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Bioinvestigative_Belt&amp;diff=47077"/>
		<updated>2021-08-05T07:48:46Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Infobox item&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| image        = Bioinvestigative Belt.png&lt;br /&gt;
| name         = Bioinvestigative Belt&lt;br /&gt;
| type         = Belt&lt;br /&gt;
| description  = This belt comes with highly advanced miniaturized equipment for biological analysis and synthesis of bioorganic compounds. Feels like wearing a lab coat around your waist.&lt;br /&gt;
| onequip      = Equip: Grants 2 extra utility slots&amp;lt;br&amp;gt;Equip: Biology increased by 15&amp;lt;br&amp;gt;Equip: Allows crafting of enriched health hypos that have 5% chance to critically heal&amp;lt;br&amp;gt;Equip: All bio damage taken reduced by 10%&amp;lt;br&amp;gt;{{color|red|Equip: Agility decreased by 1}}&lt;br /&gt;
| requirements = :- Biology 50&lt;br /&gt;
| weight       = 1,00&lt;br /&gt;
| value        = 5000&lt;br /&gt;
| datafile     = ???&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Bioinvestigative Belt''' is a unique belt.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item is not craftable.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
When being interviewed by Eidein, tell him you would like to become an assistant investigator, then specify the Department of Genetics.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.4.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Armor navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Belts]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Infused_Bison_Leather&amp;diff=47075</id>
		<title>Infused Bison Leather</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Infused_Bison_Leather&amp;diff=47075"/>
		<updated>2021-08-04T19:33:53Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Infobox item&lt;br /&gt;
| itemquality  = rare&lt;br /&gt;
| image        = Infused Bison Leather.png&lt;br /&gt;
| name         = Infused Bison Leather&lt;br /&gt;
| type         = Component&lt;br /&gt;
| description  = Bison skin can be turned into a suit of leather armor. It has been infused with super steel fiber to enhance its properties.&lt;br /&gt;
| quality      = 0 - 160&lt;br /&gt;
| skillsreq    = :Tailoring 80%&lt;br /&gt;
| weight       = 9.50&lt;br /&gt;
| value        = 500 + 17 * Quality&lt;br /&gt;
| datafile     = Components\Leathers\xpbl\infusedbisonleather.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Infused Bison Leather''' is a type of infused leather produced with [[Blueprint: Infused Leather]].&lt;br /&gt;
&lt;br /&gt;
In addition to properties of its normal variant, it has special properties for each type of armor it can be used on.&lt;br /&gt;
* [[Leather Armor]]: Health increased, immune to [[Chilled|Chill]].&lt;br /&gt;
* [[Boots]]: Fortitude increased.&lt;br /&gt;
* [[Tabi Boots]]: Fortitude increased, {{cold}} damage threshold.&lt;br /&gt;
&lt;br /&gt;
{{Quality table&lt;br /&gt;
| name = Resistance scaling (Leather Armor)&lt;br /&gt;
| min_quality = 15&lt;br /&gt;
| max_quality = 185&lt;br /&gt;
| col_resist1 = {{Mechanical}}&lt;br /&gt;
| base_DR1    = 18&lt;br /&gt;
| base_DT1    = 3&lt;br /&gt;
| quality_DR1 = 0.17&lt;br /&gt;
| quality_DT1 = 0.07&lt;br /&gt;
| col_resist2 = {{Cold}}&lt;br /&gt;
| base_DR2    = 20&lt;br /&gt;
| base_DT2    = 5&lt;br /&gt;
| quality_DR2 = 0.20&lt;br /&gt;
| quality_DT2 = 0.08&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
{{ComponentGroup|UsesLeather}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Raw leathers]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Booth&amp;diff=47074</id>
		<title>Booth</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Booth&amp;diff=47074"/>
		<updated>2021-08-04T18:57:47Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Booth&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = mutie_mghtatt_l.png&lt;br /&gt;
| background = sewer.png&lt;br /&gt;
| health     = &lt;br /&gt;
| shield     = &lt;br /&gt;
| psipool    = &lt;br /&gt;
| image      = Booth.png&lt;br /&gt;
| faction    = &lt;br /&gt;
| roles      = Merchant Tattoo Artist&lt;br /&gt;
| location   = [[Core City Sewers]]&lt;br /&gt;
| loot       = &lt;br /&gt;
| quests     = &lt;br /&gt;
| dialogfile = dun_cc_stattoo_booth.udlg&lt;br /&gt;
| shopfile   = dun_cc_stattoo_booth.store&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Booth''' is a tattoo artist and merchant in [[Core City Sewers]].&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Booth can be found at the SW corner of the [[Core City Sewers]] entrance.  He can tattoo the player once. He sells good quality [[Cave Hopper Leather]], [[Rathound Leather]] and [[Siphoner Leather]].  The character is a reference to the renown tattoo artist [https://en.wikipedia.org/wiki/Paul_Booth_(tattoo_artist) Paul Booth].{{verify}}&lt;br /&gt;
{{expand section}}&lt;br /&gt;
&lt;br /&gt;
=== Trader inventory ===&lt;br /&gt;
Booth trades hunting equipment and leather.&lt;br /&gt;
&lt;br /&gt;
{{Store inventory&lt;br /&gt;
| sells = &lt;br /&gt;
* [[Blueprint: Bear Trap]]&lt;br /&gt;
* [[Blueprint: Throwing Knives]]&lt;br /&gt;
* [[Blueprint: Throwing Net]]&lt;br /&gt;
* [[:Category:Raw leathers|Leathers]]&lt;br /&gt;
&lt;br /&gt;
| cash =&lt;br /&gt;
* 200 [[Stygian Coins]]&lt;br /&gt;
&lt;br /&gt;
| buys =&lt;br /&gt;
* [[:Category:Medicine|Medicines]]&lt;br /&gt;
* [[:Category:Foodstuffs|Foodstuffs]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tattoos available ===&lt;br /&gt;
&lt;br /&gt;
Tattoos grant varying bonuses. Some have prerequisites needed to unlock them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tattoo name !! Effect !! Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Protectorate || +15 health || Ally with Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| JKK || +15 Persuasion || Work for JKK&lt;br /&gt;
|-&lt;br /&gt;
| Anarchy || +1% crit chance || Ally with Free Drones&lt;br /&gt;
|-&lt;br /&gt;
| Coretech || +7 mechanics, electronics || Work for Coretech&lt;br /&gt;
|-&lt;br /&gt;
| Praetorian Security || -2% chance to get critically hit || Work for Praetorian Security&lt;br /&gt;
|-&lt;br /&gt;
| Aegis Incorporated || +5 all offensive skills || Work for Aegis Inc.&lt;br /&gt;
|-&lt;br /&gt;
| {{spoiler|Magnar's Ghost}} || +10 Dodge, Evasion || Killed a certain King in the North&lt;br /&gt;
|-&lt;br /&gt;
| {{spoiler|Shadowlith}} || +2 Psi regeneration || Destroyed a certain object way downstairs&lt;br /&gt;
|-&lt;br /&gt;
| The Beast || +10% Melee, Unarmed damage vs beasts || Melted the Beast&lt;br /&gt;
|-&lt;br /&gt;
| {{spoiler|Tchort}} || +10% Resolve, -5% Detection || Obtained a certain cube&lt;br /&gt;
|-&lt;br /&gt;
| Institute of Tchort || +7 Chemistry, Biology || Admitted to the Institute&lt;br /&gt;
|-&lt;br /&gt;
| Balor's Eye || +10% Detection || Killed Balor&lt;br /&gt;
|-&lt;br /&gt;
| SGS || +2 all skills || Available to all characters&lt;br /&gt;
|-&lt;br /&gt;
| The Pirate || +10% all combat skills while riding a jet ski || Work with the Pirates&lt;br /&gt;
|-&lt;br /&gt;
| The Drifter || +2% move speed, +5 movement points when not in stealth || Let Booth decide for you&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Medicine/buyers]]&lt;br /&gt;
[[Category: Foodstuffs/buyers]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Booth&amp;diff=47073</id>
		<title>Booth</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Booth&amp;diff=47073"/>
		<updated>2021-08-04T18:57:11Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Booth&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = mutie_mghtatt_l.png&lt;br /&gt;
| background = sewer.png&lt;br /&gt;
| health     = &lt;br /&gt;
| shield     = &lt;br /&gt;
| psipool    = &lt;br /&gt;
| image      = Booth.png&lt;br /&gt;
| faction    = &lt;br /&gt;
| roles      = Merchant Tattoo Artist&lt;br /&gt;
| location   = [[Core City Sewers]]&lt;br /&gt;
| loot       = &lt;br /&gt;
| quests     = &lt;br /&gt;
| dialogfile = dun_cc_stattoo_booth.udlg&lt;br /&gt;
| shopfile   = dun_cc_stattoo_booth.store&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Booth''' is a tattoo artist and merchant in [[Core City Sewers]].&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Booth can be found at the SW corner of the [[Core City Sewers]] entrance.  He can tattoo the player once. He sells good quality [[Cave Hopper Leather]], [[Rathound Leather]] and [[Siphoner Leather]].  The character is a reference to the renown tattoo artist [https://en.wikipedia.org/wiki/Paul_Booth_(tattoo_artist) Paul Booth].{{verify}}&lt;br /&gt;
{{expand section}}&lt;br /&gt;
&lt;br /&gt;
=== Trader inventory ===&lt;br /&gt;
Booth trades hunting equipment and leather.&lt;br /&gt;
&lt;br /&gt;
{{Store inventory&lt;br /&gt;
| sells = &lt;br /&gt;
* [[Blueprint: Bear Trap]]&lt;br /&gt;
* [[Blueprint: Throwing Knives]]&lt;br /&gt;
* [[Blueprint: Throwing Net]]&lt;br /&gt;
* [[:Category:Raw leathers|Leathers]]&lt;br /&gt;
&lt;br /&gt;
| cash =&lt;br /&gt;
* 200 [[Stygian Coins]]&lt;br /&gt;
&lt;br /&gt;
| buys =&lt;br /&gt;
* [[:Category:Medicine|Medicines]]&lt;br /&gt;
* [[:Category:Foodstuffs|Foodstuffs]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tattoos available ===&lt;br /&gt;
&lt;br /&gt;
{{expand section}}&lt;br /&gt;
&lt;br /&gt;
Tattoos grant varying bonuses. Some have prerequisites to&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tattoo name !! Effect !! Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Protectorate || +15 health || Ally with Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| JKK || +15 Persuasion || Work for JKK&lt;br /&gt;
|-&lt;br /&gt;
| Anarchy || +1% crit chance || Ally with Free Drones&lt;br /&gt;
|-&lt;br /&gt;
| Coretech || +7 mechanics, electronics || Work for Coretech&lt;br /&gt;
|-&lt;br /&gt;
| Praetorian Security || -2% chance to get critically hit || Work for Praetorian Security&lt;br /&gt;
|-&lt;br /&gt;
| Aegis Incorporated || +5 all offensive skills || Work for Aegis Inc.&lt;br /&gt;
|-&lt;br /&gt;
| {{spoiler|Magnar's Ghost}} || +10 Dodge, Evasion || Killed a certain King in the North&lt;br /&gt;
|-&lt;br /&gt;
| {{spoiler|Shadowlith}} || +2 Psi regeneration || Destroyed a certain object way downstairs&lt;br /&gt;
|-&lt;br /&gt;
| The Beast || +10% Melee, Unarmed damage vs beasts || Melted the Beast&lt;br /&gt;
|-&lt;br /&gt;
| {{spoiler|Tchort}} || +10% Resolve, -5% Detection || Obtained a certain cube&lt;br /&gt;
|-&lt;br /&gt;
| Institute of Tchort || +7 Chemistry, Biology || Admitted to the Institute&lt;br /&gt;
|-&lt;br /&gt;
| Balor's Eye || +10% Detection || Killed Balor&lt;br /&gt;
|-&lt;br /&gt;
| SGS || +2 all skills || Available to all characters&lt;br /&gt;
|-&lt;br /&gt;
| The Pirate || +10% all combat skills while riding a jet ski || Work with the Pirates&lt;br /&gt;
|-&lt;br /&gt;
| The Drifter || +2% move speed, +5 movement points when not in stealth || Let Booth decide for you&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Medicine/buyers]]&lt;br /&gt;
[[Category: Foodstuffs/buyers]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Dehumanizer&amp;diff=45493</id>
		<title>Dehumanizer</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Dehumanizer&amp;diff=45493"/>
		<updated>2021-03-01T19:39:55Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Dehumanizer.png&lt;br /&gt;
| itemquality = unique&lt;br /&gt;
| name        = Dehumanizer&lt;br /&gt;
| type        = Melee Weapon&lt;br /&gt;
| description = You can barely make out the words inscribed on the red blade of this wicked old knife: Homo Homini Lupus.&lt;br /&gt;
| damage      = 7-20 (Mechanical)&lt;br /&gt;
| impactspeed = Very Low&lt;br /&gt;
| ap          = 12 AP&lt;br /&gt;
| range       = Melee&lt;br /&gt;
| precision   = &lt;br /&gt;
| burstprec.  = &lt;br /&gt;
| extraburst  = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = &lt;br /&gt;
| critchance  = 10%&lt;br /&gt;
| critbonus   = 115%&lt;br /&gt;
| minstr      = &lt;br /&gt;
| minskill    = &lt;br /&gt;
| ammotype    = &lt;br /&gt;
| magcap      = &lt;br /&gt;
| capabilities= Bypasses 60% of target's energy shield.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|7% chance to cause a living target to panic for up to 1 turn.}}&lt;br /&gt;
| incurred    = Incurs 125% of mechanical damage resistance and threshold, but damage that penetrates the armor is increased by 25% against organic targets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 3% for every point in strength above 5.&lt;br /&gt;
| durability  = 1410 / 1410 (mechanical)&lt;br /&gt;
| weight      = 0.10&lt;br /&gt;
| value       = 12000&lt;br /&gt;
| datafile    = Weapons\Dehumanizer.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dehumanizer''' is a unique [[Knives|knife]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
{{expand section}}&lt;br /&gt;
The knife's inscription, Homo Homini Lupus, translates to &amp;quot;A Man is a Wolf to another Man&amp;quot;, befitting the effects of the weapon.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Used by [[Zaman]] the cannibal in [[Zaman's Lair]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.0.3.6]] - Increased value&lt;br /&gt;
* [[1.0.0.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Rust_Maker/2&amp;diff=43606</id>
		<title>Template:Rust Maker/2</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Rust_Maker/2&amp;diff=43606"/>
		<updated>2020-10-26T10:06:44Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox item&lt;br /&gt;
| image       = Rust Maker (Spear).png&lt;br /&gt;
| itemquality = unique&lt;br /&gt;
| name        = Rust Maker&lt;br /&gt;
| type        = Melee Weapon&lt;br /&gt;
| description = This spear tip seems to have spent enough time lodged inside a Sea Wyrm to get infused with it's rusting acid. The original shaft was destroyed during the attack, but its since been replaced.&lt;br /&gt;
| damage      = 25-40&lt;br /&gt;
:Mechanical: 20-30&lt;br /&gt;
:{{Damagetype|Acid|5-10}}&lt;br /&gt;
| impactspeed = Very Low&lt;br /&gt;
| ap          = 20 AP&lt;br /&gt;
| range       = Extended Melee (2)&lt;br /&gt;
| precision   =&lt;br /&gt;
| burstprec.  = &lt;br /&gt;
| extraburst  = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = &lt;br /&gt;
| critchance  = 7%&lt;br /&gt;
| critbonus   = 100%&lt;br /&gt;
| minstr      = 6&lt;br /&gt;
| magcap      = &lt;br /&gt;
| capabilities= {{On hit|Gains Spear Guard, which gives the attacker 50% chance to block up to 25 mechanical damage until the end of next turn. The amount blocked cannot exceed half the character's melee skill.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|Applies Rusting debuff which reduces durability of all mechanical items in targets possession by 2 per stack each turn for 10 turns. Stacks 10 times.}}&lt;br /&gt;
| incurred    = Ignores 25% (multiplicative) of mechanical damage resistance when attacking organic targets&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 8% for every point of strength above 7.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Acid damage to vehicles and machines is increased by 35%.&lt;br /&gt;
| onequip     = Intimidation increased by 10&lt;br /&gt;
| durability  = 1320 / 1320 (mechanical) &lt;br /&gt;
| ammouses    = &lt;br /&gt;
| weight      = 6,50&lt;br /&gt;
| value       = 9000&lt;br /&gt;
| datafile    = &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Crafting&amp;diff=43289</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Crafting&amp;diff=43289"/>
		<updated>2020-10-15T00:29:12Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: /* Crafted vs generated items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Underrail features an elaborate item crafting system. A vast majority of the [[armor]], [[weapons]] and some other items encountered in the game are based on the crafting system, which also works as the random generation system. The player can craft the exact same items with the right blueprint and parts of identical quality.&lt;br /&gt;
&lt;br /&gt;
== Crafting process ==&lt;br /&gt;
To craft an item, you require three things:&lt;br /&gt;
#'''[[Blueprints|Blueprint]] of the item.'''&lt;br /&gt;
#:Once you have obtained a blueprint and downloaded it to your wristpad, you can use it anywhere via your Crafting {{key|G}} menu.&lt;br /&gt;
#'''The [[Components|crafting components]] specified in the blueprint.'''&lt;br /&gt;
#:Many blueprints also have optional components alter or enhance the item produced. ''Eg., a [[Scope]] for an [[Weapons|Assault Rifle]].''&lt;br /&gt;
#'''Relevant [[Skills#Technology|technological skills]].''' ''(See [[Mechanics]], [[Electronics]], [[Chemistry]], [[Biology]], [[Tailoring]] for details on each skill)''&lt;br /&gt;
#:Skill requirements are derived from the components used, and their quality. Optional components increase total skill requirements by a percentage of the component's skill requirement.&lt;br /&gt;
&lt;br /&gt;
== Crafted vs generated items ==&lt;br /&gt;
Investing in crafting skills has the advantage of ensuring you always have the best and most varied items available to you.&lt;br /&gt;
&lt;br /&gt;
* Some item enhancements are only available through crafting and not through the random item generator.&lt;br /&gt;
* Similarly, some components are available in higher quality only in component form compared to those used when generating loot items and merchant inventories.&lt;br /&gt;
* And finally, some items are only available through crafting.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
* Armor, weapons and other non-unique equipment are only found with 0-1 random enhancements instead of a full complement of desired enhancements.&lt;br /&gt;
* [[Falchion]] pistols, [[Impala]] SMGs, [[Chimera]] assault rifles, [[Spearhead]] sniper rifles and [[Cyclon]] crossbows never appear in shops.&lt;br /&gt;
* [[Burrower Carapace]], [[Psi Beetle Carapace]], [[Siphoner Leather]], [[Ancient Rathound Leather]] are some of the crafting-only armor components.&lt;br /&gt;
* [[Taser]] and [[Boots|Strider boots]] cannot be sold by merchants or dropped by enemies.&lt;br /&gt;
* [[Aegis (medicine)|Aegis]], [[Focus Stim]], [[Irongut]], [[Jumping Bean]] and [[Trance]] medicines are not commonly found/sold either.&lt;br /&gt;
* The high quality and unique benefits of various [[Super Steel Plates|Super Steel]] items are only available through crafting. (Technically no longer true with the [[Expedition]] expansion)&lt;br /&gt;
&lt;br /&gt;
== Crafting feats ==&lt;br /&gt;
Alpha version [[0.1.14.0]] introduced new [[:Category:Crafting feats|crafting feats]], allowing the player to craft further enhanced items.&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
* [[Disassemble]] lets you break items down to their constituent components&lt;br /&gt;
&lt;br /&gt;
* [[Armor Sloping]] improves crafted metal armors&lt;br /&gt;
* [[Ballistics]] improves crafted carrier vests&lt;br /&gt;
* [[Bowyer]] improves crafted crossbows&lt;br /&gt;
* [[Clothier]] improves crafted fabric armors&lt;br /&gt;
* [[Gun Nut]] improves crafted firearms&lt;br /&gt;
* [[Mad Chemist]] improves crafted chemical weapons&lt;br /&gt;
* [[Neurology]] improves crafted psi headbands&lt;br /&gt;
* [[Power Management]] improves crafted electronic devices&lt;br /&gt;
* [[Practical Physicist]] improves crafted energy weapons&lt;br /&gt;
* [[Skinner]] improves crafted leather armors&lt;br /&gt;
&lt;br /&gt;
== Crafted item value ==&lt;br /&gt;
The trading value of crafted equipment, such as weapons and armor, is often significantly higher than the sum of component values. See [[Blueprints#Value multipliers]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Crafting&amp;diff=43288</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Crafting&amp;diff=43288"/>
		<updated>2020-10-15T00:21:12Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: /* Crafted vs generated items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Underrail features an elaborate item crafting system. A vast majority of the [[armor]], [[weapons]] and some other items encountered in the game are based on the crafting system, which also works as the random generation system. The player can craft the exact same items with the right blueprint and parts of identical quality.&lt;br /&gt;
&lt;br /&gt;
== Crafting process ==&lt;br /&gt;
To craft an item, you require three things:&lt;br /&gt;
#'''[[Blueprints|Blueprint]] of the item.'''&lt;br /&gt;
#:Once you have obtained a blueprint and downloaded it to your wristpad, you can use it anywhere via your Crafting {{key|G}} menu.&lt;br /&gt;
#'''The [[Components|crafting components]] specified in the blueprint.'''&lt;br /&gt;
#:Many blueprints also have optional components alter or enhance the item produced. ''Eg., a [[Scope]] for an [[Weapons|Assault Rifle]].''&lt;br /&gt;
#'''Relevant [[Skills#Technology|technological skills]].''' ''(See [[Mechanics]], [[Electronics]], [[Chemistry]], [[Biology]], [[Tailoring]] for details on each skill)''&lt;br /&gt;
#:Skill requirements are derived from the components used, and their quality. Optional components increase total skill requirements by a percentage of the component's skill requirement.&lt;br /&gt;
&lt;br /&gt;
== Crafted vs generated items ==&lt;br /&gt;
Investing in crafting skills has the advantage of ensuring you always have the best and most varied items available to you.&lt;br /&gt;
&lt;br /&gt;
* Some item enhancements are only available through crafting and not through the random item generator.&lt;br /&gt;
* Similarly, some components are available in higher quality by themselves than those used when generating loot items and merchant inventories.&lt;br /&gt;
* And finally, some items will be available only through crafting.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
* Most armor, weapons and other equipment can only be found with 0-1 random enhancements instead of a full complement of desired enhancements.&lt;br /&gt;
* [[Falchion]] pistols, [[Impala]] SMGs, [[Chimera]] assault rifles, [[Spearhead]] sniper rifles and [[Cyclon]] crossbows don't appear in shops.&lt;br /&gt;
* [[Burrower Carapace]], [[Psi Beetle Carapace]], [[Siphoner Leather]], [[Ancient Rathound Leather]] are some of the crafting-only armor components.&lt;br /&gt;
* [[Taser]], [[Cloaking Device]] and [[Boots|Strider boots]] cannot be found as loot nor sold by merchants, or are very rare.&lt;br /&gt;
* [[Aegis (medicine)|Aegis]], [[Focus Stim]], [[Irongut]], [[Jumping Bean]] and [[Trance]] medicines are not commonly found/sold either.&lt;br /&gt;
* The high quality and unique benefits of various [[Super Steel Plates|Super Steel]] items are only available through crafting. (Technically no longer true with the [[Expedition]] expansion)&lt;br /&gt;
&lt;br /&gt;
== Crafting feats ==&lt;br /&gt;
Alpha version [[0.1.14.0]] introduced new [[:Category:Crafting feats|crafting feats]], allowing the player to craft further enhanced items.&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
* [[Disassemble]] lets you break items down to their constituent components&lt;br /&gt;
&lt;br /&gt;
* [[Armor Sloping]] improves crafted metal armors&lt;br /&gt;
* [[Ballistics]] improves crafted carrier vests&lt;br /&gt;
* [[Bowyer]] improves crafted crossbows&lt;br /&gt;
* [[Clothier]] improves crafted fabric armors&lt;br /&gt;
* [[Gun Nut]] improves crafted firearms&lt;br /&gt;
* [[Mad Chemist]] improves crafted chemical weapons&lt;br /&gt;
* [[Neurology]] improves crafted psi headbands&lt;br /&gt;
* [[Power Management]] improves crafted electronic devices&lt;br /&gt;
* [[Practical Physicist]] improves crafted energy weapons&lt;br /&gt;
* [[Skinner]] improves crafted leather armors&lt;br /&gt;
&lt;br /&gt;
== Crafted item value ==&lt;br /&gt;
The trading value of crafted equipment, such as weapons and armor, is often significantly higher than the sum of component values. See [[Blueprints#Value multipliers]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Abandoned_Warehouse&amp;diff=41743</id>
		<title>Abandoned Warehouse</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Abandoned_Warehouse&amp;diff=41743"/>
		<updated>2020-05-22T08:21:59Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: /* Floor 2 (lower) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Abandoned Warehouse&lt;br /&gt;
| type    = Dungeon&lt;br /&gt;
| control = none&lt;br /&gt;
| image   = abandoned warehouse strange device.png&lt;br /&gt;
| music   = WarehouseHorror.ogg&lt;br /&gt;
| world   = [[Lower Underrail]]&lt;br /&gt;
| areas   = Floor 1&amp;lt;br&amp;gt;Floor 2&lt;br /&gt;
| exits   = [[Lower Underrail|Lower Underrail area B13]]&lt;br /&gt;
| npcs    = None&lt;br /&gt;
| mapfile = aw1-1&amp;lt;br&amp;gt;aw1-2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An abandoned warehouse near [[Rail Crossing]], directly south of it. It can be entered from [[Lower Underrail|Lower Underrail area B13]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Initially the entire warehouse seems to be abandoned and without power, thus its elevators won't work. However, a '''strange device''' with numerous power cables connected to it can be found in one of the first floor rooms.&lt;br /&gt;
&lt;br /&gt;
Removing [[Strange Power Cell]] from the device causes the warehouse's power and defenses to jump back on, opening shutter doors to security robot bays, closing the main entrance and powering the elevators. To exit the warehouse after this, one must either hack a security terminal to gain level 2 access required for opening the main entrance, or find a [[Security Key Card (Abandoned warehouse)|security key card]].&lt;br /&gt;
&lt;br /&gt;
=== Floor 1 (upper) ===&lt;br /&gt;
* The surveillance room just next to the entrance&lt;br /&gt;
** Both front and back doors requires 50 [[Lockpicking]] to open (but the room can be reached from the back room through the ventilation shaft)&lt;br /&gt;
** Has an unpowered elevator (can be activated after recovering the [[Strange Power Cell]] and using the nearby computer)&lt;br /&gt;
* The middle room on the southern wall:&lt;br /&gt;
** Its door requires 40 [[Lockpicking]] (but the room can also be reached from the ventilation shaft)&lt;br /&gt;
** Has a locker requiring 50 [[Lockpicking]]&lt;br /&gt;
* The SW west room&lt;br /&gt;
** Has an unpowered elevator (can be activated after recovering the [[Strange Power Cell]] and using the nearby computer)&lt;br /&gt;
* The NE room at the end of the corridor&lt;br /&gt;
** Has a locker requiring 45 [[Lockpicking]]&lt;br /&gt;
** Has a footlocker requiring 70 [[Lockpicking]], or can be opened with [[Key (Abandoned warehouse)]]&lt;br /&gt;
* There is a secret crawlspace (requires [[Perception]] to detect) in the northern corridor where the blood trail is:&lt;br /&gt;
** It leads to an area with a [[Rathound]]&lt;br /&gt;
** The area has a footlocker with [[Boxing Gloves]] (rare item)&lt;br /&gt;
* The NNE room:&lt;br /&gt;
** Has the [[Strange Power Cell]] for the quest [[Rail Crossing]] quest, [[Disable plasma walkers]]. Picking it up will power up the whole building and activate its bot defenses&lt;br /&gt;
** Has a locker with a [[Marked Card Deck]] oddity, 2 XP&lt;br /&gt;
** Has a computer which, once powered on:&lt;br /&gt;
*** Can be used to activate the elevators, granting access to the lower floor&lt;br /&gt;
*** Can be hacked to level 1 (disable the cameras) or level 2 (open the front door). 70 [[Hacking]] is sufficient to get level 2 access. Level 2 access can also be obtained with the [[Security Key Card (Abandoned warehouse)]] found on the lower floor&lt;br /&gt;
*** The door opened with level 2 is the exit/entrance of the warehouse. The door is actually located in the [[Lower Underrail|Lower Underrail area B13]] area&lt;br /&gt;
* The W room (opened when power is on)&lt;br /&gt;
** Has shelves containing a [[Warehouse Inventory List]] oddity, 2 XP&lt;br /&gt;
** has a dead man carrying a [[Key (Abandoned warehouse)]] and an [[Old Train Schedule]] oddity, 1 XP&lt;br /&gt;
* The central room with barrel (opened when power is on)&lt;br /&gt;
** Has a barrel containing an [[Old Data Medium]] oddity, 1 XP&lt;br /&gt;
&lt;br /&gt;
=== Floor 1 ventilation shafts ===&lt;br /&gt;
* The ventilation shafts are split into 2 separate shafts, one covering the southern rooms and the other the northern rooms&lt;br /&gt;
&lt;br /&gt;
=== Floor 2 (lower) ===&lt;br /&gt;
* This floor can be accessed from the elevators on floor 1, once they are reactivated&lt;br /&gt;
* There is a [[Frag Mine]]s by the western elevator (requires 70 [[Traps]] to recover it)&lt;br /&gt;
* The 1st door from the western elevator:&lt;br /&gt;
** The door can be opened with 50 [[Hacking]]&lt;br /&gt;
* The 2nd door from the western elevator:&lt;br /&gt;
** the door can be opened with 70 [[Hacking]]. It leads to the caves, which can be reached from the main room without any hacking.&lt;br /&gt;
** behind the door are shelves that contain a [[Sports Almanac]] oddity, 3 XP&lt;br /&gt;
* The large SE room:&lt;br /&gt;
** The dead man carries a [[Security Key Card (Abandoned warehouse)]] and an [[Old Train Schedule]] oddity, 1 XP&lt;br /&gt;
** The northern shelves contain a [[Train Driver Manual]] oddity, 1 XP&lt;br /&gt;
* The caves:&lt;br /&gt;
** Have a respawning [[Mindshroom]]&lt;br /&gt;
** Have a pile of rubble containing a [[Trilobite Fossil]] oddity, 1 XP&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
* [[Sentry Bot]]s&lt;br /&gt;
* [[Kamikaze Bot]]s&lt;br /&gt;
* [[Plasma Sentry]]&lt;br /&gt;
* [[Crawler]] (in the caves, the [[Plasma Sentry]] will fight it if they are seen together)&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
aw1-1.png   | Floor 1&lt;br /&gt;
aw1-1_1.png | Floor 1: ventilation shafts&lt;br /&gt;
aw1-2.png   | Floor 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category: Locations]]&lt;br /&gt;
[[Category: Partially controlled zones]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Mushroom_Cove_scavenger&amp;diff=40964</id>
		<title>Mushroom Cove scavenger</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Mushroom_Cove_scavenger&amp;diff=40964"/>
		<updated>2020-04-02T03:35:12Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup|reason = Update gender dialogue once quest dialogue gets fixed }}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = Mushroom Cove scavenger&lt;br /&gt;
| type     = random&lt;br /&gt;
| image    = Random corpse in SGS surgery room.png&lt;br /&gt;
| location = [[South Gate Station level 6]]&amp;lt;br&amp;gt;[[Water Treatment Facility]]&amp;lt;br&amp;gt;[[Junkyard]]&lt;br /&gt;
| givenby  = Entering surgery room&lt;br /&gt;
| rewards  = 600 classic XP / 1 oddity XP&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This quest will only appear in playthroughs where the [[Water Treatment Facility]] [[Random dungeons|random dungeon]] exists.&lt;br /&gt;
&lt;br /&gt;
A scavenger was found with fatal injuries in Mushroom Cove and died on their way to the South Gate Station's infirmary. You decide to investigate their death.&lt;br /&gt;
&lt;br /&gt;
This quest's dialogue is currently written incorrectly (as of 3/31/20). The text shown when clicking the dead body in the surgery room refers to the body's gender multiple times, but swaps between whether the scavenger was a male or a female.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Learn more about what led to the brutal death of the (man/woman) whose body lies in the medical level's operating room&lt;br /&gt;
* You've found a ring with the initials JR engraved in them in an abandoned water treatment plant near Junkyard. Someone might want this...&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
Enter the surgery room in [[South Gate Station level 6]] and notice there is a body on the table. Ask [[Pasquale]] about it and he will tell you that a scavenger was found badly injured in Mushroom Cove. The injuries will vary, but Pasquale will tell you [[Malcom]] might know more about it. You can also ask the Pasquale to inspect the body more closely, and doing so will reveal (with Perception 22, possibly less) that they had a ring on their finger.&lt;br /&gt;
&lt;br /&gt;
Head down to [[South Gate Station level 9]] and ask [[Malcom]] about the case. He tells you that the injuries were caused by animals, but not psi beetles, and indicates that Mushroom Cove is further in the caves to the south. You're also warned the cove is dangerous for rookies.&lt;br /&gt;
&lt;br /&gt;
The place you are looking for is [[Water Treatment Facility]], which you will find along the path between [[Mushroom Cove]] and [[Junkyard]]. There will be a hole in the west wall with blood and scraps of cloth. The entrance to the dungeon will be on the other side of this wall, which is only accessible by looping around through the caves. This dungeon will have its contents randomly chosen from a list of presets, which is selected at the start of the game. However, the physical layout of the bunker will always be the same. The scavenger's injuries will also correspond to the enemies found in the bunker.&lt;br /&gt;
&lt;br /&gt;
{{Water Treatment Facility random presets}}&lt;br /&gt;
&lt;br /&gt;
The [[Gold Ring (Water Treatment Plant)|gold ring]] that was on the body will be found in a container in the boss room. Take this ring to [[Chester|Chester Royce]], who will be at the Junkyard bar after you have recovered the ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Mushroom_Cove_scavenger&amp;diff=40963</id>
		<title>Mushroom Cove scavenger</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Mushroom_Cove_scavenger&amp;diff=40963"/>
		<updated>2020-04-02T03:34:34Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup|reason = Rewrite without referring to the body's gender }}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = Mushroom Cove scavenger&lt;br /&gt;
| type     = random&lt;br /&gt;
| image    = Random corpse in SGS surgery room.png&lt;br /&gt;
| location = [[South Gate Station level 6]]&amp;lt;br&amp;gt;[[Water Treatment Facility]]&amp;lt;br&amp;gt;[[Junkyard]]&lt;br /&gt;
| givenby  = Entering surgery room&lt;br /&gt;
| rewards  = 600 classic XP / 1 oddity XP&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This quest will only appear in playthroughs where the [[Water Treatment Facility]] [[Random dungeons|random dungeon]] exists.&lt;br /&gt;
&lt;br /&gt;
A scavenger was found with fatal injuries in Mushroom Cove and died on their way to the South Gate Station's infirmary. You decide to investigate their death.&lt;br /&gt;
&lt;br /&gt;
This quest's dialogue is currently written incorrectly (as of 3/31/20). The text shown when clicking the dead body in the surgery room refers to the body's gender multiple times, but swaps between whether the scavenger was a male or a female.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Learn more about what led to the brutal death of the (man/woman) whose body lies in the medical level's operating room&lt;br /&gt;
* You've found a ring with the initials JR engraved in them in an abandoned water treatment plant near Junkyard. Someone might want this...&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
Enter the surgery room in [[South Gate Station level 6]] and notice there is a body on the table. Ask [[Pasquale]] about it and he will tell you that a scavenger was found badly injured in Mushroom Cove. The injuries will vary, but Pasquale will tell you [[Malcom]] might know more about it. You can also ask the Pasquale to inspect the body more closely, and doing so will reveal (with Perception 22, possibly less) that they had a ring on their finger.&lt;br /&gt;
&lt;br /&gt;
Head down to [[South Gate Station level 9]] and ask [[Malcom]] about the case. He tells you that the injuries were caused by animals, but not psi beetles, and indicates that Mushroom Cove is further in the caves to the south. You're also warned the cove is dangerous for rookies.&lt;br /&gt;
&lt;br /&gt;
The place you are looking for is [[Water Treatment Facility]], which you will find along the path between [[Mushroom Cove]] and [[Junkyard]]. There will be a hole in the west wall with blood and scraps of cloth. The entrance to the dungeon will be on the other side of this wall, which is only accessible by looping around through the caves. This dungeon will have its contents randomly chosen from a list of presets, which is selected at the start of the game. However, the physical layout of the bunker will always be the same. The scavenger's injuries will also correspond to the enemies found in the bunker.&lt;br /&gt;
&lt;br /&gt;
{{Water Treatment Facility random presets}}&lt;br /&gt;
&lt;br /&gt;
The [[Gold Ring (Water Treatment Plant)|gold ring]] that was on the body will be found in a container in the boss room. Take this ring to [[Chester|Chester Royce]], who will be at the Junkyard bar after you have recovered the ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Mushroom_Cove_scavenger&amp;diff=40962</id>
		<title>Mushroom Cove scavenger</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Mushroom_Cove_scavenger&amp;diff=40962"/>
		<updated>2020-04-02T03:29:21Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: /* Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup|reason = Rewrite without referring to the body's gender }}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = Mushroom Cove scavenger&lt;br /&gt;
| type     = random&lt;br /&gt;
| image    = Random corpse in SGS surgery room.png&lt;br /&gt;
| location = [[South Gate Station level 6]]&amp;lt;br&amp;gt;[[Water Treatment Facility]]&amp;lt;br&amp;gt;[[Junkyard]]&lt;br /&gt;
| givenby  = Entering surgery room&lt;br /&gt;
| rewards  = 600 classic XP / 1 oddity XP&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This quest will only appear in playthroughs where the [[Water Treatment Facility]] [[Random dungeons|random dungeon]] exists.&lt;br /&gt;
&lt;br /&gt;
A woman was found with fatal injuries in Mushroom Cove and died on her way to the South Gate Station's infirmary. You decide to investigate her death.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Learn more about what led to the brutal death of the (man/woman) whose body lies in the medical level's operating room&lt;br /&gt;
* You've found a ring with the initials JR engraved in them in an abandoned water treatment plant near Junkyard. Someone might want this...&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
Enter the surgery room in [[South Gate Station level 6]] and notice there is a body on the table. Ask [[Pasquale]] about it and he will tell you that a scavenger was found badly injured in Mushroom Cove. The injuries will vary, but Pasquale will tell you [[Malcom]] might know more about it. You can also ask the Pasquale to inspect the body more closely, and doing so will reveal (with Perception 22, possibly less) that they had a ring on their finger.&lt;br /&gt;
&lt;br /&gt;
Head down to [[South Gate Station level 9]] and ask [[Malcom]] about the case. He tells you that the injuries were caused by animals, but not psi beetles, and indicates that Mushroom Cove is further in the caves to the south. You're also warned the cove is dangerous for rookies.&lt;br /&gt;
&lt;br /&gt;
The place you are looking for is [[Water Treatment Facility]], which you will find along the path between [[Mushroom Cove]] and [[Junkyard]]. There will be a hole in the west wall with blood and scraps of cloth. The entrance to the dungeon will be on the other side of this wall, which is only accessible by looping around through the caves. This dungeon will have its contents randomly chosen from a list of presets, which is selected at the start of the game. However, the physical layout of the bunker will always be the same. The scavenger's injuries will also correspond to the enemies found in the bunker.&lt;br /&gt;
&lt;br /&gt;
{{Water Treatment Facility random presets}}&lt;br /&gt;
&lt;br /&gt;
The [[Gold Ring (Water Treatment Plant)|gold ring]] that was on the body will be found in a container in the boss room. Take this ring to [[Chester|Chester Royce]], who will be at the Junkyard bar after you have recovered the ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Mutagen_Puzzle&amp;diff=40930</id>
		<title>Mutagen Puzzle</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Mutagen_Puzzle&amp;diff=40930"/>
		<updated>2020-03-30T06:13:11Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Mutagen Puzzle&lt;br /&gt;
| type     = unmarked&lt;br /&gt;
| image    = Mutagen Combinator.png&lt;br /&gt;
| location = [[Deep Caverns]]&lt;br /&gt;
| givenby  = N/A&lt;br /&gt;
| rewards  = Destroys 4 of Tchort's tentacles&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = [[Destroy Tchort]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Optional puzzle that allows you to considerably weaken Tchort.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
Recreate Exitus-1&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
&lt;br /&gt;
The solution for this puzzle is different for each playthrough. You need to use the '''Mutagen Combinator''' in [[Mutagen Tanks B]] to recreate [[Mutagen Reagent Exitus-1|Exitus-1]] sequence by combining other mutagen reagents and then combine it into a compound and inject it into the mutagen tanks below, all this you can do with the Mutagen Combiner.&lt;br /&gt;
&lt;br /&gt;
Every mutagen reagent consists of &amp;quot;mutagen atoms&amp;quot; which can be positive or negative. To recreate Exitus-1 you have to add the reagents to the sequence which have same positive atoms and you have to add them in the correct order as Exitus-1. Atoms which shouldn't be in the sequence can be removed by reagents which have the negative atom. When a reagent has an atom which is already in the sequence it won't add to it. See below for an example.&lt;br /&gt;
&lt;br /&gt;
=== Puzzle hint locations ===&lt;br /&gt;
* Use the '''Mutagen Scanner''' in one of the [[Hollow Earth]] laboratories to learn the sequences of mutagen reagents.&lt;br /&gt;
* The computer &amp;quot;log #111251 - M.Brawin&amp;quot; in E. Mali's computer at [[Caerus Residential Block]] explaining the basics of mutagenics.&lt;br /&gt;
* The terminal above the Mutagen Combinator in [[Mutagen Tanks B]] contains the log [[Exitus 1 and 2 - Dr. David Gerhoff]] which explains the role of Exitus reagents and why you cannot just use the Exitus-1 you found to weaken Tchort. Another log at the same terminal contains a list of all mutagen reagents.&lt;br /&gt;
'''Note:''' all these locations must be powered from [[Arke Power Station]].&lt;br /&gt;
&lt;br /&gt;
=== List of mutagen reagents ===&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Reagent !! Location&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Exitus-1}} || Mutagen Tanks A, deepest underground mutagen tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Echo-1}} || Mutagen Tanks B, mutagen storage near combinator&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Echo-2}} || Mutagen Tanks A, in locker south of Tchort's gate&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Echo-3}} || Caerus Residential, Maria Hope's room&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Echo-4}} || Hollow Earth, third building to your right from Caerus&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Helicon-1}} || Mutagen Tanks B, mutagen storage near combinator&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Helicon-2}} || Caerus Residential, Maria Hope's room&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Helicon-3}} || Hollow Earth, building south of Cytosine Outpost entrance&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Io-1}} || Mutagen Tanks B, mutagen storage near combinator&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Io-2}} || Hollow Earth, building south of Cytosine Outpost entrance&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Io-3}} || Caerus Residential, Maria Hope's room&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Ovid-1}} || Mutagen Tanks B, mutagen storage near combinator&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Ovid-2}} || Hollow Earth, building south of Cytosine Outpost entrance&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Ovid-3}} || Mutagen Tanks A, in locker south of Tchort's gate&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Solis-1}} || Hollow Earth, third building to your right from Caerus&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Solis-2}} || Hollow Earth, building south of Cytosine Outpost entrance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' You may not need all reagents to synthesize Exitus-1. Exitus-1 itself is necessary so its sequence can be scanned.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Let's assume the Exitus-1 reagent consists of the following sequence of mutagen atoms: '''GG WQ GP L7 H2 S2 AZ AX CS CN AP W1'''.&lt;br /&gt;
And here are all the mutagen reagents which are used to recreate the sequence (not all reagents are listed because only these are needed in this example):&lt;br /&gt;
&lt;br /&gt;
 Echo-1: '''AA S2 AZ VM H2 -AP -AX -BL'''&lt;br /&gt;
 Io-1: '''GP S2 GG AP W1 -DW -PQ'''&lt;br /&gt;
 Io-2: '''L7 H2 WQ AX -CS -W1'''&lt;br /&gt;
 Io-3: '''GG WQ GP AX -VM -AA'''&lt;br /&gt;
 Solis-2: '''CS CN GP AP WQ AX'''&lt;br /&gt;
&lt;br /&gt;
Left is the reagent added to the sequence, right is the new sequence. In the beginning your sequence is empty.&lt;br /&gt;
&lt;br /&gt;
 Io-3    → '''GG WQ GP AX''' (the negative atoms are not present because you are creating a mutagen '''compound''' which only has positive atoms)&lt;br /&gt;
 Io-2    → '''GG WQ GP AX L7 H2''' (WQ and AX are not added to the end because they are already present in the sequence)&lt;br /&gt;
 Io-1    → '''GG WQ GP AX L7 H2 S2 AP W1'''&lt;br /&gt;
 Echo-1  → '''GG WQ GP L7 H2 S2 W1 AA AZ VM''' (AX and AP are gone because Echo-1 has them as negative atoms)&lt;br /&gt;
 Io-2    → '''GG WQ GP L7 H2 S2 AA AZ VM AX'''&lt;br /&gt;
 Io-3    → '''GG WQ GP L7 H2 S2 AZ AX'''&lt;br /&gt;
 Solis-2 → '''GG WQ GP L7 H2 S2 AZ AX CS CN AP'''&lt;br /&gt;
 Io-1    → '''GG WQ GP L7 H2 S2 AZ AX CS CN AP W1'''&lt;br /&gt;
&lt;br /&gt;
And that is the same sequence Exitus-1 has.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* http://underrail.info.tm/mutagens/ — a helper for the puzzle. Checks input for typos and optionally offers solving assistance by disabling unusable reagents and/or highlighting atoms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Recover_the_A-RFID_Chip&amp;diff=40802</id>
		<title>Recover the A-RFID Chip</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Recover_the_A-RFID_Chip&amp;diff=40802"/>
		<updated>2020-03-19T21:36:46Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: /* Inside the Depot */  added another way to access Level 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = Recover the A-RFID Chip&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = A-RFID Chip.png&lt;br /&gt;
| location = [[West Storage Depot]]&lt;br /&gt;
| givenby  = [[Chief Briggs]]&lt;br /&gt;
| rewards  = 350 [[Stygian Coin]]s&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Professor Oldfield wants you to speak to a man called Jeremy Seeger about some NFT data he had managed to recover. His tent is just to the east from the medical tent. Report to the professor once you're done.&lt;br /&gt;
* See Chief Briggs about your briefing. His tent is just north of the kitchen.&lt;br /&gt;
* Go to the camp dock and speak to Sec-trooper Jenkins about getting a jet ski.&lt;br /&gt;
* You have been assigned to investigate the West Storage Depot, a storage facility located at coordinates B7, in order to find a working A-RFID microchip; all NFT personnel have been implanted with these, most commonly in the right hand. Report either to Chief Briggs or Professor Oldfield once you've hound it.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
Recover data from Seeger and return to Professor Oldfield, then talk to Chief Briggs about your assignment. Commandeer a Scrap Jet from Jenkins at dock.&lt;br /&gt;
=== Getting into the depot ===&lt;br /&gt;
Go to the [[West Storage Depot]], which is occupied by mutie refugees. There are several ways to enter the depot:&lt;br /&gt;
* You can use [[Persuasion]] or [[Intimidation]] on the mutie guarding the entrance to let you in, or bribe him with three [[Morphine Shot]]s or a vial of [[Aegis (medicine)|Aegis]]. Talk to [[Wesley]] on Level 1. Either intimidate Wesley to let you search, or promise to supply medication to the muties. If you can't persuade him to trust you, you will have to communicate with the Doctor to deliver the supplies. Then use the elevator to enter the depot.&lt;br /&gt;
* You can also sneak into the depot without permission.&lt;br /&gt;
** There is a crane in the courtyard, which can be used to descend to Level 2, but you need to repair it with an advanced mechanical repair kit first. You can also simply jump in the hole beside the crane. By doing so, you will lose (20-[[Agility]])*10% health, and be [[dazed]] for 10 minutes, which means you need at least 11 agility to survive. However, this damage can be affected by '''Mechanical Damage Modifier'''. &lt;br /&gt;
** There is another hole in the room behind Wesley on Level 1. It can be accessed by jumping across the east shore outside the depot with 9 agility, then climbing through the ventilation unit. 9 Agility is sufficient to survive this drop.&lt;br /&gt;
** With high enough [[Stealth]], you can sneak past the guard on Level 1, and open the fence blocking the elevator with 9 [[Dexterity]] or [[Pickpocketing]] the [[Elevator Door Key (West Storage Depot)|key]] from Wesley (59 skill required) to access the elevator.&lt;br /&gt;
&lt;br /&gt;
=== Inside the Depot ===&lt;br /&gt;
Regardless of how you got in, you will start exploring the facility on Level 2. You will need to activate a water pump in order to drain Level 3 of water. There are two water pumps: the northeastern one will have to be repaired with another advanced mechanical repair kit. The southwestern pump room is guarded by a Psi Crab. &lt;br /&gt;
&lt;br /&gt;
You will find a ladder leading down to Level 3 in pump room 2, but you will not be able to interact with it until one of the pumps has been used. There is also a hole in the floor near the elevator on Level 2, which you you can also use to access level 3.&lt;br /&gt;
&lt;br /&gt;
On Level 3, you will find multiple [[Strongman]], along with more crabs. There is a hole in the floor in one of the central storerooms, which leads to an underground cave. Traversing the cave will allow you to ascend the floor above, where you can find a ladder leading to the generator room on Level 2. You can find [[Phil's Arm (West Storage Depot)]] and [[Fold-M 7]] (West Storage Depot) on the Dead Technician.&lt;br /&gt;
&lt;br /&gt;
Inspecting the Power Substation Unit with a high enough Electronics skill (threshold?) will allow you to fix it, restoring some power to the Mutie Refuge. HOWEVER, if you snuck into the lower levels without getting permission from Wesley, trying the leave the Refuge unstealthed will result in all of the muties turning hostile.&lt;br /&gt;
&lt;br /&gt;
Once you have left the depot, Professor Oldfield will communicate with you.&lt;br /&gt;
&lt;br /&gt;
{{Missions/Expedition navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Recover_the_A-RFID_Chip&amp;diff=40801</id>
		<title>Recover the A-RFID Chip</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Recover_the_A-RFID_Chip&amp;diff=40801"/>
		<updated>2020-03-19T21:26:19Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: Cleaning up, updating what happens if you sneak in and fix the generator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = Recover the A-RFID Chip&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = A-RFID Chip.png&lt;br /&gt;
| location = [[West Storage Depot]]&lt;br /&gt;
| givenby  = [[Chief Briggs]]&lt;br /&gt;
| rewards  = 350 [[Stygian Coin]]s&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Professor Oldfield wants you to speak to a man called Jeremy Seeger about some NFT data he had managed to recover. His tent is just to the east from the medical tent. Report to the professor once you're done.&lt;br /&gt;
* See Chief Briggs about your briefing. His tent is just north of the kitchen.&lt;br /&gt;
* Go to the camp dock and speak to Sec-trooper Jenkins about getting a jet ski.&lt;br /&gt;
* You have been assigned to investigate the West Storage Depot, a storage facility located at coordinates B7, in order to find a working A-RFID microchip; all NFT personnel have been implanted with these, most commonly in the right hand. Report either to Chief Briggs or Professor Oldfield once you've hound it.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
Recover data from Seeger and return to Professor Oldfield, then talk to Chief Briggs about your assignment. Commandeer a Scrap Jet from Jenkins at dock.&lt;br /&gt;
=== Getting into the depot ===&lt;br /&gt;
Go to the [[West Storage Depot]], which is occupied by mutie refugees. There are several ways to enter the depot:&lt;br /&gt;
* You can use [[Persuasion]] or [[Intimidation]] on the mutie guarding the entrance to let you in, or bribe him with three [[Morphine Shot]]s or a vial of [[Aegis (medicine)|Aegis]]. Talk to [[Wesley]] on Level 1. Either intimidate Wesley to let you search, or promise to supply medication to the muties. If you can't persuade him to trust you, you will have to communicate with the Doctor to deliver the supplies. Then use the elevator to enter the depot.&lt;br /&gt;
* You can also sneak into the depot without permission.&lt;br /&gt;
** There is a crane in the courtyard, which can be used to descend to Level 2, but you need to repair it with an advanced mechanical repair kit first. You can also simply jump in the hole beside the crane. By doing so, you will lose (20-[[Agility]])*10% health, and be [[dazed]] for 10 minutes, which means you need at least 11 agility to survive. However, this damage can be affected by '''Mechanical Damage Modifier'''. &lt;br /&gt;
** There is another hole in the room behind Wesley on Level 1. It can be accessed by jumping across the east shore outside the depot with 9 agility, then climbing through the ventilation unit. 9 Agility is sufficient to survive this drop.&lt;br /&gt;
** With high enough [[Stealth]], you can sneak past the guard on Level 1, and open the fence blocking the elevator with 9 [[Dexterity]] or [[Pickpocketing]] the [[Elevator Door Key (West Storage Depot)|key]] from Wesley (59 skill required) to access the elevator.&lt;br /&gt;
&lt;br /&gt;
=== Inside the Depot ===&lt;br /&gt;
Regardless of how you got in, you will start exploring the facility on Level 2. You will need to activate a water pump in order to drain Level 3 of water. There are two water pumps: the northeastern one will have to be repaired with another advanced mechanical repair kit. The southwestern pump room is guarded by a Psi Crab. You will also find a ladder leading down to Level 3, but you will not be able to interact with it until one of the pumps has been used. On Level 3, you will find multiple [[Strongman]], along with more crabs. There is a hole in the floor in one of the central storerooms, which leads to an underground cave. Traversing the cave will allow you to ascend the floor above, where you can find a ladder leading to the generator room on Level 2. You can find [[Phil's Arm (West Storage Depot)]] and [[Fold-M 7]] (West Storage Depot) on the Dead Technician.&lt;br /&gt;
&lt;br /&gt;
Inspecting the generator with a high enough Electronics skill (threshold?) will allow you to fix it, restoring some power to the Mutie Refuge. HOWEVER, if you snuck into the lower levels without getting permission from Wesley, trying the leave the Refuge unstealthed will result in all of the muties turning hostile.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have left the depot, Professor Oldfield will communicate with you.&lt;br /&gt;
&lt;br /&gt;
{{Missions/Expedition navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Supersoldier_Drug&amp;diff=35989</id>
		<title>Supersoldier Drug</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Supersoldier_Drug&amp;diff=35989"/>
		<updated>2019-10-14T02:13:28Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality = rarity&lt;br /&gt;
| image       = Supersoldier Drug.png&lt;br /&gt;
| name        = Supersoldier Drug&lt;br /&gt;
| type        = Medicine&lt;br /&gt;
| description = Harder better faster...&lt;br /&gt;
| capabilities= Use: Increases strength, dexterity, agility, constitution, and perception by 2 and all combat skills by 20%.&amp;lt;br&amp;gt;(AP: 10; Cooldown: 8 turns)&lt;br /&gt;
| weight      = 0.10&lt;br /&gt;
| value       = 1750&lt;br /&gt;
| datafile    = Consumables\Medicine\SupersoldierDrug.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Supersoldier Drug''' is a very powerful combat drug.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| name        = Supersoldier Drug&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| image       = Super Soldier Drug.png&lt;br /&gt;
| description = strength, dexterity, agility, constitution, and perception increased by 2. All combat skills increased by 20%.&lt;br /&gt;
| duration    = 4 turns (20 seconds)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lasts 4 turns. No known side effects.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item can be crafted with [[Blueprint: Supersoldier Drug]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* [[Dead Gangster]] random event: two doses carried by [[Dandy Jack]]&lt;br /&gt;
* [[Ladelman]] sells a few (Mercantile check required, unknown skill level).&lt;br /&gt;
&lt;br /&gt;
{{Consumables navbox}}&lt;br /&gt;
{{Status effect navbox|collapsed}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Consumables]]&lt;br /&gt;
[[Category:Medicine]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Supersoldier_Drug&amp;diff=35988</id>
		<title>Supersoldier Drug</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Supersoldier_Drug&amp;diff=35988"/>
		<updated>2019-10-14T02:13:16Z</updated>

		<summary type="html">&lt;p&gt;Mreaten7: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality = rarity&lt;br /&gt;
| image       = Supersoldier Drug.png&lt;br /&gt;
| name        = Supersoldier Drug&lt;br /&gt;
| type        = Medicine&lt;br /&gt;
| description = Harder better faster...&lt;br /&gt;
| capabilities= Use: Increases strength, dexterity, agility, constitution, and perception by 2 and all combat skills by 20%.&amp;lt;br&amp;gt;(AP: 10; Cooldown: 8 turns)&lt;br /&gt;
| weight      = 0.10&lt;br /&gt;
| value       = 1750&lt;br /&gt;
| datafile    = Consumables\Medicine\SupersoldierDrug.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Supersoldier Drug''' is a very powerful combat drug.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| name        = Supersoldier Drug&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| image       = Super Soldier Drug.png&lt;br /&gt;
| description = strength, dexterity, agility, constitution, and perception increased by 2. All combat skills increased by 20%.&lt;br /&gt;
| duration    = 4 turns (20 seconds)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lasts 4 turns. No known side effects.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item can be crafted with [[Blueprint: Supersoldier Drug]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* [[Dead Gangster]] random event: two doses carried by [[Dandy Jack]]&lt;br /&gt;
* [[Ladelman}} sells a few (Mercantile check required, unknown skill level).&lt;br /&gt;
&lt;br /&gt;
{{Consumables navbox}}&lt;br /&gt;
{{Status effect navbox|collapsed}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Consumables]]&lt;br /&gt;
[[Category:Medicine]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Mreaten7</name></author>
	</entry>
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