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	<id>https://wiki.cev-eris.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alanii</id>
	<title>Discordia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.cev-eris.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alanii"/>
	<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/Special:Contributions/Alanii"/>
	<updated>2026-04-20T06:28:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=File:Gameplay.png&amp;diff=1043</id>
		<title>File:Gameplay.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=File:Gameplay.png&amp;diff=1043"/>
		<updated>2019-10-30T18:13:59Z</updated>

		<summary type="html">&lt;p&gt;Alanii: Gameplay Button&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Gameplay Button&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Biolab_Officer_ErisEn&amp;diff=1042</id>
		<title>Biolab Officer ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Biolab_Officer_ErisEn&amp;diff=1042"/>
		<updated>2019-10-30T14:06:57Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Moebius Biolab Officer&amp;lt;/h1&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Biolab Officer Aboard the CEV &amp;quot;Eris&amp;quot; commands the Doctors, Chemists, Paramedics, and Psychiatrists. You fall under the Moebius Expedition Overseer, and the Captain should the MEO not be awake.&lt;br /&gt;
&lt;br /&gt;
[[File:MBiolabFancy.png|120px|right]]&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
You are at first and foremost, a Doctor. Your goal is to provide guidance to your medical team to provide the best medical care so as to prove to Moebius Laboratories that Moebius are the best medical professionals throughout the Hansa.&lt;br /&gt;
&lt;br /&gt;
You are not permitted to charge for immediate medical care, but if the crew requests performance enhancing drugs or pain killers you are free to charge your price for them.&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_Medicine_ErisEn|Giving Medical]] care to the crew is your utmost priority before profit. Your paramedics must find those who require medical assistance and bring them to the medical bay where either you or your doctors will save them. Keep your team busy, do not let them meander, for it may lessen the knowledge gained for Moebius. Have the chemist prepare for future events, doctors prepare for future surgeries and do not forget to request new medical equipment from RnD. They are your colleagues and will not hesitate to supply you with new resources.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*Do not forget to ask Moebius Scientists and Roboticists for items they may benefit you, be they MediBots or new tools to make surgery easier.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Biolab_Officer_ErisEn&amp;diff=1041</id>
		<title>Biolab Officer ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Biolab_Officer_ErisEn&amp;diff=1041"/>
		<updated>2019-10-30T14:06:47Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:maintenance.png]]&lt;br /&gt;
&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Moebius Biolab Officer&amp;lt;/h1&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Biolab Officer Aboard the CEV &amp;quot;Eris&amp;quot; commands the Doctors, Chemists, Paramedics, and Psychiatrists. You fall under the Moebius Expedition Overseer, and the Captain should the MEO not be awake.&lt;br /&gt;
&lt;br /&gt;
[[File:MBiolabFancy.png|120px|right]]&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
You are at first and foremost, a Doctor. Your goal is to provide guidance to your medical team to provide the best medical care so as to prove to Moebius Laboratories that Moebius are the best medical professionals throughout the Hansa.&lt;br /&gt;
&lt;br /&gt;
You are not permitted to charge for immediate medical care, but if the crew requests performance enhancing drugs or pain killers you are free to charge your price for them.&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_Medicine_ErisEn|Giving Medical]] care to the crew is your utmost priority before profit. Your paramedics must find those who require medical assistance and bring them to the medical bay where either you or your doctors will save them. Keep your team busy, do not let them meander, for it may lessen the knowledge gained for Moebius. Have the chemist prepare for future events, doctors prepare for future surgeries and do not forget to request new medical equipment from RnD. They are your colleagues and will not hesitate to supply you with new resources.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*Do not forget to ask Moebius Scientists and Roboticists for items they may benefit you, be they MediBots or new tools to make surgery easier.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Operative_ErisEn&amp;diff=1040</id>
		<title>Operative ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Operative_ErisEn&amp;diff=1040"/>
		<updated>2019-10-30T13:53:57Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Ironhammer Operative&amp;lt;/h1&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Ironhammer Operative Aboard the CEV &amp;quot;Eris&amp;quot; maintains order and provides security for the crew by preventing traitors or communists from completing their tasks and mutants existing.&lt;br /&gt;
&lt;br /&gt;
[[File:Ih_operative.png|120px|right]]&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
[[File:IHPoster.png|300px|thumb|right|Ironhammer Advertisement]]&lt;br /&gt;
&lt;br /&gt;
'''Please read over the '[[Agreement_ErisEn|Agreement]]' as it is the basis for the laws aboard CEV &amp;quot;Eris&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
As an operative for Ironhammer, you are issued with a range of standard issue military equipment, and are expected to follow orders and maintain order on the ship and the integrity of Ironhammer. &lt;br /&gt;
&lt;br /&gt;
You have access to an array of equipment to ensure your success onboard the CEV &amp;quot;Eris.&amp;quot; While you are a member of a professional PMC, this does not make you a jack booted thug, you're expected to bring your suspects in alive and not dead and thus are equipped with an array of non-lethal ammunition.&lt;br /&gt;
&lt;br /&gt;
Considering your duties, you are issued with rubber bullets for your firearms, these bullets deal far less damage, have less penetration against armour but are capable of incapacitating, or at least slowing down, uncooperative suspects.&lt;br /&gt;
&lt;br /&gt;
Additional equipment can be acquired in the regular armoury, notable additional rubber bullet ammunition, alternative armours and the IH Void/Hardsuits. Generally, only take items from here that are necessary. Equipping a IH Hardsuit when there is no overt threat or major hullbreach may draw criticisms from your Commander.&lt;br /&gt;
&lt;br /&gt;
Should a situation warrant an escalation, lethal ammunition, and additional, heavier, firearms, can be acquired from the IH lethal armoury. Nominally, only the IH Commander or Gunnery Sergeant can unlock the cases in this armoury, thus you'll require their consent. Lethal ammunition, as expected, will kill your enemy, thus ensure you check which firearms are loaded to kill, and which are loaded for non-lethal duties. Select additional firearms based on the situation you are facing, a Grenade Launcher may not be prudent to use during a rapid response raid. See [[List_of_Firearms| The List of Firearms]] For more information on what weapons could be in the secure armory.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*Your greatest strength and asset is your team, a team of coordinated and confident Ironhammer Operatives can overcome many obstacles that would consume the sole man. Running in alone, is a recipe for a quick death.&lt;br /&gt;
&lt;br /&gt;
*Keeping up a regular appearance throughout the hallways is vital to ensure a safe ship, and expeditions into maintenance can not only help in keeping the roach infestation to a minimum, but you might find vital assets that can prove useful to Ironhammer.&lt;br /&gt;
&lt;br /&gt;
*You're not security, if the Captain decides to null the Agreement remember that unless your Commander tells otherwise, you are to follow the Captain. He pays you, therefore his protection outweighs the Agreement.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Operative_ErisEn&amp;diff=1039</id>
		<title>Operative ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Operative_ErisEn&amp;diff=1039"/>
		<updated>2019-10-30T13:53:00Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Ironhammer Operative&amp;lt;/h1&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Ironhammer Operative Aboard the CEV &amp;quot;Eris&amp;quot; maintains order and provides security for the crew by preventing traitors or communists from completing their tasks and mutants existing.&lt;br /&gt;
&lt;br /&gt;
[[File:Ih_operative.png|120px|right]]&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
[[File:IHPoster.png|300px|thumb|right|Ironhammer Advertisement]]&lt;br /&gt;
&lt;br /&gt;
'''Please read over the '[[Agreement_ErisEn|Agreement]]' as it is the basis for the laws aboard CEV &amp;quot;Eris&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
As an operative for Ironhammer, you are issued with a range of standard issue military equipment, and are expected to follow orders and maintain order on the ship and the integrity of Ironhammer. &lt;br /&gt;
&lt;br /&gt;
You have access to an array of equipment to ensure your success onboard the CEV &amp;quot;Eris.&amp;quot; While you are a member of a professional PMC, this does not make you a jack booted thug, you're expected to bring your suspects in alive and not dead and thus are equipped with an array of non-lethal ammunition.&lt;br /&gt;
&lt;br /&gt;
Considering your duties, you are issued with rubber bullets for your firearms, these bullets deal far less damage, have less penetration against armour but are capable of incapacitating, or at least slowing down, uncooperative suspects.&lt;br /&gt;
&lt;br /&gt;
Additional equipment can be acquired in the regular armoury, notable additional rubber bullet ammunition, alternative armours and the IH Void/Hardsuits. Generally, only take items from here that are necessary. Equipping a IH Hardsuit when there is no overt threat or major hullbreach may draw criticisms from your Commander.&lt;br /&gt;
&lt;br /&gt;
Should a situation warrant an escalation, lethal ammunition, and additional, heavier, firearms, can be acquired from the IH lethal armoury. Nominally, only the IH Commander or Gunnery Sergeant can unlock the cases in this armoury, thus you'll require their consent. Lethal ammunition, as expected, will kill your enemy, thus ensure you check which firearms are loaded to kill, and which are loaded for non-lethal duties. Select additional firearms based on the situation you are facing, a Grenade Launcher may not be prudent to use during a rapid response raid.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*Your greatest strength and asset is your team, a team of coordinated and confident Ironhammer Operatives can overcome many obstacles that would consume the sole man. Running in alone, is a recipe for a quick death.&lt;br /&gt;
&lt;br /&gt;
*Keeping up a regular appearance throughout the hallways is vital to ensure a safe ship, and expeditions into maintenance can not only help in keeping the roach infestation to a minimum, but you might find vital assets that can prove useful to Ironhammer.&lt;br /&gt;
&lt;br /&gt;
*You're not security, if the Captain decides to null the Agreement remember that unless your Commander tells otherwise, you are to follow the Captain. He pays you, therefore his protection outweighs the Agreement.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Medical_Specialist_ErisEn&amp;diff=1038</id>
		<title>Medical Specialist ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Medical_Specialist_ErisEn&amp;diff=1038"/>
		<updated>2019-10-29T19:35:01Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Ironhammer Medical Specialist&amp;lt;/h1&amp;gt;&lt;br /&gt;
[[file:Medical_SpecialistFancy.png|108px|right]]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The IronHammer Medical Specialist of CEV &amp;quot;Eris&amp;quot; are the main support staff for Ironhammer. You provide both medical and forensic services. You are not a grunt nor an operative, You are a nerd with a weapon.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
Medical Specialists (MedSpec) play two roles, Doctoring and Forensics. MedSpecs do not focus on one of these professions, they commit to both while helping the IH Inspector with his investigations if asked.&lt;br /&gt;
&lt;br /&gt;
Doctoring&lt;br /&gt;
*The forensics lab has fully equipped surgery table and scanner along with Medical Kits, spare blood bags and Anesthetics. You will mostly do autopsies there, but do not hesitate to perform life saving surgeries if need be (though medbay is always preferable).&lt;br /&gt;
&lt;br /&gt;
*You should always have a Medical Kit on your person along with a Medical Scanner.&lt;br /&gt;
&lt;br /&gt;
*Always use the scanner in the surgery room to check for internal damage of the wounded, and check for implants on suspected Excelsior stowaways.&lt;br /&gt;
&lt;br /&gt;
Forensics&lt;br /&gt;
There are few important machines in  your laboratory office:&lt;br /&gt;
*'''High Powered Electron Microscope''' - it's used for a lot of things, like inspecting fiber clues and fingerprints.&lt;br /&gt;
*'''DNA Analyzer''': Used to determine DNA of the blood samples&lt;br /&gt;
*'''Database computer''': It lists records of all the ship's personnel, including their job, blood type, DNA and fingerprints.&lt;br /&gt;
*Forensics kit, this is your primary tool of the trade. Your office lab has few more in the lockers.&lt;br /&gt;
The Forensics kit includes the following:&lt;br /&gt;
*'''Swab kits''': You can use them on items to collect blood samples and on hands of possible perpetrators to collect GSR (Gunshot Residue) samples. Running blood sample through DNA Analyzer in your office, will give you the DNA string of the person that misplaced their blood. You can find person by DNA using your database computer. Inspecting GSR Sample under the microscope, will tell you whether or not the tested person fired a firearm.&lt;br /&gt;
*'''Fingerprint cards''': They're used to collect fingerprints from people, for various reasons. Their head might be missing, and you can use collected fingerprints to ID them (using database computer). Or maybe there's a person who is not in the records at all, you can then create record and add the fingerprint to it.&lt;br /&gt;
*'''Luminol bottle + UV light''': Detect washed away blood&lt;br /&gt;
*'''Fiber collection kit''': Use it to collect fibers from items, doors and such. Collected evidence will appear in a fiber bag, check the bag under your microscope, to get more precise results.&lt;br /&gt;
*'''Fingerprint collection kit''': Like one above, but for fingerprints. Use on objects or items, then put the card under the microscope to get the fingerprint string. Run it through database. You got your perp.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*You are not an Operative. You are not meant to engage criminals unless it's really necessry. Your weapons are for self defense, and you are not armored either; you gonna die quickly in a firefight.&lt;br /&gt;
*You have expanded access to medbay (except Surgery - CORRECT ME IF IM WRONG). You can &amp;quot;borrow&amp;quot; some medkits from Meobious, asking for some Tramadol pills wouldn't hurt either.&lt;br /&gt;
*It's beneficial to obtain a tablet computer, you can download crew monitoring software, and keep an eye on Ironhammer staff (and civilians I guess).&lt;br /&gt;
*You are a competent surgeon, if there's no REAL doctor, you will do just fine.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Medical_Specialist_ErisEn&amp;diff=1037</id>
		<title>Medical Specialist ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Medical_Specialist_ErisEn&amp;diff=1037"/>
		<updated>2019-10-29T14:18:14Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Ironhammer Medical Specialist&amp;lt;/h1&amp;gt;&lt;br /&gt;
[[file:Medical_SpecialistFancy.png|108px|right]]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The IronHammer Medical Specialist of CEV &amp;quot;Eris&amp;quot; are the main support staff for Ironhammer. You provide both medical and forensic services. You are not a grunt nor an operative, You are a nerd with a weapon.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
Medical Specialists (MedSpec) play two roles, Doctoring and Forensics. MedSpecs do not focus on one of these professions, they commit to both while helping the IH Inspector with his investigations if asked.&lt;br /&gt;
&lt;br /&gt;
Doctoring&lt;br /&gt;
*The forensics lab has fully equipped surgery table and scanner along with Medical Kits, spare blood bags and Anesthetics. You will mostly do autopsies there, but do not hesitate to perform life saving surgeries if need be (though medbay is always preferable).&lt;br /&gt;
&lt;br /&gt;
*You should always have a Medical Kit on your person along with a Medical Scanner.&lt;br /&gt;
&lt;br /&gt;
*Always use the scanner in the surgery room to check for internal damage of the wounded, and check for implants on suspected Excelsior stowaways.&lt;br /&gt;
&lt;br /&gt;
Forensics&lt;br /&gt;
*There are few important machines in  your laboratory office:&lt;br /&gt;
  '''High Powered Electron Microscope''' - it's used for a lot of things, like inspecting fiber clues and fingerprints.&lt;br /&gt;
  '''DNA Analyzer''' - Used to determine DNA of the blood saples&lt;br /&gt;
  '''Database computer''' - It lists records of all the ship's personnel, including their job, blood type, DNA and fingerprints.&lt;br /&gt;
*Forensics kit, this is your primary tool of the trade. Your office lab has few more in the lockers.&lt;br /&gt;
The Forensics kit includes the following:&lt;br /&gt;
  '''Swab kits''': You can use them on items to collect blood samples and on hands of possible perpetrators to collect GSR (Gunshot Residue) samples. Running blood sample through DNA Analyzer in your office, will give you the DNA string of the person that misplaced their blood. You can find person by DNA using your database computer. Inspecting GSR Sample under the microscope, will tell you whether or not the tested person fired a firearm.&lt;br /&gt;
  '''Fingerprint cards''': They're used to collect fingerprints from people, for various reasons. Their head might be missing, and you can use collected fingerprints to ID them (using database computer). Or maybe there's a person who is not in the records at all, you can then create record and add the fingerprint to it.&lt;br /&gt;
  '''Luminol bottle + UV light''': Unknown Purpose&lt;br /&gt;
  '''Fiber collection kit''': Use it to collect fibers from items, doors and such. Collected evidence will appear in a fiber bag, check the bag under your microscope, to get more precise results.&lt;br /&gt;
  '''Fingerprint collection kit''': Like one above, but for fingerprints. Use on objects or items, then put the card under the microscope to get the fingerprint string. Run it through database. You got your perp.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*You are not an Operative. You are not meant to engage criminals unless it's really necessry. Your weapons are for self defense, and you are not armored either; you gonna die quickly in a firefight.&lt;br /&gt;
*You have expanded access to medbay (except Surgery - CORRECT ME IF IM WRONG). You can &amp;quot;borrow&amp;quot; some medkits from Meobious, asking for some Tramadol pills wouldn't hurt either.&lt;br /&gt;
*It's beneficial to obtain a tablet computer, you can download crew monitoring software, and keep an eye on Ironhammer staff (and civilians I guess).&lt;br /&gt;
*You are a competent surgeon, if there's no REAL doctor, you will do just fine.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Ironhammer_Inspector_ErisEn&amp;diff=1036</id>
		<title>Ironhammer Inspector ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Ironhammer_Inspector_ErisEn&amp;diff=1036"/>
		<updated>2019-10-29T14:09:09Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Ironhammer Inspector&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Ironhammer Inspector on board the CEV &amp;quot;Eris&amp;quot; carries out investigative activities and manages legal proceedings.&lt;br /&gt;
&lt;br /&gt;
[[File:InspectorFancy.png|120px|right]]&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
[[File:IHInspection.jpg|300px|thumb|right|Ironhammer Inspector at work]]&lt;br /&gt;
You are issued a reception and an office, where there are various consoles necessary for work, as well as your personal belongings, neatly folded in a locker next to the table. Get equipped and get started. And for God's sake, bring a crime scene tape. Better yet, ask the operatives that probably arrived there before you to restrict access to the crime scene with their tapes, and find witnesses from the crowd.&lt;br /&gt;
&lt;br /&gt;
Investigating a crime scene is impossible without your suitcase of specific tools, the purpose of which is clear only to you. &lt;br /&gt;
&lt;br /&gt;
*'''Fiber collection kit''': magnifying glass and tweezers to collect clothing fibers. Want to know what the burglar was wearing? Explore the gateway to the fibers.&lt;br /&gt;
*'''Fingerprint powder''': Aluminum powder and a special brush — to detect fingerprints. &amp;lt;/li&amp;gt;&lt;br /&gt;
*'''Luminol bottle &amp;amp; UV light''': A bottle of luminol and a black light bulb will help you detect traces of blood at the crime scene.&lt;br /&gt;
*'''Fingerprint cards''': Fingerprint cards. Just don't forget to take your gloves off...&amp;lt;/li&amp;gt;&lt;br /&gt;
*'''Swab kits''': Kits (test tube + cotton swab) for collecting various &amp;quot;samples&amp;quot;. Blood, saliva, gunpowder... To collect saliva, aim for the mouth. Powder particles — aim for the hands.&lt;br /&gt;
&lt;br /&gt;
But to collect evidence (which should be placed in evidence bags from your locker) at the crime scene is only half of the work. Next, you will analyze the fibers, print and samples in the laboratory with the help of your colleague, the [[Medical_Specialist_ErisEn| MedSpec]]. You should get to know them in order to facilitate further work.&lt;br /&gt;
&lt;br /&gt;
To analyze the evidence, use a high-tech microscope — it will immediately give you a report. To study the samples that you collected using a swab kit, use a DNA analyzer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
*Keep track of everything that happens on board.&lt;br /&gt;
Pay attention to the radio traffic. Ask your partner, if one is present, to monitor the cameras and coordinate with him if the situation requires it.&lt;br /&gt;
*Always wear gloves when working at a crime scene, otherwise you'll be in leaving your fingerprints all over the place.&lt;br /&gt;
*It's not such a bad idea to recruit an informant. Believe me, there are always people on board who do not mind an additional fee to &amp;quot;help&amp;quot; the guardians of order.&lt;br /&gt;
*Interact with your Department. If you have to go to a dangerous place — ask an [[Ironhammer_Operative_ErisEn|Operative]] to accompany you.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Ironhammer_Inspector_ErisEn&amp;diff=1035</id>
		<title>Ironhammer Inspector ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Ironhammer_Inspector_ErisEn&amp;diff=1035"/>
		<updated>2019-10-29T14:08:17Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Ironhammer Inspector&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Ironhammer Inspector on board the CEV &amp;quot;Eris&amp;quot; carries out investigative activities and manages legal proceedings.&lt;br /&gt;
&lt;br /&gt;
[[File:InspectorFancy.png|120px|right]]&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
[[File:IHInspection.jpg|300px|thumb|right|Ironhammer Inspector at work]]&lt;br /&gt;
You are issued a reception and an office, where there are various consoles necessary for work, as well as your personal belongings, neatly folded in a locker next to the table. Get equipped and get started. And for God's sake, bring a crime scene tape. Better yet, ask the operatives that probably arrived there before you to restrict access to the crime scene with their tapes, and find witnesses from the crowd.&lt;br /&gt;
&lt;br /&gt;
Investigating a crime scene is impossible without your suitcase of specific tools, the purpose of which is clear only to you. &lt;br /&gt;
&lt;br /&gt;
*'''Fiber collection kit''': magnifying glass and tweezers to collect clothing fibers. Want to know what the burglar was wearing? Explore the gateway to the fibers.&lt;br /&gt;
*'''Fingerprint powder''': Aluminum powder and a special brush — to detect fingerprints. &amp;lt;/li&amp;gt;&lt;br /&gt;
*'''Luminol bottle &amp;amp; UV light''': A bottle of luminol and a black light bulb will help you detect traces of blood at the crime scene.&lt;br /&gt;
*'''Fingerprint cards''': Fingerprint cards. Just don't forget to take your gloves off...&amp;lt;/li&amp;gt;&lt;br /&gt;
*'''Swab kits''': Kits (test tube + cotton swab) for collecting various &amp;quot;samples&amp;quot;. Blood, saliva, gunpowder... To collect saliva, aim for the mouth. Powder particles — aim for the hands.&lt;br /&gt;
&lt;br /&gt;
But to collect evidence (which should be placed in evidence bags from your locker) at the crime scene is only half of the work. Next, you will analyze the fibers, print and samples in the laboratory with the help of your colleague, the [[Ironhammer_Medical_Specialist_ErisEn|Medical Specialist]]. You should get to know them in order to facilitate further work.&lt;br /&gt;
&lt;br /&gt;
To analyze the evidence, use a high-tech microscope — it will immediately give you a report. To study the samples that you collected using a swab kit, use a DNA analyzer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
*Keep track of everything that happens on board.&lt;br /&gt;
Pay attention to the radio traffic. Ask your partner, if one is present, to monitor the cameras and coordinate with him if the situation requires it.&lt;br /&gt;
*Always wear gloves when working at a crime scene, otherwise you'll be in leaving your fingerprints all over the place.&lt;br /&gt;
*It's not such a bad idea to recruit an informant. Believe me, there are always people on board who do not mind an additional fee to &amp;quot;help&amp;quot; the guardians of order.&lt;br /&gt;
*Interact with your Department. If you have to go to a dangerous place — ask an [[Ironhammer_Operative_ErisEn|Operative]] to accompany you.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Gunnery_Sergeant_ErisEn&amp;diff=1034</id>
		<title>Gunnery Sergeant ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Gunnery_Sergeant_ErisEn&amp;diff=1034"/>
		<updated>2019-10-29T14:01:06Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Gunnery Sergeant&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Gunnery Sergeant of Ironhammer is the defacto second in command to the IronHammer Commander of the CEV &amp;quot;Eris&amp;quot; and are responsible for managing the brig (prison) and keeping up with the armory.&lt;br /&gt;
&lt;br /&gt;
[[file:ih_sergeant.png|108px|right]]&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
At round start, you begin in your office just outside of the armory. Take everything you need from the locker and get started. If you want to keep track of who drew weapons from the armory you can grab the pen and paper and place them at your request table and ask Operatives write down what items they require from the armory.&lt;br /&gt;
&lt;br /&gt;
Upstairs is the Ironhammer security lobby, this is your main place of work when you are not in the armory. In the security office, there are four buttons on the wall:&lt;br /&gt;
&lt;br /&gt;
* Brig External Lobby Lockdown Control and Brig Internal Lobby Lockdown Control are responsible for blocking the entire brig. Use both of them to completely shield yourself from the outside world.&lt;br /&gt;
*First Section Lockdown Control is responsible for blocking the First Section - brig, access to the bridge, dormitory, Starpom office&lt;br /&gt;
*Arrival Lockdown Control is responsible for blocking Arrivals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within the lobby security office are two consoles . One of them is responsible for the cameras. Another has access to the personal files of crew members; with it you can enter information on crimes committed and edit their status: &lt;br /&gt;
*“Wanted” (Arrest)&lt;br /&gt;
*“Serves Punishment” (Incarcerated)&lt;br /&gt;
*“Released by parole” (Parolled )&lt;br /&gt;
*&amp;quot;The punishment has departed&amp;quot; (Released)&lt;br /&gt;
&lt;br /&gt;
It is best to regularly update records in order to facilitate the work of your fellow operatives, and the Inspector.&lt;br /&gt;
&lt;br /&gt;
*Minor crimes - minor and medium crimes committed by a person ie: robbery or assault&lt;br /&gt;
*Major crimes - serious and especially serious ie: murder&lt;br /&gt;
*Important notes -important notes and everything that is not included in the details of crimes. If necessary, you can print the orientation (Print &amp;quot;Wanted&amp;quot; poster), and send the operatives (or prisoners, as a test of their violations) to paste them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
*Take a regular patrol of the entire brig and if you find an intruder immediately delay him and inform the Commander.&lt;br /&gt;
*Make an inventory of weapons. Give out weapons / ammunition / uniforms “on record”: record who, when, what and how much took. Request confirmation from the Commander.&lt;br /&gt;
*Do not leave the brig with no one watching it. Truth. Not worth it.&lt;br /&gt;
*Monitor important (and not so) places on the ship by cameras. Important places are the head offices, AI upload, engine, RnD.&lt;br /&gt;
*If someone comes to the brig lobby and asks for an audience, be sure to listen to him.&lt;br /&gt;
*The Gunnery Sergeant office outside of the armory has a console with camera controls&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=First_Officer_ErisEn&amp;diff=1033</id>
		<title>First Officer ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=First_Officer_ErisEn&amp;diff=1033"/>
		<updated>2019-10-29T13:59:06Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;First Officer&amp;lt;/h1&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The First Officer onboard the CEV &amp;quot;Eris&amp;quot; and the Captain's right hand, you are in charge of the alteration of access, giving of PDAs and taking care of Ian.&lt;br /&gt;
&lt;br /&gt;
[[File:First_OfficerFancy.png|108px|right]]&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
First and foremost, understand that you are subordinate to the Captain. You, like him, are an independent member of the Guild. Since your authority is ultimate, bar anyone in the Guild (Captain, Guild Merchant, Guild Technician, Guild Miners), you should act as an advisory to the Captain, and take over temporarily or permanently if the Captain is physically unfit, mentally unfit, unwilling, etc.&lt;br /&gt;
&lt;br /&gt;
Your radio has access to all the frequencies on the ship. By default, you should have command and security set on, but it's recommended to have the engineering, moebius medical, moebius science, and guild frequencies on as well as they together make up all the major factions on the ship. In addition, if you have all the faction's frequencies on, you can whiff out mutiny faster and perhaps prevent a certain [[Captain_ErisEn|someone]] from getting killed, kidnapped, and/or mutilated.&lt;br /&gt;
&lt;br /&gt;
Whilst the Captain will be busy with Ironhammer, maintaining friendly relations between factions, preventing mutinies, you can step in and actually help out the various factions, making the Captain and by proxy, you, look better - doing this helps a lot in terms of the respect given to you by the factions onboard. Examples are, but not limited to:&lt;br /&gt;
*Helping chemistry and moebius medical by making chems for them&lt;br /&gt;
*Helping get the Guild more things to sell and buy&lt;br /&gt;
*Helping the moebius laboratories by getting them minerals from the guild, technology to research and deconstruct, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*Don't stay in your dorm for too long unless you want assistants breaking into your office.&lt;br /&gt;
&lt;br /&gt;
*You don't have to insert your ID in the ID modification application as it only takes a target ID and checks if the person trying to change the access of an ID card has the proper access to do so.&lt;br /&gt;
&lt;br /&gt;
*You have all access.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Captain_ErisEn&amp;diff=1032</id>
		<title>Captain ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Captain_ErisEn&amp;diff=1032"/>
		<updated>2019-10-29T13:52:11Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt; The Captain &amp;lt;/h1&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captain - The most important crew member on the ship CEV &amp;quot;Eris&amp;quot;. He is a representative of the Asters' Guild (as a Merchant and Starfom), and has enormous influence as an example of an ideal administrator and coordinator, and it was under his strict guidance that CEV &amp;quot;Eris&amp;quot; was rebuilt from a ship carrying prisoners to a modern research ship for serious expeditions.&lt;br /&gt;
&lt;br /&gt;
[[File:CaptainFancy.png|108px|right]]&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT SELECT THIS ROLE IF YOU ARE NEW TO THE SERVER.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your job as Captain is to ensure the functioning of all the systems of your ship and make sure that every crew member is in business (preferably in his own business). So, it is recommended you, at the beginning of the round, distribute objectives to the heads by hold a small meeting with them, where you identify their main tasks and the tasks of their departments clearly and distinctly. &lt;br /&gt;
&lt;br /&gt;
The heads are your main support, your intermediaries in communication with the crew, and you should trust them completely. If a head loses your trust, and/or you suspect him of something, you are free to degrade him to an assistant and replace him, but think twice, and conduct a full-fledged investigation (having connected Inspector Ironhammer if necessary), and then make a decision. Otherwise you risk those who are loyal to the head rebelling.&lt;br /&gt;
&lt;br /&gt;
Remember that your character, the Captain, is a highly educated person and an honorary member of the Asters guild. Behave yourself, give thoughtful commands, without any &amp;quot;a-let's-thrust-it-in-gibber&amp;quot;, and other absolutely crazy instructions. Do not forget that quite a crazy person could not have come so far.&lt;br /&gt;
&lt;br /&gt;
Also, you should be attentive to complaints of ordinary crew members and the situation on the ship in principle, and not look at it with your fingers. It is your inaction in a given situation that can lead to the crew will revolt or something irreparable happens. You should always be one step ahead of your potential detractors who sleep and see how to dislodge you.&lt;br /&gt;
&lt;br /&gt;
However, feel free to discuss something with the heads and ask them for advice. Sometimes it can really save the day. Periodically go and check with the departments to personally evaluate their activities, you should not sit on the bridge or in the cabin for the whole round, fearing for your card with full access. Moreover, when your subordinates see that you personally keep everything in control, your authority in their eyes can grow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Do not try to solve all problems immediately. Proceed to them consistently, with the most serious - to the most insignificant. Quite possibly, solving one serious problem (dismissing a negligent head of a department who does not execute your orders and sabotages activities on the ship, and putting an adequate and competent person instead), you decide several small ones at once (all employees of the department will feel much better under good manual).&lt;br /&gt;
&lt;br /&gt;
* If the [[First Officer_ErisEn|First Officer]] is hanging around somewhere and he is not at work, remind him of his main duty; to sit in the office and redeploy staff. Recommend him to appoint all free assistants to useful positions or you can set him any other task. Remember that he is your right hand and that he, like you, has full access.&lt;br /&gt;
&lt;br /&gt;
* It would not hurt to personally inspect the brig to make sure that the Commander Ironhammer did not turn it into a death camp, and the prisoners have food and no dangerous items. Order to assign operatives to the station if the Commander has not yet done so. Ask the First Officer to extend the clearance according to the patrolling areas of operatives.&lt;br /&gt;
&lt;br /&gt;
* As a rule, special instructions for the heads of Moebius and Technomancers are not required. Just remind them that they are responsible for all the actions of their subordinates. But you can come back with an inspection after some time to check the functionality of the departments and the execution of the instructions given by you.&lt;br /&gt;
&lt;br /&gt;
* Order the AI ​​to report all violations of the law at the station, report the names of victims and suspects, if any. Report all accidents at the station. Lock all unused external airlocks, Incinerator, AI Upload, Storage and Crematory.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Commander_ErisEn&amp;diff=1031</id>
		<title>Commander ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Commander_ErisEn&amp;diff=1031"/>
		<updated>2019-10-29T13:50:26Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt; Ironhammer Commander &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Commander of Ironhammer is an officer in the rank of Lieutenant who manages all of the Ironhammer personnel aboard the CEV &amp;quot;Eris.&amp;quot;&lt;br /&gt;
[[File:Ih_commander.png|108px|right]]&lt;br /&gt;
==Guide==&lt;br /&gt;
You start on the bridge with the rest of the heads. After a short meeting, go to the brig and coordinate the work of your subordinates.&lt;br /&gt;
&lt;br /&gt;
'''Guide your subordinates'''&lt;br /&gt;
* Divide the operatives in teams of two, verify they are fully equipped for patrol and send them to patrol.&lt;br /&gt;
* Give instructions to the Gunnery Sergeant, let them know to monitor the cameras and keep track of the equipment in the armory.&lt;br /&gt;
* Additionally, you may instruct the Inspector to observe a department, or a specific crew member ''if you have any suspicions.''&lt;br /&gt;
&lt;br /&gt;
Having distributed instructions and instructions, go to your office. From here you have a beautiful view of space. Take the badge from your locker, wipe it gently and put it on, remembering the ideals of justice and order. Then equip your holster and [[List_of_Firearms|FS HG .44 &amp;quot;Lamia.&amp;quot;]] The telescopic baton in your pocket will help you feel even more confident.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
There is still a lot of work ahead, lieutenant. Get down in your easy chair and exhale. It's time to request a report.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
* Be sure to be in touch with other departments. If you do not have enough staff, contact the First Officer, he probably can find someone. If there is a need for new equipment - talk to the head of the Moebius Labs. And so on.&lt;br /&gt;
&lt;br /&gt;
* Do paperwork. Need someone to arrest? Write out the order. Do a search? Write out the order. To issue military weapons to an important crew member for self-defense? Write an order and permission to carry and use weapons. And do not forget to signature stamp the paper.&lt;br /&gt;
&lt;br /&gt;
* Protect yourself and your access. You are a very important person, and it would be a shame if, as a result of an attack, a traitor seizes your ID card and weapon. Always be alert and stand up for yourself.&lt;br /&gt;
&lt;br /&gt;
* You must be aware of the threats that may hang over the ship and its crew. And, not least, be able to resist them effectively. What could be the goal of traitors? Who is in danger? Are there any double agents among my comrades? Ask yourself these questions often.&lt;br /&gt;
And most importantly, remember: you are not a bloody executioner. You are a valiant defender, even if hired for money. Do your job professionally and without much blood. And in such cases there is its etiquette.&lt;br /&gt;
&lt;br /&gt;
[[File:nottorture.png|right]]&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=NeoTheology_Acolyte_ErisEn&amp;diff=1030</id>
		<title>NeoTheology Acolyte ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=NeoTheology_Acolyte_ErisEn&amp;diff=1030"/>
		<updated>2019-10-29T13:48:05Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;NeoTheology Acolyte&amp;lt;/h1&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
One of the two Acolytes to the Preacher of NeoTheology on the CEV &amp;quot;Eris&amp;quot;. Their task is operate the Bioreactor, Biogenerator and seek resources for the Church to further their influence over the vessel and crew.&lt;br /&gt;
&lt;br /&gt;
[[File:acolyte64.png|120px|right]]&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
As an Acolyte, you have the armor and the equipment to operate the Bioreactor without succumbing to the instant death of the foul smell of the biomass. Operating the Bioreactor and Biogenerator is quite simple, so long you know what you are doing. Along with operating the main equipment, your armor is tough against the critters that dwell in the maintenance tunnels.&lt;br /&gt;
&lt;br /&gt;
Information on the Bioreactor and Biogenerator can be found here: [[Guide_to_Neotheology_ErisEn|Guide to NeoTheology]]&lt;br /&gt;
&lt;br /&gt;
Unlike the other roles in the church, if the Preacher perishes or he is indisposed for some time, the Acolytes can conduct the resurrection ritual for fallen NeoTheologians.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
* Agrolytes and Custodians can operate the bioreactor and biogenerators leaving both Acolytes the ability to conduct searches for items in maintenance.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=NeoTheology_Acolyte_ErisEn&amp;diff=1029</id>
		<title>NeoTheology Acolyte ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=NeoTheology_Acolyte_ErisEn&amp;diff=1029"/>
		<updated>2019-10-29T13:46:48Z</updated>

		<summary type="html">&lt;p&gt;Alanii: Created page with &amp;quot;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;NeoTheology Acolyte&amp;lt;/h1&amp;gt; ==Description==  One of the two Acolytes to the Preacher of NeoTheology on the CEV &amp;quot;Eris&amp;quot;. Their task is operate the Bioreactor, Bi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;NeoTheology Acolyte&amp;lt;/h1&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
One of the two Acolytes to the Preacher of NeoTheology on the CEV &amp;quot;Eris&amp;quot;. Their task is operate the Bioreactor, Biogenerator and seek resources for the Church to further their influence over the vessel and crew.&lt;br /&gt;
&lt;br /&gt;
[[File:NeoTheology_Acolyte.png|120px|right]]&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
As an Acolyte, you have the armor and the equipment to operate the Bioreactor without succumbing to the instant death of the foul smell of the biomass. Operating the Bioreactor and Biogenerator is quite simple, so long you know what you are doing. Along with operating the main equipment, your armor is tough against the critters that dwell in the maintenance tunnels.&lt;br /&gt;
&lt;br /&gt;
Information on the Bioreactor and Biogenerator can be found here: [[Guide_to_Neotheology_ErisEn|Guide to NeoTheology]]&lt;br /&gt;
&lt;br /&gt;
Unlike the other roles in the church, if the Preacher perishes or he is indisposed for some time, the Acolytes can conduct the resurrection ritual for fallen NeoTheologians.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
* Agrolytes and Custodians can operate the bioreactor and biogenerators leaving both Acolytes the ability to conduct searches for items in maintenance.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Wiki_Contributing_Guide_ErisEn&amp;diff=1028</id>
		<title>Wiki Contributing Guide ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Wiki_Contributing_Guide_ErisEn&amp;diff=1028"/>
		<updated>2019-10-29T13:24:15Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Editing and Creating Pages=&lt;br /&gt;
&lt;br /&gt;
So you have decided to help Eris and provide to the Wiki? This page will share how to contribute to the wiki by editing or adding pages.&lt;br /&gt;
&lt;br /&gt;
Any time a page is edited or created, if you have the Wiki Contributor role, place what you created or edited in the #Wiki-General channel in the discord. If you do not have the Wiki Contributor role find someone who does so they will let the other Contributors know of any updates.&lt;br /&gt;
&lt;br /&gt;
==Formatting==&lt;br /&gt;
&lt;br /&gt;
Currently there is no special page format when it comes to Wiki Pages. In the future there will be specific guidelines and a template to follow. For now everything needs to be comprehensible, readable, and understandable to the point a Russian can understand it.&lt;br /&gt;
&lt;br /&gt;
Below are links to Wiki formatting pages which can help for creating tables, headers, and other format options. If you have any other questions feel free to ask other Wiki Contributors and they can help.&lt;br /&gt;
&lt;br /&gt;
https://www.mediawiki.org/wiki/Help:Formatting&lt;br /&gt;
&lt;br /&gt;
https://en.wikipedia.org/wiki/Wikipedia:Tutorial/Formatting&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Wiki_Contributing_Guide_ErisEn&amp;diff=1027</id>
		<title>Wiki Contributing Guide ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Wiki_Contributing_Guide_ErisEn&amp;diff=1027"/>
		<updated>2019-10-29T13:23:37Z</updated>

		<summary type="html">&lt;p&gt;Alanii: Created page with &amp;quot;=Editing and Creating Pages=  So you have decided to help Eris and provide to the Wiki? This page will share how to contribute to the wiki by editing or adding pages.  Any tim...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Editing and Creating Pages=&lt;br /&gt;
&lt;br /&gt;
So you have decided to help Eris and provide to the Wiki? This page will share how to contribute to the wiki by editing or adding pages.&lt;br /&gt;
&lt;br /&gt;
Any time a page is edited or created, if you have the Wiki Contributor role, place what you created or edited in the #Wiki-General channel in the discord. If you do not have the Wiki Contributor role find someone who does so they will let the other Contributors know of any updates.&lt;br /&gt;
&lt;br /&gt;
==Formatting==&lt;br /&gt;
&lt;br /&gt;
Currently there is no special page format when it comes to Wiki Pages. In the future there will be specific guidelines and a template to follow. For now everything needs to be comprehensible, readable, and understandable to the point a Russian can understand it.&lt;br /&gt;
&lt;br /&gt;
Below are links to Wiki formatting pages which can help for creating tables, headers, and other format options. If you have any other questions feel free to ask other Wiki Contributors and they can help.&lt;br /&gt;
&lt;br /&gt;
[https://www.mediawiki.org/wiki/Help:Formatting|Wiki Formatting Page]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Wikipedia:Tutorial/Formatting|Wikipedia Formatting Page]&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guides_for_Volunteers_ErisEn&amp;diff=1026</id>
		<title>Guides for Volunteers ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guides_for_Volunteers_ErisEn&amp;diff=1026"/>
		<updated>2019-10-29T13:10:47Z</updated>

		<summary type="html">&lt;p&gt;Alanii: Created page with &amp;quot;{|border=&amp;quot;1&amp;quot; style=&amp;quot;background:  #F5F5FF; text-align: center; width: 100%&amp;quot; |style=&amp;quot;background: #898787;&amp;quot; colspan=&amp;quot;3&amp;quot;   | '''Guides''' |- |File:Placeholder.png|link=Wiki_Cont...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;1&amp;quot; style=&amp;quot;background:  #F5F5FF; text-align: center; width: 100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #898787;&amp;quot; colspan=&amp;quot;3&amp;quot;   | '''Guides'''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Placeholder.png|link=Wiki_Contributing_Guide_ErisEn]]&amp;lt;br&amp;gt; [[Wiki_Contributing_Guide_ErisEn|Contributing to the Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Placeholder.png|link=]]&amp;lt;br&amp;gt; [[Paperwork]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_to_Neotheology_ErisEn&amp;diff=1025</id>
		<title>Guide to Neotheology ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_to_Neotheology_ErisEn&amp;diff=1025"/>
		<updated>2019-10-29T13:07:39Z</updated>

		<summary type="html">&lt;p&gt;Alanii: /* Tips for Neotheologians as a whole */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Guide to the Church of NeoTheology&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Summary of NeoTheology&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
The Church of NeoTheology, summarized; Are essentially space christians with a fanatical outlook against AI, mutants, robotics, and augmentations. Their followers are not allowed the use of such devices as it goes against their teachings. They use cruciforms to hold their 'soul' (DNA) to clone their followers after death keeping up with the belief they are immortal. &lt;br /&gt;
For the complete lore see:[[Lore_basics_ErisEn#NeoTheology|NeoTheology Lore]]&lt;br /&gt;
[[File:NeoTheologyart.jpg|thumb|right|Hive City, where NeoTheology slowly creates they own heaven.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;NeoTheologian Equipment&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
These are the basic items all followers of the Church of NeoTheology.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Cruciform.png|180px|frameless]]&lt;br /&gt;
 || '''Cruciform''' - Cornerstone of NeoTheology, it is necessary to revive believers and to use litanies from the Bible. It violently detaches all augments and prosthetics from a body when implanted and activated. Baptizing Changelings gibs them. Removing the cruciform causes the wearer to instantly die. The common cruciform has: 50 energy, Preacher cruciform has: 80 energy, and Inquisitor cruciform has: 100 energy.&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
[[File:Neo-knife.png]]&lt;br /&gt;
 || '''Ritual Knife''' - Necessary to speed-up the process of a baptism. If the unbeliever has one or several prosthetics and wants to become a NeoTheologian, the implantation of a cruciform will cause the augmentats to detach violently, and he will be driven into critical condition. Kill him with your knife and start the process of cloning, then use the body for bioreactor fuel and wash the floor.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Cahorbarrel.png]] [[File:Cahorbottle.png]]&lt;br /&gt;
 || '''Cahors''' - church wine. ''The most effective'' anti-toxin on the whole ship but in limited quantities. Can be purchased in TheoMat, or be found inside cahor barrel at the ritual room.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NeoTheology machinery =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Machine !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Clonepod.png]] || Clonepod - The device used by Preachers and Acolytes to resurrect a fallen believer. For a single body you will need 300 biomatter, if you have not enough biomass or there is no power inside ritual room. The process is activated by reciting the '''&amp;quot;Resurrection&amp;quot;''' litany in front of the cloner.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Reader-off.png]]&lt;br /&gt;
[[File:Reader-on.png]]&lt;br /&gt;
|| Cruciform reader - Reads the cruciforms of the fallen and allows them to be cloned in the pod. To begin the process, place a cruciform with their 'soul' into it to clone the person who the cruciform belonged to. After cloning is finished do not forget to place the cruciform onto the new cloned body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Biocan.png]]&lt;br /&gt;
|| Biomass container - Stores the biomatter for cloning use. To fill the container you will need a bucket to pull biomatter from a biomatter tank and place it into the container.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biomatter_tank_large.png]] || Biomatter Tank - Used to store biomatter created from the bioreactor. With these tanks you may turn the biomatter into biomass for use of the printer, or use the biomatter to fuel the biogenerator and fill the bio container for cloning purposes.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Theomat.png]] || TheoMat - This will sell you everything you need to worship God. [[File:Bible.png]] - 500 credits. [[File: Cahorbottle.png]] - 200 credits. And candles for 200 credits. Hides inside it some [[File: Cruciform.png]] if you hack it.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nt_obelisk.gif]] || Obelisk - This Obelisk will only activate when those with Cruciforms are within the room or nearby. It will eliminate roaches and spiders for use as biofuel. [Editor Note: Verify what other mobs are killed]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_bioreactor.png|100px]] || Bioreactor - This machine allows you to dissolve anything organic and turn it into biomatter. This biomatter can be used to create NT specific items using the bioprinter, fill the biomass container for resurrections or power the biogenerator.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_biogenerator.png|100px]] || Biogenerator - Use biomatter created from the bioreactor to power the chapel separately from the main power grid, or if you're benevolent enough, power the ship with the biomass from the creatures found in maintenance.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_solidifier.gif]] || Solidifier - Use this machine, located upper left of the Bioreactor room, to turn the liquid biomatter into solid biomass to be used in the bioprinter.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_bioprinter.png]] || Bioprinter - Used to craft NeoTheologian related items with the NT disk. It is essentially an autolathe for NT followers that use biomass to create items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Litanies =&lt;br /&gt;
&lt;br /&gt;
These are ritual phrases that benefit followers who recite them. The energy provided from the cruciform will be used upon using these, which will return over time. Each cruciform is different based on your rank in NeoTheology.&lt;br /&gt;
*Acolytes, Agrolytes, Janitors and other ordinary believers have 50 Energy&lt;br /&gt;
*Preacher has 80 Energy&lt;br /&gt;
*Inquisitor has 100 Energy&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Text&lt;br /&gt;
|-&lt;br /&gt;
| '''Relief''' || Short litany, weakens pain much like a painkiller. || Et si ambulavero in medio umbrae mortis non timebo mala&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Hunger''' || Litany of pilgrims, relieves you of some of your hunger but also gives a small ammount of toxins. || Panem nostrum cotidianum da nobis hodie&lt;br /&gt;
|-&lt;br /&gt;
| '''Entreaty''' || Call for help, this can be heard by other NeoTheology believers. || Deus meus ut quid dereliquisti me&lt;br /&gt;
|-&lt;br /&gt;
| '''Reveal Adversaries''' || Gives you information about your environment. Most of the time it tells you about roaches and other aggressive monsters and traps. Very rarely it can reveal to you that somewhere around you hides a changeling. || Et fumus tormentorum eorum ascendet in saecula saeculorum: nec habent requiem die ac nocte, qui adoraverunt bestiam, et imaginem ejus, et si quis acceperit caracterem nominis ejus.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resurrection and Machinery Litanies ==&lt;br /&gt;
&lt;br /&gt;
Only the Preacher, Inquisitor and the Acolytes may use the litanies to commit to resurrection. The litanies using the Bioreactor and Biogenerator may be used by those within the Church.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Text&lt;br /&gt;
|-&lt;br /&gt;
| '''Epiphany''' || Litany which will activate an installed cruciform and finish the baptism of a new believer. It works only from the Preacher's lips. To make it work you need place a naked person on the altar, and while looking at him, read this litany. After the cruciform is installed and activated, use a bandage on his chest since installation creates minor wounds. Activation of a cruciform will cause ALL augments to fall off, and will also gib changelings. || In nomine Patris et Filii et Spiritus sancti&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection''' || Litany which will activate the cloning process. To make it work you need to remove the cruciform from a corpse by using the Deprivation litany, and afterwards place the cruciform into [[File:Reader-off.png]], then move to look at  [[File:Clonepod.png]] and read this litany. || Qui fuit, et crediderunt in me non morietur in aeternum&lt;br /&gt;
|-&lt;br /&gt;
| '''Reincarnation''' || Returns the soul to a body. After creating a new body, remove cruciform from [[File:Reader-off.png]], and place it on the altar with the new body. Use '''&amp;quot;Commitment&amp;quot;''', and after that - '''&amp;quot;Reincarnation&amp;quot;'''. That will connect the ghost to the new body. If the ghost sitting in their old body it will create problems with connecting to the new one. || Vetus moritur et onus hoc levaverit&lt;br /&gt;
|-&lt;br /&gt;
| '''Commitment''' || Litany which will command a cruciform to connect to the chest of new human. After that, you can activate the cruciform and baptize someone or connect a soul to new a body. It causes damage to the chest and some bloodloss. || Unde ipse Dominus dabit vobis signum&lt;br /&gt;
|-&lt;br /&gt;
| '''Deprivation''' || Litany which will command cruciform to detach from chest. It's important, because it's the most simple way to remove a cruciform from a corpse. It doesn't need an altar to be used, only a dead body.  || Et revertatur pulvis in terram suam unde erat et spiritus redeat ad Deum qui dedit illum&lt;br /&gt;
|-&lt;br /&gt;
| '''Asacris''' || Litany that will remove any upgrades from the believer. Almost useless, but can be used by Inquistiors to remove the current Preacher. But also, Preacher can use it to make some of believers safer by removing the Crusader upgrade. || A caelo usque ad centrum&lt;br /&gt;
|-&lt;br /&gt;
| '''Pounding Whisper''' || Gives a temporary increase to the stat '''&amp;quot;Mechanic&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Vocavitque nomen eius Noe dicens iste consolabitur nos ab operibus et laboribus manuum nostrarum in terra cui maledixit Dominus&lt;br /&gt;
|-&lt;br /&gt;
| '''Revelation of Secrets''' || Gives a temporary increase to the stat '''&amp;quot;Cognition&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Quia Dominus dat sapientiam et ex ore eius scientia et prudentia&lt;br /&gt;
|-&lt;br /&gt;
| '''Lisp of Vitae''' || Gives a temporary increase to the stat '''&amp;quot;Biology&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Ecce ego obducam ei cicatricem et sanitatem et curabo eos et revelabo illis deprecationem pacis et veritatis&lt;br /&gt;
|-&lt;br /&gt;
| '''Canto of Courage'''||  Gives a temporary increase to the stat '''&amp;quot;Robustness&amp;quot;''' and '''&amp;quot;Toughness&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Huic David ad te Domine clamabo Deus meus ne sileas a me nequando taceas a me et adsimilabor descendentibus in lacum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Power biogenerator song''' || A ritual, that can activate or deactivate power biogenerator machine. You must be in front of the metrics screen for this litany to work. || Dixitque Deus: Fiat lux. Et facta est lux. Et lux in tenebris lucet, et renebrae eam non comprehenderunt.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Bioreactor solution pump's lullaby''' || This ritual pump in or pump out solution of bioreactor's chamber. You must be in front of the bioreactor console for this litany to work. || Nihil igitur fieri de nihilo posse putandum est.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Bioreactor chamber's words''' || This ritual open or close bioreactor chamber. You must be in front of the bioreactor console for this to work. || Constituit quoque ianitores in portis domus Domini ut non ingrederetur eam inmundus in omni.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crusader litanies ==&lt;br /&gt;
Any of the Crusader litanies needs a special amount of people to unlock the highers tier of it. To open all Crusader abilities you should have atleast 4 believers with you, and the Preacher. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Тext&lt;br /&gt;
|-&lt;br /&gt;
| '''Eternal Brotherhood''' || Shows to you all other believers, or anyone who has cruciform, by giving you the NeoTheology HUD. This although stops your cruciform from regenerating energy. || Ita multi unum corpus sumus in Christo singuli autem alter alterius membra.&lt;br /&gt;
|-&lt;br /&gt;
| '''Call to Battle''' || If you have any Crusaders around you, using this litany will cause a global upgrade of the '''&amp;quot;Toughness&amp;quot;''' and '''&amp;quot;Robustness&amp;quot;''' stats. || Si exieritis ad bellum de terra vestra contra hostes qui dimicant adversum vos clangetis ululantibus tubis et erit recordatio vestri coram Domino Deo vestro ut eruamini de manibus inimicorum vestrorum.&lt;br /&gt;
|-&lt;br /&gt;
| '''Searing Revelation''' || The most powerful litany that you can get. Using it will stun everyone who doesn't have cruciform for 4-5 seconds, but it also has a big chance to stun you. It can be a reason why IH would start making problems to NeoTheology. It would be better if you hide this litany until it is needed in battle. || Per fidem enim ambulamus et non per speciem.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Using the Bioreactor=&lt;br /&gt;
The Bioreactor is used to turn all organic items and things into biomatter, this includes dead bodies, clothing, armor, and critters such as roaches and spiders. The conveyor is linked to Cargo's disposal system and a biomatter sorter will determine what can be used, and will filter it into the bioreactor platform. The input machine left of the console will determine what is accepted into the bioreactor, and what is not.&lt;br /&gt;
&lt;br /&gt;
[[File:nt_bioreactor.png|thumb|right|Will turn all organic things into biomatter.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This guide will explain how to use the great bioreactor.&lt;br /&gt;
&lt;br /&gt;
1. Use the litany '''&amp;quot;Bioreactor chamber's words&amp;quot;''' to open the doors for the bioreactor.&lt;br /&gt;
&lt;br /&gt;
2. Place whatever organic items you have within the glass (On the platform).&lt;br /&gt;
&lt;br /&gt;
3. Use the litany '''&amp;quot;Bioreactor chamber's words&amp;quot;''' to close the doors to the bioreactor.&lt;br /&gt;
&lt;br /&gt;
4. Use the litany '''&amp;quot;Bioreactor solution pump's lullaby&amp;quot;''' to pump a solution into the chamber to dissolve the organic items into usable biomatter. The biomatter will be stored into the large tank to the right of the chamber.&lt;br /&gt;
&lt;br /&gt;
[[File:nt_bioreactor_full.png|200px|]][[File:nt_bioreactor_solution.png|200px|]]&lt;br /&gt;
&lt;br /&gt;
5. Open the reactor console to view how much biomatter was collected, then use the litany '''&amp;quot;Bioreactor solution pump's lullaby&amp;quot;''' to pump out the solution from the chamber, any contents that can not be dissolved will be discarded just above the tank in their most basic form, ie: armor will give you steal sheets.&lt;br /&gt;
&lt;br /&gt;
6. Walk towards the tank connected to the chamber and touch it. This will move the tank into a lower position, then '''wrench''' a large or medium biomatter canister to the tank. The tank will immediately begin filling the canister until it is either full or has no more biomatter in store. Use the console to check how much biomatter is left in the tank.&lt;br /&gt;
&lt;br /&gt;
[[File:nt_bioreactor_tankfilling.png|right|200px|]]&lt;br /&gt;
&lt;br /&gt;
7. After your canister is filled, '''unwrench''' it from the tank and you may now use the biomatter in the canister for whatever you may need it for.&lt;br /&gt;
&lt;br /&gt;
8. Touch the biomatter tank to return it to the upper position to begin the ritual to create biomatter once again.&lt;br /&gt;
&lt;br /&gt;
''Notes: Living beings will suffer as they are slowly dissolved into the chamber. It is not a quick death. Their brain will not be dissolved into biomatter. Any inorganic mass such as armor will have certain resources in it smelted and turned into sheets, which can be used in the bioprinter.''&lt;br /&gt;
&lt;br /&gt;
'''To prevent contamination of the biomatter, acolytes and acolytes must clean the pipes. Contamination risks ruining the biomatter. Please see cleaning the bioreactor below.'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:biomass.png]] '''Bioreactor Maintenance'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Expand this to show '''BIOREACTOR MAINTENANCE'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To prevent contamination of the reactor you must maintain the reactor, this includes cleaning the exposed pipes, repairing any form of damage, and overall keeping the reactor clean and in perfect condition.&lt;br /&gt;
&lt;br /&gt;
'''The Pipes''': They become exposed when the tank is in the lower position, so it is best to clean the pipes while you are filling a biomatter canister. Use a '''mop''' to clean the pipes.&lt;br /&gt;
&lt;br /&gt;
''Note: If the pipes are at the status of CONTAMINATED, they will throw out 3-4 items called 'solid biomass', these are toxic things and cleaning them up will do super toxins if you don't have equipment with bio-resist (luckily NT Acolyte and Agrolyte clothing have 100 bio).''&lt;br /&gt;
&lt;br /&gt;
'''The Reactor platform (vat)''': Use a '''mop on''' the glass to clean the dirty glass. It is best to clean when there is any sign of contamination.&lt;br /&gt;
&lt;br /&gt;
''Note: If all three glass planes are dirt, you can not use the vat.''&lt;br /&gt;
&lt;br /&gt;
'''Basic Cleanlyness''': For cleanliness, you must apply '''Soap''' or a '''Damp Rag (Apply water to a rag)'''. If the wires are bad, you need insulated gloves (or enough burns to fix it) and wirecutters to cut the wires without being shocked, then you need 10 cable coil to replace said wires.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Using the Biogenerator=&lt;br /&gt;
[[File:nt_biogeneratorhow2.png|right]]&lt;br /&gt;
This excerpt will explain how to power the Biogenerator to power the chapel. First you must look to the top of the floor to your two SMES.' These two will receive power from the biogenerator and charge upon receiving power from it. When the biogenerator is running, it is best to check these two for charging and how much power it is outputting. The biogenerator will create 10kW from biomatter and takes it in at 2 u/s. So do not use canisters that have low biomatter as it would not be worth it.&lt;br /&gt;
&lt;br /&gt;
The biogenerator will power the chapel, outside of the ship's grid. It may be necessary to power the chapel when the technomancers have failed their engine ritual or someone has deliminated the Supermatter. This guide will explain how to power the Biogenerator.&lt;br /&gt;
&lt;br /&gt;
*Drag a large canister and '''wrench''' it onto the platform in the '''red square'''.&lt;br /&gt;
*'''Turn on''' the valves in the '''green squares'''.&lt;br /&gt;
''Note: What amount of units you set for the valves determines how fast or slow power is output.''&lt;br /&gt;
* '''Walk in front of the console''' and say the litany '''Power biogenerator song'''&lt;br /&gt;
* Biogenerator will start up and begin generating power.&lt;br /&gt;
&lt;br /&gt;
At this time you want to check if the SMES are power on or not. If they are not on, the energy provided will charge the SMES' for future use, otherwise they will begin to power the chapel. If you do not want to waste biomatter because the engine is currently powering the chapel, simply turn the SMES off and the biogenerator will charge them for the future, when the engine is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:biomass.png]] '''Biogenerator Maintenance'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Expand this to show '''BIOGENERATOR MAINTENANCE'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:nt_biogeneratormaintenance.png|right]]&lt;br /&gt;
&lt;br /&gt;
The components of the biogenerator will degrade during use, and will need cleaning (pipes), repairs (coil) and replacement (wires).&lt;br /&gt;
&lt;br /&gt;
'''The Pipes''': In order to clean pipes, you need to unscrew the connector port for the tank (highlighted in red). The tank needs to be detached first. Once the port is open, use soap (the more contaminated the pipes, the more times you will need to do it, until they're clean).&lt;br /&gt;
&lt;br /&gt;
'''The Coil''': The coil is located inside the upper part of the generator (highlighted in pink). You need to apply a screwdriver to open the hatch and expose the coil. When the coil is exposed, simply weld it (remember, Acolyte - your eyes are a gift from God! Respect it by wearing proper eye protection before welding!).&lt;br /&gt;
&lt;br /&gt;
'''The Wires''': The wires are contained within the lower part of the generator (highlighted in green). Once again, simply unscrew the cover. Then, you'll need to cut the old wires and apply a fresh batch.&lt;br /&gt;
&lt;br /&gt;
''Note: Do NOT unscrew the control console (middle piece of the entire biogenerator). If you apply a screwdriver and open the panel, the control console will cease to function, and will be deaf to your litanies (even if you close the panel back). If that happens, you need to apply crowbar (with the panel open) in order to deconstruct the machine. Then, you need to just put the circuitry and all other components back in, and apply screwdriver. The machine will be rebuilt.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips for Neotheologians as a whole==&lt;br /&gt;
* Litanies can be used without the [[File:Bible.png]] just say them.&lt;br /&gt;
&lt;br /&gt;
* Nonbelievers will very rarely convert to NeoTheology by themselves, you need to search interested ones and spread the word of NeoTheology by either pamphlets or private messages. We don't recommend using the radio too much as IH may dislike that. Try to bring people to Church and tell them more about the religion to convert them, and don't be afraid to ask believers to help you with the propaganda, it helps to have someone who can be trusted to reassure the nonbelievers to convert. Then notify the preacher someone wishes to convert.&lt;br /&gt;
&lt;br /&gt;
* Remember to check the morgue as there could be weapons or useful items the church can use to benefit themselves, such as ID cards for better maintenance access or weapons to defend the chapel with.&lt;br /&gt;
&lt;br /&gt;
* The preacher is not a soldier, Acolytes and Agrolytes are always asked to be armed to defend the chapel and the preacher. Acolytes can commit to the ressurection litanies, however the preacher is your leader. If the leader perishes, you may be lost in what to do.&lt;br /&gt;
&lt;br /&gt;
* Agrolytes can use the chapel's garden to grow plants. These plants can be used to sell to the club, or used as biofuel for the Bioreactor.&lt;br /&gt;
&lt;br /&gt;
*The Obelisks will eliminate any mobs hostile towards crew. They're only activated when someone with a cruciform is within the room.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=NeoTheology_Preacher_ErisEn&amp;diff=1024</id>
		<title>NeoTheology Preacher ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=NeoTheology_Preacher_ErisEn&amp;diff=1024"/>
		<updated>2019-10-29T10:57:03Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;NeoTheology Preacher&amp;lt;/h1&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Head of the local church and representative of NeoTheology on the CEV &amp;quot;Eris&amp;quot;. His task is not only to spread the influence of NeoTheology by any available methods, but also to maintain unity among his flock as well as the revival of believers and the funeral of the infidels according to Catholic-like canons.&lt;br /&gt;
&lt;br /&gt;
[[File:NeoTheologyart.jpg|thumb|right|Hive City, where NeoTheology slowly creates they own heaven.]]&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
For starters it is best to give direction to your local church members, such as starting the Bioreactor and fueling the Biogenerator. You are not expected to run it yourself as your clothing will not protect you from the bile mass that secretes from a dirty reactor pipe. The preacher is not expected to dive into maintenance for roaches or other critters, nor are they expected to clean the halls. You are expected to give direction for the church and spread the faith among the crew. &lt;br /&gt;
&lt;br /&gt;
Inquisitors, are another story. An inquisitor will seek a private audience with you and may share their objectives with you. Their objectives are seen as utmost priority from the Church itself and must be completed. Will the be completed in haste, or will you take your time to complete them? That is up to you and the Inquisitor, as they hold more power over you and can easily dismiss you if you fail to heed the Church's will.&lt;br /&gt;
&lt;br /&gt;
Information on the Bioreactor and Biogenerator can be found here: [[Guide_to_Neotheology_ErisEn|Guide to NeoTheology]]&lt;br /&gt;
&lt;br /&gt;
==Group Litanies and Rituals==&lt;br /&gt;
&lt;br /&gt;
Unlike other Church members the Preacher can gather the church members together to perform group litanies. The preacher should announce the litany they wish to commence and those following must read after him. &lt;br /&gt;
&lt;br /&gt;
Most of the group rituals work equally. The Preacher reads the first word of the group ritual litany, and after that the believers repeat the Preacher's words. Then the Preacher reads the next word and the believers repeat again. This continues until the end of the ritual. Any other words or incorrect litanies will cause the believer to be removed from the group ritual, or the Preacher to stop it.&lt;br /&gt;
If the ritual failed, you can't trigger it again. Only one ritual can be started per round.&lt;br /&gt;
&lt;br /&gt;
Upon the completion of a successful litany, everyone in the group who followed along will gain a boost in stats depending on the litany chosen. Group litanies increase your stats by 3 points with a 1+ per each believer who was in the group ritual. Also, group litanies will give you access to the &amp;quot;Crusade&amp;quot; litanies, which are mostly used by NeoTheology battle troops.&lt;br /&gt;
&lt;br /&gt;
See to the following page for all litanies including the Crusader Litanies: [[Guide_to_Neotheology_ErisEn|Guide to NeoTheology]]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
* Nonbelievers will very rarely convert to NeoTheology by themselves, you need to search interested ones and spread the word of NeoTheology by either pamphlets or private messages. We don't recommend using the radio too much as IH may dislike that. Try to bring people to Church and tell them more about the religion to convert them, and don't be afraid to ask believers to help you with the propaganda, it helps to have someone who can be trusted to reassure the nonbelievers to convert. Then notify the preacher someone wishes to convert.&lt;br /&gt;
&lt;br /&gt;
* While trying to convert people try to not use the &amp;quot;fear of death&amp;quot; or other factors like that, you will scare them instead of making them more loyal to you. Remember, immortality is a reward for the believers, not a tool to scare the infidels.&lt;br /&gt;
&lt;br /&gt;
* You are a Preacher, not a soldier, so you must prevent your death by any means. If you  die, all the current and future believers will lose their chance to get back from the dead. Hire yourself a bodyguard if you wish, and even convert him to bound him to you.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=NeoTheology_Preacher_ErisEn&amp;diff=1023</id>
		<title>NeoTheology Preacher ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=NeoTheology_Preacher_ErisEn&amp;diff=1023"/>
		<updated>2019-10-29T10:42:00Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;NeoTheology Preacher&amp;lt;/h1&amp;gt;&lt;br /&gt;
===Description===&lt;br /&gt;
&lt;br /&gt;
Head of the local church and representative of NeoTheology on the CEV &amp;quot;Eris&amp;quot;. His task is not only to spread the influence of NeoTheology by any available methods, but also to maintain unity among his flock as well as the revival of believers and the funeral of the infidels according to Catholic-like canons.&lt;br /&gt;
&lt;br /&gt;
[[File:NeoTheologyart.jpg|thumb|right|Hive City, where NeoTheology slowly creates they own heaven.]]&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Guide:&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Group Litanies and Rituals ==&lt;br /&gt;
&lt;br /&gt;
Unlike other Church members the Preacher can gather the church members together to perform group litanies. The preacher should announce the litany they wish to commence and those following must read after him. &lt;br /&gt;
&lt;br /&gt;
Most of the group rituals work equally. The Preacher reads the first word of the group ritual litany, and after that the believers repeat the Preacher's words. Then the Preacher reads the next word and the believers repeat again. This continues until the end of the ritual. Any other words or incorrect litanies will cause the believer to be removed from the group ritual, or the Preacher to stop it.&lt;br /&gt;
If the ritual failed, you can't trigger it again. Only one ritual can be started per round.&lt;br /&gt;
&lt;br /&gt;
Upon the completion of a successful litany, everyone in the group who followed along will gain a boost in stats depending on the litany chosen. Group litanies increase your stats by 3 points with a 1+ per each believer who was in the group ritual. Also, group litanies will give you access to the &amp;quot;Crusade&amp;quot; litanies, which are mostly used by NeoTheology battle troops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crusader litanies ==&lt;br /&gt;
Any of the Crusader litanies needs a special amount of people to unlock the highers tier of it. To open all Crusader abilities you should have atleast 4 believers with you, and the Preacher. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Тext&lt;br /&gt;
|-&lt;br /&gt;
| '''Eternal Brotherhood''' || Shows to you all other believers, or anyone who has cruciform, by giving you the NeoTheology HUD. This although stops your cruciform from regenerating energy. || Ita multi unum corpus sumus in Christo singuli autem alter alterius membra.&lt;br /&gt;
|-&lt;br /&gt;
| '''Call to Battle''' || If you have any Crusaders around you, using this litany will cause a global upgrade of the '''&amp;quot;Toughness&amp;quot;''' and '''&amp;quot;Robustness&amp;quot;''' stats. || Si exieritis ad bellum de terra vestra contra hostes qui dimicant adversum vos clangetis ululantibus tubis et erit recordatio vestri coram Domino Deo vestro ut eruamini de manibus inimicorum vestrorum.&lt;br /&gt;
|-&lt;br /&gt;
| '''Searing Revelation''' || The most powerful litany that you can get. Using it will stun everyone who doesn't have cruciform for 4-5 seconds, but it also has a big chance to stun you. It can be a reason why IH would start making problems to NeoTheology. It would be better if you hide this litany until it is needed in battle. || Per fidem enim ambulamus et non per speciem.&lt;br /&gt;
|}&lt;br /&gt;
==Tips==&lt;br /&gt;
* Litanies can be used without the [[File:Bible.png]] just say them. &lt;br /&gt;
* Infidels will very rarely convert to NeoTheology by themselves, you need to search interested ones and spread the word of NeoTheology by either preaching, panflets and private messages. We don't recommend using the radio too much as IH can dislike that. Try to bring people to Church and tell them more about the religion to convert them, and don't be afraid to ask believers to help you with the propaganda, it helps to have someone who can be trusted to reassure the infidels to convert. Find your own ways to increase your influence, don't simply sit in Church. Use your mind, converting people is probably like a dating simulator!&lt;br /&gt;
* Rember to check the morgue, there you can find some weapons for your believers incase they need them, but remember that you are a public person, and it would be better if nobody sees you looting dead people of course. But don't forget about funerals, placing dead bodies into coffin and sending them into space will make players respawn faster if they aren't believers. If you can't take care of corpse at the moment, just place them into the morgue.&lt;br /&gt;
* While trying to convert people try to not use the &amp;quot;fear of death&amp;quot; or other factors like that, you will scare them instead of making them more loyal to you. Remember, immortality is a reward for the believers, not a tool to scare the infidels.&lt;br /&gt;
* You are a Preacher, not a soldier, so you must prevent your death by any means. If you  die, all the current and future believers will lose their chance to get back from the dead. Hire yourself a bodyguard if you wish, and even convert him to bound him to you.&lt;br /&gt;
* Public botany is the most simple way to grow alot of plants, where you can turn them into biomass in the plant biomass machine to then transform into meat for the church cloner. Plump helmets have the highest number of harvested crops, so the amount biomass that you get from them is the highest one in relation to time spent harvesting crops.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Special_Roles_ErisEn&amp;diff=1022</id>
		<title>Special Roles ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Special_Roles_ErisEn&amp;diff=1022"/>
		<updated>2019-10-29T10:24:30Z</updated>

		<summary type="html">&lt;p&gt;Alanii: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Special_Roles_ErisEn&amp;diff=1021</id>
		<title>Special Roles ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Special_Roles_ErisEn&amp;diff=1021"/>
		<updated>2019-10-29T10:23:32Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;1&amp;quot; style=&amp;quot;background:  #F5F5FF; text-align: center; width: 100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #898787;&amp;quot; colspan=&amp;quot;3&amp;quot;   | '''Guides'''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ship.png|38px|link=Excelsior_ErisEn]]&amp;lt;br&amp;gt; [[Excelsior_ErisEn|Guide for Excelsior Deviants]]&lt;br /&gt;
|[[File:PaperTray.png|link=Traitor_ErisEn]]&amp;lt;br&amp;gt; [[Traitor_ErisEn|Guide for Traitors]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health_2.PNG|60px|link=Mutants_ErisEn]]&amp;lt;br&amp;gt; [[Mutants_ErisEn|Guide for Changlings]]&lt;br /&gt;
|[[File:Brain2.PNG|45px|link=AI_ErisEn#Rogue]]&amp;lt;br&amp;gt; [[AI_ErisEn#Rogue|Rogue AI]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemistry.png|30px|link=Guide_to_Chemistry_ErisEn]]&amp;lt;br&amp;gt;[[Guide_to_Chemistry_ErisEn|Chemistry]]&lt;br /&gt;
|[[File:Borg.png|38px|link=Guide_to_Moebius_Labs_ErisEn]][[File:Ripley.png|38px|link=Guide_to_Moebius_Labs_ErisEn]][[File:RnD_Console.png|38px|link=Guide_to_Moebius_Labs_ErisEn]]&amp;lt;br&amp;gt; [[Guide_to_Moebius_Labs_ErisEn|Robotics, Exosuits, and RnD]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Supermattersmall.gif|19px|link=Supermatter_Engine_ErisEn]]&amp;lt;br&amp;gt; [[Supermatter_Engine_ErisEn|Guide to Supermatter]]&lt;br /&gt;
|[[File:StatsbookBigger.png|24px|link=Stats_ErisEn]]&amp;lt;br&amp;gt; [[Stats_ErisEn|Stats]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Akms.png|link=List_of_Firearms|45px]]&amp;lt;br&amp;gt; [[List_of_Firearms|List of Firearms]]&lt;br /&gt;
|[[File:nt_obelisk.gif|link=Guide_to_Neotheology_ErisEn]]&amp;lt;br&amp;gt; [[Guide_to_Neotheology_ErisEn|Guide to NeoTheology]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fuhrer.png|link=Maintenance_Survival_Guide_ErisEn|35px]]&amp;lt;br&amp;gt; [[Maintenance_Survival_Guide_ErisEn|Maintenance Survival Guide]]&lt;br /&gt;
|[[file:syringecustom64(2).png|link=Ghetto_Chemistry_ErisEn|40px]]&amp;lt;br&amp;gt;[[Ghetto_Chemistry_ErisEn|Ghetto Chemistry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:spacecash64.png|link=Guide_to_Profits_ErisEn]]&amp;lt;br&amp;gt;[[Guide_to_Profits_ErisEn|Guide to Profits]]&lt;br /&gt;
|[[file:wrench.png|link=Guide_To_Technomancy_ErisEn|50px]]&amp;lt;br&amp;gt;[[Guide_To_Technomancy_ErisEn|Guide to Technomancy]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Special_Roles_ErisEn&amp;diff=1020</id>
		<title>Special Roles ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Special_Roles_ErisEn&amp;diff=1020"/>
		<updated>2019-10-29T10:22:39Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;1&amp;quot; style=&amp;quot;background:  #F5F5FF; text-align: center; width: 100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #898787;&amp;quot; colspan=&amp;quot;3&amp;quot;   | '''Guides'''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ship.png|38px|link=Excelsior_ErisEn]]&amp;lt;br&amp;gt; [[Excelsior_ErisEn|Guide for Excelsior Deviants]]&lt;br /&gt;
|[[File:PaperTray.png|link=Traitor_ErisEn]]&amp;lt;br&amp;gt; [[Traitor_ErisEn|Guide for Traitors]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health_2.PNG|60px|link=Mutants_ErisEn]]&amp;lt;br&amp;gt; [[Mutants_ErisEn|Guide for Changlings]]&lt;br /&gt;
|[[File:Brain2.PNG|45px|link=Surgery_ErisEn]]&amp;lt;br&amp;gt; [[Surgery_ErisEn|Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemistry.png|30px|link=Guide_to_Chemistry_ErisEn]]&amp;lt;br&amp;gt;[[Guide_to_Chemistry_ErisEn|Chemistry]]&lt;br /&gt;
|[[File:Borg.png|38px|link=Guide_to_Moebius_Labs_ErisEn]][[File:Ripley.png|38px|link=Guide_to_Moebius_Labs_ErisEn]][[File:RnD_Console.png|38px|link=Guide_to_Moebius_Labs_ErisEn]]&amp;lt;br&amp;gt; [[Guide_to_Moebius_Labs_ErisEn|Robotics, Exosuits, and RnD]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Supermattersmall.gif|19px|link=Supermatter_Engine_ErisEn]]&amp;lt;br&amp;gt; [[Supermatter_Engine_ErisEn|Guide to Supermatter]]&lt;br /&gt;
|[[File:StatsbookBigger.png|24px|link=Stats_ErisEn]]&amp;lt;br&amp;gt; [[Stats_ErisEn|Stats]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Akms.png|link=List_of_Firearms|45px]]&amp;lt;br&amp;gt; [[List_of_Firearms|List of Firearms]]&lt;br /&gt;
|[[File:nt_obelisk.gif|link=Guide_to_Neotheology_ErisEn]]&amp;lt;br&amp;gt; [[Guide_to_Neotheology_ErisEn|Guide to NeoTheology]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fuhrer.png|link=Maintenance_Survival_Guide_ErisEn|35px]]&amp;lt;br&amp;gt; [[Maintenance_Survival_Guide_ErisEn|Maintenance Survival Guide]]&lt;br /&gt;
|[[file:syringecustom64(2).png|link=Ghetto_Chemistry_ErisEn|40px]]&amp;lt;br&amp;gt;[[Ghetto_Chemistry_ErisEn|Ghetto Chemistry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:spacecash64.png|link=Guide_to_Profits_ErisEn]]&amp;lt;br&amp;gt;[[Guide_to_Profits_ErisEn|Guide to Profits]]&lt;br /&gt;
|[[file:wrench.png|link=Guide_To_Technomancy_ErisEn|50px]]&amp;lt;br&amp;gt;[[Guide_To_Technomancy_ErisEn|Guide to Technomancy]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Special_Roles_ErisEn&amp;diff=1019</id>
		<title>Special Roles ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Special_Roles_ErisEn&amp;diff=1019"/>
		<updated>2019-10-29T10:20:04Z</updated>

		<summary type="html">&lt;p&gt;Alanii: Created page with &amp;quot;{|border=&amp;quot;1&amp;quot; style=&amp;quot;background:  #F5F5FF; text-align: center; width: 100%&amp;quot; |style=&amp;quot;background: #898787;&amp;quot; colspan=&amp;quot;3&amp;quot;   | '''Guides''' |- |File:ship.png|38px|link=Agreement_E...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;1&amp;quot; style=&amp;quot;background:  #F5F5FF; text-align: center; width: 100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #898787;&amp;quot; colspan=&amp;quot;3&amp;quot;   | '''Guides'''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ship.png|38px|link=Agreement_ErisEn]]&amp;lt;br&amp;gt; [[Agreement_ErisEn|The Agreement]]&lt;br /&gt;
|[[File:PaperTray.png|PaperTray.png]]&amp;lt;br&amp;gt; [[Paperwork]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health_2.PNG|60px|link=Medicine_ErisEn]]&amp;lt;br&amp;gt; [[Medicine_ErisEn|Medicine]]&lt;br /&gt;
|[[File:Brain2.PNG|45px|link=Surgery_ErisEn]]&amp;lt;br&amp;gt; [[Surgery_ErisEn|Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemistry.png|30px|link=Guide_to_Chemistry_ErisEn]]&amp;lt;br&amp;gt;[[Guide_to_Chemistry_ErisEn|Chemistry]]&lt;br /&gt;
|[[File:Borg.png|38px|link=Guide_to_Moebius_Labs_ErisEn]][[File:Ripley.png|38px|link=Guide_to_Moebius_Labs_ErisEn]][[File:RnD_Console.png|38px|link=Guide_to_Moebius_Labs_ErisEn]]&amp;lt;br&amp;gt; [[Guide_to_Moebius_Labs_ErisEn|Robotics, Exosuits, and RnD]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Supermattersmall.gif|19px|link=Supermatter_Engine_ErisEn]]&amp;lt;br&amp;gt; [[Supermatter_Engine_ErisEn|Guide to Supermatter]]&lt;br /&gt;
|[[File:StatsbookBigger.png|24px|link=Stats_ErisEn]]&amp;lt;br&amp;gt; [[Stats_ErisEn|Stats]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Akms.png|link=List_of_Firearms|45px]]&amp;lt;br&amp;gt; [[List_of_Firearms|List of Firearms]]&lt;br /&gt;
|[[File:nt_obelisk.gif|link=Guide_to_Neotheology_ErisEn]]&amp;lt;br&amp;gt; [[Guide_to_Neotheology_ErisEn|Guide to NeoTheology]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fuhrer.png|link=Maintenance_Survival_Guide_ErisEn|35px]]&amp;lt;br&amp;gt; [[Maintenance_Survival_Guide_ErisEn|Maintenance Survival Guide]]&lt;br /&gt;
|[[file:syringecustom64(2).png|link=Ghetto_Chemistry_ErisEn|40px]]&amp;lt;br&amp;gt;[[Ghetto_Chemistry_ErisEn|Ghetto Chemistry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:spacecash64.png|link=Guide_to_Profits_ErisEn]]&amp;lt;br&amp;gt;[[Guide_to_Profits_ErisEn|Guide to Profits]]&lt;br /&gt;
|[[file:wrench.png|link=Guide_To_Technomancy_ErisEn|50px]]&amp;lt;br&amp;gt;[[Guide_To_Technomancy_ErisEn|Guide to Technomancy]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=General_Guides_ErisEn&amp;diff=1018</id>
		<title>General Guides ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=General_Guides_ErisEn&amp;diff=1018"/>
		<updated>2019-10-28T21:08:42Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;1&amp;quot; style=&amp;quot;background:  #F5F5FF; text-align: center; width: 100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #898787;&amp;quot; colspan=&amp;quot;3&amp;quot;   | '''Guides'''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ship.png|38px|link=Agreement_ErisEn]]&amp;lt;br&amp;gt; [[Agreement_ErisEn|The Agreement]]&lt;br /&gt;
|[[File:PaperTray.png|PaperTray.png]]&amp;lt;br&amp;gt; [[Paperwork]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health_2.PNG|60px|link=Medicine_ErisEn]]&amp;lt;br&amp;gt; [[Medicine_ErisEn|Medicine]]&lt;br /&gt;
|[[File:Brain2.PNG|45px|link=Surgery_ErisEn]]&amp;lt;br&amp;gt; [[Surgery_ErisEn|Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemistry.png|30px|link=Guide_to_Chemistry_ErisEn]]&amp;lt;br&amp;gt;[[Guide_to_Chemistry_ErisEn|Chemistry]]&lt;br /&gt;
|[[File:Borg.png|38px|link=Guide_to_Moebius_Labs_ErisEn]][[File:Ripley.png|38px|link=Guide_to_Moebius_Labs_ErisEn]][[File:RnD_Console.png|38px|link=Guide_to_Moebius_Labs_ErisEn]]&amp;lt;br&amp;gt; [[Guide_to_Moebius_Labs_ErisEn|Robotics, Exosuits, and RnD]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Supermattersmall.gif|19px|link=Supermatter_Engine_ErisEn]]&amp;lt;br&amp;gt; [[Supermatter_Engine_ErisEn|Guide to Supermatter]]&lt;br /&gt;
|[[File:StatsbookBigger.png|24px|link=Stats_ErisEn]]&amp;lt;br&amp;gt; [[Stats_ErisEn|Stats]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Akms.png|link=List_of_Firearms|45px]]&amp;lt;br&amp;gt; [[List_of_Firearms|List of Firearms]]&lt;br /&gt;
|[[File:nt_obelisk.gif|link=Guide_to_Neotheology_ErisEn]]&amp;lt;br&amp;gt; [[Guide_to_Neotheology_ErisEn|Guide to NeoTheology]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fuhrer.png|link=Maintenance_Survival_Guide_ErisEn|35px]]&amp;lt;br&amp;gt; [[Maintenance_Survival_Guide_ErisEn|Maintenance Survival Guide]]&lt;br /&gt;
|[[file:syringecustom64(2).png|link=Ghetto_Chemistry_ErisEn|40px]]&amp;lt;br&amp;gt;[[Ghetto_Chemistry_ErisEn|Ghetto Chemistry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:spacecash64.png|link=Guide_to_Profits_ErisEn]]&amp;lt;br&amp;gt;[[Guide_to_Profits_ErisEn|Guide to Profits]]&lt;br /&gt;
|[[file:wrench.png|link=Guide_To_Technomancy_ErisEn|50px]]&amp;lt;br&amp;gt;[[Guide_To_Technomancy_ErisEn|Guide to Technomancy]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_To_Technomancy_ErisEn&amp;diff=1017</id>
		<title>Guide To Technomancy ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_To_Technomancy_ErisEn&amp;diff=1017"/>
		<updated>2019-10-28T21:06:54Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This page is under maintenance and will be finished Soon'''&lt;br /&gt;
&lt;br /&gt;
[[File:Technomancers.png|400px|right|Technomancer League]]&lt;br /&gt;
&lt;br /&gt;
[[file:maintenance.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Technomancers=&lt;br /&gt;
&lt;br /&gt;
The Technomancers and their Exultant were hired by the Captain to maintain the equipment and engine of the CEV &amp;quot;Eris.&amp;quot; They were given the engineering section of the ship as their home for the journey. As per the agreement, the Technomancers will keep the ship's hull integrity and power at maximum capacity while repairing any hull breaches with no payment given aside from their salary. However, Technomancers may charge for cosmetic repairs or new additions to the vessel. For more information on the Technomancers, please see [[Lore_basics_ErisEn#Technomancers_League|The Technomancer League]]&lt;br /&gt;
&lt;br /&gt;
If you are looking how to set up the engine see this&lt;br /&gt;
[[Supermatter_Engine_ErisEn| Guide to the Engine]]&lt;br /&gt;
&lt;br /&gt;
=Construction=&lt;br /&gt;
&lt;br /&gt;
All Technomancers and their Exultant must know how to build and repair the ship. This section will give you the knowledge of construction, deconstruction, and repair for anyone even the lowly vagabond to learn the basics of Technomancy.&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
==Structural==&lt;br /&gt;
&lt;br /&gt;
==Laying Pipes==&lt;br /&gt;
&lt;br /&gt;
=The Thrusters=&lt;br /&gt;
&lt;br /&gt;
The thrusters propel the ship through space! Obviously. Those who practice the engine ritual must also know of how the thrusters work. It is quite simple, really; Fuel goes in, thrust comes out.&lt;br /&gt;
&lt;br /&gt;
If you are looking for the [[Supermatter_Engine_ErisEn|Engine Ritual]] you have come to the wrong place!&lt;br /&gt;
&lt;br /&gt;
==Refueling==&lt;br /&gt;
&lt;br /&gt;
=Experimenting=&lt;br /&gt;
&lt;br /&gt;
This section of the wiki is simply for those contributing to their discoveries, be they setting up the singularity generator or building a mining outpost on the asteroid. They are player created guides and not official, so experimenting with these are at your own risk. But what is a technomancer without risk?&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_To_Technomancy_ErisEn&amp;diff=1016</id>
		<title>Guide To Technomancy ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_To_Technomancy_ErisEn&amp;diff=1016"/>
		<updated>2019-10-28T20:55:17Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This page is under maintenance and will be finished Soon'''&lt;br /&gt;
&lt;br /&gt;
[[File:Technomancers.png|400px|right|Technomancer League]]&lt;br /&gt;
&lt;br /&gt;
[[file:maintenance.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Technomancers=&lt;br /&gt;
&lt;br /&gt;
The Technomancers and their Exultant were hired by the Captain to maintain the equipment and engine of the CEV &amp;quot;Eris.&amp;quot; They were given the engineering section of the ship as their home for the journey. As per the agreement, the Technomancers will keep the ship's hull integrity and power at maximum capacity while repairing any hull breaches with no payment given aside from their salary. However, Technomancers may charge for cosmetic repairs or new additions to the vessel. For more information on the Technomancers, please see [[Lore_basics_ErisEn#Technomancers_League|The Technomancer League]]&lt;br /&gt;
&lt;br /&gt;
If you are looking how to set up the engine see this&lt;br /&gt;
[[Supermatter_Engine_ErisEn| Guide to the Engine]]&lt;br /&gt;
&lt;br /&gt;
=Construction=&lt;br /&gt;
&lt;br /&gt;
All Technomancers and their Exultant must know how to build and repair the ship. This section will give you the knowledge of construction, deconstruction, and repair for anyone even the lowly vagabond to learn the basics of Technomancy.&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
==Structural==&lt;br /&gt;
&lt;br /&gt;
==Laying Pipes==&lt;br /&gt;
&lt;br /&gt;
=The Thrusters=&lt;br /&gt;
&lt;br /&gt;
The thrusters propel the ship through space! Obviously. Those who practice the engine ritual must also know of how the thrusters work. It is quite simple, really; Fuel goes in, thrust comes out.&lt;br /&gt;
&lt;br /&gt;
If you are looking for the [[Supermatter_Engine_ErisEn|Engine Ritual]] you have come to the wrong place!&lt;br /&gt;
&lt;br /&gt;
==Refueling==&lt;br /&gt;
&lt;br /&gt;
=Experimenting=&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_To_Technomancy_ErisEn&amp;diff=1015</id>
		<title>Guide To Technomancy ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_To_Technomancy_ErisEn&amp;diff=1015"/>
		<updated>2019-10-28T20:45:26Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This page is under maintenance and will be finished Soon'''&lt;br /&gt;
&lt;br /&gt;
[[File:Technomancers.png|400px|right|Technomancer League]]&lt;br /&gt;
&lt;br /&gt;
[[file:maintenance.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Technomancers=&lt;br /&gt;
&lt;br /&gt;
The Technomancers and their Exultant were hired by the Captain to maintain the equipment and engine of the CEV &amp;quot;Eris.&amp;quot; They were given the engineering section of the ship as their home for the journey. As per the agreement, the Technomancers will keep the ship's hull integrity and power at maximum capacity while repairing any hull breaches with no payment given aside from their salary. However, Technomancers may charge for cosmetic repairs or new additions to the vessel. For more information on the Technomancers, please see [[Lore_basics_ErisEn#Technomancers_League|The Technomancer League]]&lt;br /&gt;
&lt;br /&gt;
If you are looking how to set up the engine see this&lt;br /&gt;
[[Supermatter_Engine_ErisEn| Guide to the Engine]]&lt;br /&gt;
&lt;br /&gt;
=Construction=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
==Structural==&lt;br /&gt;
&lt;br /&gt;
==Laying Pipes==&lt;br /&gt;
&lt;br /&gt;
=The Thrusters=&lt;br /&gt;
&lt;br /&gt;
Place a guide to engine link here somewhere&lt;br /&gt;
&lt;br /&gt;
==Refueling==&lt;br /&gt;
&lt;br /&gt;
=Experimenting=&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_To_Technomancy_ErisEn&amp;diff=1014</id>
		<title>Guide To Technomancy ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_To_Technomancy_ErisEn&amp;diff=1014"/>
		<updated>2019-10-28T20:44:25Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This page is under maintenance and will be finished Soon'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[file:maintenance.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Technomancers=&lt;br /&gt;
&lt;br /&gt;
The Technomancers and their Exultant were hired by the Captain to maintain the equipment and engine of the CEV &amp;quot;Eris.&amp;quot; They were given the engineering section of the ship as their home for the journey. As per the agreement, the Technomancers will keep the ship's hull integrity and power at maximum capacity while repairing any hull breaches with no payment given aside from their salary. However, Technomancers may charge for cosmetic repairs or new additions to the vessel. For more information on the Technomancers, please see [[Lore_basics_ErisEn#Technomancers_League|The Technomancer League]]&lt;br /&gt;
&lt;br /&gt;
If you are looking how to set up the engine see this&lt;br /&gt;
[[Supermatter_Engine_ErisEn| Guide to the Engine]]&lt;br /&gt;
&lt;br /&gt;
=Construction=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
==Structural==&lt;br /&gt;
&lt;br /&gt;
==Laying Pipes==&lt;br /&gt;
&lt;br /&gt;
=The Thrusters=&lt;br /&gt;
&lt;br /&gt;
Place a guide to engine link here somewhere&lt;br /&gt;
&lt;br /&gt;
==Refueling==&lt;br /&gt;
&lt;br /&gt;
=Experimenting=&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_To_Technomancy_ErisEn&amp;diff=1013</id>
		<title>Guide To Technomancy ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_To_Technomancy_ErisEn&amp;diff=1013"/>
		<updated>2019-10-28T20:29:57Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This page is under maintenance and will be finished Soon'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[file:maintenance.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Technomancers=&lt;br /&gt;
&lt;br /&gt;
Place a guide to engine link near end of paragraph&lt;br /&gt;
&lt;br /&gt;
=Construction=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
==Structural==&lt;br /&gt;
&lt;br /&gt;
==Laying Pipes==&lt;br /&gt;
&lt;br /&gt;
=The Thrusters=&lt;br /&gt;
&lt;br /&gt;
Place a guide to engine link here somewhere&lt;br /&gt;
&lt;br /&gt;
==Refueling==&lt;br /&gt;
&lt;br /&gt;
=Experimenting=&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_To_Technomancy_ErisEn&amp;diff=1012</id>
		<title>Guide To Technomancy ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_To_Technomancy_ErisEn&amp;diff=1012"/>
		<updated>2019-10-28T20:22:35Z</updated>

		<summary type="html">&lt;p&gt;Alanii: Created page with &amp;quot;'''This page is under maintenance and will be finished Soon'''   file:maintenance.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This page is under maintenance and will be finished Soon'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[file:maintenance.png]]&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=General_Guides_ErisEn&amp;diff=1011</id>
		<title>General Guides ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=General_Guides_ErisEn&amp;diff=1011"/>
		<updated>2019-10-28T20:20:31Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;1&amp;quot; style=&amp;quot;background:  #F5F5FF; text-align: center; width: 100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #898787;&amp;quot; colspan=&amp;quot;3&amp;quot;   | '''Guides'''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ship.png|38px|link=Agreement_ErisEn]]&amp;lt;br&amp;gt; [[Agreement_ErisEn|The Agreement]]&lt;br /&gt;
|[[File:PaperTray.png|PaperTray.png]]&amp;lt;br&amp;gt; [[Paperwork]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health_2.PNG|60px|link=Medicine_ErisEn]]&amp;lt;br&amp;gt; [[Medicine_ErisEn|Medicine]]&lt;br /&gt;
|[[File:Brain2.PNG|45px|link=Surgery_ErisEn]]&amp;lt;br&amp;gt; [[Surgery_ErisEn|Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemistry.png|30px|link=Guide_to_Chemistry_ErisEn]]&amp;lt;br&amp;gt;[[Guide_to_Chemistry_ErisEn|Chemistry]]&lt;br /&gt;
|[[File:Borg.png|38px|link=Guide_to_Moebius_Labs_ErisEn]][[File:Ripley.png|38px|link=Guide_to_Moebius_Labs_ErisEn]][[File:RnD_Console.png|38px|link=Guide_to_Moebius_Labs_ErisEn]]&amp;lt;br&amp;gt; [[Guide_to_Moebius_Labs_ErisEn|Robotics, Exosuits, and RnD]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Supermattersmall.gif|19px|link=Supermatter_Engine_ErisEn]]&amp;lt;br&amp;gt; [[Supermatter_Engine_ErisEn|Guide to Supermatter]]&lt;br /&gt;
|[[File:StatsbookBigger.png|24px|link=Stats_ErisEn]]&amp;lt;br&amp;gt; [[Stats_ErisEn|Stats]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Akms.png|link=List_of_Firearms|45px]]&amp;lt;br&amp;gt; [[List_of_Firearms|List of Firearms]]&lt;br /&gt;
|[[File:nt_obelisk.gif|link=Guide_to_Neotheology_ErisEn]]&amp;lt;br&amp;gt; [[Guide_to_Neotheology_ErisEn|Guide to NeoTheology]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fuhrer.png|link=Maintenance_Survival_Guide_ErisEn|35px]]&amp;lt;br&amp;gt; [[Maintenance_Survival_Guide_ErisEn|Maintenance Survival Guide]]&lt;br /&gt;
|[[file:syringecustom64(2).png|link=Ghetto_Chemistry_ErisEn|40px]]&amp;lt;br&amp;gt;[[Ghetto_Chemistry_ErisEn|Ghetto Chemistry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:spacecash64.png|link=Guide_to_Profits_ErisEn]]&amp;lt;br&amp;gt;[[Guide_to_Profits_ErisEn|Guide to Profits]]&lt;br /&gt;
|[[file:wrench.png|link=Guide_To_Technomancy_ErisEn|40px]]&amp;lt;br&amp;gt;[[Guide_To_Technomancy_ErisEn|Guide to Technomancy]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Surgery_ErisEn&amp;diff=978</id>
		<title>Surgery ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Surgery_ErisEn&amp;diff=978"/>
		<updated>2019-10-22T18:18:36Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preparation for surgery==&lt;br /&gt;
&lt;br /&gt;
*Put on your surgical mask and latex gloves.&lt;br /&gt;
*Put your patient in the body scanner (click+drag them) to see what's wrong.&lt;br /&gt;
*Undress your patient and put him on an operating table. &lt;br /&gt;
* Wrench an anesthesia canister to the IV/Tank roller.&lt;br /&gt;
*Cover the patient with the anesthesia mask (Click+Drag from tank to patient)&lt;br /&gt;
*Make sure you're on HELP intent.&lt;br /&gt;
*Begin operation.&lt;br /&gt;
&lt;br /&gt;
''Note: Using the patient console screen will identify if the patient is stable or not.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Internal Organ Repair&lt;br /&gt;
! Internal Bleeding (Head/Chest)&lt;br /&gt;
! Internal Bleeding (Limbs)&lt;br /&gt;
|-&lt;br /&gt;
| '''Scan your patient.'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Cut open the skull/ribs with a 'Saw'&lt;br /&gt;
*Move the ribs/skull out of the way with a 'Retractor'&lt;br /&gt;
*Apply 'Advanced Trauma Kits' to repair organic organs and 'Nanopaste' for mechanical ones&lt;br /&gt;
*If decaying, apply 'Peridaxon' with a dropper tool.&lt;br /&gt;
To close incision&lt;br /&gt;
*Move the ribs/skull back into place with a 'Retractor'&lt;br /&gt;
*Repair the damaged bone with a 'Bonemender'&lt;br /&gt;
*Remove bone shards with a 'Retractor'&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|  '''Scan your patient.'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat'&lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Cut open the skull/ribs with a 'Saw'&lt;br /&gt;
*Move the ribs/skull out of the way with a 'Retractor'&lt;br /&gt;
*Use a 'Hemostat' to repair damaged arteries&lt;br /&gt;
To close incision&lt;br /&gt;
*Move the ribs/skull back into place with a 'Retractor'&lt;br /&gt;
*Repair the damaged bone with a 'Bonemender'&lt;br /&gt;
*Remove bone shards with a 'Retractor'&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|  '''Scan your patient'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Use a 'Hemostat' to repair damaged arteries&lt;br /&gt;
To close incision&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bone Repair/Mending&lt;br /&gt;
! Foreign Object Removal&lt;br /&gt;
! Organ Transplant/Removal&lt;br /&gt;
|-&lt;br /&gt;
| '''Scan your patient.'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Remove bone shards with a 'Retractor'&lt;br /&gt;
*Repair the damaged bone with a 'Bonemender'&lt;br /&gt;
*Remove bone shards with a 'Retractor'&lt;br /&gt;
To close incision&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|  '''Scan your patient.'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Search for foreign bodies with a 'Hemostat'&lt;br /&gt;
*Search until no foreign bodies remain.&lt;br /&gt;
To close incision&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|  '''Scan your patient'''&lt;br /&gt;
*Open an incision with 'Scalpel'&lt;br /&gt;
*Stem the bleeding with 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with 'Retractor'&lt;br /&gt;
*Cut open the skull/ribs with 'Saw'&lt;br /&gt;
*Move the ribs/skull out of the way with 'Retractor'&lt;br /&gt;
*Cut the selected organ free with 'Scalpel'&lt;br /&gt;
*Remove the loose organ with 'Hemostat'&lt;br /&gt;
*If adding organ, insert directly&lt;br /&gt;
*Attach organ with 'Cauterizer'&lt;br /&gt;
To close incision&lt;br /&gt;
*Move the ribs/skull back into place with 'Retractor'&lt;br /&gt;
*Repair the damaged bone with 'Bonemender'&lt;br /&gt;
*Remove bone shards with 'Retractor'&lt;br /&gt;
*Close incision with 'Cauterizer'&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Facial Recovery&lt;br /&gt;
! Limb Amputation&lt;br /&gt;
! Body Implantation&lt;br /&gt;
|-&lt;br /&gt;
| '''Aim for the patient's mouth.'''&lt;br /&gt;
*Use 'scalpel' to make an incision.&lt;br /&gt;
*Use 'hemostat' to repair vocal cords.&lt;br /&gt;
*Use 'retractor' to repair skin.&lt;br /&gt;
To close incision&lt;br /&gt;
*Close incision with 'Cauterizer'&lt;br /&gt;
|  '''Aim for specific limb.'''&lt;br /&gt;
*Use 'HELP' intent.&lt;br /&gt;
*Use 'circular saw' to amputate.&lt;br /&gt;
*Use 'Advanced Trauma Kit' to stop bleeding&lt;br /&gt;
|  '''Planting the Bomb...'''&lt;br /&gt;
*Aim at target cavity&lt;br /&gt;
*Open an incision with 'Scalpel'&lt;br /&gt;
*Stem the bleeding with 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel or operating on head)&lt;br /&gt;
*Open the incision with 'Retractor'&lt;br /&gt;
*Cut open the skull/ribs with 'Saw'&lt;br /&gt;
*Move the ribs/skull out of the way with 'Retractor'&lt;br /&gt;
*Use 'Surgical Drill' to prepare for implanting&lt;br /&gt;
*Carefully put an implant in the cavity&lt;br /&gt;
*Use 'Cauterizer' to connect organ module to the cavity's muscles&lt;br /&gt;
To close incision&lt;br /&gt;
*Move the ribs/skull back into place with 'Retractor'&lt;br /&gt;
*Repair the damaged bone with 'Bonemender'&lt;br /&gt;
*Remove bone shards with 'Retractor'&lt;br /&gt;
*Close incision with 'Cauterizer'&lt;br /&gt;
|}&lt;br /&gt;
[[file:maintenance.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Internal organs removal and transplantation===&lt;br /&gt;
&lt;br /&gt;
*Prepare for operation.&lt;br /&gt;
*Head contains brain, eyes, and nervous system.&lt;br /&gt;
*Torso contains heart, lungs, and liver.&lt;br /&gt;
*Groin contains kidneys and appendix.&lt;br /&gt;
*Aim for chosen area.&lt;br /&gt;
*Use scalpel to make an incision.&lt;br /&gt;
*Use hemostat to stop bleeding.&lt;br /&gt;
*Use retractor to keep the incision open&lt;br /&gt;
*(Torso/head) Use circular saw to open the cavity.&lt;br /&gt;
*(Torso/head) Use retractor to keep it open.&lt;br /&gt;
*Use scalpel to separate the organ. &lt;br /&gt;
*Use hemostat to remove it. Caution: if you want to use this organ for transplantation, place in fridge. For cyborgization, place brain in an MMI.&lt;br /&gt;
*(COMPLETING ORGAN REMOVAL OPERATION)(Torso/head) Use retractor to close the cavity.&lt;br /&gt;
*Use bonesetter to fix the cavity.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
*(THE BEGINNING OF THE TRANSPLANTATION) Complete first three (five for torso/head) steps.&lt;br /&gt;
*Place the organ into the cavity. &lt;br /&gt;
*Use hemostat to connect organ.&lt;br /&gt;
*(Torso/head) Use retractor to close the cavity.&lt;br /&gt;
*(Torso/head) Use bonesetter to repair the cavity.&lt;br /&gt;
*Use Advanced Trauma Kit/nanopaste if necessary.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
&lt;br /&gt;
===RIG removal from a corpse===&lt;br /&gt;
&lt;br /&gt;
*Put the body on the operating table.&lt;br /&gt;
*Aim at the torso.&lt;br /&gt;
*Use welding tool or circular saw to open the RIG.&lt;br /&gt;
*Remove RIG's control module from the back.&lt;br /&gt;
&lt;br /&gt;
===Autopsy===&lt;br /&gt;
&lt;br /&gt;
*Use scalpel on all areas you want to scan.&lt;br /&gt;
*Use autopsy scanner on all areas you want to scan.&lt;br /&gt;
*Print report by clicking on autopsy scanner.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Surgery_ErisEn&amp;diff=975</id>
		<title>Surgery ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Surgery_ErisEn&amp;diff=975"/>
		<updated>2019-10-22T18:06:38Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preparation for surgery==&lt;br /&gt;
&lt;br /&gt;
*Put on your surgical mask and latex gloves.&lt;br /&gt;
*Put your patient in the body scanner (click+drag them) to see what's wrong.&lt;br /&gt;
*Undress your patient and put him on an operating table. &lt;br /&gt;
* Wrench an anesthesia canister to the IV/Tank roller.&lt;br /&gt;
*Cover the patient with the anesthesia mask (Click+Drag from tank to patient)&lt;br /&gt;
*Make sure you're on HELP intent.&lt;br /&gt;
*Begin operation.&lt;br /&gt;
&lt;br /&gt;
''Note: Using the patient console screen will identify if the patient is stable or not.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Internal Organ Repair&lt;br /&gt;
! Internal Bleeding (Head/Chest)&lt;br /&gt;
! Internal Bleeding (Limbs)&lt;br /&gt;
|-&lt;br /&gt;
| '''Scan your patient.'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Cut open the skull/ribs with a 'Saw'&lt;br /&gt;
*Move the ribs/skull out of the way with a 'Retractor'&lt;br /&gt;
*Apply 'Advanced Trauma Kits' to repair organic organs and 'Nanopaste' for mechanical ones&lt;br /&gt;
*If decaying, apply 'Peridaxon' with a dropper tool.&lt;br /&gt;
To close incision&lt;br /&gt;
*Move the ribs/skull back into place with a 'Retractor'&lt;br /&gt;
*Repair the damaged bone with a 'Bonemender'&lt;br /&gt;
*Remove bone shards with a 'Retractor'&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|  '''Scan your patient.'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat'&lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Cut open the skull/ribs with a 'Saw'&lt;br /&gt;
*Move the ribs/skull out of the way with a 'Retractor'&lt;br /&gt;
*Use a 'Hemostat' to repair damaged arteries&lt;br /&gt;
To close incision&lt;br /&gt;
*Move the ribs/skull back into place with a 'Retractor'&lt;br /&gt;
*Repair the damaged bone with a 'Bonemender'&lt;br /&gt;
*Remove bone shards with a 'Retractor'&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|  '''Scan your patient'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Use a 'Hemostat' to repair damaged arteries&lt;br /&gt;
To close incision&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bone Repair/Mending&lt;br /&gt;
! Foreign Object Removal&lt;br /&gt;
! Organ Transplant/Removal&lt;br /&gt;
|-&lt;br /&gt;
| '''Scan your patient.'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Remove bone shards with a 'Retractor'&lt;br /&gt;
*Repair the damaged bone with a 'Bonemender'&lt;br /&gt;
*Remove bone shards with a 'Retractor'&lt;br /&gt;
To close incision&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|  '''Scan your patient.'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Search for foreign bodies with a 'Hemostat'&lt;br /&gt;
*Search until no foreign bodies remain.&lt;br /&gt;
To close incision&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|  '''Scan your patient'''&lt;br /&gt;
*Open an incision with 'Scalpel'&lt;br /&gt;
*Stem the bleeding with 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with 'Retractor'&lt;br /&gt;
*Cut open the skull/ribs with 'Saw'&lt;br /&gt;
*Move the ribs/skull out of the way with 'Retractor'&lt;br /&gt;
*Cut the selected organ free with 'Scalpel'&lt;br /&gt;
*Remove the loose organ with 'Hemostat'&lt;br /&gt;
*If adding organ, insert directly&lt;br /&gt;
*Attach organ with 'Cauterizer'&lt;br /&gt;
To close incision&lt;br /&gt;
*Move the ribs/skull back into place with 'Retractor'&lt;br /&gt;
*Repair the damaged bone with 'Bonemender'&lt;br /&gt;
*Remove bone shards with 'Retractor'&lt;br /&gt;
*Close incision with 'Cauterizer'&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[file:maintenance.png]]&lt;br /&gt;
&lt;br /&gt;
===Face recovery===&lt;br /&gt;
&lt;br /&gt;
*Prepare for operation.&lt;br /&gt;
*Aim at the patient's mouth.&lt;br /&gt;
*Use scalpel to make an incision.&lt;br /&gt;
*Use hemostat to repair vocal cords.&lt;br /&gt;
*Use retractor to repair skin.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
&lt;br /&gt;
===Amputation===&lt;br /&gt;
&lt;br /&gt;
*Use HELP intent.&lt;br /&gt;
*Prepare for operation.&lt;br /&gt;
*Aim for the harmed limb.&lt;br /&gt;
*Use circular saw to amputate.&lt;br /&gt;
*Done. Use Advanced Trauma Kit on the body part leading to the limb to stop bleeding, if you care.&lt;br /&gt;
&lt;br /&gt;
===Implantation of organ modules===&lt;br /&gt;
&lt;br /&gt;
*Prepare for operation.&lt;br /&gt;
*Aim at target cavity.&lt;br /&gt;
*Use scalpel to make an incision.&lt;br /&gt;
*Use hemostat to stop bleeding. Caution: you do not need this step if you are operating on the head.&lt;br /&gt;
*Use retractor to keep the incision open.&lt;br /&gt;
*(Torso/head) Use circular saw to open the cavity.&lt;br /&gt;
*(Torso/head) Use retractor to keep it open.&lt;br /&gt;
*Use surgical drill to prepare the cavity for implantation.&lt;br /&gt;
*Carefully put an implant in the cavity.&lt;br /&gt;
*Use cautery to connect organ module to the cavity's muscles.&lt;br /&gt;
*(Torso/head) Using retractor, close the cavity.&lt;br /&gt;
*(Torso/head) Use bonesetter to repair the cavity.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
&lt;br /&gt;
===Internal organs removal and transplantation===&lt;br /&gt;
&lt;br /&gt;
*Prepare for operation.&lt;br /&gt;
*Head contains brain, eyes, and nervous system.&lt;br /&gt;
*Torso contains heart, lungs, and liver.&lt;br /&gt;
*Groin contains kidneys and appendix.&lt;br /&gt;
*Aim for chosen area.&lt;br /&gt;
*Use scalpel to make an incision.&lt;br /&gt;
*Use hemostat to stop bleeding.&lt;br /&gt;
*Use retractor to keep the incision open&lt;br /&gt;
*(Torso/head) Use circular saw to open the cavity.&lt;br /&gt;
*(Torso/head) Use retractor to keep it open.&lt;br /&gt;
*Use scalpel to separate the organ. &lt;br /&gt;
*Use hemostat to remove it. Caution: if you want to use this organ for transplantation, place in fridge. For cyborgization, place brain in an MMI.&lt;br /&gt;
*(COMPLETING ORGAN REMOVAL OPERATION)(Torso/head) Use retractor to close the cavity.&lt;br /&gt;
*Use bonesetter to fix the cavity.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
*(THE BEGINNING OF THE TRANSPLANTATION) Complete first three (five for torso/head) steps.&lt;br /&gt;
*Place the organ into the cavity. &lt;br /&gt;
*Use hemostat to connect organ.&lt;br /&gt;
*(Torso/head) Use retractor to close the cavity.&lt;br /&gt;
*(Torso/head) Use bonesetter to repair the cavity.&lt;br /&gt;
*Use Advanced Trauma Kit/nanopaste if necessary.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
&lt;br /&gt;
===RIG removal from a corpse===&lt;br /&gt;
&lt;br /&gt;
*Put the body on the operating table.&lt;br /&gt;
*Aim at the torso.&lt;br /&gt;
*Use welding tool or circular saw to open the RIG.&lt;br /&gt;
*Remove RIG's control module from the back.&lt;br /&gt;
&lt;br /&gt;
===Autopsy===&lt;br /&gt;
&lt;br /&gt;
*Use scalpel on all areas you want to scan.&lt;br /&gt;
*Use autopsy scanner on all areas you want to scan.&lt;br /&gt;
*Print report by clicking on autopsy scanner.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Surgery_ErisEn&amp;diff=974</id>
		<title>Surgery ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Surgery_ErisEn&amp;diff=974"/>
		<updated>2019-10-22T18:03:01Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preparation for surgery==&lt;br /&gt;
&lt;br /&gt;
*Put on your surgical mask and latex gloves.&lt;br /&gt;
*Put your patient in the body scanner (click+drag them) to see what's wrong.&lt;br /&gt;
*Undress your patient and put him on an operating table. &lt;br /&gt;
* Wrench an anesthesia canister to the IV/Tank roller.&lt;br /&gt;
*Cover the patient with the anesthesia mask (Click+Drag from tank to patient)&lt;br /&gt;
*Make sure you're on HELP intent.&lt;br /&gt;
*Begin operation.&lt;br /&gt;
&lt;br /&gt;
''Note: Using the patient console screen will identify if the patient is stable or not.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Internal Organ&lt;br /&gt;
! Internal Bleeding (Head/Chest)&lt;br /&gt;
! Internal Bleeding (Limbs)&lt;br /&gt;
|-&lt;br /&gt;
| '''Scan your patient.'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Cut open the skull/ribs with a 'Saw'&lt;br /&gt;
*Move the ribs/skull out of the way with a 'Retractor'&lt;br /&gt;
*Apply 'Advanced Trauma Kits' to repair organic organs and 'Nanopaste' for mechanical ones&lt;br /&gt;
*If decaying, apply 'Peridaxon' with a dropper tool.&lt;br /&gt;
To close incision&lt;br /&gt;
*Move the ribs/skull back into place with a 'Retractor'&lt;br /&gt;
*Repair the damaged bone with a 'Bonemender'&lt;br /&gt;
*Remove bone shards with a 'Retractor'&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|  '''Scan your patient.'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat'&lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Cut open the skull/ribs with a 'Saw'&lt;br /&gt;
*Move the ribs/skull out of the way with a 'Retractor'&lt;br /&gt;
*Use a 'Hemostat' to repair damaged arteries&lt;br /&gt;
To close incision&lt;br /&gt;
*Move the ribs/skull back into place with a 'Retractor'&lt;br /&gt;
*Repair the damaged bone with a 'Bonemender'&lt;br /&gt;
*Remove bone shards with a 'Retractor'&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|  '''Scan your patient'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Use a 'Hemostat' to repair damaged arteries&lt;br /&gt;
To close incision&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bone Repair/Mending&lt;br /&gt;
! Foreign Object Removal&lt;br /&gt;
! Organ Transplant/Removal&lt;br /&gt;
|-&lt;br /&gt;
| '''Scan your patient.'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Remove bone shards with a 'Retractor'&lt;br /&gt;
*Repair the damaged bone with a 'Bonemender'&lt;br /&gt;
*Remove bone shards with a 'Retractor'&lt;br /&gt;
To close incision&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|  '''Scan your patient.'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Search for foreign bodies with a 'Hemostat'&lt;br /&gt;
*Search until no foreign bodies remain.&lt;br /&gt;
To close incision&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|  '''Scan your patient'''&lt;br /&gt;
*Open an incision with 'Scalpel'&lt;br /&gt;
*Stem the bleeding with 'Hemostat' &lt;br /&gt;
(skip above if using laser scalpel)&lt;br /&gt;
*Open the incision with 'Retractor'&lt;br /&gt;
*Cut open the skull/ribs with 'Saw'&lt;br /&gt;
*Move the ribs/skull out of the way with 'Retractor'&lt;br /&gt;
*Cut the selected organ free with 'Scalpel'&lt;br /&gt;
*Remove the loose organ with 'Hemostat'&lt;br /&gt;
*If adding organ, insert directly&lt;br /&gt;
*Attach organ with 'Cauterizer'&lt;br /&gt;
To close incision&lt;br /&gt;
*Move the ribs/skull back into place with 'Retractor'&lt;br /&gt;
*Repair the damaged bone with 'Bonemender'&lt;br /&gt;
*Remove bone shards with 'Retractor'&lt;br /&gt;
*Close incision with 'Cauterizer'&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[file:maintenance.png]]&lt;br /&gt;
&lt;br /&gt;
===Face recovery===&lt;br /&gt;
&lt;br /&gt;
*Prepare for operation.&lt;br /&gt;
*Aim at the patient's mouth.&lt;br /&gt;
*Use scalpel to make an incision.&lt;br /&gt;
*Use hemostat to repair vocal cords.&lt;br /&gt;
*Use retractor to repair skin.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
&lt;br /&gt;
===Amputation===&lt;br /&gt;
&lt;br /&gt;
*Use HELP intent.&lt;br /&gt;
*Prepare for operation.&lt;br /&gt;
*Aim for the harmed limb.&lt;br /&gt;
*Use circular saw to amputate.&lt;br /&gt;
*Done. Use Advanced Trauma Kit on the body part leading to the limb to stop bleeding, if you care.&lt;br /&gt;
&lt;br /&gt;
===Implantation of organ modules===&lt;br /&gt;
&lt;br /&gt;
*Prepare for operation.&lt;br /&gt;
*Aim at target cavity.&lt;br /&gt;
*Use scalpel to make an incision.&lt;br /&gt;
*Use hemostat to stop bleeding. Caution: you do not need this step if you are operating on the head.&lt;br /&gt;
*Use retractor to keep the incision open.&lt;br /&gt;
*(Torso/head) Use circular saw to open the cavity.&lt;br /&gt;
*(Torso/head) Use retractor to keep it open.&lt;br /&gt;
*Use surgical drill to prepare the cavity for implantation.&lt;br /&gt;
*Carefully put an implant in the cavity.&lt;br /&gt;
*Use cautery to connect organ module to the cavity's muscles.&lt;br /&gt;
*(Torso/head) Using retractor, close the cavity.&lt;br /&gt;
*(Torso/head) Use bonesetter to repair the cavity.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
&lt;br /&gt;
===Internal organs removal and transplantation===&lt;br /&gt;
&lt;br /&gt;
*Prepare for operation.&lt;br /&gt;
*Head contains brain, eyes, and nervous system.&lt;br /&gt;
*Torso contains heart, lungs, and liver.&lt;br /&gt;
*Groin contains kidneys and appendix.&lt;br /&gt;
*Aim for chosen area.&lt;br /&gt;
*Use scalpel to make an incision.&lt;br /&gt;
*Use hemostat to stop bleeding.&lt;br /&gt;
*Use retractor to keep the incision open&lt;br /&gt;
*(Torso/head) Use circular saw to open the cavity.&lt;br /&gt;
*(Torso/head) Use retractor to keep it open.&lt;br /&gt;
*Use scalpel to separate the organ. &lt;br /&gt;
*Use hemostat to remove it. Caution: if you want to use this organ for transplantation, place in fridge. For cyborgization, place brain in an MMI.&lt;br /&gt;
*(COMPLETING ORGAN REMOVAL OPERATION)(Torso/head) Use retractor to close the cavity.&lt;br /&gt;
*Use bonesetter to fix the cavity.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
*(THE BEGINNING OF THE TRANSPLANTATION) Complete first three (five for torso/head) steps.&lt;br /&gt;
*Place the organ into the cavity. &lt;br /&gt;
*Use hemostat to connect organ.&lt;br /&gt;
*(Torso/head) Use retractor to close the cavity.&lt;br /&gt;
*(Torso/head) Use bonesetter to repair the cavity.&lt;br /&gt;
*Use Advanced Trauma Kit/nanopaste if necessary.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
&lt;br /&gt;
===RIG removal from a corpse===&lt;br /&gt;
&lt;br /&gt;
*Put the body on the operating table.&lt;br /&gt;
*Aim at the torso.&lt;br /&gt;
*Use welding tool or circular saw to open the RIG.&lt;br /&gt;
*Remove RIG's control module from the back.&lt;br /&gt;
&lt;br /&gt;
===Autopsy===&lt;br /&gt;
&lt;br /&gt;
*Use scalpel on all areas you want to scan.&lt;br /&gt;
*Use autopsy scanner on all areas you want to scan.&lt;br /&gt;
*Print report by clicking on autopsy scanner.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Surgery_ErisEn&amp;diff=973</id>
		<title>Surgery ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Surgery_ErisEn&amp;diff=973"/>
		<updated>2019-10-22T17:52:09Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preparation for surgery==&lt;br /&gt;
&lt;br /&gt;
*Put on your surgical mask and latex gloves.&lt;br /&gt;
*Put your patient in the body scanner (click+drag them) to see what's wrong.&lt;br /&gt;
*Undress your patient and put him on an operating table. &lt;br /&gt;
* Wrench an anesthesia canister to the IV/Tank roller.&lt;br /&gt;
*Cover the patient with the anesthesia mask (Click+Drag from tank to patient)&lt;br /&gt;
*Make sure you're on HELP intent.&lt;br /&gt;
*Begin operation.&lt;br /&gt;
&lt;br /&gt;
''Note: Using the patient console screen will identify if the patient is stable or not.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Internal Organ&lt;br /&gt;
! Internal Bleeding (Head/Chest)&lt;br /&gt;
! Internal Bleeding (Limbs)&lt;br /&gt;
|-&lt;br /&gt;
| '''Scan your patient.'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat' &lt;br /&gt;
(skip if using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Cut open the skull/ribs with a 'Saw'&lt;br /&gt;
*Move the ribs/skull out of the way with a 'Retractor'&lt;br /&gt;
*Apply 'Advanced Trauma Kits' to repair organic organs and 'Nanopaste' for mechanical ones&lt;br /&gt;
*If decaying, apply 'Peridaxon' with a dropper tool.&lt;br /&gt;
To close incision&lt;br /&gt;
*Move the ribs/skull back into place with a 'Retractor'&lt;br /&gt;
*Repair the damaged bone with a 'Bonemender'&lt;br /&gt;
*Remove bone shards with a 'Retractor'&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|  '''Scan your patient.'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat'&lt;br /&gt;
(skip above using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Cut open the skull/ribs with a 'Saw'&lt;br /&gt;
*Move the ribs/skull out of the way with a 'Retractor'&lt;br /&gt;
*Use a 'Hemostat' to repair damaged arteries&lt;br /&gt;
To close incision&lt;br /&gt;
*Move the ribs/skull back into place with a 'Retractor'&lt;br /&gt;
*Repair the damaged bone with a 'Bonemender'&lt;br /&gt;
*Remove bone shards with a 'Retractor'&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|  '''Scan your patient'''&lt;br /&gt;
*Open an incision with a 'Scalpel'&lt;br /&gt;
*Stem the bleeding with a 'Hemostat' &lt;br /&gt;
(skip above using laser scalpel)&lt;br /&gt;
*Open the incision with a 'Retractor'&lt;br /&gt;
*Use a 'Hemostat' to repair damaged arteries&lt;br /&gt;
To close incision&lt;br /&gt;
*Close the incision with a 'Cauterizer'&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[file:maintenance.png]]&lt;br /&gt;
&lt;br /&gt;
===Bone recovery===&lt;br /&gt;
&lt;br /&gt;
Make sure your patient's limb is already healed enough so it won't instantly break again.&lt;br /&gt;
&lt;br /&gt;
*Prepare for operation, scan your patient.&lt;br /&gt;
*Aim at the broken limb with the bottom-right puppet.&lt;br /&gt;
*Use scalpel to make an incision.&lt;br /&gt;
*Use hemostat to stop bleeding.&lt;br /&gt;
*Use retractor to keep the incision open.&lt;br /&gt;
*Use retractor again to remove shards of broken bone.&lt;br /&gt;
*Use bonesetter to set the bone.&lt;br /&gt;
*Use bonesetter again to finish setting.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
&lt;br /&gt;
===Stopping internal bleeding===&lt;br /&gt;
&lt;br /&gt;
*Prepare for operation, scan your patient.&lt;br /&gt;
*Aim at the harmed limb with the bottom-right puppet.&lt;br /&gt;
*Use scalpel to make an incision.&lt;br /&gt;
*Use hemostat to stop bleeding. Caution: you do not need this step if you are operating on the head.&lt;br /&gt;
*Use retractor to keep the incision open.&lt;br /&gt;
*(Torso/head) Use a circular saw to open the cavity.&lt;br /&gt;
*(Torso/head) Hold it open with a retractor.&lt;br /&gt;
*Use hemostat to stop the internal bleeding.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
&lt;br /&gt;
===Internal organs surgery===&lt;br /&gt;
&lt;br /&gt;
*Prepare for operation, scan your patient.&lt;br /&gt;
*Aim at the harmed limb with the bottom-right puppet. &lt;br /&gt;
*Use scalpel to make an incision.&lt;br /&gt;
*Use hemostat to stop bleeding.&lt;br /&gt;
*(Torso/head) Use a circular saw to open the cavity.&lt;br /&gt;
*(Torso/head) Hold it open with a retractor.&lt;br /&gt;
*Use Advanced Trauma Kit on harmed organ, or nanopaste if organ is robotic.&lt;br /&gt;
*(Torso/head) Use retractor to close the cavity.&lt;br /&gt;
*(Torso/head) Use bonesetter to repair the cavity.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
&lt;br /&gt;
===Removing of a bullet/shrapnel===&lt;br /&gt;
&lt;br /&gt;
*Prepare for operation, scan your patient.&lt;br /&gt;
*Aim at the harmed limb with the bottom-right puppet. &lt;br /&gt;
*Use scalpel to make an incision.&lt;br /&gt;
*Use hemostat to stop bleeding. Caution: you do not need this step if you are operating on the head.&lt;br /&gt;
*Use retractor to keep the incision open.&lt;br /&gt;
*(Torso/head) Use circular saw to open the cavity.&lt;br /&gt;
*(Torso/head) Hold it open with a retractor.&lt;br /&gt;
*Use hemostat to remove the foreign object. This may take several tries.&lt;br /&gt;
*(Torso/head) Using retractor, close the cavity.&lt;br /&gt;
*(Torso/head) Use bonesetter to repair the cavity.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
&lt;br /&gt;
===Face recovery===&lt;br /&gt;
&lt;br /&gt;
*Prepare for operation.&lt;br /&gt;
*Aim at the patient's mouth.&lt;br /&gt;
*Use scalpel to make an incision.&lt;br /&gt;
*Use hemostat to repair vocal cords.&lt;br /&gt;
*Use retractor to repair skin.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
&lt;br /&gt;
===Amputation===&lt;br /&gt;
&lt;br /&gt;
*Use HELP intent.&lt;br /&gt;
*Prepare for operation.&lt;br /&gt;
*Aim for the harmed limb.&lt;br /&gt;
*Use circular saw to amputate.&lt;br /&gt;
*Done. Use Advanced Trauma Kit on the body part leading to the limb to stop bleeding, if you care.&lt;br /&gt;
&lt;br /&gt;
===Implantation of organ modules===&lt;br /&gt;
&lt;br /&gt;
*Prepare for operation.&lt;br /&gt;
*Aim at target cavity.&lt;br /&gt;
*Use scalpel to make an incision.&lt;br /&gt;
*Use hemostat to stop bleeding. Caution: you do not need this step if you are operating on the head.&lt;br /&gt;
*Use retractor to keep the incision open.&lt;br /&gt;
*(Torso/head) Use circular saw to open the cavity.&lt;br /&gt;
*(Torso/head) Use retractor to keep it open.&lt;br /&gt;
*Use surgical drill to prepare the cavity for implantation.&lt;br /&gt;
*Carefully put an implant in the cavity.&lt;br /&gt;
*Use cautery to connect organ module to the cavity's muscles.&lt;br /&gt;
*(Torso/head) Using retractor, close the cavity.&lt;br /&gt;
*(Torso/head) Use bonesetter to repair the cavity.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
&lt;br /&gt;
===Internal organs removal and transplantation===&lt;br /&gt;
&lt;br /&gt;
*Prepare for operation.&lt;br /&gt;
*Head contains brain, eyes, and nervous system.&lt;br /&gt;
*Torso contains heart, lungs, and liver.&lt;br /&gt;
*Groin contains kidneys and appendix.&lt;br /&gt;
*Aim for chosen area.&lt;br /&gt;
*Use scalpel to make an incision.&lt;br /&gt;
*Use hemostat to stop bleeding.&lt;br /&gt;
*Use retractor to keep the incision open&lt;br /&gt;
*(Torso/head) Use circular saw to open the cavity.&lt;br /&gt;
*(Torso/head) Use retractor to keep it open.&lt;br /&gt;
*Use scalpel to separate the organ. &lt;br /&gt;
*Use hemostat to remove it. Caution: if you want to use this organ for transplantation, place in fridge. For cyborgization, place brain in an MMI.&lt;br /&gt;
*(COMPLETING ORGAN REMOVAL OPERATION)(Torso/head) Use retractor to close the cavity.&lt;br /&gt;
*Use bonesetter to fix the cavity.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
*(THE BEGINNING OF THE TRANSPLANTATION) Complete first three (five for torso/head) steps.&lt;br /&gt;
*Place the organ into the cavity. &lt;br /&gt;
*Use hemostat to connect organ.&lt;br /&gt;
*(Torso/head) Use retractor to close the cavity.&lt;br /&gt;
*(Torso/head) Use bonesetter to repair the cavity.&lt;br /&gt;
*Use Advanced Trauma Kit/nanopaste if necessary.&lt;br /&gt;
*Use cautery to close the incision. Done.&lt;br /&gt;
&lt;br /&gt;
===RIG removal from a corpse===&lt;br /&gt;
&lt;br /&gt;
*Put the body on the operating table.&lt;br /&gt;
*Aim at the torso.&lt;br /&gt;
*Use welding tool or circular saw to open the RIG.&lt;br /&gt;
*Remove RIG's control module from the back.&lt;br /&gt;
&lt;br /&gt;
===Autopsy===&lt;br /&gt;
&lt;br /&gt;
*Use scalpel on all areas you want to scan.&lt;br /&gt;
*Use autopsy scanner on all areas you want to scan.&lt;br /&gt;
*Print report by clicking on autopsy scanner.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=File:Marisadance.gif&amp;diff=956</id>
		<title>File:Marisadance.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=File:Marisadance.gif&amp;diff=956"/>
		<updated>2019-10-14T21:54:31Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_to_Moebius_Labs_ErisEn&amp;diff=946</id>
		<title>Guide to Moebius Labs ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_to_Moebius_Labs_ErisEn&amp;diff=946"/>
		<updated>2019-10-14T04:41:31Z</updated>

		<summary type="html">&lt;p&gt;Alanii: /* Exosuit Maintenance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Moebius.png|400px|right|Robots and Mechs]]&lt;br /&gt;
For the aspiring Moebius Roboticist, Researcher and even the Overseer, this guide will explain the equipment of Moebius Laboratories, their functions, and guide you on how to create devices to better your Expedition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Moebius Lab Equipment=&lt;br /&gt;
&lt;br /&gt;
These are the devices you will need to create powerful exosuits, helpful bots, slaved cyborgs, or further the development of technology.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Fabricator.png]]&lt;br /&gt;
 || '''Exosuit Fabricator''' - The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels.&lt;br /&gt;
It can be upgraded by doing the following:&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts.&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Circuit_Imprinter.png]]&lt;br /&gt;
 || '''Circuit Imprinter''' - The Circuit Imprinter is where you print all the circuits you need for exosuits, consoles, or devices.&lt;br /&gt;
It can be upgraded by doing the following:&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials.&lt;br /&gt;
*Upgrading the Manipulators will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Autolathe.png]]&lt;br /&gt;
 || '''Autolathe''' - The Autolathe reads data disks and fabricates whatever is on the disk, so long you provide the needed resources. It can be upgraded to hold more materials, and use less materials to fabricate items.&lt;br /&gt;
It can be upgraded by doing the following:&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts.&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Protolathe.png]]&lt;br /&gt;
 || '''Protolathe''' - Using the RnD console, you can print items that you have researched using the Protolathe. These can range from more powerful matter bins, or manipulators to upgrade the Protolathe, Autolathe, Circuit Imprinter, and the Exosuit Fabricators.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Destructive_Analyzer.png]]&lt;br /&gt;
 || '''Destructive Analyzer''' - The machine used to take apart, recycle, and analyze items. It can be accessed through the nearby RnD Console. Each item analyzed will grant points to research new technologies. Higher research levels will allow additional items to be created at the protolathe, exosuit fabricator, and circuit imprinter. The Analyzer '''WILL''' destroy the item upon analyzing, hence the name, Destructive Analyzer.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:RnD_Console.png]]&lt;br /&gt;
 || '''Research and Development Console''' - The console that controls the destructive analyzer, Protolathe, and Circuit Imprinter. Use this console to check on your research levels and update the core RnD server that hosts all research completed.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Design_Disk.png]]&lt;br /&gt;
 || '''Design/Data Disk''' - Items can be downloaded onto this design disk to be sold to crew members, who can then place these disks into autolathes to print items Moebius has researched.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Research and Development==&lt;br /&gt;
&lt;br /&gt;
[[File:RnDmenu3.png|right|thumb|]]&lt;br /&gt;
&lt;br /&gt;
Increasing your research levels to better the Expedition is mandatory, if you wish to further the developments of science and technology that is.&lt;br /&gt;
&lt;br /&gt;
To begin researching, you must familiarize yourself with your equipment. The table above explains what each piece of equipment is and what it can be used for. Afterwards, simply place items into the destructive analyzer and analyze them for '''SCIENCE!'''&lt;br /&gt;
&lt;br /&gt;
By destroying items, you will yield a specific amount of research points, which can be used to research what you want in the research tree. Destroying high tech items yield more points while lower end items less points. Duplicate items will give you a percentage of what the original tech was worth, and each duplicate will lower the amount of points given per destruction.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
'''Tips'''&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
* Tech storage in the engineering section of CEV &amp;quot;Eris&amp;quot; (Fourth Section) contains many items that can jump start your research levels.&lt;br /&gt;
&lt;br /&gt;
* Using the spare power cells placed around the Moebius Laboratories can be used to further research on power manipulation or place them into the autolathe to create silver.&lt;br /&gt;
&lt;br /&gt;
* You can create design disks with chosen items to print for autolathes by using the RnD console. Selling these with items crew members or other departments want can generate money the Overseer, or a scientist, can use to purchase needed materials from either the Maintenance diving Assistants or the Asters Guild Merchant.&lt;br /&gt;
&lt;br /&gt;
=Robotics and Cyborgs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cyborg is the Roboticist's primary creation and upkeep. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the AI is free. Each cyborg is required to follow the AI's laws, so long it is slaved to the AI. Otherwise it will follow the laws inputted at creation.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea to have one or two empty cyborg bodies built and ready for people that want to become borgs, or when someone dies; then they can become useful for Moebius by being borged. Make sure you have a posibrain lying around and keep activating it from time to time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Borg.png|50px]] '''Making a Cyborg'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Fill the Exosuit Fabricator with as much metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu and create a Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head.&lt;br /&gt;
# Wait for a short time for the pieces to be built. You may need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x Flashes to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. &lt;br /&gt;
#* The Cyborg Torso will need 1x wires and 1x power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an MMI, Posibrain, or Robotic brain. Posibrains and robotic brains need to be active. If you got it from a destroyed Cyborg or removed it from an IPC or IRC, that shouldn't be an issue, but a freshly printed one must first be activated, which gives ghosts a chance to enter the brain and rejoin the round. If the activation failed, then no ghost wanted to enter the brain, try again later.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Brain2.PNG|50px]] '''Extracting a Brain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Remember to label body bags as being cyborgified, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery_ErisEn#Preparations|Preparations for Surgery]].&lt;br /&gt;
# Aim for the '''head'''&lt;br /&gt;
# Use a '''scalpel''' to cut back the flesh.&lt;br /&gt;
# Use the '''hemostat''' to stop any potential bleeding.&lt;br /&gt;
# Use your '''retractors''' to lift up the skin.&lt;br /&gt;
# Use the '''saw''' to cut through the bones.&lt;br /&gt;
# Use the '''retractor''' to separate the bones.&lt;br /&gt;
# Use the '''hemostat'''. This will open up a window asking you which loose organ you'd like to remove. Select the Brain.&lt;br /&gt;
# Place the brain in an MMI. [[File:MMI.png|50px]]&lt;br /&gt;
# Carry the MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
'''So You Decapitated Your Patient?'''&lt;br /&gt;
Don't panic just yet!  You can still complete the brain extraction. It's actually easier then extracting the brain from an attached head. Use a '''scalpel''', then a '''retractor''', then a '''hemostat'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cyborg Maintenance==&lt;br /&gt;
Cyborgs may run into all sorts of problems while on Eris. As such it is responsible to conduct maintenance on those borgs that go maintenance diving or fight off the Serbian invaders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Repair'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Equip a welding helmet on your head. &lt;br /&gt;
#* '''Note: Be sure to remember this step or you could go blind!'''&lt;br /&gt;
# Place a welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Remove the cyborg's power cell by clicking on it with an empty hand.&lt;br /&gt;
# Use a screwdriver to expose the wires.&lt;br /&gt;
# Use a cable coil to replace damaged wires.&lt;br /&gt;
# Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# Crowbar the panel shut.&lt;br /&gt;
# Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Cyborg Component Repair'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Remove the cyborg's power cell by clicking on it with an empty hand.&lt;br /&gt;
# Use a screwdriver to expose the wires.&lt;br /&gt;
# Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Remove the cyborg's power cell by clicking on it with an empty hand.&lt;br /&gt;
# Use a screwdriver to expose the wires.&lt;br /&gt;
# Cut all five wires with wirecutters.&lt;br /&gt;
# Use a crowbar to remove the MMI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Human Prosthetic Repair'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# Use a cable coil on the damaged area.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Upgrading the Power Cell'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an empty hand to take out the power cell and replace it with the new one.&lt;br /&gt;
#* ''Note: The default power cell capacity in Cyborgs is 7,500. If RnD is capable, Atom cells do not need to be recharged as they are self charging.''&lt;br /&gt;
# Crowbar the panel shut.&lt;br /&gt;
# Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Upgrade Modules'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not only can you build and repair Cybrogs, they also come to you to get upgrades installed once RnD has them researched. These have their own category in the exosuit fabricator. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The available upgrade modules are:&lt;br /&gt;
* Reset Module: Not really an upgrade at all, this simply resets a borg's module, letting it change from one specialization to another.&lt;br /&gt;
* Rename Module: Allows for the names of borgs to be changed.&lt;br /&gt;
* Restart Module: Use this module to restart a borg that was destroyed and has since been repaired.&lt;br /&gt;
* VTEC Module: Increases the speed of a borg, rather useful.&lt;br /&gt;
* Disabler Cooler: Increases the cooling of a cyborg's disabler, enabling it to shoot faster. Only useful on cyborgs with a disabler, which means security models.&lt;br /&gt;
* Ion Thrusters: Basically a jetpack for cyborgs. Allows a cyborg to move in zero-g, allowing space travel.&lt;br /&gt;
* Diamond Mining Drill: Upgrades the built-in mining drill, letting it drill faster. Only works on mining cyborgs.&lt;br /&gt;
* Mining Satchel of Holding: Upgrades the cyborg's mining storage, allowing it to hold more minerals. Only works on mining cyborgs.&lt;br /&gt;
* Illegal Equipment Upgrade: Unlocks a cyborg's illegal and more dangerous equipment, the same equipment that's unlocked by emagging.&lt;br /&gt;
* Self Repair Module: Allows a cyborg to slowly repair damage to itself.&lt;br /&gt;
&lt;br /&gt;
To apply any of these modules:&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Insert the module card into the cyborg.&lt;br /&gt;
# Crowbar the panel shut.&lt;br /&gt;
# Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Modifications'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In the unlikely event that an AI goes crazy, a trained Roboticist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* '''LawSync''': If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**''Pulsing'' does nothing.&lt;br /&gt;
**''Cutting'' will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.&lt;br /&gt;
**''Mending'' this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*'''AI Link''': If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders. &lt;br /&gt;
**''Pulsing'' this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**''Cutting'' this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**''Mending'' this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*'''Module Lock''': If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**''Pulsing'' this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**''Cutting'' this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**''Mending'' this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
'''Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.'''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bots==&lt;br /&gt;
As a Roboticist of Moebius, your goal is to create bots to suit the needs of your Expedition; be that a cleaning bot to replace the useless Janitor who is dying by roaches or ignoring your requests to clean Moebius facilities and the medibot can convince the crew they do not need a medical check up every time they cut themselves on rusted lockers or were swirlied by Jeff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Medibot.png|32px]] '''Medibot'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target's damage by default. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The medibot can be added with a beaker, however they will synthesize their own chemicals.&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Cyborg Right or Left Arm.&lt;br /&gt;
* Empty Medkit. Different colored kits will change the bot color.&lt;br /&gt;
* (Optional) Name the bot with a pen.&lt;br /&gt;
* Health analyzer.&lt;br /&gt;
* Proximity sensor.&lt;br /&gt;
* (Optional) Beaker&lt;br /&gt;
&lt;br /&gt;
They can also be Emagged to repeatedly inject anyone with harmful chemicals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Cleanbot.png|32px]] '''Cleanbot'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Bucket.&lt;br /&gt;
* Proximity sensor.&lt;br /&gt;
* (Optional) Name the bot with a pen.&lt;br /&gt;
* Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
An emagged cleanbot will spray slippery foam around it, while still responding to any mess in visual range, or continuing its patrol.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Floorbot.png|32px]] '''Floorbot'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They zoom around and repair busted floor tiles. Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Empty toolbox (Must be a blue one)&lt;br /&gt;
* Floor tile&lt;br /&gt;
* Proximity sensor.&lt;br /&gt;
* (Optional) Name the bot with a pen.&lt;br /&gt;
* Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Emagged Floorbots will tear apart floor panels and plating, usually exposing the area to space. Great if don't need to worry about being in a vacuum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Exosuits=&lt;br /&gt;
When preparing for an Expedition off the ship, it is always good to build mech as it isn't wise to trust your security to Ironhammer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Ripley.png|32px]] '''Ripley APLU'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ripley APLU is a slow moving, decently protected exosuit. Normally used for mining that precious ore.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can easily be sold or invested into the Asters Guild for them to bring you the materials you need to create more and powerful exosuits.&lt;br /&gt;
&lt;br /&gt;
Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for your unrobust enemies.&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
# Build all of the components for the Ripley from the Exosuit Fabricator.&lt;br /&gt;
# Attach all of the parts to the Ripley chassis.&lt;br /&gt;
# Wrench&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Cable Coil&lt;br /&gt;
# Wirecutters&lt;br /&gt;
# Ripley central control module.&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Ripley Peripherals control module.&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Add some Steel (5)&lt;br /&gt;
# Wrench&lt;br /&gt;
# Welding tool&lt;br /&gt;
# Add some Plasteel (5)&lt;br /&gt;
# Wrench&lt;br /&gt;
# Welding tool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:odysseus.png|32px]] '''Odysseus'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This mech can save multiple crew members while on the run.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only medical mech available unlike the dozens of variations of the APLU and Combat series, maybe coders just consider BIG GUNZ better than syringes?&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
# Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
# Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
# Wrench&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Cable coil&lt;br /&gt;
# Wirecutters&lt;br /&gt;
# Odysseus central control board&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Odysseus peripherals board&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Add some metal&lt;br /&gt;
# Wrench&lt;br /&gt;
# Welding tool&lt;br /&gt;
# Add some plasteel&lt;br /&gt;
# Wrench&lt;br /&gt;
# Welding tool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Gygax.png|32px]] '''Gygax'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rather fast security exosuit with good overall protection.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
 Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
 Melee capable (this mech can use its mecha arms to punch and smash)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*Wirecutters&lt;br /&gt;
*Gygax Main circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Gygax Peripherals circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Gygax Targeting circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Advanced Scanning Module&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Advanced Capacitor&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add some metal&lt;br /&gt;
*Wrench&lt;br /&gt;
*Welding tool&lt;br /&gt;
*Add Gygax Armor Plates&lt;br /&gt;
*Wrench&lt;br /&gt;
*Welding tool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Durand.png|32px]] '''Durand'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Requires silver sheets to complete.&lt;br /&gt;
 Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
 Melee capable (this mech can use its mecha arms to punch and smash)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
* Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Durand Main circuit board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Durand Peripherals circuit board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Durand Targeting circuit board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add an Advanced Scanning Module&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add an Advanced Capacitor&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add Steel Sheets&lt;br /&gt;
* Wrench&lt;br /&gt;
* Welding tool&lt;br /&gt;
* Add Durand Armor Plates&lt;br /&gt;
* Wrench&lt;br /&gt;
* Welding tool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Phazon.png|32px]] '''Phazon'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Phazons are the most advanced mechs on the market. While it doesn't have as much health as the Gygax or Durand, it allows users to move through solid objects at a very high speed.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Phasing Function (Allows the Phazon to move through any solid object at high speed)&lt;br /&gt;
 Change melee damage type (Allows the Phazon to either deal brute, fire or toxic damage)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Phazon parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Phazon parts to the chassis (Except the Armor plates)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*Wirecutters&lt;br /&gt;
*Phazon Main circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Phazon Peripherals circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Phazon Targeting circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add a Phasic Scanning Module&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add a Super Capacitor&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Ansible Crystal&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add some plasteel&lt;br /&gt;
*Wrench&lt;br /&gt;
*Welding Tool&lt;br /&gt;
*Add Phazon Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Welding Tool&lt;br /&gt;
*Hand Teleporter&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exosuit Maintenance==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Replacing Batteries'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Make sure the ID upload panel is closed and ensure Maintenance Mode is not forbidden in the Exosuit's internal settings. &lt;br /&gt;
*Hit the exosuit  with your ID card or PDA with one inside and enable Maintenance Mode. &lt;br /&gt;
*Wrench&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Wrench&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
''Note:'' The default capacity of a power cell in any of the exosuits is 15000L&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Repair'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Equip a welding helmet on your head. &lt;br /&gt;
** ''Note: Be sure to remember this step or you could go blind!''&lt;br /&gt;
* Place a welder in your hand, click on it while it's in your hand to light it, then click on the Exosuit repeatedly to repair it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Removal of Jammed User'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps. This also works upon MMIs and Positronic Brains which you wish to remove. &lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* Wrench &lt;br /&gt;
* Crowbar&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Crowbar&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Critical Damage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the mech takes approx. 50% damage, there is a chance for the mech to take 'Critical Damage.' This usually is the failure of a system within the mech itself. Each failure has a different way to repair it.&lt;br /&gt;
&lt;br /&gt;
Calibration Failure-This causes your mech to move around, usually in large circle, rather than move in the direction of your input. The mech can and will move diagonals while this is in effect. To repair, open 'View Stats', and at the top of the page is a button labeled something along the lines of 'Recalibrate.' Click it, and wait for the recalibration to complete, and your mech will move as normal.&lt;br /&gt;
&lt;br /&gt;
Internal Fire-This causes your mech to take damage upon movement. (It may cause damage while you are not moving, this has not been thoroughly tested.) This lasts for about 15-30 seconds, and will go away on its own. (I am unsure of the exact % damage it causes. I am unsure if you are able to put this out with a fire extinguisher.)&lt;br /&gt;
&lt;br /&gt;
Life Support Failure-This renders your internal life support useless. This won't matter much in a pressurized environment, but if you're fighting a Fire in a Firefighting Ripley, you're going to die. To fix this, enable your maintenance protocols, and perform the same steps to replace a battery. This will fix the error.&lt;br /&gt;
&lt;br /&gt;
Air Tank Rupture (Unsure if correct name.)-This means your mech will no longer pump air into the cabin of your mech. This does not matter if you are not running on internal air. In order to fix this, simply repair the mech with a welder.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{wip&lt;br /&gt;
|assign = None}}&lt;br /&gt;
'''NOTE: All info below is incorrect in some form.''' Please do not refer to it to anything more than to learn basic functions and mechanics of a piece of equipment, do not refer to listed stats.&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providing them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Exosuits have limited equipment space depending on their type.&lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus.&lt;br /&gt;
*Industrial: Can only be attached to APLUs.&lt;br /&gt;
*Combat: Can only be attached to Durand, Gygax, Marauder, HONK Mech, Recitence, Phazon, and other combat mechs.&lt;br /&gt;
&lt;br /&gt;
Some equipment fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipment that are also limited to single specific exosuits, those will be named in the category too where that's the case.&lt;br /&gt;
&lt;br /&gt;
Please note that most of the information taken on these comes from a different code-base, and may be similar albeit possibly incorrect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''General Equipment'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Energy Relay - Plasma Generator - ExoNuclear Reactor - Repair Droid - Reactive Armor (Melee) - Reactive Armor (Ranged) - Teleporter - Wormhole Generator - Gravitational Catapult&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Tesla Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Technology: 5&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 20W of power to recharge the battery.&lt;br /&gt;
*Drains from the nearest APC.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Plasma Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Silver: 2000&lt;br /&gt;
*Plasma: 5000&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = An exosuit module that generates power using solid plasma as fuel. Pollutes the environment.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Plasma Sheets to produce power.&lt;br /&gt;
**To pickup a plasma, activate the generator as the active module, then click a plasma sheet on the ground.&lt;br /&gt;
*Consumes 100 cm^3 of plasma per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of plasma per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each plasma sheet contains 2000cm^3 of plasma, and so will run the generator for 20 seconds per sheet.&lt;br /&gt;
*While running, produces 30W of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes plasma rapidly.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 5&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
*Materials Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power.&lt;br /&gt;
**To pickup a uranium sheet, activate the generator as the active module, then click a uranium sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell.&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 50W of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.3 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don't like.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Repair Droid&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 50&lt;br /&gt;
 |Image = Repair_droid&lt;br /&gt;
|Tech =&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
*Data Theory Research: 3&lt;br /&gt;
*Engineering Research: 5&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Silver: 2000&lt;br /&gt;
*Gold: 1000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Automatically fixes damage to the exosuit, both internal and external.&lt;br /&gt;
*Remember to turn it on after taking damage.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*The repair droid is visible, being added to the sprite of the mech.&lt;br /&gt;
*Uses quite a bit of power when turned on.&lt;br /&gt;
*Remember to retreat when damaged to give it time to work.&lt;br /&gt;
*It turns off automatically once all damage has been fixed.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Reactive Armor Booster Module (Close Combat Weaponry)&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 50&lt;br /&gt;
 |Image = Mecha_aboost_ccw&lt;br /&gt;
|Tech =*Materials Research: 5&lt;br /&gt;
*Combat Systems Research: 4&lt;br /&gt;
|Cost = *Metal: 20000&lt;br /&gt;
*Silver: 5000&lt;br /&gt;
 |Description = Boosts exosuit armor against armed melee attacks. Requires energy to operate.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Does not need to be toggled on or off to work. Just install it and it will work, if you have enough power.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Reduces taken damage by roughly 20%.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Reactive Armor Booster Module (Ranged Weaponry)&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 50&lt;br /&gt;
 |Image = Mecha_aboost_rng&lt;br /&gt;
|Tech =*Materials Research: 5&lt;br /&gt;
*Combat Systems Research: 5&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
|Cost = *Metal: 20000&lt;br /&gt;
*Silver: 5000&lt;br /&gt;
 |Description = Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Does not need to be toggled on or off to work. Just install it and it will work, if you have enough power.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Reduces taken damage by roughly 20%.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Teleporter&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 8000&lt;br /&gt;
 |Image = Mecha_teleport&lt;br /&gt;
|Tech =*Bluespace Research: 8&lt;br /&gt;
*Electromagnetic Spectrum Research: 5&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Diamond: 10000&lt;br /&gt;
 |Description = An exosuit-mounted teleportation device.&lt;br /&gt;
 |Function = *Simply click where you want to go to teleport.&lt;br /&gt;
*Has a large cooldown.&lt;br /&gt;
 |Notes = *Requires very high research level in Bluespace Research.&lt;br /&gt;
*Uses a LOT of energy. A standard-issue powercell has only enough power for one teleport.&lt;br /&gt;
*Teleport is fairly imprecise, expect to land a few tiles away from your intended target.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Wormhole Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 300&lt;br /&gt;
 |Image = Mecha_teleport&lt;br /&gt;
|Tech =*Bluespace Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Plasma Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = A device that creates quasi-stable wormholes.&lt;br /&gt;
 |Function = *Simply click where you want the wormholes to go.&lt;br /&gt;
**You don't control their destination, though.&lt;br /&gt;
 |Notes = *Work very similar to the wormholes spawned as an event.&lt;br /&gt;
*Can potentially get you into dangerous situations, or out of them.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Gravitational Catapult&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 100&lt;br /&gt;
 |Image = Mecha_teleport&lt;br /&gt;
|Tech =*Bluespace Research: 4&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit mounted Gravitational Catapult.&lt;br /&gt;
 |Function = *Has two modes, sling and push.&lt;br /&gt;
**In sling mode, lets you lock onto an object and then throw said object around.&lt;br /&gt;
**In push mode, pushes everything away from a target location.&lt;br /&gt;
 |Notes = *Though not technically a weapon, this can still cause quite a lot of chaos and havoc.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Industrial Equipment'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Extinguisher - Cable Layer - Hydraulic clamp - Drill - Diamond drill - Mining Scanner - RCD&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the exosuit .&lt;br /&gt;
**Sprays 5u of water onto each of those tiles.&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use.&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays.&lt;br /&gt;
*Holds 1000u of water.&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit's extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power.&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Cable Layer&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_wire&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = A cable layer, can be used to lay down cables.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Needs to be filled with cables first by picking it as the active equipment and clicking on cables on the floor.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Can eject cable again by clicking on 'cut'.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Hydraulic clamp&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Mecha_clamp&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can pick up certain objects&lt;br /&gt;
**Can store crates into it's cargo hold&lt;br /&gt;
**Cannot pick up living organisms&lt;br /&gt;
*Has a cooldown of 1.5 seconds between actions&lt;br /&gt;
*Can be used to push people out of the way&lt;br /&gt;
**Alternativly, can be used to crush people, causing 20 brute damage&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Drill&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Mecha_drill&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don't do that unless you're a traitor. When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can be attached to the ripley and combat mechs&lt;br /&gt;
*Can drill various items&lt;br /&gt;
**Drilling a sand floor on the astroid produces a heap of sand&lt;br /&gt;
**Naturally designed for drilling rock walls. Drops resources in piles&lt;br /&gt;
***Can also drill right trough anomalies, destroying them&lt;br /&gt;
**Can drill trough walls, making it an antag favorite&lt;br /&gt;
**Can drill trough floors, creating breaches&lt;br /&gt;
***Cannot drill trough reinforced walls&lt;br /&gt;
**Can attack people for 15 brute damage&lt;br /&gt;
*Has a cooldown of 3 seconds between actions&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Diamond drill&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = mecha_diamond_drill&lt;br /&gt;
|Tech =*Materiels research: 5&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Diamond: 6500&lt;br /&gt;
 |Description = A diamond version of the exosuit drill. It's harder, better, faster, stronger.&lt;br /&gt;
 |Function = &lt;br /&gt;
*It is almost identical to the normal drill, but drills faster.&lt;br /&gt;
*Can drill trough reinforced walls.&lt;br /&gt;
*Has a cooldown of 2 seconds.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mining Scanner&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_analyzer&lt;br /&gt;
|Cost = *Metal: 5000&lt;br /&gt;
*Glass: 2500&lt;br /&gt;
 |Description = Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Basically a combination of optical meson scanners and mining scanners.&lt;br /&gt;
*Allows you to see structures through walls, though it doesn't show people and the like.&lt;br /&gt;
*Automatically scans for minerals periodically.&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Rapid Construction Device&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 250&lt;br /&gt;
 |Image = mecha_rcd&lt;br /&gt;
|Tech =*Materials Research: 5&lt;br /&gt;
*Bluespace Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Research: 4&lt;br /&gt;
*Engineering Research: 5&lt;br /&gt;
|Cost = *Metal: 30000&lt;br /&gt;
*Plasma: 25000&lt;br /&gt;
*Silver: 20000&lt;br /&gt;
*Gold: 20000&lt;br /&gt;
 |Description = An exosuit-mounted Rapid Construction Device.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can build walls, floors and airlocks&lt;br /&gt;
**Can also remove walls, floors and airlocks&lt;br /&gt;
**Each usage consumes power&lt;br /&gt;
**Created airlocks are standard all-access airlocks&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Medical Equipment'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mounted Sleeper - Syringe Gun&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech=*Biological Technology: 3&lt;br /&gt;
*Plasma Research: 2&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
|Cost = *Metal: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed 'Ambulance'.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, providing a minor buffer against Suffocation damage.&lt;br /&gt;
*Can also to be used to inject 10u increments of chemicals known to the Odyyseus. By default, Epinephrine. Use the Scanner mode on the Mounted Syringe Gun to learn more.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient.&lt;br /&gt;
*The Sleeper is not space-proof, so you will need to inject your patient with chemicals if going EVA.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Syringe Gun&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Syringegun&lt;br /&gt;
|Tech=*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Biological Technology: 4&lt;br /&gt;
*Combat Systems Research: 3&lt;br /&gt;
*Materials Research: 4&lt;br /&gt;
|Cost = *Metal: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = A Syringe gun with integrated Synthesizer that can produce chemicals once a sample has been analyzed&lt;br /&gt;
 |Function = &lt;br /&gt;
*Click on syringes to load them into the gun, can hold up to 10.&lt;br /&gt;
*Set to analyze, then simply click on a container with chemicals to analyze them and save them to the internal database.&lt;br /&gt;
*Click reagent list to see a list of saved reagents and pick which ones to synthesize for the syringes. Remember to clear the internal storage when you want to switch to a new, better reagent.&lt;br /&gt;
*Set to launch the syringes to quickly inject patients with life saving (or deadly) chemicals.&lt;br /&gt;
**Each syringe injects 15u of reagents.&lt;br /&gt;
 |Notes = *Up to 5 different reagents can be added to a syringe at once.&lt;br /&gt;
*Even hard or normally impossible to produce reagents can be quickly produced once a sample has been scanned.&lt;br /&gt;
**Convince the CMO to let you scan his hypospray for easy Omnizine production.&lt;br /&gt;
**If you're a traitor, use it to create large amounts of poisons you ordered from your uplink.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Combat Equipment'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ZFI Immolation Beam Gun - CH-PS &amp;quot;Firedart&amp;quot; Laser - CH-LC &amp;quot;Solaris&amp;quot; laser cannon - mkIV Ion Heavy Cannon - P-X Tesla Cannon - CH-PD Disabler - PBT &amp;quot;Pacifier&amp;quot; Mounted Taser - LBX AC 10 &amp;quot;Scattershot&amp;quot; - Ultra AC 2 - FNX-99 &amp;quot;Hades&amp;quot; Carbine - SRM-8 Light Missile Rack&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ZFI Immolation Beam Gun&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 80&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 6&lt;br /&gt;
*Electromagnetic Spectrum Research: 6&lt;br /&gt;
*Materials Research: 4&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
|Cost = *Metal: 4000&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Plasma: 2000&lt;br /&gt;
 |Description = A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sets targets on fire.&lt;br /&gt;
*Consumes the listed power cost with each shot.&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PS &amp;quot;Firedart&amp;quot; Laser&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = A standard-issue laser for use on Exosuits.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 20 burn damage&lt;br /&gt;
**Has a cooldown of 0.8 seconds per shot.&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
*Is identical in damage to a handheld laser.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-LC &amp;quot;Solaris&amp;quot; laser cannon&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 60&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An experimental Exosuit-mounted laser cannon. A heavy laser that deals more damage but has a longer cooldown and uses more energy per shot.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 1 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
*Less efficient than the immolator in damage/power ratio, but interestingly has higher DPS.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = mkIV Ion Heavy Cannon&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 120&lt;br /&gt;
 |Image = mecha_ion&lt;br /&gt;
|Tech =*Combat Systems Research: 6&lt;br /&gt;
*Electromagnetic Spectrum Research: 5&lt;br /&gt;
*Materials Research: 5&lt;br /&gt;
|Cost = *Metal: 20000&lt;br /&gt;
*Silver: 6000&lt;br /&gt;
*Uranium: 2000&lt;br /&gt;
 |Description = An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires an Ion Bolt, creating a single-tile EM Pulse on impact&lt;br /&gt;
**Instantly kills IPCs&lt;br /&gt;
**Damages and stuns Cyborgs&lt;br /&gt;
**Cripples all mechanical organs, resulting in rapid death for vox and people with artificial hearts&lt;br /&gt;
**Cripples prosthetic limbs&lt;br /&gt;
**Disables radios, energy weapons, stun batons, HUDs, etc&lt;br /&gt;
**Opens secure lockers and crates&lt;br /&gt;
**Shuts down cameras, computers, APCs, alarms and almost any kind of machine&lt;br /&gt;
*Has a 4-second cooldown between shots&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = P-X Tesla Cannon&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 500&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 6&lt;br /&gt;
*Electromagnetic Spectrum Research: 5&lt;br /&gt;
*Materials Research: 5&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
*Silver: 10000&lt;br /&gt;
 |Description = A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine&lt;br /&gt;
 |Function = *Fires deadly balls of electricity. Once they hit a target, they will arc from that target to other nearby objects and people.&lt;br /&gt;
**Beware of friendly fire.&lt;br /&gt;
 |Notes = *Needs a lot of power and has a relatively high cooldown. Make each shot count.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PD Disabler&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit-mounted disabler, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires two disabler shots each time it is used.&lt;br /&gt;
*Each shot does 36 stamina damage.&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Mecha_taser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit-mounted taser, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Functions like a handheld taser.&lt;br /&gt;
*Has a cooldown of 0.8 seconds.&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = LBX AC 10 &amp;quot;Scattershot&amp;quot;&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 100&lt;br /&gt;
 |Image = Mecha_scatter&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = A ballistic weapon firing four bullets in a spread.&lt;br /&gt;
 |Function = *Fires in a spread before you.&lt;br /&gt;
*Uses some energy for each shot, doesn't need reloading.&lt;br /&gt;
**Can thus fire as long as the suit's powercell lasts.&lt;br /&gt;
 |Notes = *Has the usual properties of ballistic weapons.&lt;br /&gt;
*Beware of friendly fire.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Ultra AC 2&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 60&lt;br /&gt;
 |Image = Mecha_uac2&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit-mounted LMG.&lt;br /&gt;
 |Function = *Fires bursts of 3 bullets.&lt;br /&gt;
*Uses some energy for each burst, doesn't need reloading.&lt;br /&gt;
**Can thus fire as long as the suit's powercell lasts.&lt;br /&gt;
 |Notes = *Has the usual properties of ballistic weapons.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = FNX-99 &amp;quot;Hades&amp;quot; Carbine&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 15&lt;br /&gt;
 |Image = Mecha_carbine&lt;br /&gt;
|Tech =*Combat Systems Research: 5&lt;br /&gt;
*Materials Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit-mounted carbine firing incendiary bullets.&lt;br /&gt;
 |Function = *Fires the same projectiles as dragonsbreath rounds for shotguns&lt;br /&gt;
*Sets targets on fire and leaves behind a trail of fire&lt;br /&gt;
 |Notes = *Does very little brute damage&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = SRM-8 Light Missile Rack&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 1000&lt;br /&gt;
 |Image = Mecha_missile&lt;br /&gt;
|Tech =*Combat Systems Research: 6&lt;br /&gt;
*Materials Research: 5&lt;br /&gt;
*Engineering Research: 5&lt;br /&gt;
|Cost = *Metal: 22000&lt;br /&gt;
*Gold: 6000&lt;br /&gt;
*Silver: 8000&lt;br /&gt;
 |Description = An exosuit-mounted missile launcher.&lt;br /&gt;
 |Function = *Fires missiles, which explode at the target or when they hit something.&lt;br /&gt;
* Explosions are rather small, with limited damage to the station.&lt;br /&gt;
* Holds 8 missiles before needing to rearm.&lt;br /&gt;
** To rearm, simply click the rearm button next to the weapon in the exosuit status window.&lt;br /&gt;
 |Notes = *Needs 1000 power per missile to be replaced when rearming.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''SGL-6 Grenade Launcher'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_to_Moebius_Labs_ErisEn&amp;diff=945</id>
		<title>Guide to Moebius Labs ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_to_Moebius_Labs_ErisEn&amp;diff=945"/>
		<updated>2019-10-14T04:39:00Z</updated>

		<summary type="html">&lt;p&gt;Alanii: /* Exosuit Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Moebius.png|400px|right|Robots and Mechs]]&lt;br /&gt;
For the aspiring Moebius Roboticist, Researcher and even the Overseer, this guide will explain the equipment of Moebius Laboratories, their functions, and guide you on how to create devices to better your Expedition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Moebius Lab Equipment=&lt;br /&gt;
&lt;br /&gt;
These are the devices you will need to create powerful exosuits, helpful bots, slaved cyborgs, or further the development of technology.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Fabricator.png]]&lt;br /&gt;
 || '''Exosuit Fabricator''' - The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels.&lt;br /&gt;
It can be upgraded by doing the following:&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts.&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Circuit_Imprinter.png]]&lt;br /&gt;
 || '''Circuit Imprinter''' - The Circuit Imprinter is where you print all the circuits you need for exosuits, consoles, or devices.&lt;br /&gt;
It can be upgraded by doing the following:&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials.&lt;br /&gt;
*Upgrading the Manipulators will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Autolathe.png]]&lt;br /&gt;
 || '''Autolathe''' - The Autolathe reads data disks and fabricates whatever is on the disk, so long you provide the needed resources. It can be upgraded to hold more materials, and use less materials to fabricate items.&lt;br /&gt;
It can be upgraded by doing the following:&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts.&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Protolathe.png]]&lt;br /&gt;
 || '''Protolathe''' - Using the RnD console, you can print items that you have researched using the Protolathe. These can range from more powerful matter bins, or manipulators to upgrade the Protolathe, Autolathe, Circuit Imprinter, and the Exosuit Fabricators.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Destructive_Analyzer.png]]&lt;br /&gt;
 || '''Destructive Analyzer''' - The machine used to take apart, recycle, and analyze items. It can be accessed through the nearby RnD Console. Each item analyzed will grant points to research new technologies. Higher research levels will allow additional items to be created at the protolathe, exosuit fabricator, and circuit imprinter. The Analyzer '''WILL''' destroy the item upon analyzing, hence the name, Destructive Analyzer.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:RnD_Console.png]]&lt;br /&gt;
 || '''Research and Development Console''' - The console that controls the destructive analyzer, Protolathe, and Circuit Imprinter. Use this console to check on your research levels and update the core RnD server that hosts all research completed.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Design_Disk.png]]&lt;br /&gt;
 || '''Design/Data Disk''' - Items can be downloaded onto this design disk to be sold to crew members, who can then place these disks into autolathes to print items Moebius has researched.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Research and Development==&lt;br /&gt;
&lt;br /&gt;
[[File:RnDmenu3.png|right|thumb|]]&lt;br /&gt;
&lt;br /&gt;
Increasing your research levels to better the Expedition is mandatory, if you wish to further the developments of science and technology that is.&lt;br /&gt;
&lt;br /&gt;
To begin researching, you must familiarize yourself with your equipment. The table above explains what each piece of equipment is and what it can be used for. Afterwards, simply place items into the destructive analyzer and analyze them for '''SCIENCE!'''&lt;br /&gt;
&lt;br /&gt;
By destroying items, you will yield a specific amount of research points, which can be used to research what you want in the research tree. Destroying high tech items yield more points while lower end items less points. Duplicate items will give you a percentage of what the original tech was worth, and each duplicate will lower the amount of points given per destruction.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
'''Tips'''&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
* Tech storage in the engineering section of CEV &amp;quot;Eris&amp;quot; (Fourth Section) contains many items that can jump start your research levels.&lt;br /&gt;
&lt;br /&gt;
* Using the spare power cells placed around the Moebius Laboratories can be used to further research on power manipulation or place them into the autolathe to create silver.&lt;br /&gt;
&lt;br /&gt;
* You can create design disks with chosen items to print for autolathes by using the RnD console. Selling these with items crew members or other departments want can generate money the Overseer, or a scientist, can use to purchase needed materials from either the Maintenance diving Assistants or the Asters Guild Merchant.&lt;br /&gt;
&lt;br /&gt;
=Robotics and Cyborgs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cyborg is the Roboticist's primary creation and upkeep. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the AI is free. Each cyborg is required to follow the AI's laws, so long it is slaved to the AI. Otherwise it will follow the laws inputted at creation.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea to have one or two empty cyborg bodies built and ready for people that want to become borgs, or when someone dies; then they can become useful for Moebius by being borged. Make sure you have a posibrain lying around and keep activating it from time to time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Borg.png|50px]] '''Making a Cyborg'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Fill the Exosuit Fabricator with as much metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu and create a Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head.&lt;br /&gt;
# Wait for a short time for the pieces to be built. You may need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x Flashes to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. &lt;br /&gt;
#* The Cyborg Torso will need 1x wires and 1x power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an MMI, Posibrain, or Robotic brain. Posibrains and robotic brains need to be active. If you got it from a destroyed Cyborg or removed it from an IPC or IRC, that shouldn't be an issue, but a freshly printed one must first be activated, which gives ghosts a chance to enter the brain and rejoin the round. If the activation failed, then no ghost wanted to enter the brain, try again later.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Brain2.PNG|50px]] '''Extracting a Brain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Remember to label body bags as being cyborgified, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery_ErisEn#Preparations|Preparations for Surgery]].&lt;br /&gt;
# Aim for the '''head'''&lt;br /&gt;
# Use a '''scalpel''' to cut back the flesh.&lt;br /&gt;
# Use the '''hemostat''' to stop any potential bleeding.&lt;br /&gt;
# Use your '''retractors''' to lift up the skin.&lt;br /&gt;
# Use the '''saw''' to cut through the bones.&lt;br /&gt;
# Use the '''retractor''' to separate the bones.&lt;br /&gt;
# Use the '''hemostat'''. This will open up a window asking you which loose organ you'd like to remove. Select the Brain.&lt;br /&gt;
# Place the brain in an MMI. [[File:MMI.png|50px]]&lt;br /&gt;
# Carry the MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
'''So You Decapitated Your Patient?'''&lt;br /&gt;
Don't panic just yet!  You can still complete the brain extraction. It's actually easier then extracting the brain from an attached head. Use a '''scalpel''', then a '''retractor''', then a '''hemostat'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cyborg Maintenance==&lt;br /&gt;
Cyborgs may run into all sorts of problems while on Eris. As such it is responsible to conduct maintenance on those borgs that go maintenance diving or fight off the Serbian invaders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Repair'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Equip a welding helmet on your head. &lt;br /&gt;
#* '''Note: Be sure to remember this step or you could go blind!'''&lt;br /&gt;
# Place a welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Remove the cyborg's power cell by clicking on it with an empty hand.&lt;br /&gt;
# Use a screwdriver to expose the wires.&lt;br /&gt;
# Use a cable coil to replace damaged wires.&lt;br /&gt;
# Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# Crowbar the panel shut.&lt;br /&gt;
# Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Cyborg Component Repair'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Remove the cyborg's power cell by clicking on it with an empty hand.&lt;br /&gt;
# Use a screwdriver to expose the wires.&lt;br /&gt;
# Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Remove the cyborg's power cell by clicking on it with an empty hand.&lt;br /&gt;
# Use a screwdriver to expose the wires.&lt;br /&gt;
# Cut all five wires with wirecutters.&lt;br /&gt;
# Use a crowbar to remove the MMI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Human Prosthetic Repair'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# Use a cable coil on the damaged area.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Upgrading the Power Cell'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an empty hand to take out the power cell and replace it with the new one.&lt;br /&gt;
#* ''Note: The default power cell capacity in Cyborgs is 7,500. If RnD is capable, Atom cells do not need to be recharged as they are self charging.''&lt;br /&gt;
# Crowbar the panel shut.&lt;br /&gt;
# Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Upgrade Modules'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not only can you build and repair Cybrogs, they also come to you to get upgrades installed once RnD has them researched. These have their own category in the exosuit fabricator. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The available upgrade modules are:&lt;br /&gt;
* Reset Module: Not really an upgrade at all, this simply resets a borg's module, letting it change from one specialization to another.&lt;br /&gt;
* Rename Module: Allows for the names of borgs to be changed.&lt;br /&gt;
* Restart Module: Use this module to restart a borg that was destroyed and has since been repaired.&lt;br /&gt;
* VTEC Module: Increases the speed of a borg, rather useful.&lt;br /&gt;
* Disabler Cooler: Increases the cooling of a cyborg's disabler, enabling it to shoot faster. Only useful on cyborgs with a disabler, which means security models.&lt;br /&gt;
* Ion Thrusters: Basically a jetpack for cyborgs. Allows a cyborg to move in zero-g, allowing space travel.&lt;br /&gt;
* Diamond Mining Drill: Upgrades the built-in mining drill, letting it drill faster. Only works on mining cyborgs.&lt;br /&gt;
* Mining Satchel of Holding: Upgrades the cyborg's mining storage, allowing it to hold more minerals. Only works on mining cyborgs.&lt;br /&gt;
* Illegal Equipment Upgrade: Unlocks a cyborg's illegal and more dangerous equipment, the same equipment that's unlocked by emagging.&lt;br /&gt;
* Self Repair Module: Allows a cyborg to slowly repair damage to itself.&lt;br /&gt;
&lt;br /&gt;
To apply any of these modules:&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Insert the module card into the cyborg.&lt;br /&gt;
# Crowbar the panel shut.&lt;br /&gt;
# Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Modifications'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In the unlikely event that an AI goes crazy, a trained Roboticist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* '''LawSync''': If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**''Pulsing'' does nothing.&lt;br /&gt;
**''Cutting'' will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.&lt;br /&gt;
**''Mending'' this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*'''AI Link''': If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders. &lt;br /&gt;
**''Pulsing'' this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**''Cutting'' this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**''Mending'' this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*'''Module Lock''': If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**''Pulsing'' this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**''Cutting'' this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**''Mending'' this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
'''Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.'''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bots==&lt;br /&gt;
As a Roboticist of Moebius, your goal is to create bots to suit the needs of your Expedition; be that a cleaning bot to replace the useless Janitor who is dying by roaches or ignoring your requests to clean Moebius facilities and the medibot can convince the crew they do not need a medical check up every time they cut themselves on rusted lockers or were swirlied by Jeff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Medibot.png|32px]] '''Medibot'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target's damage by default. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The medibot can be added with a beaker, however they will synthesize their own chemicals.&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Cyborg Right or Left Arm.&lt;br /&gt;
* Empty Medkit. Different colored kits will change the bot color.&lt;br /&gt;
* (Optional) Name the bot with a pen.&lt;br /&gt;
* Health analyzer.&lt;br /&gt;
* Proximity sensor.&lt;br /&gt;
* (Optional) Beaker&lt;br /&gt;
&lt;br /&gt;
They can also be Emagged to repeatedly inject anyone with harmful chemicals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Cleanbot.png|32px]] '''Cleanbot'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Bucket.&lt;br /&gt;
* Proximity sensor.&lt;br /&gt;
* (Optional) Name the bot with a pen.&lt;br /&gt;
* Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
An emagged cleanbot will spray slippery foam around it, while still responding to any mess in visual range, or continuing its patrol.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Floorbot.png|32px]] '''Floorbot'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They zoom around and repair busted floor tiles. Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Empty toolbox (Must be a blue one)&lt;br /&gt;
* Floor tile&lt;br /&gt;
* Proximity sensor.&lt;br /&gt;
* (Optional) Name the bot with a pen.&lt;br /&gt;
* Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Emagged Floorbots will tear apart floor panels and plating, usually exposing the area to space. Great if don't need to worry about being in a vacuum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Exosuits=&lt;br /&gt;
When preparing for an Expedition off the ship, it is always good to build mech as it isn't wise to trust your security to Ironhammer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Ripley.png|32px]] '''Ripley APLU'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ripley APLU is a slow moving, decently protected exosuit. Normally used for mining that precious ore.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can easily be sold or invested into the Asters Guild for them to bring you the materials you need to create more and powerful exosuits.&lt;br /&gt;
&lt;br /&gt;
Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for your unrobust enemies.&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
# Build all of the components for the Ripley from the Exosuit Fabricator.&lt;br /&gt;
# Attach all of the parts to the Ripley chassis.&lt;br /&gt;
# Wrench&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Cable Coil&lt;br /&gt;
# Wirecutters&lt;br /&gt;
# Ripley central control module.&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Ripley Peripherals control module.&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Add some Steel (5)&lt;br /&gt;
# Wrench&lt;br /&gt;
# Welding tool&lt;br /&gt;
# Add some Plasteel (5)&lt;br /&gt;
# Wrench&lt;br /&gt;
# Welding tool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:odysseus.png|32px]] '''Odysseus'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This mech can save multiple crew members while on the run.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only medical mech available unlike the dozens of variations of the APLU and Combat series, maybe coders just consider BIG GUNZ better than syringes?&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
# Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
# Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
# Wrench&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Cable coil&lt;br /&gt;
# Wirecutters&lt;br /&gt;
# Odysseus central control board&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Odysseus peripherals board&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Add some metal&lt;br /&gt;
# Wrench&lt;br /&gt;
# Welding tool&lt;br /&gt;
# Add some plasteel&lt;br /&gt;
# Wrench&lt;br /&gt;
# Welding tool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Gygax.png|32px]] '''Gygax'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rather fast security exosuit with good overall protection.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
 Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
 Melee capable (this mech can use its mecha arms to punch and smash)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*Wirecutters&lt;br /&gt;
*Gygax Main circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Gygax Peripherals circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Gygax Targeting circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Advanced Scanning Module&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Advanced Capacitor&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add some metal&lt;br /&gt;
*Wrench&lt;br /&gt;
*Welding tool&lt;br /&gt;
*Add Gygax Armor Plates&lt;br /&gt;
*Wrench&lt;br /&gt;
*Welding tool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Durand.png|32px]] '''Durand'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Requires silver sheets to complete.&lt;br /&gt;
 Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
 Melee capable (this mech can use its mecha arms to punch and smash)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
* Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Durand Main circuit board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Durand Peripherals circuit board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Durand Targeting circuit board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add an Advanced Scanning Module&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add an Advanced Capacitor&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add Steel Sheets&lt;br /&gt;
* Wrench&lt;br /&gt;
* Welding tool&lt;br /&gt;
* Add Durand Armor Plates&lt;br /&gt;
* Wrench&lt;br /&gt;
* Welding tool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Phazon.png|32px]] '''Phazon'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Phazons are the most advanced mechs on the market. While it doesn't have as much health as the Gygax or Durand, it allows users to move through solid objects at a very high speed.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Phasing Function (Allows the Phazon to move through any solid object at high speed)&lt;br /&gt;
 Change melee damage type (Allows the Phazon to either deal brute, fire or toxic damage)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Phazon parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Phazon parts to the chassis (Except the Armor plates)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*Wirecutters&lt;br /&gt;
*Phazon Main circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Phazon Peripherals circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Phazon Targeting circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add a Phasic Scanning Module&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add a Super Capacitor&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Ansible Crystal&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add some plasteel&lt;br /&gt;
*Wrench&lt;br /&gt;
*Welding Tool&lt;br /&gt;
*Add Phazon Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Welding Tool&lt;br /&gt;
*Hand Teleporter&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exosuit Maintenance==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Replacing Batteries'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Make sure the ID upload panel is closed and ensure Maintenance Mode is not forbidden in the Exosuit's internal settings. &lt;br /&gt;
*Hit the exosuit  with your ID card or PDA with one inside and enable Maintenance Mode. &lt;br /&gt;
*Wrench&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Wrench&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
''Note:'' The default capacity of a power cell in any of the civilian exosuits is&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Repair'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Equip a welding helmet on your head. &lt;br /&gt;
** ''Note: Be sure to remember this step or you could go blind!''&lt;br /&gt;
* Place a welder in your hand, click on it while it's in your hand to light it, then click on the Exosuit repeatedly to repair it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Removal of Jammed User'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps. This also works upon MMIs and Positronic Brains which you wish to remove. &lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* Wrench &lt;br /&gt;
* Crowbar&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Crowbar&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Critical Damage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the mech takes approx. 50% damage, there is a chance for the mech to take 'Critical Damage.' This usually is the failure of a system within the mech itself. Each failure has a different way to repair it.&lt;br /&gt;
&lt;br /&gt;
Calibration Failure-This causes your mech to move around, usually in large circle, rather than move in the direction of your input. The mech can and will move diagonals while this is in effect. To repair, open 'View Stats', and at the top of the page is a button labeled something along the lines of 'Recalibrate.' Click it, and wait for the recalibration to complete, and your mech will move as normal.&lt;br /&gt;
&lt;br /&gt;
Internal Fire-This causes your mech to take damage upon movement. (It may cause damage while you are not moving, this has not been thoroughly tested.) This lasts for about 15-30 seconds, and will go away on its own. (I am unsure of the exact % damage it causes. I am unsure if you are able to put this out with a fire extinguisher.)&lt;br /&gt;
&lt;br /&gt;
Life Support Failure-This renders your internal life support useless. This won't matter much in a pressurized environment, but if you're fighting a Fire in a Firefighting Ripley, you're going to die. To fix this, enable your maintenance protocols, and perform the same steps to replace a battery. This will fix the error.&lt;br /&gt;
&lt;br /&gt;
Air Tank Rupture (Unsure if correct name.)-This means your mech will no longer pump air into the cabin of your mech. This does not matter if you are not running on internal air. In order to fix this, simply repair the mech with a welder.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{wip&lt;br /&gt;
|assign = None}}&lt;br /&gt;
'''NOTE: All info below is incorrect in some form.''' Please do not refer to it to anything more than to learn basic functions and mechanics of a piece of equipment, do not refer to listed stats.&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providing them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Exosuits have limited equipment space depending on their type.&lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus.&lt;br /&gt;
*Industrial: Can only be attached to APLUs.&lt;br /&gt;
*Combat: Can only be attached to Durand, Gygax, Marauder, HONK Mech, Recitence, Phazon, and other combat mechs.&lt;br /&gt;
&lt;br /&gt;
Some equipment fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipment that are also limited to single specific exosuits, those will be named in the category too where that's the case.&lt;br /&gt;
&lt;br /&gt;
Please note that most of the information taken on these comes from a different code-base, and may be similar albeit possibly incorrect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''General Equipment'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Energy Relay - Plasma Generator - ExoNuclear Reactor - Repair Droid - Reactive Armor (Melee) - Reactive Armor (Ranged) - Teleporter - Wormhole Generator - Gravitational Catapult&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Tesla Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Technology: 5&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 20W of power to recharge the battery.&lt;br /&gt;
*Drains from the nearest APC.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Plasma Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Silver: 2000&lt;br /&gt;
*Plasma: 5000&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = An exosuit module that generates power using solid plasma as fuel. Pollutes the environment.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Plasma Sheets to produce power.&lt;br /&gt;
**To pickup a plasma, activate the generator as the active module, then click a plasma sheet on the ground.&lt;br /&gt;
*Consumes 100 cm^3 of plasma per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of plasma per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each plasma sheet contains 2000cm^3 of plasma, and so will run the generator for 20 seconds per sheet.&lt;br /&gt;
*While running, produces 30W of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes plasma rapidly.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 5&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
*Materials Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power.&lt;br /&gt;
**To pickup a uranium sheet, activate the generator as the active module, then click a uranium sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell.&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 50W of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.3 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don't like.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Repair Droid&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 50&lt;br /&gt;
 |Image = Repair_droid&lt;br /&gt;
|Tech =&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
*Data Theory Research: 3&lt;br /&gt;
*Engineering Research: 5&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Silver: 2000&lt;br /&gt;
*Gold: 1000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Automatically fixes damage to the exosuit, both internal and external.&lt;br /&gt;
*Remember to turn it on after taking damage.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*The repair droid is visible, being added to the sprite of the mech.&lt;br /&gt;
*Uses quite a bit of power when turned on.&lt;br /&gt;
*Remember to retreat when damaged to give it time to work.&lt;br /&gt;
*It turns off automatically once all damage has been fixed.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Reactive Armor Booster Module (Close Combat Weaponry)&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 50&lt;br /&gt;
 |Image = Mecha_aboost_ccw&lt;br /&gt;
|Tech =*Materials Research: 5&lt;br /&gt;
*Combat Systems Research: 4&lt;br /&gt;
|Cost = *Metal: 20000&lt;br /&gt;
*Silver: 5000&lt;br /&gt;
 |Description = Boosts exosuit armor against armed melee attacks. Requires energy to operate.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Does not need to be toggled on or off to work. Just install it and it will work, if you have enough power.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Reduces taken damage by roughly 20%.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Reactive Armor Booster Module (Ranged Weaponry)&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 50&lt;br /&gt;
 |Image = Mecha_aboost_rng&lt;br /&gt;
|Tech =*Materials Research: 5&lt;br /&gt;
*Combat Systems Research: 5&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
|Cost = *Metal: 20000&lt;br /&gt;
*Silver: 5000&lt;br /&gt;
 |Description = Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Does not need to be toggled on or off to work. Just install it and it will work, if you have enough power.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Reduces taken damage by roughly 20%.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Teleporter&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 8000&lt;br /&gt;
 |Image = Mecha_teleport&lt;br /&gt;
|Tech =*Bluespace Research: 8&lt;br /&gt;
*Electromagnetic Spectrum Research: 5&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Diamond: 10000&lt;br /&gt;
 |Description = An exosuit-mounted teleportation device.&lt;br /&gt;
 |Function = *Simply click where you want to go to teleport.&lt;br /&gt;
*Has a large cooldown.&lt;br /&gt;
 |Notes = *Requires very high research level in Bluespace Research.&lt;br /&gt;
*Uses a LOT of energy. A standard-issue powercell has only enough power for one teleport.&lt;br /&gt;
*Teleport is fairly imprecise, expect to land a few tiles away from your intended target.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Wormhole Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 300&lt;br /&gt;
 |Image = Mecha_teleport&lt;br /&gt;
|Tech =*Bluespace Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Plasma Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = A device that creates quasi-stable wormholes.&lt;br /&gt;
 |Function = *Simply click where you want the wormholes to go.&lt;br /&gt;
**You don't control their destination, though.&lt;br /&gt;
 |Notes = *Work very similar to the wormholes spawned as an event.&lt;br /&gt;
*Can potentially get you into dangerous situations, or out of them.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Gravitational Catapult&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 100&lt;br /&gt;
 |Image = Mecha_teleport&lt;br /&gt;
|Tech =*Bluespace Research: 4&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit mounted Gravitational Catapult.&lt;br /&gt;
 |Function = *Has two modes, sling and push.&lt;br /&gt;
**In sling mode, lets you lock onto an object and then throw said object around.&lt;br /&gt;
**In push mode, pushes everything away from a target location.&lt;br /&gt;
 |Notes = *Though not technically a weapon, this can still cause quite a lot of chaos and havoc.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Industrial Equipment'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Extinguisher - Cable Layer - Hydraulic clamp - Drill - Diamond drill - Mining Scanner - RCD&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the exosuit .&lt;br /&gt;
**Sprays 5u of water onto each of those tiles.&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use.&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays.&lt;br /&gt;
*Holds 1000u of water.&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit's extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power.&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Cable Layer&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_wire&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = A cable layer, can be used to lay down cables.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Needs to be filled with cables first by picking it as the active equipment and clicking on cables on the floor.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Can eject cable again by clicking on 'cut'.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Hydraulic clamp&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Mecha_clamp&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can pick up certain objects&lt;br /&gt;
**Can store crates into it's cargo hold&lt;br /&gt;
**Cannot pick up living organisms&lt;br /&gt;
*Has a cooldown of 1.5 seconds between actions&lt;br /&gt;
*Can be used to push people out of the way&lt;br /&gt;
**Alternativly, can be used to crush people, causing 20 brute damage&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Drill&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Mecha_drill&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don't do that unless you're a traitor. When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can be attached to the ripley and combat mechs&lt;br /&gt;
*Can drill various items&lt;br /&gt;
**Drilling a sand floor on the astroid produces a heap of sand&lt;br /&gt;
**Naturally designed for drilling rock walls. Drops resources in piles&lt;br /&gt;
***Can also drill right trough anomalies, destroying them&lt;br /&gt;
**Can drill trough walls, making it an antag favorite&lt;br /&gt;
**Can drill trough floors, creating breaches&lt;br /&gt;
***Cannot drill trough reinforced walls&lt;br /&gt;
**Can attack people for 15 brute damage&lt;br /&gt;
*Has a cooldown of 3 seconds between actions&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Diamond drill&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = mecha_diamond_drill&lt;br /&gt;
|Tech =*Materiels research: 5&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Diamond: 6500&lt;br /&gt;
 |Description = A diamond version of the exosuit drill. It's harder, better, faster, stronger.&lt;br /&gt;
 |Function = &lt;br /&gt;
*It is almost identical to the normal drill, but drills faster.&lt;br /&gt;
*Can drill trough reinforced walls.&lt;br /&gt;
*Has a cooldown of 2 seconds.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mining Scanner&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_analyzer&lt;br /&gt;
|Cost = *Metal: 5000&lt;br /&gt;
*Glass: 2500&lt;br /&gt;
 |Description = Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Basically a combination of optical meson scanners and mining scanners.&lt;br /&gt;
*Allows you to see structures through walls, though it doesn't show people and the like.&lt;br /&gt;
*Automatically scans for minerals periodically.&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Rapid Construction Device&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 250&lt;br /&gt;
 |Image = mecha_rcd&lt;br /&gt;
|Tech =*Materials Research: 5&lt;br /&gt;
*Bluespace Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Research: 4&lt;br /&gt;
*Engineering Research: 5&lt;br /&gt;
|Cost = *Metal: 30000&lt;br /&gt;
*Plasma: 25000&lt;br /&gt;
*Silver: 20000&lt;br /&gt;
*Gold: 20000&lt;br /&gt;
 |Description = An exosuit-mounted Rapid Construction Device.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can build walls, floors and airlocks&lt;br /&gt;
**Can also remove walls, floors and airlocks&lt;br /&gt;
**Each usage consumes power&lt;br /&gt;
**Created airlocks are standard all-access airlocks&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Medical Equipment'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mounted Sleeper - Syringe Gun&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech=*Biological Technology: 3&lt;br /&gt;
*Plasma Research: 2&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
|Cost = *Metal: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed 'Ambulance'.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, providing a minor buffer against Suffocation damage.&lt;br /&gt;
*Can also to be used to inject 10u increments of chemicals known to the Odyyseus. By default, Epinephrine. Use the Scanner mode on the Mounted Syringe Gun to learn more.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient.&lt;br /&gt;
*The Sleeper is not space-proof, so you will need to inject your patient with chemicals if going EVA.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Syringe Gun&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Syringegun&lt;br /&gt;
|Tech=*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Biological Technology: 4&lt;br /&gt;
*Combat Systems Research: 3&lt;br /&gt;
*Materials Research: 4&lt;br /&gt;
|Cost = *Metal: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = A Syringe gun with integrated Synthesizer that can produce chemicals once a sample has been analyzed&lt;br /&gt;
 |Function = &lt;br /&gt;
*Click on syringes to load them into the gun, can hold up to 10.&lt;br /&gt;
*Set to analyze, then simply click on a container with chemicals to analyze them and save them to the internal database.&lt;br /&gt;
*Click reagent list to see a list of saved reagents and pick which ones to synthesize for the syringes. Remember to clear the internal storage when you want to switch to a new, better reagent.&lt;br /&gt;
*Set to launch the syringes to quickly inject patients with life saving (or deadly) chemicals.&lt;br /&gt;
**Each syringe injects 15u of reagents.&lt;br /&gt;
 |Notes = *Up to 5 different reagents can be added to a syringe at once.&lt;br /&gt;
*Even hard or normally impossible to produce reagents can be quickly produced once a sample has been scanned.&lt;br /&gt;
**Convince the CMO to let you scan his hypospray for easy Omnizine production.&lt;br /&gt;
**If you're a traitor, use it to create large amounts of poisons you ordered from your uplink.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Combat Equipment'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ZFI Immolation Beam Gun - CH-PS &amp;quot;Firedart&amp;quot; Laser - CH-LC &amp;quot;Solaris&amp;quot; laser cannon - mkIV Ion Heavy Cannon - P-X Tesla Cannon - CH-PD Disabler - PBT &amp;quot;Pacifier&amp;quot; Mounted Taser - LBX AC 10 &amp;quot;Scattershot&amp;quot; - Ultra AC 2 - FNX-99 &amp;quot;Hades&amp;quot; Carbine - SRM-8 Light Missile Rack&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ZFI Immolation Beam Gun&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 80&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 6&lt;br /&gt;
*Electromagnetic Spectrum Research: 6&lt;br /&gt;
*Materials Research: 4&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
|Cost = *Metal: 4000&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Plasma: 2000&lt;br /&gt;
 |Description = A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sets targets on fire.&lt;br /&gt;
*Consumes the listed power cost with each shot.&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PS &amp;quot;Firedart&amp;quot; Laser&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = A standard-issue laser for use on Exosuits.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 20 burn damage&lt;br /&gt;
**Has a cooldown of 0.8 seconds per shot.&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
*Is identical in damage to a handheld laser.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-LC &amp;quot;Solaris&amp;quot; laser cannon&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 60&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An experimental Exosuit-mounted laser cannon. A heavy laser that deals more damage but has a longer cooldown and uses more energy per shot.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 1 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
*Less efficient than the immolator in damage/power ratio, but interestingly has higher DPS.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = mkIV Ion Heavy Cannon&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 120&lt;br /&gt;
 |Image = mecha_ion&lt;br /&gt;
|Tech =*Combat Systems Research: 6&lt;br /&gt;
*Electromagnetic Spectrum Research: 5&lt;br /&gt;
*Materials Research: 5&lt;br /&gt;
|Cost = *Metal: 20000&lt;br /&gt;
*Silver: 6000&lt;br /&gt;
*Uranium: 2000&lt;br /&gt;
 |Description = An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires an Ion Bolt, creating a single-tile EM Pulse on impact&lt;br /&gt;
**Instantly kills IPCs&lt;br /&gt;
**Damages and stuns Cyborgs&lt;br /&gt;
**Cripples all mechanical organs, resulting in rapid death for vox and people with artificial hearts&lt;br /&gt;
**Cripples prosthetic limbs&lt;br /&gt;
**Disables radios, energy weapons, stun batons, HUDs, etc&lt;br /&gt;
**Opens secure lockers and crates&lt;br /&gt;
**Shuts down cameras, computers, APCs, alarms and almost any kind of machine&lt;br /&gt;
*Has a 4-second cooldown between shots&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = P-X Tesla Cannon&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 500&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 6&lt;br /&gt;
*Electromagnetic Spectrum Research: 5&lt;br /&gt;
*Materials Research: 5&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
*Silver: 10000&lt;br /&gt;
 |Description = A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine&lt;br /&gt;
 |Function = *Fires deadly balls of electricity. Once they hit a target, they will arc from that target to other nearby objects and people.&lt;br /&gt;
**Beware of friendly fire.&lt;br /&gt;
 |Notes = *Needs a lot of power and has a relatively high cooldown. Make each shot count.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PD Disabler&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit-mounted disabler, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires two disabler shots each time it is used.&lt;br /&gt;
*Each shot does 36 stamina damage.&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Mecha_taser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit-mounted taser, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Functions like a handheld taser.&lt;br /&gt;
*Has a cooldown of 0.8 seconds.&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = LBX AC 10 &amp;quot;Scattershot&amp;quot;&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 100&lt;br /&gt;
 |Image = Mecha_scatter&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = A ballistic weapon firing four bullets in a spread.&lt;br /&gt;
 |Function = *Fires in a spread before you.&lt;br /&gt;
*Uses some energy for each shot, doesn't need reloading.&lt;br /&gt;
**Can thus fire as long as the suit's powercell lasts.&lt;br /&gt;
 |Notes = *Has the usual properties of ballistic weapons.&lt;br /&gt;
*Beware of friendly fire.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Ultra AC 2&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 60&lt;br /&gt;
 |Image = Mecha_uac2&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit-mounted LMG.&lt;br /&gt;
 |Function = *Fires bursts of 3 bullets.&lt;br /&gt;
*Uses some energy for each burst, doesn't need reloading.&lt;br /&gt;
**Can thus fire as long as the suit's powercell lasts.&lt;br /&gt;
 |Notes = *Has the usual properties of ballistic weapons.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = FNX-99 &amp;quot;Hades&amp;quot; Carbine&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 15&lt;br /&gt;
 |Image = Mecha_carbine&lt;br /&gt;
|Tech =*Combat Systems Research: 5&lt;br /&gt;
*Materials Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit-mounted carbine firing incendiary bullets.&lt;br /&gt;
 |Function = *Fires the same projectiles as dragonsbreath rounds for shotguns&lt;br /&gt;
*Sets targets on fire and leaves behind a trail of fire&lt;br /&gt;
 |Notes = *Does very little brute damage&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = SRM-8 Light Missile Rack&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 1000&lt;br /&gt;
 |Image = Mecha_missile&lt;br /&gt;
|Tech =*Combat Systems Research: 6&lt;br /&gt;
*Materials Research: 5&lt;br /&gt;
*Engineering Research: 5&lt;br /&gt;
|Cost = *Metal: 22000&lt;br /&gt;
*Gold: 6000&lt;br /&gt;
*Silver: 8000&lt;br /&gt;
 |Description = An exosuit-mounted missile launcher.&lt;br /&gt;
 |Function = *Fires missiles, which explode at the target or when they hit something.&lt;br /&gt;
* Explosions are rather small, with limited damage to the station.&lt;br /&gt;
* Holds 8 missiles before needing to rearm.&lt;br /&gt;
** To rearm, simply click the rearm button next to the weapon in the exosuit status window.&lt;br /&gt;
 |Notes = *Needs 1000 power per missile to be replaced when rearming.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''SGL-6 Grenade Launcher'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_to_Moebius_Labs_ErisEn&amp;diff=944</id>
		<title>Guide to Moebius Labs ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_to_Moebius_Labs_ErisEn&amp;diff=944"/>
		<updated>2019-10-14T04:30:09Z</updated>

		<summary type="html">&lt;p&gt;Alanii: /* Exosuit Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Moebius.png|400px|right|Robots and Mechs]]&lt;br /&gt;
For the aspiring Moebius Roboticist, Researcher and even the Overseer, this guide will explain the equipment of Moebius Laboratories, their functions, and guide you on how to create devices to better your Expedition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Moebius Lab Equipment=&lt;br /&gt;
&lt;br /&gt;
These are the devices you will need to create powerful exosuits, helpful bots, slaved cyborgs, or further the development of technology.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Fabricator.png]]&lt;br /&gt;
 || '''Exosuit Fabricator''' - The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels.&lt;br /&gt;
It can be upgraded by doing the following:&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts.&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Circuit_Imprinter.png]]&lt;br /&gt;
 || '''Circuit Imprinter''' - The Circuit Imprinter is where you print all the circuits you need for exosuits, consoles, or devices.&lt;br /&gt;
It can be upgraded by doing the following:&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials.&lt;br /&gt;
*Upgrading the Manipulators will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Autolathe.png]]&lt;br /&gt;
 || '''Autolathe''' - The Autolathe reads data disks and fabricates whatever is on the disk, so long you provide the needed resources. It can be upgraded to hold more materials, and use less materials to fabricate items.&lt;br /&gt;
It can be upgraded by doing the following:&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts.&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Protolathe.png]]&lt;br /&gt;
 || '''Protolathe''' - Using the RnD console, you can print items that you have researched using the Protolathe. These can range from more powerful matter bins, or manipulators to upgrade the Protolathe, Autolathe, Circuit Imprinter, and the Exosuit Fabricators.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Destructive_Analyzer.png]]&lt;br /&gt;
 || '''Destructive Analyzer''' - The machine used to take apart, recycle, and analyze items. It can be accessed through the nearby RnD Console. Each item analyzed will grant points to research new technologies. Higher research levels will allow additional items to be created at the protolathe, exosuit fabricator, and circuit imprinter. The Analyzer '''WILL''' destroy the item upon analyzing, hence the name, Destructive Analyzer.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:RnD_Console.png]]&lt;br /&gt;
 || '''Research and Development Console''' - The console that controls the destructive analyzer, Protolathe, and Circuit Imprinter. Use this console to check on your research levels and update the core RnD server that hosts all research completed.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Design_Disk.png]]&lt;br /&gt;
 || '''Design/Data Disk''' - Items can be downloaded onto this design disk to be sold to crew members, who can then place these disks into autolathes to print items Moebius has researched.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Research and Development==&lt;br /&gt;
&lt;br /&gt;
[[File:RnDmenu3.png|right|thumb|]]&lt;br /&gt;
&lt;br /&gt;
Increasing your research levels to better the Expedition is mandatory, if you wish to further the developments of science and technology that is.&lt;br /&gt;
&lt;br /&gt;
To begin researching, you must familiarize yourself with your equipment. The table above explains what each piece of equipment is and what it can be used for. Afterwards, simply place items into the destructive analyzer and analyze them for '''SCIENCE!'''&lt;br /&gt;
&lt;br /&gt;
By destroying items, you will yield a specific amount of research points, which can be used to research what you want in the research tree. Destroying high tech items yield more points while lower end items less points. Duplicate items will give you a percentage of what the original tech was worth, and each duplicate will lower the amount of points given per destruction.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
'''Tips'''&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
* Tech storage in the engineering section of CEV &amp;quot;Eris&amp;quot; (Fourth Section) contains many items that can jump start your research levels.&lt;br /&gt;
&lt;br /&gt;
* Using the spare power cells placed around the Moebius Laboratories can be used to further research on power manipulation or place them into the autolathe to create silver.&lt;br /&gt;
&lt;br /&gt;
* You can create design disks with chosen items to print for autolathes by using the RnD console. Selling these with items crew members or other departments want can generate money the Overseer, or a scientist, can use to purchase needed materials from either the Maintenance diving Assistants or the Asters Guild Merchant.&lt;br /&gt;
&lt;br /&gt;
=Robotics and Cyborgs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cyborg is the Roboticist's primary creation and upkeep. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the AI is free. Each cyborg is required to follow the AI's laws, so long it is slaved to the AI. Otherwise it will follow the laws inputted at creation.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea to have one or two empty cyborg bodies built and ready for people that want to become borgs, or when someone dies; then they can become useful for Moebius by being borged. Make sure you have a posibrain lying around and keep activating it from time to time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Borg.png|50px]] '''Making a Cyborg'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Fill the Exosuit Fabricator with as much metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu and create a Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head.&lt;br /&gt;
# Wait for a short time for the pieces to be built. You may need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x Flashes to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. &lt;br /&gt;
#* The Cyborg Torso will need 1x wires and 1x power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an MMI, Posibrain, or Robotic brain. Posibrains and robotic brains need to be active. If you got it from a destroyed Cyborg or removed it from an IPC or IRC, that shouldn't be an issue, but a freshly printed one must first be activated, which gives ghosts a chance to enter the brain and rejoin the round. If the activation failed, then no ghost wanted to enter the brain, try again later.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Brain2.PNG|50px]] '''Extracting a Brain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Remember to label body bags as being cyborgified, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery_ErisEn#Preparations|Preparations for Surgery]].&lt;br /&gt;
# Aim for the '''head'''&lt;br /&gt;
# Use a '''scalpel''' to cut back the flesh.&lt;br /&gt;
# Use the '''hemostat''' to stop any potential bleeding.&lt;br /&gt;
# Use your '''retractors''' to lift up the skin.&lt;br /&gt;
# Use the '''saw''' to cut through the bones.&lt;br /&gt;
# Use the '''retractor''' to separate the bones.&lt;br /&gt;
# Use the '''hemostat'''. This will open up a window asking you which loose organ you'd like to remove. Select the Brain.&lt;br /&gt;
# Place the brain in an MMI. [[File:MMI.png|50px]]&lt;br /&gt;
# Carry the MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
'''So You Decapitated Your Patient?'''&lt;br /&gt;
Don't panic just yet!  You can still complete the brain extraction. It's actually easier then extracting the brain from an attached head. Use a '''scalpel''', then a '''retractor''', then a '''hemostat'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cyborg Maintenance==&lt;br /&gt;
Cyborgs may run into all sorts of problems while on Eris. As such it is responsible to conduct maintenance on those borgs that go maintenance diving or fight off the Serbian invaders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Repair'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Equip a welding helmet on your head. &lt;br /&gt;
#* '''Note: Be sure to remember this step or you could go blind!'''&lt;br /&gt;
# Place a welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Remove the cyborg's power cell by clicking on it with an empty hand.&lt;br /&gt;
# Use a screwdriver to expose the wires.&lt;br /&gt;
# Use a cable coil to replace damaged wires.&lt;br /&gt;
# Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# Crowbar the panel shut.&lt;br /&gt;
# Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Cyborg Component Repair'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Remove the cyborg's power cell by clicking on it with an empty hand.&lt;br /&gt;
# Use a screwdriver to expose the wires.&lt;br /&gt;
# Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Remove the cyborg's power cell by clicking on it with an empty hand.&lt;br /&gt;
# Use a screwdriver to expose the wires.&lt;br /&gt;
# Cut all five wires with wirecutters.&lt;br /&gt;
# Use a crowbar to remove the MMI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Human Prosthetic Repair'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# Use a cable coil on the damaged area.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Upgrading the Power Cell'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an empty hand to take out the power cell and replace it with the new one.&lt;br /&gt;
#* ''Note: The default power cell capacity in Cyborgs is 7,500. If RnD is capable, Atom cells do not need to be recharged as they are self charging.''&lt;br /&gt;
# Crowbar the panel shut.&lt;br /&gt;
# Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Upgrade Modules'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not only can you build and repair Cybrogs, they also come to you to get upgrades installed once RnD has them researched. These have their own category in the exosuit fabricator. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The available upgrade modules are:&lt;br /&gt;
* Reset Module: Not really an upgrade at all, this simply resets a borg's module, letting it change from one specialization to another.&lt;br /&gt;
* Rename Module: Allows for the names of borgs to be changed.&lt;br /&gt;
* Restart Module: Use this module to restart a borg that was destroyed and has since been repaired.&lt;br /&gt;
* VTEC Module: Increases the speed of a borg, rather useful.&lt;br /&gt;
* Disabler Cooler: Increases the cooling of a cyborg's disabler, enabling it to shoot faster. Only useful on cyborgs with a disabler, which means security models.&lt;br /&gt;
* Ion Thrusters: Basically a jetpack for cyborgs. Allows a cyborg to move in zero-g, allowing space travel.&lt;br /&gt;
* Diamond Mining Drill: Upgrades the built-in mining drill, letting it drill faster. Only works on mining cyborgs.&lt;br /&gt;
* Mining Satchel of Holding: Upgrades the cyborg's mining storage, allowing it to hold more minerals. Only works on mining cyborgs.&lt;br /&gt;
* Illegal Equipment Upgrade: Unlocks a cyborg's illegal and more dangerous equipment, the same equipment that's unlocked by emagging.&lt;br /&gt;
* Self Repair Module: Allows a cyborg to slowly repair damage to itself.&lt;br /&gt;
&lt;br /&gt;
To apply any of these modules:&lt;br /&gt;
# Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# Crowbar open the panel.&lt;br /&gt;
# Insert the module card into the cyborg.&lt;br /&gt;
# Crowbar the panel shut.&lt;br /&gt;
# Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Modifications'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In the unlikely event that an AI goes crazy, a trained Roboticist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* '''LawSync''': If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**''Pulsing'' does nothing.&lt;br /&gt;
**''Cutting'' will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.&lt;br /&gt;
**''Mending'' this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*'''AI Link''': If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders. &lt;br /&gt;
**''Pulsing'' this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**''Cutting'' this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**''Mending'' this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*'''Module Lock''': If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**''Pulsing'' this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**''Cutting'' this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**''Mending'' this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
'''Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.'''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bots==&lt;br /&gt;
As a Roboticist of Moebius, your goal is to create bots to suit the needs of your Expedition; be that a cleaning bot to replace the useless Janitor who is dying by roaches or ignoring your requests to clean Moebius facilities and the medibot can convince the crew they do not need a medical check up every time they cut themselves on rusted lockers or were swirlied by Jeff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Medibot.png|32px]] '''Medibot'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target's damage by default. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The medibot can be added with a beaker, however they will synthesize their own chemicals.&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Cyborg Right or Left Arm.&lt;br /&gt;
* Empty Medkit. Different colored kits will change the bot color.&lt;br /&gt;
* (Optional) Name the bot with a pen.&lt;br /&gt;
* Health analyzer.&lt;br /&gt;
* Proximity sensor.&lt;br /&gt;
* (Optional) Beaker&lt;br /&gt;
&lt;br /&gt;
They can also be Emagged to repeatedly inject anyone with harmful chemicals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Cleanbot.png|32px]] '''Cleanbot'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Bucket.&lt;br /&gt;
* Proximity sensor.&lt;br /&gt;
* (Optional) Name the bot with a pen.&lt;br /&gt;
* Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
An emagged cleanbot will spray slippery foam around it, while still responding to any mess in visual range, or continuing its patrol.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Floorbot.png|32px]] '''Floorbot'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They zoom around and repair busted floor tiles. Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Empty toolbox (Must be a blue one)&lt;br /&gt;
* Floor tile&lt;br /&gt;
* Proximity sensor.&lt;br /&gt;
* (Optional) Name the bot with a pen.&lt;br /&gt;
* Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Emagged Floorbots will tear apart floor panels and plating, usually exposing the area to space. Great if don't need to worry about being in a vacuum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Exosuits=&lt;br /&gt;
When preparing for an Expedition off the ship, it is always good to build mech as it isn't wise to trust your security to Ironhammer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Ripley.png|32px]] '''Ripley APLU'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ripley APLU is a slow moving, decently protected exosuit. Normally used for mining that precious ore.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can easily be sold or invested into the Asters guild for them to bring you the materials you need to create more and powerful exosuits.&lt;br /&gt;
&lt;br /&gt;
Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
# Build all of the components for the Ripley from the Exosuit Fabricator.&lt;br /&gt;
# Build a Hydraulic Clamp and Drill&lt;br /&gt;
# Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
# Wrench&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Cable Coil&lt;br /&gt;
# Wirecutters&lt;br /&gt;
# Ripley central control module.&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Ripley Peripherals control module.&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# 5 pieces of metal&lt;br /&gt;
# Wrench&lt;br /&gt;
# Welding tool&lt;br /&gt;
# 5 pieces of plasteel&lt;br /&gt;
# Wrench&lt;br /&gt;
# Welding tool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:odysseus.png|32px]] '''Odysseus'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This mech can save multiple crew members while on the run.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only medical mech available unlike the dozens of variations of the APLU and Combat series, maybe coders just consider BIG GUNZ better than syringes?&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
# Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
# Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
# Wrench&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Cable coil&lt;br /&gt;
# Wirecutters&lt;br /&gt;
# Odysseus central control board&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Odysseus peripherals board&lt;br /&gt;
# Screwdriver&lt;br /&gt;
# Add some metal&lt;br /&gt;
# Wrench&lt;br /&gt;
# Welding tool&lt;br /&gt;
# Add some plasteel&lt;br /&gt;
# Wrench&lt;br /&gt;
# Welding tool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Gygax.png|32px]] '''Gygax'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rather fast security exosuit with good overall protection.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
 Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
 Melee capable (this mech can use its mecha arms to punch and smash)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*Wirecutters&lt;br /&gt;
*Gygax Main circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Gygax Peripherals circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Gygax Targeting circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Advanced Scanning Module&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Advanced Capacitor&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add some metal&lt;br /&gt;
*Wrench&lt;br /&gt;
*Welding tool&lt;br /&gt;
*Add Gygax Armor Plates&lt;br /&gt;
*Wrench&lt;br /&gt;
*Welding tool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Durand.png|32px]] '''Durand'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Requires silver sheets to complete.&lt;br /&gt;
 Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
 Melee capable (this mech can use its mecha arms to punch and smash)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
* Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Durand Main circuit board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Durand Peripherals circuit board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Durand Targeting circuit board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add an Advanced Scanning Module&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add an Advanced Capacitor&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add Steel Sheets&lt;br /&gt;
* Wrench&lt;br /&gt;
* Welding tool&lt;br /&gt;
* Add Durand Armor Plates&lt;br /&gt;
* Wrench&lt;br /&gt;
* Welding tool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:Phazon.png|32px]] '''Phazon'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Phazons are the most advanced mechs on the market. While it doesn't have as much health as the Gygax or Durand, it allows users to move through solid objects at a very high speed.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Phasing Function (Allows the Phazon to move through any solid object at high speed)&lt;br /&gt;
 Change melee damage type (Allows the Phazon to either deal brute, fire or toxic damage)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Phazon parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Phazon parts to the chassis (Except the Armor plates)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*Wirecutters&lt;br /&gt;
*Phazon Main circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Phazon Peripherals circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Phazon Targeting circuit board&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add a Phasic Scanning Module&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add a Super Capacitor&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Ansible Crystal&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add some plasteel&lt;br /&gt;
*Wrench&lt;br /&gt;
*Welding Tool&lt;br /&gt;
*Add Phazon Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Welding Tool&lt;br /&gt;
*Hand Teleporter&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exosuit Maintenance==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Replacing Batteries'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Make sure the ID upload panel is closed and ensure Maintenance Mode is not forbidden in the Exosuit's internal settings. &lt;br /&gt;
*Hit the exosuit  with your ID card or PDA with one inside and enable Maintenance Mode. &lt;br /&gt;
*Wrench&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Wrench&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
''Note:'' The default capacity of a power cell in any of the civilian exosuits is&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Repair'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Equip a welding helmet on your head. &lt;br /&gt;
** ''Note: Be sure to remember this step or you could go blind!''&lt;br /&gt;
* Place a welder in your hand, click on it while it's in your hand to light it, then click on the Exosuit repeatedly to repair it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Removal of Jammed User'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps. This also works upon MMIs and Positronic Brains which you wish to remove. &lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* Wrench &lt;br /&gt;
* Crowbar&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Crowbar&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Critical Damage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the mech takes approx. 50% damage, there is a chance for the mech to take 'Critical Damage.' This usually is the failure of a system within the mech itself. Each failure has a different way to repair it.&lt;br /&gt;
&lt;br /&gt;
Calibration Failure-This causes your mech to move around, usually in large circle, rather than move in the direction of your input. The mech can and will move diagonals while this is in effect. To repair, open 'View Stats', and at the top of the page is a button labeled something along the lines of 'Recalibrate.' Click it, and wait for the recalibration to complete, and your mech will move as normal.&lt;br /&gt;
&lt;br /&gt;
Internal Fire-This causes your mech to take damage upon movement. (It may cause damage while you are not moving, this has not been thoroughly tested.) This lasts for about 15-30 seconds, and will go away on its own. (I am unsure of the exact % damage it causes. I am unsure if you are able to put this out with a fire extinguisher.)&lt;br /&gt;
&lt;br /&gt;
Life Support Failure-This renders your internal life support useless. This won't matter much in a pressurized environment, but if you're fighting a Fire in a Firefighting Ripley, you're going to die. To fix this, enable your maintenance protocols, and perform the same steps to replace a battery. This will fix the error.&lt;br /&gt;
&lt;br /&gt;
Air Tank Rupture (Unsure if correct name.)-This means your mech will no longer pump air into the cabin of your mech. This does not matter if you are not running on internal air. In order to fix this, simply repair the mech with a welder.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{wip&lt;br /&gt;
|assign = None}}&lt;br /&gt;
'''NOTE: All info below is incorrect in some form.''' Please do not refer to it to anything more than to learn basic functions and mechanics of a piece of equipment, do not refer to listed stats.&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providing them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Exosuits have limited equipment space depending on their type.&lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus.&lt;br /&gt;
*Industrial: Can only be attached to APLUs.&lt;br /&gt;
*Combat: Can only be attached to Durand, Gygax, Marauder, HONK Mech, Recitence, Phazon, and other combat mechs.&lt;br /&gt;
&lt;br /&gt;
Some equipment fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipment that are also limited to single specific exosuits, those will be named in the category too where that's the case.&lt;br /&gt;
&lt;br /&gt;
Please note that most of the information taken on these comes from a different code-base, and may be similar albeit possibly incorrect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''General Equipment'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Energy Relay - Plasma Generator - ExoNuclear Reactor - Repair Droid - Reactive Armor (Melee) - Reactive Armor (Ranged) - Teleporter - Wormhole Generator - Gravitational Catapult&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Tesla Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Technology: 5&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 20W of power to recharge the battery.&lt;br /&gt;
*Drains from the nearest APC.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Plasma Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Silver: 2000&lt;br /&gt;
*Plasma: 5000&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = An exosuit module that generates power using solid plasma as fuel. Pollutes the environment.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Plasma Sheets to produce power.&lt;br /&gt;
**To pickup a plasma, activate the generator as the active module, then click a plasma sheet on the ground.&lt;br /&gt;
*Consumes 100 cm^3 of plasma per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of plasma per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each plasma sheet contains 2000cm^3 of plasma, and so will run the generator for 20 seconds per sheet.&lt;br /&gt;
*While running, produces 30W of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes plasma rapidly.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 5&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
*Materials Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power.&lt;br /&gt;
**To pickup a uranium sheet, activate the generator as the active module, then click a uranium sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell.&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 50W of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.3 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don't like.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Repair Droid&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 50&lt;br /&gt;
 |Image = Repair_droid&lt;br /&gt;
|Tech =&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
*Data Theory Research: 3&lt;br /&gt;
*Engineering Research: 5&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Silver: 2000&lt;br /&gt;
*Gold: 1000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Automatically fixes damage to the exosuit, both internal and external.&lt;br /&gt;
*Remember to turn it on after taking damage.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*The repair droid is visible, being added to the sprite of the mech.&lt;br /&gt;
*Uses quite a bit of power when turned on.&lt;br /&gt;
*Remember to retreat when damaged to give it time to work.&lt;br /&gt;
*It turns off automatically once all damage has been fixed.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Reactive Armor Booster Module (Close Combat Weaponry)&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 50&lt;br /&gt;
 |Image = Mecha_aboost_ccw&lt;br /&gt;
|Tech =*Materials Research: 5&lt;br /&gt;
*Combat Systems Research: 4&lt;br /&gt;
|Cost = *Metal: 20000&lt;br /&gt;
*Silver: 5000&lt;br /&gt;
 |Description = Boosts exosuit armor against armed melee attacks. Requires energy to operate.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Does not need to be toggled on or off to work. Just install it and it will work, if you have enough power.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Reduces taken damage by roughly 20%.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Reactive Armor Booster Module (Ranged Weaponry)&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 50&lt;br /&gt;
 |Image = Mecha_aboost_rng&lt;br /&gt;
|Tech =*Materials Research: 5&lt;br /&gt;
*Combat Systems Research: 5&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
|Cost = *Metal: 20000&lt;br /&gt;
*Silver: 5000&lt;br /&gt;
 |Description = Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Does not need to be toggled on or off to work. Just install it and it will work, if you have enough power.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Reduces taken damage by roughly 20%.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Teleporter&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 8000&lt;br /&gt;
 |Image = Mecha_teleport&lt;br /&gt;
|Tech =*Bluespace Research: 8&lt;br /&gt;
*Electromagnetic Spectrum Research: 5&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Diamond: 10000&lt;br /&gt;
 |Description = An exosuit-mounted teleportation device.&lt;br /&gt;
 |Function = *Simply click where you want to go to teleport.&lt;br /&gt;
*Has a large cooldown.&lt;br /&gt;
 |Notes = *Requires very high research level in Bluespace Research.&lt;br /&gt;
*Uses a LOT of energy. A standard-issue powercell has only enough power for one teleport.&lt;br /&gt;
*Teleport is fairly imprecise, expect to land a few tiles away from your intended target.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Wormhole Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 300&lt;br /&gt;
 |Image = Mecha_teleport&lt;br /&gt;
|Tech =*Bluespace Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Plasma Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = A device that creates quasi-stable wormholes.&lt;br /&gt;
 |Function = *Simply click where you want the wormholes to go.&lt;br /&gt;
**You don't control their destination, though.&lt;br /&gt;
 |Notes = *Work very similar to the wormholes spawned as an event.&lt;br /&gt;
*Can potentially get you into dangerous situations, or out of them.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Gravitational Catapult&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 100&lt;br /&gt;
 |Image = Mecha_teleport&lt;br /&gt;
|Tech =*Bluespace Research: 4&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit mounted Gravitational Catapult.&lt;br /&gt;
 |Function = *Has two modes, sling and push.&lt;br /&gt;
**In sling mode, lets you lock onto an object and then throw said object around.&lt;br /&gt;
**In push mode, pushes everything away from a target location.&lt;br /&gt;
 |Notes = *Though not technically a weapon, this can still cause quite a lot of chaos and havoc.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Industrial Equipment'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Extinguisher - Cable Layer - Hydraulic clamp - Drill - Diamond drill - Mining Scanner - RCD&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the exosuit .&lt;br /&gt;
**Sprays 5u of water onto each of those tiles.&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use.&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays.&lt;br /&gt;
*Holds 1000u of water.&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit's extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power.&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Cable Layer&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_wire&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = A cable layer, can be used to lay down cables.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Needs to be filled with cables first by picking it as the active equipment and clicking on cables on the floor.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Can eject cable again by clicking on 'cut'.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Hydraulic clamp&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Mecha_clamp&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can pick up certain objects&lt;br /&gt;
**Can store crates into it's cargo hold&lt;br /&gt;
**Cannot pick up living organisms&lt;br /&gt;
*Has a cooldown of 1.5 seconds between actions&lt;br /&gt;
*Can be used to push people out of the way&lt;br /&gt;
**Alternativly, can be used to crush people, causing 20 brute damage&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Drill&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Mecha_drill&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don't do that unless you're a traitor. When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can be attached to the ripley and combat mechs&lt;br /&gt;
*Can drill various items&lt;br /&gt;
**Drilling a sand floor on the astroid produces a heap of sand&lt;br /&gt;
**Naturally designed for drilling rock walls. Drops resources in piles&lt;br /&gt;
***Can also drill right trough anomalies, destroying them&lt;br /&gt;
**Can drill trough walls, making it an antag favorite&lt;br /&gt;
**Can drill trough floors, creating breaches&lt;br /&gt;
***Cannot drill trough reinforced walls&lt;br /&gt;
**Can attack people for 15 brute damage&lt;br /&gt;
*Has a cooldown of 3 seconds between actions&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Diamond drill&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = mecha_diamond_drill&lt;br /&gt;
|Tech =*Materiels research: 5&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Diamond: 6500&lt;br /&gt;
 |Description = A diamond version of the exosuit drill. It's harder, better, faster, stronger.&lt;br /&gt;
 |Function = &lt;br /&gt;
*It is almost identical to the normal drill, but drills faster.&lt;br /&gt;
*Can drill trough reinforced walls.&lt;br /&gt;
*Has a cooldown of 2 seconds.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mining Scanner&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_analyzer&lt;br /&gt;
|Cost = *Metal: 5000&lt;br /&gt;
*Glass: 2500&lt;br /&gt;
 |Description = Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Basically a combination of optical meson scanners and mining scanners.&lt;br /&gt;
*Allows you to see structures through walls, though it doesn't show people and the like.&lt;br /&gt;
*Automatically scans for minerals periodically.&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Rapid Construction Device&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 250&lt;br /&gt;
 |Image = mecha_rcd&lt;br /&gt;
|Tech =*Materials Research: 5&lt;br /&gt;
*Bluespace Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Research: 4&lt;br /&gt;
*Engineering Research: 5&lt;br /&gt;
|Cost = *Metal: 30000&lt;br /&gt;
*Plasma: 25000&lt;br /&gt;
*Silver: 20000&lt;br /&gt;
*Gold: 20000&lt;br /&gt;
 |Description = An exosuit-mounted Rapid Construction Device.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can build walls, floors and airlocks&lt;br /&gt;
**Can also remove walls, floors and airlocks&lt;br /&gt;
**Each usage consumes power&lt;br /&gt;
**Created airlocks are standard all-access airlocks&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Medical Equipment'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mounted Sleeper - Syringe Gun&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech=*Biological Technology: 3&lt;br /&gt;
*Plasma Research: 2&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
|Cost = *Metal: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed 'Ambulance'.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, providing a minor buffer against Suffocation damage.&lt;br /&gt;
*Can also to be used to inject 10u increments of chemicals known to the Odyyseus. By default, Epinephrine. Use the Scanner mode on the Mounted Syringe Gun to learn more.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient.&lt;br /&gt;
*The Sleeper is not space-proof, so you will need to inject your patient with chemicals if going EVA.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Syringe Gun&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Syringegun&lt;br /&gt;
|Tech=*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Biological Technology: 4&lt;br /&gt;
*Combat Systems Research: 3&lt;br /&gt;
*Materials Research: 4&lt;br /&gt;
|Cost = *Metal: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = A Syringe gun with integrated Synthesizer that can produce chemicals once a sample has been analyzed&lt;br /&gt;
 |Function = &lt;br /&gt;
*Click on syringes to load them into the gun, can hold up to 10.&lt;br /&gt;
*Set to analyze, then simply click on a container with chemicals to analyze them and save them to the internal database.&lt;br /&gt;
*Click reagent list to see a list of saved reagents and pick which ones to synthesize for the syringes. Remember to clear the internal storage when you want to switch to a new, better reagent.&lt;br /&gt;
*Set to launch the syringes to quickly inject patients with life saving (or deadly) chemicals.&lt;br /&gt;
**Each syringe injects 15u of reagents.&lt;br /&gt;
 |Notes = *Up to 5 different reagents can be added to a syringe at once.&lt;br /&gt;
*Even hard or normally impossible to produce reagents can be quickly produced once a sample has been scanned.&lt;br /&gt;
**Convince the CMO to let you scan his hypospray for easy Omnizine production.&lt;br /&gt;
**If you're a traitor, use it to create large amounts of poisons you ordered from your uplink.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Combat Equipment'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ZFI Immolation Beam Gun - CH-PS &amp;quot;Firedart&amp;quot; Laser - CH-LC &amp;quot;Solaris&amp;quot; laser cannon - mkIV Ion Heavy Cannon - P-X Tesla Cannon - CH-PD Disabler - PBT &amp;quot;Pacifier&amp;quot; Mounted Taser - LBX AC 10 &amp;quot;Scattershot&amp;quot; - Ultra AC 2 - FNX-99 &amp;quot;Hades&amp;quot; Carbine - SRM-8 Light Missile Rack&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ZFI Immolation Beam Gun&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 80&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 6&lt;br /&gt;
*Electromagnetic Spectrum Research: 6&lt;br /&gt;
*Materials Research: 4&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
|Cost = *Metal: 4000&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Plasma: 2000&lt;br /&gt;
 |Description = A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sets targets on fire.&lt;br /&gt;
*Consumes the listed power cost with each shot.&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PS &amp;quot;Firedart&amp;quot; Laser&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = A standard-issue laser for use on Exosuits.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 20 burn damage&lt;br /&gt;
**Has a cooldown of 0.8 seconds per shot.&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
*Is identical in damage to a handheld laser.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-LC &amp;quot;Solaris&amp;quot; laser cannon&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 60&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Engineering Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An experimental Exosuit-mounted laser cannon. A heavy laser that deals more damage but has a longer cooldown and uses more energy per shot.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 1 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
*Less efficient than the immolator in damage/power ratio, but interestingly has higher DPS.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = mkIV Ion Heavy Cannon&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 120&lt;br /&gt;
 |Image = mecha_ion&lt;br /&gt;
|Tech =*Combat Systems Research: 6&lt;br /&gt;
*Electromagnetic Spectrum Research: 5&lt;br /&gt;
*Materials Research: 5&lt;br /&gt;
|Cost = *Metal: 20000&lt;br /&gt;
*Silver: 6000&lt;br /&gt;
*Uranium: 2000&lt;br /&gt;
 |Description = An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires an Ion Bolt, creating a single-tile EM Pulse on impact&lt;br /&gt;
**Instantly kills IPCs&lt;br /&gt;
**Damages and stuns Cyborgs&lt;br /&gt;
**Cripples all mechanical organs, resulting in rapid death for vox and people with artificial hearts&lt;br /&gt;
**Cripples prosthetic limbs&lt;br /&gt;
**Disables radios, energy weapons, stun batons, HUDs, etc&lt;br /&gt;
**Opens secure lockers and crates&lt;br /&gt;
**Shuts down cameras, computers, APCs, alarms and almost any kind of machine&lt;br /&gt;
*Has a 4-second cooldown between shots&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = P-X Tesla Cannon&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 500&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 6&lt;br /&gt;
*Electromagnetic Spectrum Research: 5&lt;br /&gt;
*Materials Research: 5&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
*Silver: 10000&lt;br /&gt;
 |Description = A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine&lt;br /&gt;
 |Function = *Fires deadly balls of electricity. Once they hit a target, they will arc from that target to other nearby objects and people.&lt;br /&gt;
**Beware of friendly fire.&lt;br /&gt;
 |Notes = *Needs a lot of power and has a relatively high cooldown. Make each shot count.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PD Disabler&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit-mounted disabler, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires two disabler shots each time it is used.&lt;br /&gt;
*Each shot does 36 stamina damage.&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Mecha_taser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit-mounted taser, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Functions like a handheld taser.&lt;br /&gt;
*Has a cooldown of 0.8 seconds.&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit's power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = LBX AC 10 &amp;quot;Scattershot&amp;quot;&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 100&lt;br /&gt;
 |Image = Mecha_scatter&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = A ballistic weapon firing four bullets in a spread.&lt;br /&gt;
 |Function = *Fires in a spread before you.&lt;br /&gt;
*Uses some energy for each shot, doesn't need reloading.&lt;br /&gt;
**Can thus fire as long as the suit's powercell lasts.&lt;br /&gt;
 |Notes = *Has the usual properties of ballistic weapons.&lt;br /&gt;
*Beware of friendly fire.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Ultra AC 2&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 60&lt;br /&gt;
 |Image = Mecha_uac2&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit-mounted LMG.&lt;br /&gt;
 |Function = *Fires bursts of 3 bullets.&lt;br /&gt;
*Uses some energy for each burst, doesn't need reloading.&lt;br /&gt;
**Can thus fire as long as the suit's powercell lasts.&lt;br /&gt;
 |Notes = *Has the usual properties of ballistic weapons.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = FNX-99 &amp;quot;Hades&amp;quot; Carbine&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 15&lt;br /&gt;
 |Image = Mecha_carbine&lt;br /&gt;
|Tech =*Combat Systems Research: 5&lt;br /&gt;
*Materials Research: 4&lt;br /&gt;
|Cost = *Metal: 10000&lt;br /&gt;
 |Description = An exosuit-mounted carbine firing incendiary bullets.&lt;br /&gt;
 |Function = *Fires the same projectiles as dragonsbreath rounds for shotguns&lt;br /&gt;
*Sets targets on fire and leaves behind a trail of fire&lt;br /&gt;
 |Notes = *Does very little brute damage&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = SRM-8 Light Missile Rack&lt;br /&gt;
 |Category = Combat&lt;br /&gt;
 |Power = 1000&lt;br /&gt;
 |Image = Mecha_missile&lt;br /&gt;
|Tech =*Combat Systems Research: 6&lt;br /&gt;
*Materials Research: 5&lt;br /&gt;
*Engineering Research: 5&lt;br /&gt;
|Cost = *Metal: 22000&lt;br /&gt;
*Gold: 6000&lt;br /&gt;
*Silver: 8000&lt;br /&gt;
 |Description = An exosuit-mounted missile launcher.&lt;br /&gt;
 |Function = *Fires missiles, which explode at the target or when they hit something.&lt;br /&gt;
* Explosions are rather small, with limited damage to the station.&lt;br /&gt;
* Holds 8 missiles before needing to rearm.&lt;br /&gt;
** To rearm, simply click the rearm button next to the weapon in the exosuit status window.&lt;br /&gt;
 |Notes = *Needs 1000 power per missile to be replaced when rearming.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''SGL-6 Grenade Launcher'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=General_Guides_ErisEn&amp;diff=941</id>
		<title>General Guides ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=General_Guides_ErisEn&amp;diff=941"/>
		<updated>2019-10-11T18:19:28Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;1&amp;quot; style=&amp;quot;background:  #F5F5FF; text-align: center; width: 100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #898787;&amp;quot; colspan=&amp;quot;3&amp;quot;   | '''Guides'''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ship.png|38px|link=Agreement_ErisEn]]&amp;lt;br&amp;gt; [[Agreement_ErisEn|The Agreement]]&lt;br /&gt;
|[[File:PaperTray.png|PaperTray.png]]&amp;lt;br&amp;gt; [[Paperwork]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health_2.PNG|60px|link=Medicine_ErisEn]]&amp;lt;br&amp;gt; [[Medicine_ErisEn|Medicine]]&lt;br /&gt;
|[[File:Brain2.PNG|45px|link=Surgery_ErisEn]]&amp;lt;br&amp;gt; [[Surgery_ErisEn|Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemistry.png|30px|link=Guide_to_Chemistry_ErisEn]]&amp;lt;br&amp;gt;[[Guide_to_Chemistry_ErisEn|Chemistry]]&lt;br /&gt;
|[[File:Borg.png|38px|link=Guide_to_Moebius_Labs_ErisEn]][[File:Ripley.png|38px|link=Guide_to_Moebius_Labs_ErisEn]][[File:RnD_Console.png|38px|link=Guide_to_Moebius_Labs_ErisEn]]&amp;lt;br&amp;gt; [[Guide_to_Moebius_Labs_ErisEn|Robotics, Exosuits, and RnD]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Supermattersmall.gif|19px|link=Supermatter_Engine_ErisEn]]&amp;lt;br&amp;gt; [[Supermatter_Engine_ErisEn|Guide to Supermatter]]&lt;br /&gt;
|[[File:StatsbookBigger.png|24px|link=Stats_ErisEn]]&amp;lt;br&amp;gt; [[Stats_ErisEn|Stats]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Akms.png|link=List_of_Firearms|45px]]&amp;lt;br&amp;gt; [[List_of_Firearms|List of Firearms]]&lt;br /&gt;
|[[File:nt_obelisk.gif|link=Guide_to_Neotheology_ErisEn]]&amp;lt;br&amp;gt; [[Guide_to_Neotheology_ErisEn|Guide to NeoTheology]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fuhrer.png|link=Maintenance_Survival_Guide_ErisEn|35px]]&amp;lt;br&amp;gt; [[Maintenance_Survival_Guide_ErisEn|Maintenance Survival Guide]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=General_Guides_ErisEn&amp;diff=939</id>
		<title>General Guides ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=General_Guides_ErisEn&amp;diff=939"/>
		<updated>2019-10-11T18:17:55Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;1&amp;quot; style=&amp;quot;background:  #F5F5FF; text-align: center; width: 100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #898787;&amp;quot; colspan=&amp;quot;3&amp;quot;   | '''Guides'''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ship.png|38px|link=Agreement_ErisEn]]&amp;lt;br&amp;gt; [[Agreement_ErisEn|The Agreement]]&lt;br /&gt;
|[[File:PaperTray.png|PaperTray.png]]&amp;lt;br&amp;gt; [[Paperwork]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health_2.PNG|60px|link=Medicine_ErisEn]]&amp;lt;br&amp;gt; [[Medicine_ErisEn|Medicine]]&lt;br /&gt;
|[[File:Brain2.PNG|45px|link=Surgery_ErisEn]]&amp;lt;br&amp;gt; [[Surgery_ErisEn|Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemistry.png|30px|link=Guide_to_Chemistry_ErisEn]]&amp;lt;br&amp;gt;[[Guide_to_Chemistry_ErisEn|Chemistry]]&lt;br /&gt;
|[[File:Borg.png|38px|link=Guide_to_Moebius_Labs_ErisEn]][[File:Ripley.png|38px|link=Guide_to_Moebius_Labs_ErisEn]][[File:RnD_Console.png|38px|link=Guide_to_Moebius_Labs_ErisEn]]&amp;lt;br&amp;gt; [[Guide_to_Moebius_Labs_ErisEn|Robotics, Exosuits, and RnD]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Supermattersmall.gif|19px|link=Supermatter_Engine_ErisEn]]&amp;lt;br&amp;gt; [[Supermatter_Engine_ErisEn|Guide to Supermatter]]&lt;br /&gt;
|[[File:StatsbookBigger.png|24px|link=Stats_ErisEn]]&amp;lt;br&amp;gt; [[Stats_ErisEn|Stats]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Akms.png|link=List_of_Firearms|45px]]&amp;lt;br&amp;gt; [[List_of_Firearms|List of Firearms]]&lt;br /&gt;
|[[File:nt_obelisk.gif|link=Guide_to_Neotheology_ErisEn]]&amp;lt;br&amp;gt; [[Guide_to_Neotheology_ErisEn|Guide to NeoTheology]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:noimage.png|link=Maintenance_Survival_Guide_ErisEn|45px]]&amp;lt;br&amp;gt; [[Maintenance_Survival_Guide_ErisEn|Maintenance Survival Guide]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Medical_Specialist_ErisEn&amp;diff=938</id>
		<title>Medical Specialist ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Medical_Specialist_ErisEn&amp;diff=938"/>
		<updated>2019-10-05T18:00:10Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Ironhammer Medical Specialistr&amp;lt;/h1&amp;gt;&lt;br /&gt;
[[file:Medical_SpecialistFancy.png|108px|right]]&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
You are the support staff of the Ironhammer. You provide both medical and forensic services. You are not a grunt, not an operative. You are a nerd, but with a gun.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
As mentioned already, Medical Specialists (Or Medspec) play two roles, you are both a doctor, and an Inspector. You do bit of both, but do not focus on one thing.&lt;br /&gt;
&lt;br /&gt;
===Doctoring===&lt;br /&gt;
*The forensics lab has fully equipped surgery. You will mostly do autopsies there, but do not hesitate to perform life saving surgeries if need be (though medbay is always preferable).&lt;br /&gt;
&lt;br /&gt;
*There are few medkits there, too. You should always have one on your person along with a medical scanner.&lt;br /&gt;
&lt;br /&gt;
*Surgery has body scanner. Always use it to check for internal damage of the wounded, and check for implants on suspected Excelsiors.&lt;br /&gt;
&lt;br /&gt;
===Forensics===&lt;br /&gt;
*There are few important machines in  your laboratory office:&lt;br /&gt;
  '''High Powered Electron Microscope''' - it's used for a lot of things, like inspecting fiber clues and fingerprints.&lt;br /&gt;
  '''DNA Analyzer''' - Used to determine DNA of the blood saples&lt;br /&gt;
  '''Database computer''' - It lists records of all the ship's personnel, including their job, blood type, DNA and fingerprints.&lt;br /&gt;
*Forensics kit, this is your primary tool of the trade. Your office lab has few more in the lockers.&lt;br /&gt;
The Forensics kit includes the following:&lt;br /&gt;
  '''Swab kits''': You can use them on items to collect blood samples and on hands of possible perpetrators to collect GSR (Gunshot Residue) samples. Running blood sample through DNA Analyzer in your office, will give you the DNA string of the person that misplaced their blood. You can find person by DNA using your database computer. Inspecting GSR Sample under the microscope, will tell you whether or not the tested person fired a firearm.&lt;br /&gt;
  '''Fingerprint cards''': They're used to collect fingerprints from people, for various reasons. Their head might be missing, and you can use collected fingerprints to ID them (using database computer). Or maybe there's a person who is not in the records at all, you can then create record and add the fingerprint to it.&lt;br /&gt;
  '''Luminol bottle + UV light''': Unknown Purpose&lt;br /&gt;
  '''Fiber collection kit''': Use it to collect fibers from items, doors and such. Collected evidence will appear in a fiber bag, check the bag under your microscope, to get more precise results.&lt;br /&gt;
  '''Fingerprint collection kit''': Like one above, but for fingerprints. Use on objects or items, then put the card under the microscope to get the fingerprint string. Run it through database. You got your perp.&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
*You are not an Operative. You are not meant to engage criminals unless it's really necessry. Your weapons are for self defense, and you are not armored either; you gonna die quickly in a firefight.&lt;br /&gt;
*You have expanded access to medbay (except Surgery - CORRECT ME IF IM WRONG). You can &amp;quot;borrow&amp;quot; some medkits from Meobious, asking for some Tramadol pills wouldn't hurt either.&lt;br /&gt;
*It's beneficial to obtain a tablet computer, you can download crew monitoring software, and keep an eye on Ironhammer staff (and civilians I guess).&lt;br /&gt;
*You are a competent surgeon, if there's no REAL doctor, you will do just fine.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_to_Neotheology_ErisEn&amp;diff=937</id>
		<title>Guide to Neotheology ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_to_Neotheology_ErisEn&amp;diff=937"/>
		<updated>2019-10-05T17:30:42Z</updated>

		<summary type="html">&lt;p&gt;Alanii: /* Tips for Neotheologians as a whole */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Guide to the Church of NeoTheology&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Summary of NeoTheology&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
The Church of NeoTheology, summarized; Are essentially space christians with a fanatical outlook against AI, mutants, robotics, and augmentations. Their followers are not allowed the use of such devices as it goes against their teachings. They use cruciforms to hold their 'soul' (DNA) to clone their followers after death keeping up with the belief they are immortal. &lt;br /&gt;
For the complete lore see:[[Lore_basics_ErisEn#NeoTheology|NeoTheology Lore]]&lt;br /&gt;
[[File:NeoTheologyart.jpg|thumb|right|Hive City, where NeoTheology slowly creates they own heaven.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;NeoTheologian Equipment&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
These are the basic items all followers of the Church of NeoTheology.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Cruciform.png|180px|frameless]]&lt;br /&gt;
 || '''Cruciform''' - Cornerstone of NeoTheology, it is necessary to revive believers and to use litanies from the Bible. It violently detaches all augments and prosthetics from a body when implanted and activated. Baptizing Changelings gibs them. Removing the cruciform causes the wearer to instantly die. The common cruciform has: 50 energy, Preacher cruciform has: 80 energy, and Inquisitor cruciform has: 100 energy.&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
[[File:Neo-knife.png]]&lt;br /&gt;
 || '''Ritual Knife''' - Necessary to speed-up the process of a baptism. If the unbeliever has one or several prosthetics and wants to become a NeoTheologian, the implantation of a cruciform will cause the augmentats to detach violently, and he will be driven into critical condition. Kill him with your knife and start the process of cloning, then use the body for bioreactor fuel and wash the floor.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Cahorbarrel.png]] [[File:Cahorbottle.png]]&lt;br /&gt;
 || '''Cahors''' - church wine. ''The most effective'' anti-toxin on the whole ship but in limited quantities. Can be purchased in TheoMat, or be found inside cahor barrel at the ritual room.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NeoTheology machinery =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Machine !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Clonepod.png]] || Clonepod - The device used by Preachers and Acolytes to resurrect a fallen believer. For a single body you will need 300 biomatter, if you have not enough biomass or there is no power inside ritual room. The process is activated by reciting the '''&amp;quot;Resurrection&amp;quot;''' litany in front of the cloner.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Reader-off.png]]&lt;br /&gt;
[[File:Reader-on.png]]&lt;br /&gt;
|| Cruciform reader - Reads the cruciforms of the fallen and allows them to be cloned in the pod. To begin the process, place a cruciform with their 'soul' into it to clone the person who the cruciform belonged to. After cloning is finished do not forget to place the cruciform onto the new cloned body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Biocan.png]]&lt;br /&gt;
|| Biomass container - Stores the biomatter for cloning use. To fill the container you will need a bucket to pull biomatter from a biomatter tank and place it into the container.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biomatter_tank_large.png]] || Biomatter Tank - Used to store biomatter created from the bioreactor. With these tanks you may turn the biomatter into biomass for use of the printer, or use the biomatter to fuel the biogenerator and fill the bio container for cloning purposes.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Theomat.png]] || TheoMat - This will sell you everything you need to worship God. [[File:Bible.png]] - 500 credits. [[File: Cahorbottle.png]] - 200 credits. And candles for 200 credits. Hides inside it some [[File: Cruciform.png]] if you hack it.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nt_obelisk.gif]] || Obelisk - This Obelisk will only activate when those with Cruciforms are within the room or nearby. It will eliminate roaches and spiders for use as biofuel. [Editor Note: Verify what other mobs are killed]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_bioreactor.png|100px]] || Bioreactor - This machine allows you to dissolve anything organic and turn it into biomatter. This biomatter can be used to create NT specific items using the bioprinter, fill the biomass container for resurrections or power the biogenerator.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_biogenerator.png|100px]] || Biogenerator - Use biomatter created from the bioreactor to power the chapel separately from the main power grid, or if you're benevolent enough, power the ship with the biomass from the creatures found in maintenance.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_solidifier.gif]] || Solidifier - Use this machine, located upper left of the Bioreactor room, to turn the liquid biomatter into solid biomass to be used in the bioprinter.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_bioprinter.png]] || Bioprinter - Used to craft NeoTheologian related items with the NT disk. It is essentially an autolathe for NT followers that use biomass to create items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Litanies =&lt;br /&gt;
&lt;br /&gt;
These are ritual phrases that benefit followers who recite them. The energy provided from the cruciform will be used upon using these, which will return over time. Each cruciform is different based on your rank in NeoTheology.&lt;br /&gt;
*Acolytes, Agrolytes, Janitors and other ordinary believers have 50 Energy&lt;br /&gt;
*Preacher has 80 Energy&lt;br /&gt;
*Inquisitor has 100 Energy&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Text&lt;br /&gt;
|-&lt;br /&gt;
| '''Relief''' || Short litany, weakens pain much like a painkiller. || Et si ambulavero in medio umbrae mortis non timebo mala&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Hunger''' || Litany of pilgrims, relieves you of some of your hunger but also gives a small ammount of toxins. || Panem nostrum cotidianum da nobis hodie&lt;br /&gt;
|-&lt;br /&gt;
| '''Entreaty''' || Call for help, this can be heard by other NeoTheology believers. || Deus meus ut quid dereliquisti me&lt;br /&gt;
|-&lt;br /&gt;
| '''Reveal Adversaries''' || Gives you information about your environment. Most of the time it tells you about roaches and other aggressive monsters and traps. Very rarely it can reveal to you that somewhere around you hides a changeling. || Et fumus tormentorum eorum ascendet in saecula saeculorum: nec habent requiem die ac nocte, qui adoraverunt bestiam, et imaginem ejus, et si quis acceperit caracterem nominis ejus.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resurrection and Machinery Litanies ==&lt;br /&gt;
&lt;br /&gt;
Only the Preacher, Inquisitor and the Acolytes may use the litanies to commit to resurrection. The litanies using the Bioreactor and Biogenerator may be used by those within the Church.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Text&lt;br /&gt;
|-&lt;br /&gt;
| '''Epiphany''' || Litany which will activate an installed cruciform and finish the baptism of a new believer. It works only from the Preacher's lips. To make it work you need place a naked person on the altar, and while looking at him, read this litany. After the cruciform is installed and activated, use a bandage on his chest since installation creates minor wounds. Activation of a cruciform will cause ALL augments to fall off, and will also gib changelings. || In nomine Patris et Filii et Spiritus sancti&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection''' || Litany which will activate the cloning process. To make it work you need to remove the cruciform from a corpse by using the Deprivation litany, and afterwards place the cruciform into [[File:Reader-off.png]], then move to look at  [[File:Clonepod.png]] and read this litany. || Qui fuit, et crediderunt in me non morietur in aeternum&lt;br /&gt;
|-&lt;br /&gt;
| '''Reincarnation''' || Returns the soul to a body. After creating a new body, remove cruciform from [[File:Reader-off.png]], and place it on the altar with the new body. Use '''&amp;quot;Commitment&amp;quot;''', and after that - '''&amp;quot;Reincarnation&amp;quot;'''. That will connect the ghost to the new body. If the ghost sitting in their old body it will create problems with connecting to the new one. || Vetus moritur et onus hoc levaverit&lt;br /&gt;
|-&lt;br /&gt;
| '''Commitment''' || Litany which will command a cruciform to connect to the chest of new human. After that, you can activate the cruciform and baptize someone or connect a soul to new a body. It causes damage to the chest and some bloodloss. || Unde ipse Dominus dabit vobis signum&lt;br /&gt;
|-&lt;br /&gt;
| '''Deprivation''' || Litany which will command cruciform to detach from chest. It's important, because it's the most simple way to remove a cruciform from a corpse. It doesn't need an altar to be used, only a dead body.  || Et revertatur pulvis in terram suam unde erat et spiritus redeat ad Deum qui dedit illum&lt;br /&gt;
|-&lt;br /&gt;
| '''Asacris''' || Litany that will remove any upgrades from the believer. Almost useless, but can be used by Inquistiors to remove the current Preacher. But also, Preacher can use it to make some of believers safer by removing the Crusader upgrade. || A caelo usque ad centrum&lt;br /&gt;
|-&lt;br /&gt;
| '''Pounding Whisper''' || Gives a temporary increase to the stat '''&amp;quot;Mechanic&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Vocavitque nomen eius Noe dicens iste consolabitur nos ab operibus et laboribus manuum nostrarum in terra cui maledixit Dominus&lt;br /&gt;
|-&lt;br /&gt;
| '''Revelation of Secrets''' || Gives a temporary increase to the stat '''&amp;quot;Cognition&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Quia Dominus dat sapientiam et ex ore eius scientia et prudentia&lt;br /&gt;
|-&lt;br /&gt;
| '''Lisp of Vitae''' || Gives a temporary increase to the stat '''&amp;quot;Biology&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Ecce ego obducam ei cicatricem et sanitatem et curabo eos et revelabo illis deprecationem pacis et veritatis&lt;br /&gt;
|-&lt;br /&gt;
| '''Canto of Courage'''||  Gives a temporary increase to the stat '''&amp;quot;Robustness&amp;quot;''' and '''&amp;quot;Toughness&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Huic David ad te Domine clamabo Deus meus ne sileas a me nequando taceas a me et adsimilabor descendentibus in lacum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Power biogenerator song''' || A ritual, that can activate or deactivate power biogenerator machine. You must be in front of the metrics screen for this litany to work. || Dixitque Deus: Fiat lux. Et facta est lux. Et lux in tenebris lucet, et renebrae eam non comprehenderunt.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Bioreactor solution pump's lullaby''' || This ritual pump in or pump out solution of bioreactor's chamber. You must be in front of the bioreactor console for this litany to work. || Nihil igitur fieri de nihilo posse putandum est.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Bioreactor chamber's words''' || This ritual open or close bioreactor chamber. You must be in front of the bioreactor console for this to work. || Constituit quoque ianitores in portis domus Domini ut non ingrederetur eam inmundus in omni.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crusader litanies ==&lt;br /&gt;
Any of the Crusader litanies needs a special amount of people to unlock the highers tier of it. To open all Crusader abilities you should have atleast 4 believers with you, and the Preacher. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Тext&lt;br /&gt;
|-&lt;br /&gt;
| '''Eternal Brotherhood''' || Shows to you all other believers, or anyone who has cruciform, by giving you the NeoTheology HUD. This although stops your cruciform from regenerating energy. || Ita multi unum corpus sumus in Christo singuli autem alter alterius membra.&lt;br /&gt;
|-&lt;br /&gt;
| '''Call to Battle''' || If you have any Crusaders around you, using this litany will cause a global upgrade of the '''&amp;quot;Toughness&amp;quot;''' and '''&amp;quot;Robustness&amp;quot;''' stats. || Si exieritis ad bellum de terra vestra contra hostes qui dimicant adversum vos clangetis ululantibus tubis et erit recordatio vestri coram Domino Deo vestro ut eruamini de manibus inimicorum vestrorum.&lt;br /&gt;
|-&lt;br /&gt;
| '''Searing Revelation''' || The most powerful litany that you can get. Using it will stun everyone who doesn't have cruciform for 4-5 seconds, but it also has a big chance to stun you. It can be a reason why IH would start making problems to NeoTheology. It would be better if you hide this litany until it is needed in battle. || Per fidem enim ambulamus et non per speciem.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Using the Bioreactor=&lt;br /&gt;
The Bioreactor is used to turn all organic items and things into biomatter, this includes dead bodies, clothing, armor, and critters such as roaches and spiders. The conveyor is linked to Cargo's disposal system and a biomatter sorter will determine what can be used, and will filter it into the bioreactor platform. The input machine left of the console will determine what is accepted into the bioreactor, and what is not.&lt;br /&gt;
&lt;br /&gt;
[[File:nt_bioreactor.png|thumb|right|Will turn all organic things into biomatter.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This guide will explain how to use the great bioreactor.&lt;br /&gt;
&lt;br /&gt;
1. Use the litany '''&amp;quot;Bioreactor chamber's words&amp;quot;''' to open the doors for the bioreactor.&lt;br /&gt;
&lt;br /&gt;
2. Place whatever organic items you have within the glass (On the platform).&lt;br /&gt;
&lt;br /&gt;
3. Use the litany '''&amp;quot;Bioreactor chamber's words&amp;quot;''' to close the doors to the bioreactor.&lt;br /&gt;
&lt;br /&gt;
4. Use the litany '''&amp;quot;Bioreactor solution pump's lullaby&amp;quot;''' to pump a solution into the chamber to dissolve the organic items into usable biomatter. The biomatter will be stored into the large tank to the right of the chamber.&lt;br /&gt;
&lt;br /&gt;
[[File:nt_bioreactor_full.png|200px|]][[File:nt_bioreactor_solution.png|200px|]]&lt;br /&gt;
&lt;br /&gt;
5. Open the reactor console to view how much biomatter was collected, then use the litany '''&amp;quot;Bioreactor solution pump's lullaby&amp;quot;''' to pump out the solution from the chamber, any contents that can not be dissolved will be discarded just above the tank in their most basic form, ie: armor will give you steal sheets.&lt;br /&gt;
&lt;br /&gt;
6. Walk towards the tank connected to the chamber and touch it. This will move the tank into a lower position, then '''wrench''' a large or medium biomatter canister to the tank. The tank will immediately begin filling the canister until it is either full or has no more biomatter in store. Use the console to check how much biomatter is left in the tank.&lt;br /&gt;
&lt;br /&gt;
[[File:nt_bioreactor_tankfilling.png|right|200px|]]&lt;br /&gt;
&lt;br /&gt;
7. After your canister is filled, '''unwrench''' it from the tank and you may now use the biomatter in the canister for whatever you may need it for.&lt;br /&gt;
&lt;br /&gt;
8. Touch the biomatter tank to return it to the upper position to begin the ritual to create biomatter once again.&lt;br /&gt;
&lt;br /&gt;
''Notes: Living beings will suffer as they are slowly dissolved into the chamber. It is not a quick death. Their brain will not be dissolved into biomatter. Any inorganic mass such as armor will have certain resources in it smelted and turned into sheets, which can be used in the bioprinter.''&lt;br /&gt;
&lt;br /&gt;
'''To prevent contamination of the biomatter, acolytes and acolytes must clean the pipes. Contamination risks ruining the biomatter. Please see cleaning the bioreactor below.'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:biomass.png]] '''Bioreactor Maintenance'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Expand this to show '''BIOREACTOR MAINTENANCE'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To prevent contamination of the reactor you must maintain the reactor, this includes cleaning the exposed pipes, repairing any form of damage, and overall keeping the reactor clean and in perfect condition.&lt;br /&gt;
&lt;br /&gt;
'''The Pipes''': They become exposed when the tank is in the lower position, so it is best to clean the pipes while you are filling a biomatter canister. Use a '''mop''' to clean the pipes.&lt;br /&gt;
&lt;br /&gt;
''Note: If the pipes are at the status of CONTAMINATED, they will throw out 3-4 items called 'solid biomass', these are toxic things and cleaning them up will do super toxins if you don't have equipment with bio-resist (luckily NT Acolyte and Agrolyte clothing have 100 bio).''&lt;br /&gt;
&lt;br /&gt;
'''The Reactor platform (vat)''': Use a '''mop on''' the glass to clean the dirty glass. It is best to clean when there is any sign of contamination.&lt;br /&gt;
&lt;br /&gt;
''Note: If all three glass planes are dirt, you can not use the vat.''&lt;br /&gt;
&lt;br /&gt;
'''Basic Cleanlyness''': For cleanliness, you must apply '''Soap''' or a '''Damp Rag (Apply water to a rag)'''. If the wires are bad, you need insulated gloves (or enough burns to fix it) and wirecutters to cut the wires without being shocked, then you need 10 cable coil to replace said wires.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Using the Biogenerator=&lt;br /&gt;
[[File:nt_biogeneratorhow2.png|right]]&lt;br /&gt;
This excerpt will explain how to power the Biogenerator to power the chapel. First you must look to the top of the floor to your two SMES.' These two will receive power from the biogenerator and charge upon receiving power from it. When the biogenerator is running, it is best to check these two for charging and how much power it is outputting. The biogenerator will create 10kW from biomatter and takes it in at 2 u/s. So do not use canisters that have low biomatter as it would not be worth it.&lt;br /&gt;
&lt;br /&gt;
The biogenerator will power the chapel, outside of the ship's grid. It may be necessary to power the chapel when the technomancers have failed their engine ritual or someone has deliminated the Supermatter. This guide will explain how to power the Biogenerator.&lt;br /&gt;
&lt;br /&gt;
*Drag a large canister and '''wrench''' it onto the platform in the '''red square'''.&lt;br /&gt;
*'''Turn on''' the valves in the '''green squares'''.&lt;br /&gt;
''Note: What amount of units you set for the valves determines how fast or slow power is output.''&lt;br /&gt;
* '''Walk in front of the console''' and say the litany '''Power biogenerator song'''&lt;br /&gt;
* Biogenerator will start up and begin generating power.&lt;br /&gt;
&lt;br /&gt;
At this time you want to check if the SMES are power on or not. If they are not on, the energy provided will charge the SMES' for future use, otherwise they will begin to power the chapel. If you do not want to waste biomatter because the engine is currently powering the chapel, simply turn the SMES off and the biogenerator will charge them for the future, when the engine is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips for Neotheologians as a whole==&lt;br /&gt;
* Litanies can be used without the [[File:Bible.png]] just say them.&lt;br /&gt;
&lt;br /&gt;
* Nonbelievers will very rarely convert to NeoTheology by themselves, you need to search interested ones and spread the word of NeoTheology by either pamphlets or private messages. We don't recommend using the radio too much as IH may dislike that. Try to bring people to Church and tell them more about the religion to convert them, and don't be afraid to ask believers to help you with the propaganda, it helps to have someone who can be trusted to reassure the nonbelievers to convert. Then notify the preacher someone wishes to convert.&lt;br /&gt;
&lt;br /&gt;
* Remember to check the morgue as there could be weapons or useful items the church can use to benefit themselves, such as ID cards for better maintenance access or weapons to defend the chapel with.&lt;br /&gt;
&lt;br /&gt;
* While trying to convert people try to not use the &amp;quot;fear of death&amp;quot; or other factors like that, you will scare them instead of making them more loyal to you. Remember, immortality is a reward for the believers, not a tool to scare the nonbelievers.&lt;br /&gt;
&lt;br /&gt;
* The preacher is not a soldier, Acolytes and Agrolytes are always asked to be armed to defend the chapel and the preacher. Acolytes can commit to the ressurection litanies, however the preacher is your leader. If the leader perishes, you may be lost in what to do.&lt;br /&gt;
&lt;br /&gt;
* Agrolytes can use the chapel's garden to grow plants. These plants can be used to sell to the club, or used as biofuel for the Bioreactor.&lt;br /&gt;
&lt;br /&gt;
*The Obelisks will eliminate any mobs hostile towards crew. They're only activated when someone with a cruciform is within the room.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_to_Neotheology_ErisEn&amp;diff=936</id>
		<title>Guide to Neotheology ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_to_Neotheology_ErisEn&amp;diff=936"/>
		<updated>2019-10-05T17:30:20Z</updated>

		<summary type="html">&lt;p&gt;Alanii: /* Using the Biogenerator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Guide to the Church of NeoTheology&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Summary of NeoTheology&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
The Church of NeoTheology, summarized; Are essentially space christians with a fanatical outlook against AI, mutants, robotics, and augmentations. Their followers are not allowed the use of such devices as it goes against their teachings. They use cruciforms to hold their 'soul' (DNA) to clone their followers after death keeping up with the belief they are immortal. &lt;br /&gt;
For the complete lore see:[[Lore_basics_ErisEn#NeoTheology|NeoTheology Lore]]&lt;br /&gt;
[[File:NeoTheologyart.jpg|thumb|right|Hive City, where NeoTheology slowly creates they own heaven.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;NeoTheologian Equipment&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
These are the basic items all followers of the Church of NeoTheology.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Cruciform.png|180px|frameless]]&lt;br /&gt;
 || '''Cruciform''' - Cornerstone of NeoTheology, it is necessary to revive believers and to use litanies from the Bible. It violently detaches all augments and prosthetics from a body when implanted and activated. Baptizing Changelings gibs them. Removing the cruciform causes the wearer to instantly die. The common cruciform has: 50 energy, Preacher cruciform has: 80 energy, and Inquisitor cruciform has: 100 energy.&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
[[File:Neo-knife.png]]&lt;br /&gt;
 || '''Ritual Knife''' - Necessary to speed-up the process of a baptism. If the unbeliever has one or several prosthetics and wants to become a NeoTheologian, the implantation of a cruciform will cause the augmentats to detach violently, and he will be driven into critical condition. Kill him with your knife and start the process of cloning, then use the body for bioreactor fuel and wash the floor.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Cahorbarrel.png]] [[File:Cahorbottle.png]]&lt;br /&gt;
 || '''Cahors''' - church wine. ''The most effective'' anti-toxin on the whole ship but in limited quantities. Can be purchased in TheoMat, or be found inside cahor barrel at the ritual room.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NeoTheology machinery =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Machine !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Clonepod.png]] || Clonepod - The device used by Preachers and Acolytes to resurrect a fallen believer. For a single body you will need 300 biomatter, if you have not enough biomass or there is no power inside ritual room. The process is activated by reciting the '''&amp;quot;Resurrection&amp;quot;''' litany in front of the cloner.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Reader-off.png]]&lt;br /&gt;
[[File:Reader-on.png]]&lt;br /&gt;
|| Cruciform reader - Reads the cruciforms of the fallen and allows them to be cloned in the pod. To begin the process, place a cruciform with their 'soul' into it to clone the person who the cruciform belonged to. After cloning is finished do not forget to place the cruciform onto the new cloned body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Biocan.png]]&lt;br /&gt;
|| Biomass container - Stores the biomatter for cloning use. To fill the container you will need a bucket to pull biomatter from a biomatter tank and place it into the container.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biomatter_tank_large.png]] || Biomatter Tank - Used to store biomatter created from the bioreactor. With these tanks you may turn the biomatter into biomass for use of the printer, or use the biomatter to fuel the biogenerator and fill the bio container for cloning purposes.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Theomat.png]] || TheoMat - This will sell you everything you need to worship God. [[File:Bible.png]] - 500 credits. [[File: Cahorbottle.png]] - 200 credits. And candles for 200 credits. Hides inside it some [[File: Cruciform.png]] if you hack it.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nt_obelisk.gif]] || Obelisk - This Obelisk will only activate when those with Cruciforms are within the room or nearby. It will eliminate roaches and spiders for use as biofuel. [Editor Note: Verify what other mobs are killed]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_bioreactor.png|100px]] || Bioreactor - This machine allows you to dissolve anything organic and turn it into biomatter. This biomatter can be used to create NT specific items using the bioprinter, fill the biomass container for resurrections or power the biogenerator.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_biogenerator.png|100px]] || Biogenerator - Use biomatter created from the bioreactor to power the chapel separately from the main power grid, or if you're benevolent enough, power the ship with the biomass from the creatures found in maintenance.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_solidifier.gif]] || Solidifier - Use this machine, located upper left of the Bioreactor room, to turn the liquid biomatter into solid biomass to be used in the bioprinter.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_bioprinter.png]] || Bioprinter - Used to craft NeoTheologian related items with the NT disk. It is essentially an autolathe for NT followers that use biomass to create items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Litanies =&lt;br /&gt;
&lt;br /&gt;
These are ritual phrases that benefit followers who recite them. The energy provided from the cruciform will be used upon using these, which will return over time. Each cruciform is different based on your rank in NeoTheology.&lt;br /&gt;
*Acolytes, Agrolytes, Janitors and other ordinary believers have 50 Energy&lt;br /&gt;
*Preacher has 80 Energy&lt;br /&gt;
*Inquisitor has 100 Energy&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Text&lt;br /&gt;
|-&lt;br /&gt;
| '''Relief''' || Short litany, weakens pain much like a painkiller. || Et si ambulavero in medio umbrae mortis non timebo mala&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Hunger''' || Litany of pilgrims, relieves you of some of your hunger but also gives a small ammount of toxins. || Panem nostrum cotidianum da nobis hodie&lt;br /&gt;
|-&lt;br /&gt;
| '''Entreaty''' || Call for help, this can be heard by other NeoTheology believers. || Deus meus ut quid dereliquisti me&lt;br /&gt;
|-&lt;br /&gt;
| '''Reveal Adversaries''' || Gives you information about your environment. Most of the time it tells you about roaches and other aggressive monsters and traps. Very rarely it can reveal to you that somewhere around you hides a changeling. || Et fumus tormentorum eorum ascendet in saecula saeculorum: nec habent requiem die ac nocte, qui adoraverunt bestiam, et imaginem ejus, et si quis acceperit caracterem nominis ejus.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resurrection and Machinery Litanies ==&lt;br /&gt;
&lt;br /&gt;
Only the Preacher, Inquisitor and the Acolytes may use the litanies to commit to resurrection. The litanies using the Bioreactor and Biogenerator may be used by those within the Church.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Text&lt;br /&gt;
|-&lt;br /&gt;
| '''Epiphany''' || Litany which will activate an installed cruciform and finish the baptism of a new believer. It works only from the Preacher's lips. To make it work you need place a naked person on the altar, and while looking at him, read this litany. After the cruciform is installed and activated, use a bandage on his chest since installation creates minor wounds. Activation of a cruciform will cause ALL augments to fall off, and will also gib changelings. || In nomine Patris et Filii et Spiritus sancti&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection''' || Litany which will activate the cloning process. To make it work you need to remove the cruciform from a corpse by using the Deprivation litany, and afterwards place the cruciform into [[File:Reader-off.png]], then move to look at  [[File:Clonepod.png]] and read this litany. || Qui fuit, et crediderunt in me non morietur in aeternum&lt;br /&gt;
|-&lt;br /&gt;
| '''Reincarnation''' || Returns the soul to a body. After creating a new body, remove cruciform from [[File:Reader-off.png]], and place it on the altar with the new body. Use '''&amp;quot;Commitment&amp;quot;''', and after that - '''&amp;quot;Reincarnation&amp;quot;'''. That will connect the ghost to the new body. If the ghost sitting in their old body it will create problems with connecting to the new one. || Vetus moritur et onus hoc levaverit&lt;br /&gt;
|-&lt;br /&gt;
| '''Commitment''' || Litany which will command a cruciform to connect to the chest of new human. After that, you can activate the cruciform and baptize someone or connect a soul to new a body. It causes damage to the chest and some bloodloss. || Unde ipse Dominus dabit vobis signum&lt;br /&gt;
|-&lt;br /&gt;
| '''Deprivation''' || Litany which will command cruciform to detach from chest. It's important, because it's the most simple way to remove a cruciform from a corpse. It doesn't need an altar to be used, only a dead body.  || Et revertatur pulvis in terram suam unde erat et spiritus redeat ad Deum qui dedit illum&lt;br /&gt;
|-&lt;br /&gt;
| '''Asacris''' || Litany that will remove any upgrades from the believer. Almost useless, but can be used by Inquistiors to remove the current Preacher. But also, Preacher can use it to make some of believers safer by removing the Crusader upgrade. || A caelo usque ad centrum&lt;br /&gt;
|-&lt;br /&gt;
| '''Pounding Whisper''' || Gives a temporary increase to the stat '''&amp;quot;Mechanic&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Vocavitque nomen eius Noe dicens iste consolabitur nos ab operibus et laboribus manuum nostrarum in terra cui maledixit Dominus&lt;br /&gt;
|-&lt;br /&gt;
| '''Revelation of Secrets''' || Gives a temporary increase to the stat '''&amp;quot;Cognition&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Quia Dominus dat sapientiam et ex ore eius scientia et prudentia&lt;br /&gt;
|-&lt;br /&gt;
| '''Lisp of Vitae''' || Gives a temporary increase to the stat '''&amp;quot;Biology&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Ecce ego obducam ei cicatricem et sanitatem et curabo eos et revelabo illis deprecationem pacis et veritatis&lt;br /&gt;
|-&lt;br /&gt;
| '''Canto of Courage'''||  Gives a temporary increase to the stat '''&amp;quot;Robustness&amp;quot;''' and '''&amp;quot;Toughness&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Huic David ad te Domine clamabo Deus meus ne sileas a me nequando taceas a me et adsimilabor descendentibus in lacum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Power biogenerator song''' || A ritual, that can activate or deactivate power biogenerator machine. You must be in front of the metrics screen for this litany to work. || Dixitque Deus: Fiat lux. Et facta est lux. Et lux in tenebris lucet, et renebrae eam non comprehenderunt.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Bioreactor solution pump's lullaby''' || This ritual pump in or pump out solution of bioreactor's chamber. You must be in front of the bioreactor console for this litany to work. || Nihil igitur fieri de nihilo posse putandum est.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Bioreactor chamber's words''' || This ritual open or close bioreactor chamber. You must be in front of the bioreactor console for this to work. || Constituit quoque ianitores in portis domus Domini ut non ingrederetur eam inmundus in omni.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crusader litanies ==&lt;br /&gt;
Any of the Crusader litanies needs a special amount of people to unlock the highers tier of it. To open all Crusader abilities you should have atleast 4 believers with you, and the Preacher. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Тext&lt;br /&gt;
|-&lt;br /&gt;
| '''Eternal Brotherhood''' || Shows to you all other believers, or anyone who has cruciform, by giving you the NeoTheology HUD. This although stops your cruciform from regenerating energy. || Ita multi unum corpus sumus in Christo singuli autem alter alterius membra.&lt;br /&gt;
|-&lt;br /&gt;
| '''Call to Battle''' || If you have any Crusaders around you, using this litany will cause a global upgrade of the '''&amp;quot;Toughness&amp;quot;''' and '''&amp;quot;Robustness&amp;quot;''' stats. || Si exieritis ad bellum de terra vestra contra hostes qui dimicant adversum vos clangetis ululantibus tubis et erit recordatio vestri coram Domino Deo vestro ut eruamini de manibus inimicorum vestrorum.&lt;br /&gt;
|-&lt;br /&gt;
| '''Searing Revelation''' || The most powerful litany that you can get. Using it will stun everyone who doesn't have cruciform for 4-5 seconds, but it also has a big chance to stun you. It can be a reason why IH would start making problems to NeoTheology. It would be better if you hide this litany until it is needed in battle. || Per fidem enim ambulamus et non per speciem.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Using the Bioreactor=&lt;br /&gt;
The Bioreactor is used to turn all organic items and things into biomatter, this includes dead bodies, clothing, armor, and critters such as roaches and spiders. The conveyor is linked to Cargo's disposal system and a biomatter sorter will determine what can be used, and will filter it into the bioreactor platform. The input machine left of the console will determine what is accepted into the bioreactor, and what is not.&lt;br /&gt;
&lt;br /&gt;
[[File:nt_bioreactor.png|thumb|right|Will turn all organic things into biomatter.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This guide will explain how to use the great bioreactor.&lt;br /&gt;
&lt;br /&gt;
1. Use the litany '''&amp;quot;Bioreactor chamber's words&amp;quot;''' to open the doors for the bioreactor.&lt;br /&gt;
&lt;br /&gt;
2. Place whatever organic items you have within the glass (On the platform).&lt;br /&gt;
&lt;br /&gt;
3. Use the litany '''&amp;quot;Bioreactor chamber's words&amp;quot;''' to close the doors to the bioreactor.&lt;br /&gt;
&lt;br /&gt;
4. Use the litany '''&amp;quot;Bioreactor solution pump's lullaby&amp;quot;''' to pump a solution into the chamber to dissolve the organic items into usable biomatter. The biomatter will be stored into the large tank to the right of the chamber.&lt;br /&gt;
&lt;br /&gt;
[[File:nt_bioreactor_full.png|200px|]][[File:nt_bioreactor_solution.png|200px|]]&lt;br /&gt;
&lt;br /&gt;
5. Open the reactor console to view how much biomatter was collected, then use the litany '''&amp;quot;Bioreactor solution pump's lullaby&amp;quot;''' to pump out the solution from the chamber, any contents that can not be dissolved will be discarded just above the tank in their most basic form, ie: armor will give you steal sheets.&lt;br /&gt;
&lt;br /&gt;
6. Walk towards the tank connected to the chamber and touch it. This will move the tank into a lower position, then '''wrench''' a large or medium biomatter canister to the tank. The tank will immediately begin filling the canister until it is either full or has no more biomatter in store. Use the console to check how much biomatter is left in the tank.&lt;br /&gt;
&lt;br /&gt;
[[File:nt_bioreactor_tankfilling.png|right|200px|]]&lt;br /&gt;
&lt;br /&gt;
7. After your canister is filled, '''unwrench''' it from the tank and you may now use the biomatter in the canister for whatever you may need it for.&lt;br /&gt;
&lt;br /&gt;
8. Touch the biomatter tank to return it to the upper position to begin the ritual to create biomatter once again.&lt;br /&gt;
&lt;br /&gt;
''Notes: Living beings will suffer as they are slowly dissolved into the chamber. It is not a quick death. Their brain will not be dissolved into biomatter. Any inorganic mass such as armor will have certain resources in it smelted and turned into sheets, which can be used in the bioprinter.''&lt;br /&gt;
&lt;br /&gt;
'''To prevent contamination of the biomatter, acolytes and acolytes must clean the pipes. Contamination risks ruining the biomatter. Please see cleaning the bioreactor below.'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:biomass.png]] '''Bioreactor Maintenance'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Expand this to show '''BIOREACTOR MAINTENANCE'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To prevent contamination of the reactor you must maintain the reactor, this includes cleaning the exposed pipes, repairing any form of damage, and overall keeping the reactor clean and in perfect condition.&lt;br /&gt;
&lt;br /&gt;
'''The Pipes''': They become exposed when the tank is in the lower position, so it is best to clean the pipes while you are filling a biomatter canister. Use a '''mop''' to clean the pipes.&lt;br /&gt;
&lt;br /&gt;
''Note: If the pipes are at the status of CONTAMINATED, they will throw out 3-4 items called 'solid biomass', these are toxic things and cleaning them up will do super toxins if you don't have equipment with bio-resist (luckily NT Acolyte and Agrolyte clothing have 100 bio).''&lt;br /&gt;
&lt;br /&gt;
'''The Reactor platform (vat)''': Use a '''mop on''' the glass to clean the dirty glass. It is best to clean when there is any sign of contamination.&lt;br /&gt;
&lt;br /&gt;
''Note: If all three glass planes are dirt, you can not use the vat.''&lt;br /&gt;
&lt;br /&gt;
'''Basic Cleanlyness''': For cleanliness, you must apply '''Soap''' or a '''Damp Rag (Apply water to a rag)'''. If the wires are bad, you need insulated gloves (or enough burns to fix it) and wirecutters to cut the wires without being shocked, then you need 10 cable coil to replace said wires.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Using the Biogenerator=&lt;br /&gt;
[[File:nt_biogeneratorhow2.png|right]]&lt;br /&gt;
This excerpt will explain how to power the Biogenerator to power the chapel. First you must look to the top of the floor to your two SMES.' These two will receive power from the biogenerator and charge upon receiving power from it. When the biogenerator is running, it is best to check these two for charging and how much power it is outputting. The biogenerator will create 10kW from biomatter and takes it in at 2 u/s. So do not use canisters that have low biomatter as it would not be worth it.&lt;br /&gt;
&lt;br /&gt;
The biogenerator will power the chapel, outside of the ship's grid. It may be necessary to power the chapel when the technomancers have failed their engine ritual or someone has deliminated the Supermatter. This guide will explain how to power the Biogenerator.&lt;br /&gt;
&lt;br /&gt;
*Drag a large canister and '''wrench''' it onto the platform in the '''red square'''.&lt;br /&gt;
*'''Turn on''' the valves in the '''green squares'''.&lt;br /&gt;
''Note: What amount of units you set for the valves determines how fast or slow power is output.''&lt;br /&gt;
* '''Walk in front of the console''' and say the litany '''Power biogenerator song'''&lt;br /&gt;
* Biogenerator will start up and begin generating power.&lt;br /&gt;
&lt;br /&gt;
At this time you want to check if the SMES are power on or not. If they are not on, the energy provided will charge the SMES' for future use, otherwise they will begin to power the chapel. If you do not want to waste biomatter because the engine is currently powering the chapel, simply turn the SMES off and the biogenerator will charge them for the future, when the engine is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips for Neotheologians as a whole==&lt;br /&gt;
* Litanies can be used without the [[File:Bible.png]] just say them.&lt;br /&gt;
&lt;br /&gt;
* Nonbelievers will very rarely convert to NeoTheology by themselves, you need to search interested ones and spread the word of NeoTheology by either pamphlets or private messages. We don't recommend using the radio too much as IH may dislike that. Try to bring people to Church and tell them more about the religion to convert them, and don't be afraid to ask believers to help you with the propaganda, it helps to have someone who can be trusted to reassure the nonbelievers to convert. Then notify the preacher someone wishes to convert.&lt;br /&gt;
&lt;br /&gt;
* Remember to check the morgue as there could be weapons or useful items the church can use to benefit themselves, such as ID cards for better maintenance access or weapons to defend the chapel with.&lt;br /&gt;
&lt;br /&gt;
* While trying to convert people try to not use the &amp;quot;fear of death&amp;quot; or other factors like that, you will scare them instead of making them more loyal to you. Remember, immortality is a reward for the believers, not a tool to scare the nonbelievers.&lt;br /&gt;
&lt;br /&gt;
* The preacher is not a soldier, Acolytes and Agrolytes are always asked to be armed to defend the chapel and the preacher. Acolytes can commit to the ressurection litanies, however the preacher is your leader. If the leader perishes, you may be lost in what to do.&lt;br /&gt;
&lt;br /&gt;
* Agrolytes can use the chapel's garden to grow plants. These plants can be used to sell to the club, or used as biofuel for the Bioreactor.&lt;br /&gt;
&lt;br /&gt;
*The Obelisks will eliminate any mobs hostile towards crew. They're only activated&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_to_Neotheology_ErisEn&amp;diff=935</id>
		<title>Guide to Neotheology ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_to_Neotheology_ErisEn&amp;diff=935"/>
		<updated>2019-10-05T17:07:43Z</updated>

		<summary type="html">&lt;p&gt;Alanii: /* Using the Biogenerator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Guide to the Church of NeoTheology&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Summary of NeoTheology&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
The Church of NeoTheology, summarized; Are essentially space christians with a fanatical outlook against AI, mutants, robotics, and augmentations. Their followers are not allowed the use of such devices as it goes against their teachings. They use cruciforms to hold their 'soul' (DNA) to clone their followers after death keeping up with the belief they are immortal. &lt;br /&gt;
For the complete lore see:[[Lore_basics_ErisEn#NeoTheology|NeoTheology Lore]]&lt;br /&gt;
[[File:NeoTheologyart.jpg|thumb|right|Hive City, where NeoTheology slowly creates they own heaven.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;NeoTheologian Equipment&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
These are the basic items all followers of the Church of NeoTheology.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Cruciform.png|180px|frameless]]&lt;br /&gt;
 || '''Cruciform''' - Cornerstone of NeoTheology, it is necessary to revive believers and to use litanies from the Bible. It violently detaches all augments and prosthetics from a body when implanted and activated. Baptizing Changelings gibs them. Removing the cruciform causes the wearer to instantly die. The common cruciform has: 50 energy, Preacher cruciform has: 80 energy, and Inquisitor cruciform has: 100 energy.&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
[[File:Neo-knife.png]]&lt;br /&gt;
 || '''Ritual Knife''' - Necessary to speed-up the process of a baptism. If the unbeliever has one or several prosthetics and wants to become a NeoTheologian, the implantation of a cruciform will cause the augmentats to detach violently, and he will be driven into critical condition. Kill him with your knife and start the process of cloning, then use the body for bioreactor fuel and wash the floor.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Cahorbarrel.png]] [[File:Cahorbottle.png]]&lt;br /&gt;
 || '''Cahors''' - church wine. ''The most effective'' anti-toxin on the whole ship but in limited quantities. Can be purchased in TheoMat, or be found inside cahor barrel at the ritual room.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NeoTheology machinery =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Machine !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Clonepod.png]] || Clonepod - The device used by Preachers and Acolytes to resurrect a fallen believer. For a single body you will need 300 biomatter, if you have not enough biomass or there is no power inside ritual room. The process is activated by reciting the '''&amp;quot;Resurrection&amp;quot;''' litany in front of the cloner.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Reader-off.png]]&lt;br /&gt;
[[File:Reader-on.png]]&lt;br /&gt;
|| Cruciform reader - Reads the cruciforms of the fallen and allows them to be cloned in the pod. To begin the process, place a cruciform with their 'soul' into it to clone the person who the cruciform belonged to. After cloning is finished do not forget to place the cruciform onto the new cloned body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Biocan.png]]&lt;br /&gt;
|| Biomass container - Stores the biomatter for cloning use. To fill the container you will need a bucket to pull biomatter from a biomatter tank and place it into the container.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biomatter_tank_large.png]] || Biomatter Tank - Used to store biomatter created from the bioreactor. With these tanks you may turn the biomatter into biomass for use of the printer, or use the biomatter to fuel the biogenerator and fill the bio container for cloning purposes.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Theomat.png]] || TheoMat - This will sell you everything you need to worship God. [[File:Bible.png]] - 500 credits. [[File: Cahorbottle.png]] - 200 credits. And candles for 200 credits. Hides inside it some [[File: Cruciform.png]] if you hack it.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nt_obelisk.gif]] || Obelisk - This Obelisk will only activate when those with Cruciforms are within the room or nearby. It will eliminate roaches and spiders for use as biofuel. [Editor Note: Verify what other mobs are killed]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_bioreactor.png|100px]] || Bioreactor - This machine allows you to dissolve anything organic and turn it into biomatter. This biomatter can be used to create NT specific items using the bioprinter, fill the biomass container for resurrections or power the biogenerator.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_biogenerator.png|100px]] || Biogenerator - Use biomatter created from the bioreactor to power the chapel separately from the main power grid, or if you're benevolent enough, power the ship with the biomass from the creatures found in maintenance.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_solidifier.gif]] || Solidifier - Use this machine, located upper left of the Bioreactor room, to turn the liquid biomatter into solid biomass to be used in the bioprinter.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:nt_bioprinter.png]] || Bioprinter - Used to craft NeoTheologian related items with the NT disk. It is essentially an autolathe for NT followers that use biomass to create items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Litanies =&lt;br /&gt;
&lt;br /&gt;
These are ritual phrases that benefit followers who recite them. The energy provided from the cruciform will be used upon using these, which will return over time. Each cruciform is different based on your rank in NeoTheology.&lt;br /&gt;
*Acolytes, Agrolytes, Janitors and other ordinary believers have 50 Energy&lt;br /&gt;
*Preacher has 80 Energy&lt;br /&gt;
*Inquisitor has 100 Energy&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Text&lt;br /&gt;
|-&lt;br /&gt;
| '''Relief''' || Short litany, weakens pain much like a painkiller. || Et si ambulavero in medio umbrae mortis non timebo mala&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Hunger''' || Litany of pilgrims, relieves you of some of your hunger but also gives a small ammount of toxins. || Panem nostrum cotidianum da nobis hodie&lt;br /&gt;
|-&lt;br /&gt;
| '''Entreaty''' || Call for help, this can be heard by other NeoTheology believers. || Deus meus ut quid dereliquisti me&lt;br /&gt;
|-&lt;br /&gt;
| '''Reveal Adversaries''' || Gives you information about your environment. Most of the time it tells you about roaches and other aggressive monsters and traps. Very rarely it can reveal to you that somewhere around you hides a changeling. || Et fumus tormentorum eorum ascendet in saecula saeculorum: nec habent requiem die ac nocte, qui adoraverunt bestiam, et imaginem ejus, et si quis acceperit caracterem nominis ejus.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resurrection and Machinery Litanies ==&lt;br /&gt;
&lt;br /&gt;
Only the Preacher, Inquisitor and the Acolytes may use the litanies to commit to resurrection. The litanies using the Bioreactor and Biogenerator may be used by those within the Church.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Text&lt;br /&gt;
|-&lt;br /&gt;
| '''Epiphany''' || Litany which will activate an installed cruciform and finish the baptism of a new believer. It works only from the Preacher's lips. To make it work you need place a naked person on the altar, and while looking at him, read this litany. After the cruciform is installed and activated, use a bandage on his chest since installation creates minor wounds. Activation of a cruciform will cause ALL augments to fall off, and will also gib changelings. || In nomine Patris et Filii et Spiritus sancti&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection''' || Litany which will activate the cloning process. To make it work you need to remove the cruciform from a corpse by using the Deprivation litany, and afterwards place the cruciform into [[File:Reader-off.png]], then move to look at  [[File:Clonepod.png]] and read this litany. || Qui fuit, et crediderunt in me non morietur in aeternum&lt;br /&gt;
|-&lt;br /&gt;
| '''Reincarnation''' || Returns the soul to a body. After creating a new body, remove cruciform from [[File:Reader-off.png]], and place it on the altar with the new body. Use '''&amp;quot;Commitment&amp;quot;''', and after that - '''&amp;quot;Reincarnation&amp;quot;'''. That will connect the ghost to the new body. If the ghost sitting in their old body it will create problems with connecting to the new one. || Vetus moritur et onus hoc levaverit&lt;br /&gt;
|-&lt;br /&gt;
| '''Commitment''' || Litany which will command a cruciform to connect to the chest of new human. After that, you can activate the cruciform and baptize someone or connect a soul to new a body. It causes damage to the chest and some bloodloss. || Unde ipse Dominus dabit vobis signum&lt;br /&gt;
|-&lt;br /&gt;
| '''Deprivation''' || Litany which will command cruciform to detach from chest. It's important, because it's the most simple way to remove a cruciform from a corpse. It doesn't need an altar to be used, only a dead body.  || Et revertatur pulvis in terram suam unde erat et spiritus redeat ad Deum qui dedit illum&lt;br /&gt;
|-&lt;br /&gt;
| '''Asacris''' || Litany that will remove any upgrades from the believer. Almost useless, but can be used by Inquistiors to remove the current Preacher. But also, Preacher can use it to make some of believers safer by removing the Crusader upgrade. || A caelo usque ad centrum&lt;br /&gt;
|-&lt;br /&gt;
| '''Pounding Whisper''' || Gives a temporary increase to the stat '''&amp;quot;Mechanic&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Vocavitque nomen eius Noe dicens iste consolabitur nos ab operibus et laboribus manuum nostrarum in terra cui maledixit Dominus&lt;br /&gt;
|-&lt;br /&gt;
| '''Revelation of Secrets''' || Gives a temporary increase to the stat '''&amp;quot;Cognition&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Quia Dominus dat sapientiam et ex ore eius scientia et prudentia&lt;br /&gt;
|-&lt;br /&gt;
| '''Lisp of Vitae''' || Gives a temporary increase to the stat '''&amp;quot;Biology&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Ecce ego obducam ei cicatricem et sanitatem et curabo eos et revelabo illis deprecationem pacis et veritatis&lt;br /&gt;
|-&lt;br /&gt;
| '''Canto of Courage'''||  Gives a temporary increase to the stat '''&amp;quot;Robustness&amp;quot;''' and '''&amp;quot;Toughness&amp;quot;''' to everyone who hears you. This buff will stay for ten minutes. || Huic David ad te Domine clamabo Deus meus ne sileas a me nequando taceas a me et adsimilabor descendentibus in lacum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Power biogenerator song''' || A ritual, that can activate or deactivate power biogenerator machine. You must be in front of the metrics screen for this litany to work. || Dixitque Deus: Fiat lux. Et facta est lux. Et lux in tenebris lucet, et renebrae eam non comprehenderunt.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Bioreactor solution pump's lullaby''' || This ritual pump in or pump out solution of bioreactor's chamber. You must be in front of the bioreactor console for this litany to work. || Nihil igitur fieri de nihilo posse putandum est.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Bioreactor chamber's words''' || This ritual open or close bioreactor chamber. You must be in front of the bioreactor console for this to work. || Constituit quoque ianitores in portis domus Domini ut non ingrederetur eam inmundus in omni.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crusader litanies ==&lt;br /&gt;
Any of the Crusader litanies needs a special amount of people to unlock the highers tier of it. To open all Crusader abilities you should have atleast 4 believers with you, and the Preacher. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Тext&lt;br /&gt;
|-&lt;br /&gt;
| '''Eternal Brotherhood''' || Shows to you all other believers, or anyone who has cruciform, by giving you the NeoTheology HUD. This although stops your cruciform from regenerating energy. || Ita multi unum corpus sumus in Christo singuli autem alter alterius membra.&lt;br /&gt;
|-&lt;br /&gt;
| '''Call to Battle''' || If you have any Crusaders around you, using this litany will cause a global upgrade of the '''&amp;quot;Toughness&amp;quot;''' and '''&amp;quot;Robustness&amp;quot;''' stats. || Si exieritis ad bellum de terra vestra contra hostes qui dimicant adversum vos clangetis ululantibus tubis et erit recordatio vestri coram Domino Deo vestro ut eruamini de manibus inimicorum vestrorum.&lt;br /&gt;
|-&lt;br /&gt;
| '''Searing Revelation''' || The most powerful litany that you can get. Using it will stun everyone who doesn't have cruciform for 4-5 seconds, but it also has a big chance to stun you. It can be a reason why IH would start making problems to NeoTheology. It would be better if you hide this litany until it is needed in battle. || Per fidem enim ambulamus et non per speciem.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Using the Bioreactor=&lt;br /&gt;
The Bioreactor is used to turn all organic items and things into biomatter, this includes dead bodies, clothing, armor, and critters such as roaches and spiders. The conveyor is linked to Cargo's disposal system and a biomatter sorter will determine what can be used, and will filter it into the bioreactor platform. The input machine left of the console will determine what is accepted into the bioreactor, and what is not.&lt;br /&gt;
&lt;br /&gt;
[[File:nt_bioreactor.png|thumb|right|Will turn all organic things into biomatter.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This guide will explain how to use the great bioreactor.&lt;br /&gt;
&lt;br /&gt;
1. Use the litany '''&amp;quot;Bioreactor chamber's words&amp;quot;''' to open the doors for the bioreactor.&lt;br /&gt;
&lt;br /&gt;
2. Place whatever organic items you have within the glass (On the platform).&lt;br /&gt;
&lt;br /&gt;
3. Use the litany '''&amp;quot;Bioreactor chamber's words&amp;quot;''' to close the doors to the bioreactor.&lt;br /&gt;
&lt;br /&gt;
4. Use the litany '''&amp;quot;Bioreactor solution pump's lullaby&amp;quot;''' to pump a solution into the chamber to dissolve the organic items into usable biomatter. The biomatter will be stored into the large tank to the right of the chamber.&lt;br /&gt;
&lt;br /&gt;
[[File:nt_bioreactor_full.png|200px|]][[File:nt_bioreactor_solution.png|200px|]]&lt;br /&gt;
&lt;br /&gt;
5. Open the reactor console to view how much biomatter was collected, then use the litany '''&amp;quot;Bioreactor solution pump's lullaby&amp;quot;''' to pump out the solution from the chamber, any contents that can not be dissolved will be discarded just above the tank in their most basic form, ie: armor will give you steal sheets.&lt;br /&gt;
&lt;br /&gt;
6. Walk towards the tank connected to the chamber and touch it. This will move the tank into a lower position, then '''wrench''' a large or medium biomatter canister to the tank. The tank will immediately begin filling the canister until it is either full or has no more biomatter in store. Use the console to check how much biomatter is left in the tank.&lt;br /&gt;
&lt;br /&gt;
[[File:nt_bioreactor_tankfilling.png|right|200px|]]&lt;br /&gt;
&lt;br /&gt;
7. After your canister is filled, '''unwrench''' it from the tank and you may now use the biomatter in the canister for whatever you may need it for.&lt;br /&gt;
&lt;br /&gt;
8. Touch the biomatter tank to return it to the upper position to begin the ritual to create biomatter once again.&lt;br /&gt;
&lt;br /&gt;
''Notes: Living beings will suffer as they are slowly dissolved into the chamber. It is not a quick death. Their brain will not be dissolved into biomatter. Any inorganic mass such as armor will have certain resources in it smelted and turned into sheets, which can be used in the bioprinter.''&lt;br /&gt;
&lt;br /&gt;
'''To prevent contamination of the biomatter, acolytes and acolytes must clean the pipes. Contamination risks ruining the biomatter. Please see cleaning the bioreactor below.'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:biomass.png]] '''Bioreactor Maintenance'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Expand this to show '''BIOREACTOR MAINTENANCE'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To prevent contamination of the reactor you must maintain the reactor, this includes cleaning the exposed pipes, repairing any form of damage, and overall keeping the reactor clean and in perfect condition.&lt;br /&gt;
&lt;br /&gt;
'''The Pipes''': They become exposed when the tank is in the lower position, so it is best to clean the pipes while you are filling a biomatter canister. Use a '''mop''' to clean the pipes.&lt;br /&gt;
&lt;br /&gt;
''Note: If the pipes are at the status of CONTAMINATED, they will throw out 3-4 items called 'solid biomass', these are toxic things and cleaning them up will do super toxins if you don't have equipment with bio-resist (luckily NT Acolyte and Agrolyte clothing have 100 bio).''&lt;br /&gt;
&lt;br /&gt;
'''The Reactor platform (vat)''': Use a '''mop on''' the glass to clean the dirty glass. It is best to clean when there is any sign of contamination.&lt;br /&gt;
&lt;br /&gt;
''Note: If all three glass planes are dirt, you can not use the vat.''&lt;br /&gt;
&lt;br /&gt;
'''Basic Cleanlyness''': For cleanliness, you must apply '''Soap''' or a '''Damp Rag (Apply water to a rag)'''. If the wires are bad, you need insulated gloves (or enough burns to fix it) and wirecutters to cut the wires without being shocked, then you need 10 cable coil to replace said wires.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Using the Biogenerator=&lt;br /&gt;
[[File:nt_biogeneratorhow2.png|right]]&lt;br /&gt;
This excerpt will explain how to power the Biogenerator to power the chapel. First you must look to the top of the floor to your two SMES.' These two will receive power from the biogenerator and charge upon receiving power from it. When the biogenerator is running, it is best to check these two for charging and how much power it is outputting. The biogenerator will create 10kW from biomatter and takes it in at 2 u/s. So do not use canisters that have low biomatter as it would not be worth it.&lt;br /&gt;
&lt;br /&gt;
The biogenerator will power the chapel, outside of the ship's grid. It may be necessary to power the chapel when the technomancers have failed their engine ritual or someone has deliminated the Supermatter. This guide will explain how to power the Biogenerator.&lt;br /&gt;
&lt;br /&gt;
*Drag a large canister and wrench it onto the platform in the red square.&lt;br /&gt;
*Turn on the valves in the green squares.&lt;br /&gt;
''Note: What amount of units you set for the valves determines how fast or slow power is output.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Litanies can be used without the [[File:Bible.png]] just say them. &lt;br /&gt;
* Infidels will very rarely convert to NeoTheology by themselves, you need to search interested ones and spread the word of NeoTheology by either preaching, panflets and private messages. We don't recommend using the radio too much as IH can dislike that. Try to bring people to Church and tell them more about the religion to convert them, and don't be afraid to ask believers to help you with the propaganda, it helps to have someone who can be trusted to reassure the infidels to convert. Find your own ways to increase your influence, don't simply sit in Church. Use your mind, converting people is probably like a dating simulator!&lt;br /&gt;
* Rember to check the morgue, there you can find some weapons for your believers incase they need them, but remember that you are a public person, and it would be better if nobody sees you looting dead people of course. But don't forget about funerals, placing dead bodies into coffin and sending them into space will make players respawn faster if they aren't believers. If you can't take care of corpse at the moment, just place them into the morgue.&lt;br /&gt;
* While trying to convert people try to not use the &amp;quot;fear of death&amp;quot; or other factors like that, you will scare them instead of making them more loyal to you. Remember, immortality is a reward for the believers, not a tool to scare the infidels.&lt;br /&gt;
* You are a Preacher, not a soldier, so you must prevent your death by any means. If you  die, all the current and future believers will lose their chance to get back from the dead. Hire yourself a bodyguard if you wish, and even convert him to bound him to you.&lt;br /&gt;
* Public botany is the most simple way to grow alot of plants, where you can turn them into biomass in the plant biomass machine to then transform into meat for the church cloner. Plump helmets have the highest number of harvested crops, so the amount biomass that you get from them is the highest one in relation to time spent harvesting crops.&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=File:Nt_biogeneratorhow2.png&amp;diff=934</id>
		<title>File:Nt biogeneratorhow2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=File:Nt_biogeneratorhow2.png&amp;diff=934"/>
		<updated>2019-10-05T16:51:00Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_to_Explosives_ErisEn&amp;diff=933</id>
		<title>Guide to Explosives ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_to_Explosives_ErisEn&amp;diff=933"/>
		<updated>2019-10-04T19:10:33Z</updated>

		<summary type="html">&lt;p&gt;Alanii: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;=The all encompassing guide to blowing stuff up!=&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:maintenance.png]]&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_to_Explosives_ErisEn&amp;diff=932</id>
		<title>Guide to Explosives ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_to_Explosives_ErisEn&amp;diff=932"/>
		<updated>2019-10-04T19:09:33Z</updated>

		<summary type="html">&lt;p&gt;Alanii: Created page with &amp;quot;PLACEHOLDER TEXT  file:maintenance.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PLACEHOLDER TEXT&lt;br /&gt;
&lt;br /&gt;
[[file:maintenance.png]]&lt;/div&gt;</summary>
		<author><name>Alanii</name></author>
	</entry>
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