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	<title>Discordia - User contributions [en]</title>
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	<updated>2026-04-04T08:45:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Vagabond_ErisEn&amp;diff=4456</id>
		<title>Vagabond ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Vagabond_ErisEn&amp;diff=4456"/>
		<updated>2021-05-31T16:02:05Z</updated>

		<summary type="html">&lt;p&gt;Tenno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Assistant.png&lt;br /&gt;
|jobtitle = Vagabond&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Survive.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
|quote = Hey, those are MY work gloves!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
''&amp;quot;You are a vagabond, a stowaway, journeying through the vast expanses of space upon the CEV &amp;quot;Eris.&amp;quot; You will not be paid a wage.''&lt;br /&gt;
''Though this does not mean you have no home, as the Eris is your home. Whatever planet you may have come from is now a distant memory.''&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
''You remember boarding the Eris sometime in your past, when it had a different purpose and a different captain.''&lt;br /&gt;
''Over time you've become accustomed to the dangers of this ship.''&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
''The ID you wear likely not even your own. At least as far as you can remember.''&lt;br /&gt;
''But this chunk of plastic still can be a rare oddity that can change your character.''&lt;br /&gt;
''As a vagabond, you should strive to help out anyone you can. Or at least, anyone who offers you a paying job. Find a way to make money, stay out of trouble, and survive.&amp;quot;''&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
'''-In game description'''&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
'''Intro'''&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Vagabonds are the leftover crew of past regimes on the Eris. They are drifters, not assigned any job by the current administration. Surviving on the ship however they can: taking jobs and bounties, scouring the maintenance tunnels or proving themselves to the factions aboard. Anything to make a living.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
== Guide ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
'''Starting Out'''&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
This is a great role for beginners, as well as returning veterans; Vagabond will never fail to provide an entertaining round. &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
When you join the round, you will spawn with very little. There are some options in your initial loadout in the character customization menu for some extra things. Recommended for this role is the crowbar. It is an invaluable tool and makes a good weapon in an emergency.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Important things to note: '''augmentations''' and '''cruciforms'''. They are incompatible with one another. Make sure you do not have both equipped on your character at round start. A cruciform means your character is a part of the Neotheology religion, and can be revived if killed during the round. Without a cruciform, death is final unless somebody makes you into a cyborg. You can respawn after 30 minutes(10 minutes if your body is put in the morgue) with a different character. &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
You will start with full Service Maintenance access in the ship. This is an invaluable resource.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Maintenance hunting - Maintenance is huge, and the amounts of things you can find in there are endless. You could find combat RIGs, medical supplies, military lockers, gun refuse piles, mechs, etcetera.. If you want to do this, do it quickly as a lot of other people will also realize this and scavenge maintenance as quickly as they can. You could ask the [[First_Officer_ErisEn|First Officer]] for some extra access to, by proxy, gain access to more maintenance shafts. &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Assisting people - Vagabonds aren't really crew members, but rather independent individuals. Your only goal is to make money or find your purpose on the ship, ranging from an egoistical fortune to altruistic deeds. These include but are not limited to:&lt;br /&gt;
**Being a deputy for [[Commander_ErisEn|the Ironhammer Commander]], helping notify Ironhammer of crime.&lt;br /&gt;
**Being the [[Club_Manager_ErisEn|Club Manager's]] assistant, helping the chef gather more &amp;quot;exotic&amp;quot; ingredients and whatnot.&lt;br /&gt;
**Being a courier/messenger/diplomat between the various factions.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Roleplay - The Vagabonds on CEV Eris are rich with unique facettes and can be whatever you want them to be and other players allow and help them to become. Given the CEV Eris is a roleplay environment, think about a background for your character, their motivations, drive and ethics. Why are they on the ship on the first place? Are you a greedy capitalist trying out your newest sales pitch? A selfless moralist ready to help the people on the ship? An egoistical junk-diver just waiting for his next haul? The choice is yours, and vagabonds are arguably the best choice to try old and new things alike.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
== Tips ==&lt;br /&gt;
*As a traitor, you are usually the most overlooked person. You also have 0 extra access and authority to spare, so be wary of that.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*The Vagabond is great for new players, &amp;lt;s&amp;gt;powergamers&amp;lt;/s&amp;gt; old players, returning players or if you simply wanna try out something new and fun.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Because of Discordia's lax rules on self-antagging, you can go along with the plot of an antag if they bribe or threaten you accordingly.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Nobody typically takes to clearing out spiders or roaches, so you can get a quick ID name change to something akin to &amp;quot;Roach Killer&amp;quot;, &amp;quot;Xeno Dominator&amp;quot;, etc, and purge the CEV Eris of those insect scum.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;br /&gt;
&lt;br /&gt;
[[File:jobs.png|center|80px|border|link=Roles_ErisEn|Return To Roles]]&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Perks_ErisEn&amp;diff=3386</id>
		<title>Perks ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Perks_ErisEn&amp;diff=3386"/>
		<updated>2020-07-04T12:38:28Z</updated>

		<summary type="html">&lt;p&gt;Tenno: /* Oddity Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Perks&amp;lt;/h1&amp;gt;[[File:omegabook.png|right]]&lt;br /&gt;
Perks on Eris denote a special ability or effect for individual characters for the duration of a round. There is 3 tiers of perks currently that are available to the players: Profession Perks, Fate Perks, and Oddity Perks. Profession perks come with your selected job, and most faction jobs will have round-start perks that they share. Fate perks are completely optional and some even have negative effects stemming from which “Fate” background you select during character creation(under Backgrounds tab). Oddity perks are gained during the course of the round as a consequence of using an Oddity to fulfill your Insight desire. Once you reach a stat boost with that oddity, you will receive the perk that is tied to it for the rest of the round.&lt;br /&gt;
=Profession Perks=&lt;br /&gt;
{{divhide|Profession Perks|color=black|}}&lt;br /&gt;
'''Ironhammer'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:survivor.png|64px]]&lt;br /&gt;
|'''Survivor'''&lt;br /&gt;
|This perk effectively halves the sanity loss you would incur from seeing someone die. This makes you more resistant to breakdowns if you end up killing somebody or witnessing a death.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Moebius'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:selfmedicated.png|64px]]&lt;br /&gt;
|'''Self-Medicated'''&lt;br /&gt;
|This provides a total increase on your maximum NSA limit, which means you will be able to ingest more potent reagents together, without having any adverse side effects such as Overdose or Vomiting. Also, halves the chance of you becoming addicted to any reagent.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Asters Guild'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:merchantperk.png|64px]]&lt;br /&gt;
|'''Merchant'''&lt;br /&gt;
|This perk essentially lets you use a stack of money as an Oddity. The more money you have, the bigger the effects of the stat boost. This perk is exclusive to the Guild Merchant profession.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:deepconnections.png|64px]]&lt;br /&gt;
|'''Deep Connections'''&lt;br /&gt;
|This provides you with one of 4 things when you start your round:&amp;lt;br&amp;gt;&lt;br /&gt;
*Knowledge of a random language selected from ones you don’t already speak.&lt;br /&gt;
*Knowledge of one contract from the traitors contracts board. This will only reveal the specifics of that contract, including names of targets for assassination and implantation, locations of spy sensor areas, or items that are targets for theft.&lt;br /&gt;
*A stash paper. This will spawn a new stash and give you the corresponding note for its location. Make sure you grab it quickly, lest someone else stumble on it.&lt;br /&gt;
*A special item in a box. There is a large variety of items you could start, but its random everytime. Included are things like oddities, firearms and holsters, tool mods, hardsuits and hardsuit modules, and high capacity energy cells.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Technomancers League'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:exoticinspiration.png|64px]]&lt;br /&gt;
|'''Exotic Inspiration'''&lt;br /&gt;
|This boosts your Cognition and Mechanical stats any time you imbibe any alcohol. This will make you faster with tools and decrease your chance to fail any kind of mechanical work, including robot limb repair. This perk will tell you if its active under the “Show Stats and Perks” window.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Church of Neotheology'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:truefaith.png|64px]]&lt;br /&gt;
|'''True Faith'''&lt;br /&gt;
|Your sanity recovers much quicker (50% faster) when you are in range of a Neotheology Obelisk. Everybody with a cruciform has this perk, so you can visit the chapel for some time to recover your sanity quite rapidly.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Vagabonds'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:vagabondperk.png|64px]]&lt;br /&gt;
|'''Vagabond'''&lt;br /&gt;
|This perk puts a limit on the total amount of sanity damage you can incur from what is in your view. Where a regular crew members sanity can go down to 20 from environmental factors, yours will stop at 40. Beware the Noble, and Rejected Genius fates will cancel out this perk.&lt;br /&gt;
|-&lt;br /&gt;
|}{{divhide|end}}&lt;br /&gt;
&lt;br /&gt;
=Fate Perks=&lt;br /&gt;
{{divhide|Fate Perks|color=black|}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:paperworm.png|64px]]&lt;br /&gt;
|'''Paper Worm'''&lt;br /&gt;
|This fate gives you a -10 to all stats when you begin, in exchange for a bigger chance of rolling a positive outcome when you suffer a breakdown.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:freelancer.png|64px]]&lt;br /&gt;
|'''Freelancer''' &lt;br /&gt;
|This perk will take into account your starting stat values and take your biggest one and lower it by 10 points, while boosting all of your other stats by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nihilist.png|64px]]&lt;br /&gt;
|'''Nihilist''' &lt;br /&gt;
|This increases chance of positive breakdowns by 10% and negative breakdowns by 20%. Seeing someone die has a random effect on you: sometimes you won’t take any sanity loss and you can even gain back sanity, or get a boost to your cognition.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:moralist.png|64px]]&lt;br /&gt;
|'''Moralist'''&lt;br /&gt;
|Your Insight gain is faster when you are around sane people(above 60% sanity) and they will recover sanity when around you. When you are around people that are less that 50% health or less than 30% sanity, you will take sanity damage from them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:drugaddict.png|64px]]&lt;br /&gt;
|'''Drug Addict '''&lt;br /&gt;
|You will start with an addiction to a random drug, as well as a bottle of pills containing the drug. This explicitly applies to all the reagents under the “Drug” category in the MIRC program.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:alcoholic.png|64px]]&lt;br /&gt;
|'''Alcoholic'''&lt;br /&gt;
|Grants a +10 bonus to Robustness stat while under the influence of alcohol. You also start with a major alcohol addiction and -10 to Cognition.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:noble.png|64px]]&lt;br /&gt;
|'''Noble'''&lt;br /&gt;
|Indicates that you are a person of nobility, giving you a bigger chance to become a target for antagonist contracts. The contract value for your head is worth more telecrystals then regular crew members. Your environmental sanity loss is no longer limited, so the sight of blood and any discomforts will cause breakdowns. You start with a family heirloom weapon that also acts as an oddity, and has your family name engraved on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rat.png|64px]]&lt;br /&gt;
|'''Rat'''&lt;br /&gt;
|You start with a +10 to Mechanical stat and -10 to Vigilance. You will have a -10 to overall sanity health, meaning you will incur a breakdown faster than most. However, your footsteps become much more silent and you gain a chance to ignore a trap when walking over it. This includes things like wire splices, bear traps, mousetraps, and mines.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rejectedgenius.png|64px]]&lt;br /&gt;
|'''Rejected Genius '''&lt;br /&gt;
|Your environmental sanity loss cap is removed, meaning you can incur breakdowns by spending too much time around things like blood and corpses. Your maximum sanity health is decreased by 20, and your chance of a positive breakdown is always at 0%. Your insight gain speed is increased by 50%. This allows you to reach stat boosts and oddity perks much quicker; as long as you can keep your sanity from dragging you into ruin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:oborin.png|64px]]&lt;br /&gt;
|'''Oborin Syndrome '''&lt;br /&gt;
|A mysterious disease of which those afflicted, see the world in a black and white palette and cannot make out the taste of food. This grants you an increase of 20 to your total sanity pool.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:lowborn.png|64px]]&lt;br /&gt;
|'''Lowborn'''&lt;br /&gt;
|You are the lowest rung of society. Your family name doesn’t matter to anyone, so you have long since abandoned it. You cannot play as any Command roles. With this perk, you are allowed to have a singular first name, so make sure to change your characters name to just utilize the first name slot. Examples would include “Imp”, ”Brick” or “Rat”. You also gain a +10 increase to your total sanity pool.&lt;br /&gt;
|-&lt;br /&gt;
|}{{divhide|end}}&lt;br /&gt;
&lt;br /&gt;
=Oddity Perks=&lt;br /&gt;
These perks are specifically tied to oddity items found in game. You can find them laying around maintenance or buy them from vagabonds, or sometimes the Asters Guild. You must get an insight and fulfill your desire with the oddity in your inventory to gain the perk. Simply examine the oddity to learn which perk it can grant you.&lt;br /&gt;
{{divhide|Oddity Perks|color=black|}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fastwalker.png|64px]]&lt;br /&gt;
|'''Fast Walker '''&lt;br /&gt;
|You will move slightly faster than others.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:earofquicksilver.png|64px]]&lt;br /&gt;
|'''Ear of Silver''' &lt;br /&gt;
|You will be able to hear what others are say from further away. However, flashbang grenades and such will stun you for double the time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:junkborn.png|64px]]&lt;br /&gt;
|'''Junkborn'''&lt;br /&gt;
|There is a chance that a rare item will spawn upon clearing any trash pile with a shovel and taking out all of its contents.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ballsofplasteel.png|64px]]&lt;br /&gt;
|'''Balls of Plasteel''' &lt;br /&gt;
|You will be able to take about 20 more points of damage before falling into pain crit state from any source. This is the equivalent to about 20 extra points in Toughness stat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:absolutegrab.png|64px]]&lt;br /&gt;
|'''Absolute Grab '''&lt;br /&gt;
|You can leap towards people by using Grab Intent from 1 tile away and initiate grappling. Wont work if anything is in between you and the target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:quietasmouse.png|64px]]&lt;br /&gt;
|'''Quiet as Mouse '''&lt;br /&gt;
|Your noise coefficient is permanently lowered by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:surestep.png|64px]]&lt;br /&gt;
|'''Sure Step '''&lt;br /&gt;
|You have an additional chance to avoid a trap such a wire splice, bear trap or mine while running.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nightcrawler.png|64px]]&lt;br /&gt;
|'''Night Crawler '''&lt;br /&gt;
|You move 50% faster in the darkness, instead of being slowed down by it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chaingunsmoker.png|64px]]&lt;br /&gt;
|'''Chaingun Smoker '''&lt;br /&gt;
|Nicotine now recovers additional sanity and heals a slight amount of brute and toxic damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bloodoflead.png|64px]]&lt;br /&gt;
|'''Blood of Lead'''&lt;br /&gt;
|You only incur 50% of incoming toxic damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:lungsofiron.png|64px]]&lt;br /&gt;
|'''Lungs of Iron '''&lt;br /&gt;
|You will only incur 50% of incoming respiratory damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:parkour.png|64px]]&lt;br /&gt;
|'''Parkour '''&lt;br /&gt;
|Climbing tables, ladders and up z-levels is now 50% faster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:charmingpersonality.png|64px]]&lt;br /&gt;
|'''Charming Personality '''&lt;br /&gt;
|People around you will recover sanity.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:horribledeeds.png|64px]]&lt;br /&gt;
|'''Horrible Deeds''' &lt;br /&gt;
|People around you will lose sanity. This can cause people to have breakdowns.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:terrblefate.png|64px]]&lt;br /&gt;
|'''Terrible Fate''' &lt;br /&gt;
|Anyone who is around you at the moment of your death must roll a Vigilance sanity check. If they fail, their sanity will instant be dropped to 0 resulting in a breakdown.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:toxicrevenger.png|64px]]&lt;br /&gt;
|'''Toxic Revenger''' &lt;br /&gt;
|People around you will cough periodically and incur a small amount of toxic damage, unless they are wearing internals.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:assofconcrete.png|64px]]&lt;br /&gt;
|'''Ass of Concrete''' &lt;br /&gt;
|Nobody can move past you, even on help intent. You wont slip in gravity. Beware that you can still be pushed, disarmed and grabbed but nobody will be able to move past unless you initiate the movement.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:unfinisheddelivery.png|64px]]&lt;br /&gt;
|'''Unfinished Delivery''' &lt;br /&gt;
|Upon your death, there is a 33% chance of your organs healing themselves and essentially bringing you back to life. The perk will disappear after this happens and you will be asleep for about 30 seconds, but alive as long as your brain is intact in your skull.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:spaceasshole.png|64px]]&lt;br /&gt;
|'''Space Asshole''' &lt;br /&gt;
|You take 40% less fall damage, and gain 25 points of bomb resistance.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gunslinger.png|64px]]&lt;br /&gt;
|'''Gunslinger''' &lt;br /&gt;
|Any gun that doesn’t require 2 hands to use will fire 33% faster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fastfingers.png|64px]]&lt;br /&gt;
|'''Fast Fingers''' &lt;br /&gt;
|You can silently empty pockets of others and steal things from their hands and ear slots by clicking on their sprite and dragging it to yourself and using the menu. Placing things silently into their hands also works.&lt;br /&gt;
|-&lt;br /&gt;
|}{{divhide|end}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Perks_ErisEn&amp;diff=3385</id>
		<title>Perks ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Perks_ErisEn&amp;diff=3385"/>
		<updated>2020-07-04T11:35:39Z</updated>

		<summary type="html">&lt;p&gt;Tenno: /* Oddity Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Perks&amp;lt;/h1&amp;gt;[[File:omegabook.png|right]]&lt;br /&gt;
Perks on Eris denote a special ability or effect for individual characters for the duration of a round. There is 3 tiers of perks currently that are available to the players: Profession Perks, Fate Perks, and Oddity Perks. Profession perks come with your selected job, and most faction jobs will have round-start perks that they share. Fate perks are completely optional and some even have negative effects stemming from which “Fate” background you select during character creation(under Backgrounds tab). Oddity perks are gained during the course of the round as a consequence of using an Oddity to fulfill your Insight desire. Once you reach a stat boost with that oddity, you will receive the perk that is tied to it for the rest of the round.&lt;br /&gt;
=Profession Perks=&lt;br /&gt;
{{divhide|Profession Perks|color=black|}}&lt;br /&gt;
'''Ironhammer'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:survivor.png|64px]]&lt;br /&gt;
|'''Survivor'''&lt;br /&gt;
|This perk effectively halves the sanity loss you would incur from seeing someone die. This makes you more resistant to breakdowns if you end up killing somebody or witnessing a death.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Moebius'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:selfmedicated.png|64px]]&lt;br /&gt;
|'''Self-Medicated'''&lt;br /&gt;
|This provides a total increase on your maximum NSA limit, which means you will be able to ingest more potent reagents together, without having any adverse side effects such as Overdose or Vomiting. Also, halves the chance of you becoming addicted to any reagent.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Asters Guild'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:merchantperk.png|64px]]&lt;br /&gt;
|'''Merchant'''&lt;br /&gt;
|This perk essentially lets you use a stack of money as an Oddity. The more money you have, the bigger the effects of the stat boost. This perk is exclusive to the Guild Merchant profession.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:deepconnections.png|64px]]&lt;br /&gt;
|'''Deep Connections'''&lt;br /&gt;
|This provides you with one of 4 things when you start your round:&amp;lt;br&amp;gt;&lt;br /&gt;
*Knowledge of a random language selected from ones you don’t already speak.&lt;br /&gt;
*Knowledge of one contract from the traitors contracts board. This will only reveal the specifics of that contract, including names of targets for assassination and implantation, locations of spy sensor areas, or items that are targets for theft.&lt;br /&gt;
*A stash paper. This will spawn a new stash and give you the corresponding note for its location. Make sure you grab it quickly, lest someone else stumble on it.&lt;br /&gt;
*A special item in a box. There is a large variety of items you could start, but its random everytime. Included are things like oddities, firearms and holsters, tool mods, hardsuits and hardsuit modules, and high capacity energy cells.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Technomancers League'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:exoticinspiration.png|64px]]&lt;br /&gt;
|'''Exotic Inspiration'''&lt;br /&gt;
|This boosts your Cognition and Mechanical stats any time you imbibe any alcohol. This will make you faster with tools and decrease your chance to fail any kind of mechanical work, including robot limb repair. This perk will tell you if its active under the “Show Stats and Perks” window.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Church of Neotheology'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:truefaith.png|64px]]&lt;br /&gt;
|'''True Faith'''&lt;br /&gt;
|Your sanity recovers much quicker (50% faster) when you are in range of a Neotheology Obelisk. Everybody with a cruciform has this perk, so you can visit the chapel for some time to recover your sanity quite rapidly.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Vagabonds'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:vagabondperk.png|64px]]&lt;br /&gt;
|'''Vagabond'''&lt;br /&gt;
|This perk puts a limit on the total amount of sanity damage you can incur from what is in your view. Where a regular crew members sanity can go down to 20 from environmental factors, yours will stop at 40. Beware the Noble, and Rejected Genius fates will cancel out this perk.&lt;br /&gt;
|-&lt;br /&gt;
|}{{divhide|end}}&lt;br /&gt;
&lt;br /&gt;
=Fate Perks=&lt;br /&gt;
{{divhide|Fate Perks|color=black|}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:paperworm.png|64px]]&lt;br /&gt;
|'''Paper Worm'''&lt;br /&gt;
|This fate gives you a -10 to all stats when you begin, in exchange for a bigger chance of rolling a positive outcome when you suffer a breakdown.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:freelancer.png|64px]]&lt;br /&gt;
|'''Freelancer''' &lt;br /&gt;
|This perk will take into account your starting stat values and take your biggest one and lower it by 10 points, while boosting all of your other stats by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nihilist.png|64px]]&lt;br /&gt;
|'''Nihilist''' &lt;br /&gt;
|This increases chance of positive breakdowns by 10% and negative breakdowns by 20%. Seeing someone die has a random effect on you: sometimes you won’t take any sanity loss and you can even gain back sanity, or get a boost to your cognition.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:moralist.png|64px]]&lt;br /&gt;
|'''Moralist'''&lt;br /&gt;
|Your Insight gain is faster when you are around sane people(above 60% sanity) and they will recover sanity when around you. When you are around people that are less that 50% health or less than 30% sanity, you will take sanity damage from them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:drugaddict.png|64px]]&lt;br /&gt;
|'''Drug Addict '''&lt;br /&gt;
|You will start with an addiction to a random drug, as well as a bottle of pills containing the drug. This explicitly applies to all the reagents under the “Drug” category in the MIRC program.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:alcoholic.png|64px]]&lt;br /&gt;
|'''Alcoholic'''&lt;br /&gt;
|Grants a +10 bonus to Robustness stat while under the influence of alcohol. You also start with a major alcohol addiction and -10 to Cognition.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:noble.png|64px]]&lt;br /&gt;
|'''Noble'''&lt;br /&gt;
|Indicates that you are a person of nobility, giving you a bigger chance to become a target for antagonist contracts. The contract value for your head is worth more telecrystals then regular crew members. Your environmental sanity loss is no longer limited, so the sight of blood and any discomforts will cause breakdowns. You start with a family heirloom weapon that also acts as an oddity, and has your family name engraved on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rat.png|64px]]&lt;br /&gt;
|'''Rat'''&lt;br /&gt;
|You start with a +10 to Mechanical stat and -10 to Vigilance. You will have a -10 to overall sanity health, meaning you will incur a breakdown faster than most. However, your footsteps become much more silent and you gain a chance to ignore a trap when walking over it. This includes things like wire splices, bear traps, mousetraps, and mines.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rejectedgenius.png|64px]]&lt;br /&gt;
|'''Rejected Genius '''&lt;br /&gt;
|Your environmental sanity loss cap is removed, meaning you can incur breakdowns by spending too much time around things like blood and corpses. Your maximum sanity health is decreased by 20, and your chance of a positive breakdown is always at 0%. Your insight gain speed is increased by 50%. This allows you to reach stat boosts and oddity perks much quicker; as long as you can keep your sanity from dragging you into ruin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:oborin.png|64px]]&lt;br /&gt;
|'''Oborin Syndrome '''&lt;br /&gt;
|A mysterious disease of which those afflicted, see the world in a black and white palette and cannot make out the taste of food. This grants you an increase of 20 to your total sanity pool.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:lowborn.png|64px]]&lt;br /&gt;
|'''Lowborn'''&lt;br /&gt;
|You are the lowest rung of society. Your family name doesn’t matter to anyone, so you have long since abandoned it. You cannot play as any Command roles. With this perk, you are allowed to have a singular first name, so make sure to change your characters name to just utilize the first name slot. Examples would include “Imp”, ”Brick” or “Rat”. You also gain a +10 increase to your total sanity pool.&lt;br /&gt;
|-&lt;br /&gt;
|}{{divhide|end}}&lt;br /&gt;
&lt;br /&gt;
=Oddity Perks=&lt;br /&gt;
These perks are specifically tied to oddity items found in game. You can find them laying around maintenance or buy them from vagabonds, or sometimes the Asters Guild. You must get an insight and fulfill your desire with the oddity in your inventory to gain the perk. Simply examine the oddity to learn which perk it can grant you.&lt;br /&gt;
{{divhide|Oddity Perks|color=black|}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fastwalker.png|64px]]&lt;br /&gt;
|'''Fast Walker '''&lt;br /&gt;
|You will move slightly faster than others.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:earofquicksilver.png|64px]]&lt;br /&gt;
|'''Impeccable Hearing''' &lt;br /&gt;
|You will be able to hear what others are say from further away. However, flashbang grenades and such will stun you for double the time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:junkborn.png|64px]]&lt;br /&gt;
|'''Junkborn'''&lt;br /&gt;
|There is a chance that a rare item will spawn upon clearing any trash pile with a shovel and taking out all of its contents.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ballsofplasteel.png|64px]]&lt;br /&gt;
|'''Balls of Plasteel''' &lt;br /&gt;
|You will be able to take about 20 more points of damage before falling into pain crit state from any source. This is the equivalent to about 20 extra points in Toughness stat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:absolutegrab.png|64px]]&lt;br /&gt;
|'''Absolute Grab '''&lt;br /&gt;
|You can leap towards people by using Grab Intent from 1 tile away and initiate grappling. Wont work if anything is in between you and the target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:quietasmouse.png|64px]]&lt;br /&gt;
|'''Quiet as Mouse '''&lt;br /&gt;
|Your noise coefficient is permanently lowered by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:surestep.png|64px]]&lt;br /&gt;
|'''Sure Step '''&lt;br /&gt;
|You have an additional chance to avoid a trap such a wire splice, bear trap or mine while running.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nightcrawler.png|64px]]&lt;br /&gt;
|'''Night Crawler '''&lt;br /&gt;
|You move 50% faster in the darkness, instead of being slowed down by it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chaingunsmoker.png|64px]]&lt;br /&gt;
|'''Chaingun Smoker '''&lt;br /&gt;
|Nicotine now recovers additional sanity and heals a slight amount of brute and toxic damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bloodoflead.png|64px]]&lt;br /&gt;
|'''Leaded Blood'''&lt;br /&gt;
|You only incur 50% of incoming toxic damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:lungsofiron.png|64px]]&lt;br /&gt;
|'''Lungs of Iron '''&lt;br /&gt;
|You will only incur 50% of incoming respiratory damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:parkour.png|64px]]&lt;br /&gt;
|'''Parkour '''&lt;br /&gt;
|Climbing tables, ladders and up z-levels is now 50% faster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:charmingpersonality.png|64px]]&lt;br /&gt;
|'''Charming Personality '''&lt;br /&gt;
|People around you will recover sanity.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:horribledeeds.png|64px]]&lt;br /&gt;
|'''Horrible Deeds''' &lt;br /&gt;
|People around you will lose sanity. This can cause people to have breakdowns.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:terrblefate.png|64px]]&lt;br /&gt;
|'''Terrible Fate''' &lt;br /&gt;
|Anyone who is around you at the moment of your death must roll a Vigilance sanity check. If they fail, their sanity will instant be dropped to 0 resulting in a breakdown.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:toxicrevenger.png|64px]]&lt;br /&gt;
|'''Toxic Revenger''' &lt;br /&gt;
|People around you will cough periodically and incur a small amount of toxic damage, unless they are wearing internals.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:assofconcrete.png|64px]]&lt;br /&gt;
|'''Bulky''' &lt;br /&gt;
|Nobody can move past you, even on help intent. You wont slip in gravity. Beware that you can still be pushed, disarmed and grabbed but nobody will be able to move past unless you initiate the movement.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:unfinisheddelivery.png|64px]]&lt;br /&gt;
|'''Unfinished Delivery''' &lt;br /&gt;
|Upon your death, there is a 33% chance of your organs healing themselves and essentially bringing you back to life. The perk will disappear after this happens and you will be asleep for about 30 seconds, but alive as long as your brain is intact in your skull.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:spaceasshole.png|64px]]&lt;br /&gt;
|'''Space Asshole''' &lt;br /&gt;
|You take 40% less fall damage, and gain 25 points of bomb resistance.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gunslinger.png|64px]]&lt;br /&gt;
|'''Gunslinger''' &lt;br /&gt;
|Any gun that doesn’t require 2 hands to use will fire 33% faster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fastfingers.png|64px]]&lt;br /&gt;
|'''Fast Fingers''' &lt;br /&gt;
|You can silently empty pockets of others and steal things from their hands and ear slots by clicking on their sprite and dragging it to yourself and using the menu. Placing things silently into their hands also works.&lt;br /&gt;
|-&lt;br /&gt;
|}{{divhide|end}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Perks_ErisEn&amp;diff=3384</id>
		<title>Perks ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Perks_ErisEn&amp;diff=3384"/>
		<updated>2020-07-04T11:29:49Z</updated>

		<summary type="html">&lt;p&gt;Tenno: /* Oddity Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Perks&amp;lt;/h1&amp;gt;[[File:omegabook.png|right]]&lt;br /&gt;
Perks on Eris denote a special ability or effect for individual characters for the duration of a round. There is 3 tiers of perks currently that are available to the players: Profession Perks, Fate Perks, and Oddity Perks. Profession perks come with your selected job, and most faction jobs will have round-start perks that they share. Fate perks are completely optional and some even have negative effects stemming from which “Fate” background you select during character creation(under Backgrounds tab). Oddity perks are gained during the course of the round as a consequence of using an Oddity to fulfill your Insight desire. Once you reach a stat boost with that oddity, you will receive the perk that is tied to it for the rest of the round.&lt;br /&gt;
=Profession Perks=&lt;br /&gt;
{{divhide|Profession Perks|color=black|}}&lt;br /&gt;
'''Ironhammer'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:survivor.png|64px]]&lt;br /&gt;
|'''Survivor'''&lt;br /&gt;
|This perk effectively halves the sanity loss you would incur from seeing someone die. This makes you more resistant to breakdowns if you end up killing somebody or witnessing a death.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Moebius'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:selfmedicated.png|64px]]&lt;br /&gt;
|'''Self-Medicated'''&lt;br /&gt;
|This provides a total increase on your maximum NSA limit, which means you will be able to ingest more potent reagents together, without having any adverse side effects such as Overdose or Vomiting. Also, halves the chance of you becoming addicted to any reagent.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Asters Guild'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:merchantperk.png|64px]]&lt;br /&gt;
|'''Merchant'''&lt;br /&gt;
|This perk essentially lets you use a stack of money as an Oddity. The more money you have, the bigger the effects of the stat boost. This perk is exclusive to the Guild Merchant profession.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:deepconnections.png|64px]]&lt;br /&gt;
|'''Deep Connections'''&lt;br /&gt;
|This provides you with one of 4 things when you start your round:&amp;lt;br&amp;gt;&lt;br /&gt;
*Knowledge of a random language selected from ones you don’t already speak.&lt;br /&gt;
*Knowledge of one contract from the traitors contracts board. This will only reveal the specifics of that contract, including names of targets for assassination and implantation, locations of spy sensor areas, or items that are targets for theft.&lt;br /&gt;
*A stash paper. This will spawn a new stash and give you the corresponding note for its location. Make sure you grab it quickly, lest someone else stumble on it.&lt;br /&gt;
*A special item in a box. There is a large variety of items you could start, but its random everytime. Included are things like oddities, firearms and holsters, tool mods, hardsuits and hardsuit modules, and high capacity energy cells.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Technomancers League'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:exoticinspiration.png|64px]]&lt;br /&gt;
|'''Exotic Inspiration'''&lt;br /&gt;
|This boosts your Cognition and Mechanical stats any time you imbibe any alcohol. This will make you faster with tools and decrease your chance to fail any kind of mechanical work, including robot limb repair. This perk will tell you if its active under the “Show Stats and Perks” window.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Church of Neotheology'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:truefaith.png|64px]]&lt;br /&gt;
|'''True Faith'''&lt;br /&gt;
|Your sanity recovers much quicker (50% faster) when you are in range of a Neotheology Obelisk. Everybody with a cruciform has this perk, so you can visit the chapel for some time to recover your sanity quite rapidly.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Vagabonds'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:vagabondperk.png|64px]]&lt;br /&gt;
|'''Vagabond'''&lt;br /&gt;
|This perk puts a limit on the total amount of sanity damage you can incur from what is in your view. Where a regular crew members sanity can go down to 20 from environmental factors, yours will stop at 40. Beware the Noble, and Rejected Genius fates will cancel out this perk.&lt;br /&gt;
|-&lt;br /&gt;
|}{{divhide|end}}&lt;br /&gt;
&lt;br /&gt;
=Fate Perks=&lt;br /&gt;
{{divhide|Fate Perks|color=black|}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:paperworm.png|64px]]&lt;br /&gt;
|'''Paper Worm'''&lt;br /&gt;
|This fate gives you a -10 to all stats when you begin, in exchange for a bigger chance of rolling a positive outcome when you suffer a breakdown.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:freelancer.png|64px]]&lt;br /&gt;
|'''Freelancer''' &lt;br /&gt;
|This perk will take into account your starting stat values and take your biggest one and lower it by 10 points, while boosting all of your other stats by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nihilist.png|64px]]&lt;br /&gt;
|'''Nihilist''' &lt;br /&gt;
|This increases chance of positive breakdowns by 10% and negative breakdowns by 20%. Seeing someone die has a random effect on you: sometimes you won’t take any sanity loss and you can even gain back sanity, or get a boost to your cognition.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:moralist.png|64px]]&lt;br /&gt;
|'''Moralist'''&lt;br /&gt;
|Your Insight gain is faster when you are around sane people(above 60% sanity) and they will recover sanity when around you. When you are around people that are less that 50% health or less than 30% sanity, you will take sanity damage from them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:drugaddict.png|64px]]&lt;br /&gt;
|'''Drug Addict '''&lt;br /&gt;
|You will start with an addiction to a random drug, as well as a bottle of pills containing the drug. This explicitly applies to all the reagents under the “Drug” category in the MIRC program.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:alcoholic.png|64px]]&lt;br /&gt;
|'''Alcoholic'''&lt;br /&gt;
|Grants a +10 bonus to Robustness stat while under the influence of alcohol. You also start with a major alcohol addiction and -10 to Cognition.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:noble.png|64px]]&lt;br /&gt;
|'''Noble'''&lt;br /&gt;
|Indicates that you are a person of nobility, giving you a bigger chance to become a target for antagonist contracts. The contract value for your head is worth more telecrystals then regular crew members. Your environmental sanity loss is no longer limited, so the sight of blood and any discomforts will cause breakdowns. You start with a family heirloom weapon that also acts as an oddity, and has your family name engraved on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rat.png|64px]]&lt;br /&gt;
|'''Rat'''&lt;br /&gt;
|You start with a +10 to Mechanical stat and -10 to Vigilance. You will have a -10 to overall sanity health, meaning you will incur a breakdown faster than most. However, your footsteps become much more silent and you gain a chance to ignore a trap when walking over it. This includes things like wire splices, bear traps, mousetraps, and mines.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rejectedgenius.png|64px]]&lt;br /&gt;
|'''Rejected Genius '''&lt;br /&gt;
|Your environmental sanity loss cap is removed, meaning you can incur breakdowns by spending too much time around things like blood and corpses. Your maximum sanity health is decreased by 20, and your chance of a positive breakdown is always at 0%. Your insight gain speed is increased by 50%. This allows you to reach stat boosts and oddity perks much quicker; as long as you can keep your sanity from dragging you into ruin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:oborin.png|64px]]&lt;br /&gt;
|'''Oborin Syndrome '''&lt;br /&gt;
|A mysterious disease of which those afflicted, see the world in a black and white palette and cannot make out the taste of food. This grants you an increase of 20 to your total sanity pool.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:lowborn.png|64px]]&lt;br /&gt;
|'''Lowborn'''&lt;br /&gt;
|You are the lowest rung of society. Your family name doesn’t matter to anyone, so you have long since abandoned it. You cannot play as any Command roles. With this perk, you are allowed to have a singular first name, so make sure to change your characters name to just utilize the first name slot. Examples would include “Imp”, ”Brick” or “Rat”. You also gain a +10 increase to your total sanity pool.&lt;br /&gt;
|-&lt;br /&gt;
|}{{divhide|end}}&lt;br /&gt;
&lt;br /&gt;
=Oddity Perks=&lt;br /&gt;
These perks are specifically tied to oddity items found in game. You can find them laying around maintenance or buy them from vagabonds, or sometimes the Asters Guild. You must get an insight and fulfill your desire with the oddity in your inventory to gain the perk. Simply examine the oddity to learn which perk it can grant you.&lt;br /&gt;
{{divhide|Oddity Perks|color=black|}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fastwalker.png|64px]]&lt;br /&gt;
|'''Fast Walker '''&lt;br /&gt;
|You will move slightly faster than others.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:earofquicksilver.png|64px]]&lt;br /&gt;
|'''Impeccable Hearing''' &lt;br /&gt;
|You will be able to hear what others are say from further away. However, flashbang grenades and such will stun you for double the time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:junkborn.png|64px]]&lt;br /&gt;
|'''Junkborn'''&lt;br /&gt;
|There is a chance that a rare item will spawn upon clearing any trash pile with a shovel and taking out all of its contents.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ballsofplasteel.png|64px]]&lt;br /&gt;
|'''Balls of Plasteel''' &lt;br /&gt;
|You will be able to take about 20 more points of damage before falling into pain crit state from any source. This is the equivalent to about 20 extra points in Toughness stat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:absolutegrab.png|64px]]&lt;br /&gt;
|'''Absolute Grab '''&lt;br /&gt;
|You can leap towards people by using Grab Intent from 1 tile away and initiate grappling. Wont work if anything is in between you and the target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:quietasmouse.png|64px]]&lt;br /&gt;
|'''Quiet as Mouse '''&lt;br /&gt;
|Your noise coefficient is permanently lowered by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:surestep.png|64px]]&lt;br /&gt;
|'''Sure Step '''&lt;br /&gt;
|You have an additional chance to avoid a trap such a wire splice, bear trap or mine while running.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nightcrawler.png|64px]]&lt;br /&gt;
|'''Night Crawler '''&lt;br /&gt;
|You move 50% faster in the darkness, instead of being slowed down by it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chaingunsmoker.png|64px]]&lt;br /&gt;
|'''Chaingun Smoker '''&lt;br /&gt;
|Nicotine now recovers additional sanity and heals a slight amount of brute and toxic damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bloodoflead.png|64px]]&lt;br /&gt;
|'''Leaded Blood'''&lt;br /&gt;
|You only incur 50% of incoming toxic damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:lungsofiron.png|64px]]&lt;br /&gt;
|'''Lungs of Iron '''&lt;br /&gt;
|You will only incur 50% of incoming respiratory damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:parkour.png|64px]]&lt;br /&gt;
|'''Parkour '''&lt;br /&gt;
|Climbing tables, ladders and up z-levels is now 50% faster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:charmingpersonality.png|64px]]&lt;br /&gt;
|'''Charming Personality '''&lt;br /&gt;
|People around you will recover sanity.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:horribledeeds.png|64px]]&lt;br /&gt;
|'''Horrible Deeds''' &lt;br /&gt;
|People around you will lose sanity. This can cause people to have breakdowns.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:terrblefate.png|64px]]&lt;br /&gt;
|'''Terrible Fate''' &lt;br /&gt;
|Anyone who is around you at the moment of your death must roll a Vigilance sanity check. If they fail, their sanity will instant be dropped to 0 resulting in a breakdown.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:toxicrevenger.png|64px]]&lt;br /&gt;
|'''Toxic Revenger''' &lt;br /&gt;
|People around you will cough periodically and incur a small amount of toxic damage, unless they are wearing internals.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:assofconcrete.png|64px]]&lt;br /&gt;
|'''Ass of Concrete''' &lt;br /&gt;
|Nobody can move past you, even on help intent. You wont slip in gravity. Beware that you can still be pushed, disarmed and grabbed but nobody will be able to move past unless you initiate the movement.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:unfinisheddelivery.png|64px]]&lt;br /&gt;
|'''Unfinished Delivery''' &lt;br /&gt;
|Upon your death, there is a 33% chance of your organs healing themselves and essentially bringing you back to life. The perk will disappear after this happens and you will be asleep for about 30 seconds, but alive as long as your brain is intact in your skull.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:spaceasshole.png|64px]]&lt;br /&gt;
|'''Space Asshole''' &lt;br /&gt;
|You take 40% less fall damage, and gain 25 points of bomb resistance.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gunslinger.png|64px]]&lt;br /&gt;
|'''Gunslinger''' &lt;br /&gt;
|Any gun that doesn’t require 2 hands to use will fire 33% faster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fastfingers.png|64px]]&lt;br /&gt;
|'''Fast Fingers''' &lt;br /&gt;
|You can silently empty pockets of others and steal things from their hands and ear slots by clicking on their sprite and dragging it to yourself and using the menu. Placing things silently into their hands also works.&lt;br /&gt;
|-&lt;br /&gt;
|}{{divhide|end}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Perks_ErisEn&amp;diff=3383</id>
		<title>Perks ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Perks_ErisEn&amp;diff=3383"/>
		<updated>2020-07-04T11:21:19Z</updated>

		<summary type="html">&lt;p&gt;Tenno: /* Oddity Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Perks&amp;lt;/h1&amp;gt;[[File:omegabook.png|right]]&lt;br /&gt;
Perks on Eris denote a special ability or effect for individual characters for the duration of a round. There is 3 tiers of perks currently that are available to the players: Profession Perks, Fate Perks, and Oddity Perks. Profession perks come with your selected job, and most faction jobs will have round-start perks that they share. Fate perks are completely optional and some even have negative effects stemming from which “Fate” background you select during character creation(under Backgrounds tab). Oddity perks are gained during the course of the round as a consequence of using an Oddity to fulfill your Insight desire. Once you reach a stat boost with that oddity, you will receive the perk that is tied to it for the rest of the round.&lt;br /&gt;
=Profession Perks=&lt;br /&gt;
{{divhide|Profession Perks|color=black|}}&lt;br /&gt;
'''Ironhammer'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:survivor.png|64px]]&lt;br /&gt;
|'''Survivor'''&lt;br /&gt;
|This perk effectively halves the sanity loss you would incur from seeing someone die. This makes you more resistant to breakdowns if you end up killing somebody or witnessing a death.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Moebius'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:selfmedicated.png|64px]]&lt;br /&gt;
|'''Self-Medicated'''&lt;br /&gt;
|This provides a total increase on your maximum NSA limit, which means you will be able to ingest more potent reagents together, without having any adverse side effects such as Overdose or Vomiting. Also, halves the chance of you becoming addicted to any reagent.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Asters Guild'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:merchantperk.png|64px]]&lt;br /&gt;
|'''Merchant'''&lt;br /&gt;
|This perk essentially lets you use a stack of money as an Oddity. The more money you have, the bigger the effects of the stat boost. This perk is exclusive to the Guild Merchant profession.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:deepconnections.png|64px]]&lt;br /&gt;
|'''Deep Connections'''&lt;br /&gt;
|This provides you with one of 4 things when you start your round:&amp;lt;br&amp;gt;&lt;br /&gt;
*Knowledge of a random language selected from ones you don’t already speak.&lt;br /&gt;
*Knowledge of one contract from the traitors contracts board. This will only reveal the specifics of that contract, including names of targets for assassination and implantation, locations of spy sensor areas, or items that are targets for theft.&lt;br /&gt;
*A stash paper. This will spawn a new stash and give you the corresponding note for its location. Make sure you grab it quickly, lest someone else stumble on it.&lt;br /&gt;
*A special item in a box. There is a large variety of items you could start, but its random everytime. Included are things like oddities, firearms and holsters, tool mods, hardsuits and hardsuit modules, and high capacity energy cells.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Technomancers League'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:exoticinspiration.png|64px]]&lt;br /&gt;
|'''Exotic Inspiration'''&lt;br /&gt;
|This boosts your Cognition and Mechanical stats any time you imbibe any alcohol. This will make you faster with tools and decrease your chance to fail any kind of mechanical work, including robot limb repair. This perk will tell you if its active under the “Show Stats and Perks” window.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Church of Neotheology'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:truefaith.png|64px]]&lt;br /&gt;
|'''True Faith'''&lt;br /&gt;
|Your sanity recovers much quicker (50% faster) when you are in range of a Neotheology Obelisk. Everybody with a cruciform has this perk, so you can visit the chapel for some time to recover your sanity quite rapidly.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Vagabonds'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:vagabondperk.png|64px]]&lt;br /&gt;
|'''Vagabond'''&lt;br /&gt;
|This perk puts a limit on the total amount of sanity damage you can incur from what is in your view. Where a regular crew members sanity can go down to 20 from environmental factors, yours will stop at 40. Beware the Noble, and Rejected Genius fates will cancel out this perk.&lt;br /&gt;
|-&lt;br /&gt;
|}{{divhide|end}}&lt;br /&gt;
&lt;br /&gt;
=Fate Perks=&lt;br /&gt;
{{divhide|Fate Perks|color=black|}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:paperworm.png|64px]]&lt;br /&gt;
|'''Paper Worm'''&lt;br /&gt;
|This fate gives you a -10 to all stats when you begin, in exchange for a bigger chance of rolling a positive outcome when you suffer a breakdown.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:freelancer.png|64px]]&lt;br /&gt;
|'''Freelancer''' &lt;br /&gt;
|This perk will take into account your starting stat values and take your biggest one and lower it by 10 points, while boosting all of your other stats by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nihilist.png|64px]]&lt;br /&gt;
|'''Nihilist''' &lt;br /&gt;
|This increases chance of positive breakdowns by 10% and negative breakdowns by 20%. Seeing someone die has a random effect on you: sometimes you won’t take any sanity loss and you can even gain back sanity, or get a boost to your cognition.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:moralist.png|64px]]&lt;br /&gt;
|'''Moralist'''&lt;br /&gt;
|Your Insight gain is faster when you are around sane people(above 60% sanity) and they will recover sanity when around you. When you are around people that are less that 50% health or less than 30% sanity, you will take sanity damage from them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:drugaddict.png|64px]]&lt;br /&gt;
|'''Drug Addict '''&lt;br /&gt;
|You will start with an addiction to a random drug, as well as a bottle of pills containing the drug. This explicitly applies to all the reagents under the “Drug” category in the MIRC program.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:alcoholic.png|64px]]&lt;br /&gt;
|'''Alcoholic'''&lt;br /&gt;
|Grants a +10 bonus to Robustness stat while under the influence of alcohol. You also start with a major alcohol addiction and -10 to Cognition.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:noble.png|64px]]&lt;br /&gt;
|'''Noble'''&lt;br /&gt;
|Indicates that you are a person of nobility, giving you a bigger chance to become a target for antagonist contracts. The contract value for your head is worth more telecrystals then regular crew members. Your environmental sanity loss is no longer limited, so the sight of blood and any discomforts will cause breakdowns. You start with a family heirloom weapon that also acts as an oddity, and has your family name engraved on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rat.png|64px]]&lt;br /&gt;
|'''Rat'''&lt;br /&gt;
|You start with a +10 to Mechanical stat and -10 to Vigilance. You will have a -10 to overall sanity health, meaning you will incur a breakdown faster than most. However, your footsteps become much more silent and you gain a chance to ignore a trap when walking over it. This includes things like wire splices, bear traps, mousetraps, and mines.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rejectedgenius.png|64px]]&lt;br /&gt;
|'''Rejected Genius '''&lt;br /&gt;
|Your environmental sanity loss cap is removed, meaning you can incur breakdowns by spending too much time around things like blood and corpses. Your maximum sanity health is decreased by 20, and your chance of a positive breakdown is always at 0%. Your insight gain speed is increased by 50%. This allows you to reach stat boosts and oddity perks much quicker; as long as you can keep your sanity from dragging you into ruin.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:oborin.png|64px]]&lt;br /&gt;
|'''Oborin Syndrome '''&lt;br /&gt;
|A mysterious disease of which those afflicted, see the world in a black and white palette and cannot make out the taste of food. This grants you an increase of 20 to your total sanity pool.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:lowborn.png|64px]]&lt;br /&gt;
|'''Lowborn'''&lt;br /&gt;
|You are the lowest rung of society. Your family name doesn’t matter to anyone, so you have long since abandoned it. You cannot play as any Command roles. With this perk, you are allowed to have a singular first name, so make sure to change your characters name to just utilize the first name slot. Examples would include “Imp”, ”Brick” or “Rat”. You also gain a +10 increase to your total sanity pool.&lt;br /&gt;
|-&lt;br /&gt;
|}{{divhide|end}}&lt;br /&gt;
&lt;br /&gt;
=Oddity Perks=&lt;br /&gt;
These perks are specifically tied to oddity items found in game. You can find them laying around maintenance or buy them from vagabonds, or sometimes the Asters Guild. You must get an insight and fulfill your desire with the oddity in your inventory to gain the perk. Simply examine the oddity to learn which perk it can grant you.&lt;br /&gt;
{{divhide|Oddity Perks|color=black|}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Perk&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fastwalker.png|64px]]&lt;br /&gt;
|'''Fast Walker '''&lt;br /&gt;
|You will move slightly faster than others.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:earofquicksilver.png|64px]]&lt;br /&gt;
|'''Impeccable Hearing''' &lt;br /&gt;
|You will be able to hear what others are say from further away. However, flashbang grenades and such will stun you for double the time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:junkborn.png|64px]]&lt;br /&gt;
|'''Junkborn'''&lt;br /&gt;
|There is a chance that a rare item will spawn upon clearing any trash pile with a shovel and taking out all of its contents.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ballsofplasteel.png|64px]]&lt;br /&gt;
|'''Balls of Plasteel''' &lt;br /&gt;
|You will be able to take about 20 more points of damage before falling into pain crit state from any source. This is the equivalent to about 20 extra points in Toughness stat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:absolutegrab.png|64px]]&lt;br /&gt;
|'''Absolute Grab '''&lt;br /&gt;
|You can leap towards people by using Grab Intent from 1 tile away and initiate grappling. Wont work if anything is in between you and the target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:quietasmouse.png|64px]]&lt;br /&gt;
|'''Quiet as Mouse '''&lt;br /&gt;
|Your noise coefficient is permanently lowered by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:surestep.png|64px]]&lt;br /&gt;
|'''Sure Step '''&lt;br /&gt;
|You have an additional chance to avoid a trap such a wire splice, bear trap or mine while running.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nightcrawler.png|64px]]&lt;br /&gt;
|'''Night Crawler '''&lt;br /&gt;
|You move 50% faster in the darkness, instead of being slowed down by it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chaingunsmoker.png|64px]]&lt;br /&gt;
|'''Chaingun Smoker '''&lt;br /&gt;
|Nicotine now recovers additional sanity and heals a slight amount of brute and toxic damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bloodoflead.png|64px]]&lt;br /&gt;
|'''Blood of Lead'''&lt;br /&gt;
|You only incur 50% of incoming toxic damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:lungsofiron.png|64px]]&lt;br /&gt;
|'''Lungs of Iron '''&lt;br /&gt;
|You will only incur 50% of incoming respiratory damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:parkour.png|64px]]&lt;br /&gt;
|'''Parkour '''&lt;br /&gt;
|Climbing tables, ladders and up z-levels is now 50% faster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:charmingpersonality.png|64px]]&lt;br /&gt;
|'''Charming Personality '''&lt;br /&gt;
|People around you will recover sanity.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:horribledeeds.png|64px]]&lt;br /&gt;
|'''Horrible Deeds''' &lt;br /&gt;
|People around you will lose sanity. This can cause people to have breakdowns.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:terrblefate.png|64px]]&lt;br /&gt;
|'''Terrible Fate''' &lt;br /&gt;
|Anyone who is around you at the moment of your death must roll a Vigilance sanity check. If they fail, their sanity will instant be dropped to 0 resulting in a breakdown.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:toxicrevenger.png|64px]]&lt;br /&gt;
|'''Toxic Revenger''' &lt;br /&gt;
|People around you will cough periodically and incur a small amount of toxic damage, unless they are wearing internals.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:assofconcrete.png|64px]]&lt;br /&gt;
|'''Ass of Concrete''' &lt;br /&gt;
|Nobody can move past you, even on help intent. You wont slip in gravity. Beware that you can still be pushed, disarmed and grabbed but nobody will be able to move past unless you initiate the movement.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:unfinisheddelivery.png|64px]]&lt;br /&gt;
|'''Unfinished Delivery''' &lt;br /&gt;
|Upon your death, there is a 33% chance of your organs healing themselves and essentially bringing you back to life. The perk will disappear after this happens and you will be asleep for about 30 seconds, but alive as long as your brain is intact in your skull.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:spaceasshole.png|64px]]&lt;br /&gt;
|'''Space Asshole''' &lt;br /&gt;
|You take 40% less fall damage, and gain 25 points of bomb resistance.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gunslinger.png|64px]]&lt;br /&gt;
|'''Gunslinger''' &lt;br /&gt;
|Any gun that doesn’t require 2 hands to use will fire 33% faster.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fastfingers.png|64px]]&lt;br /&gt;
|'''Fast Fingers''' &lt;br /&gt;
|You can silently empty pockets of others and steal things from their hands and ear slots by clicking on their sprite and dragging it to yourself and using the menu. Placing things silently into their hands also works.&lt;br /&gt;
|-&lt;br /&gt;
|}{{divhide|end}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Roles_ErisEn&amp;diff=2770</id>
		<title>Roles ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Roles_ErisEn&amp;diff=2770"/>
		<updated>2020-06-21T13:26:27Z</updated>

		<summary type="html">&lt;p&gt;Tenno: /* Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TODO: Re-size all faction images uniformly as possible, and ensure that they are vector images. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Keep clear of summary text, perhaps a rules link. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Jobs =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' An Explanation on Wages '''&amp;lt;!-- Use Template:Wagelookup when defining the wage category for jobs  --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Words go here.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command ==&lt;br /&gt;
''The most important people on the ship, whose role is only to command. They control the money earned from investments by NeoTheology and Moebius; financing Technomancers, Ironhammer, and padding their own wallets.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color :#EEEEFF;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; background-color:lightblue;&amp;quot;&lt;br /&gt;
| width=10% | Job&lt;br /&gt;
|           | Role&lt;br /&gt;
| width=8%  | Difficulty&lt;br /&gt;
| width=6%  | Wage&lt;br /&gt;
| width=10% | Guides&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:CaptainFancy.png|64px|link=Captain_ErisEn]]&amp;lt;br/&amp;gt;[[Captain_ErisEn|Captain]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Take charge of the ship. Ensure departments are running smoothly and make critical decisions.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Very Hard&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | NONE}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Agreement_ErisEn|The Agreement]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:First OfficerFancy.png|64px|link=First Officer_ErisEn]]&amp;lt;br/&amp;gt;[[First Officer_ErisEn|First Officer]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Assist the captain, primarily by dealing with the rest of command staff. Take care of all the things the captain doesn't have time to do.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Medium to Hard&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | COMMAND}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Agreement_ErisEn|The Agreement]], [[Paperwork_ErisEn|Paperwork]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[File:Ironhammer.png|64px|frameless]] Ironhammer Security ==&lt;br /&gt;
''PMCs, whose role is solely to protect the ship, and maintain order on board. They try to strictly observe and execute terms of their agreement. Basically - carry out the orders of the Captain, however the Commander's word is the final word.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color :#EEEEFF;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; background-color:#97B0BE;&amp;quot;&lt;br /&gt;
| width=10% | Job&lt;br /&gt;
|           | Role&lt;br /&gt;
| width=8%  | Difficulty&lt;br /&gt;
| width=6%  | Wage&lt;br /&gt;
| width=10% | Guides&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Ih_commander.png|64px|link=Commander_ErisEn]]&amp;lt;br/&amp;gt;[[Commander_ErisEn|Ironhammer Commander]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Ensure the ship and its crew are safe from threats by commanding the onboard mercenary force.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Very Hard&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | COMMAND}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Agreement_ErisEn|The Agreement]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Ih_sergeant.png|64px|link=Gunnery_Sergeant_ErisEn]]&amp;lt;br/&amp;gt;[[Gunnery_Sergeant_ErisEn|Ironhammer Gunnery Sergeant]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Maintain the brig and armory.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Hard&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | LABOUR_HAZARD}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Agreement_ErisEn|The Agreement]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:InspectorFancy.png|64px|link=Ironhammer_Inspector_ErisEn]]&amp;lt;br/&amp;gt;[[Ironhammer_Inspector_ErisEn|Ironhammer Inspector]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Investigate crime scenes and solve cases. Chain smoke.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Medium to Hard&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | PROFESSIONAL}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Agreement_ErisEn|The Agreement]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Medical_SpecialistFancy.png|64px|link=Medical_Specialist_ErisEn]]&amp;lt;br/&amp;gt;[[Medical_Specialist_ErisEn|Ironhammer Medical Specialist]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Keep operatives alive and well.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Medium&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | PROFESSIONAL}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Agreement_ErisEn|The Agreement]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Ih_operative.png|64px|link=Operative_ErisEn]]&amp;lt;br/&amp;gt;[[Operative_ErisEn|Ironhammer Operative]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Protect the ship and crew from all threats, internal or external.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Hard&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | LABOUR_HAZARD}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Agreement_ErisEn|The Agreement]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Moebius.png|64px|frameless]] Moebius Laboratories ==&lt;br /&gt;
''One of the first factions who allocated funds to the ship and her endeavors. They conduct expeditions into abandoned monoliths, supply the crew with innovative, experimental gadgets for profit, as well as running the Medbay aboard the CEV Eris.''&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color :#EEEEFF;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; background-color:#A8B69A;&amp;quot;&lt;br /&gt;
| width=10% | Job&lt;br /&gt;
|           | Role&lt;br /&gt;
| width=8%  | Difficulty&lt;br /&gt;
| width=6%  | Wage&lt;br /&gt;
| width=10% | Guides&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:MBiolabFancy.png|64px|link=Biolab_Officer_ErisEn]]&amp;lt;br/&amp;gt;[[Biolab_Officer_ErisEn|Moebious Biolab Officer]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Desperately try to prevent medbay from descending into chaos. Direct the medical staff onboard.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Hard&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | COMMAND}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! - [[Medicine_ErisEn|Guide to Medicine]], [[Surgery_ErisEn|Guide to Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:DoctorFancy.png|64px|link=Doctor_ErisEn]]&amp;lt;br/&amp;gt;[[Doctor_ErisEn|Moebius Doctor]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Treat the hordes of wounded and dying patients.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Hard&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | PROFESSIONAL}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Medicine_ErisEn|Guide to Medicine]], [[Surgery_ErisEn|Guide to Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:MChemistFancy.png|64px|link=Chemist_ErisEn]]&amp;lt;br/&amp;gt;[[Chemist_ErisEn|Moebius Chemist]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Produce chemical mixtures, primarily for medicine.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Medium&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | PROFESSIONAL}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Guide_to_Chemistry_ErisEn|Guide to Chemistry]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:MParamedicFancy.png|64px|link=Paramedic_ErisEn]]&amp;lt;br/&amp;gt;[[Paramedic_ErisEn|Moebius Paramedic]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Triage and transport patients to and within medbay to ensure all who need treatment make it.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Medium&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | LABOUR_HAZARD}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Medicine_ErisEn|Guide to Medicine]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:DoctorFancy.png|64px|link=Psychiatrist_ErisEn]]&amp;lt;br/&amp;gt;[[Psychiatrist_ErisEn|Moebius Psychiatrist]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Helps you out with talking about your problems.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Medium&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | PROFESSIONAL}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Medicine_ErisEn|Guide to Medicine]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color :#EEEEFF;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; background-color:#DDA0DD;&amp;quot;&lt;br /&gt;
| width=10% | Job&lt;br /&gt;
|           | Role&lt;br /&gt;
| width=8%  | Difficulty&lt;br /&gt;
| width=6%  | Wage&lt;br /&gt;
| width=10% | Guides&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:MEOFancy.png|64px|link=Expedition_Overseer_ErisEn]]&amp;lt;br/&amp;gt;[[Expedition_Overseer_ErisEn|Moebious Expedition Overseer]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Direct and manage your team of scientists onboard the Eris. Expand human knowledge.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Hard&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | COMMAND}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Agreement_ErisEn|The Agreement]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:MScientistFancy.png|64px|link=Scientist_ErisEn]]&amp;lt;br/&amp;gt;[[Scientist_ErisEn|Moebious Scientist]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Conduct cutting edge research and development. &lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Medium&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | PROFESSIONAL}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Guide_to_Moebius_Labs_ErisEn|Guide to the Research Labs]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:MRoboticistFancy.png|64px|link=Roboticist_ErisEn]]&amp;lt;br/&amp;gt;[[Roboticist_ErisEn|Moebious Roboticist]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Construct and maintain the myriad of Cyborgs and Mechs onboard.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Medium&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | PROFESSIONAL}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Guide_to_Robotics_ErisEn|Robotics Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Technomancers.png|64px|frameless]] Technomancer League ==&lt;br /&gt;
''Techno-anarchists, hired by wealthy benefactors from Moebius and NeoTheology, and well-known for their love of all things mechanical. They ensure ship functionality between bouts of copious augment installation binges, all the while providing the Eris with a bit of their own personal touch, lest the Captain say otherwise.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color :#EEEEFF;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; background-color:orange;&amp;quot;&lt;br /&gt;
| width=10% | Job&lt;br /&gt;
|           | Role&lt;br /&gt;
| width=8%  | Difficulty&lt;br /&gt;
| width=6%  | Wage&lt;br /&gt;
| width=10% | Guides&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:TechExultantFancy.png|64px|link=Technomancer_Exultant_ErisEn]]&amp;lt;br/&amp;gt;[[Technomancer_Exultant_ErisEn|Technomancer Exultant]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Keep the ship running and habitable. Protect and manage the rest of the Technomancer Clan onboard.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Hard&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | COMMAND}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Supermatter_Engine_ErisEn|Guide to the Engine]] [[Guide_To_Technomancy_ErisEn|Technomancer's Guide]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:TechnomancerFancy.png|64px|link=Technomancer_ErisEn]]&amp;lt;br/&amp;gt;[[Technomancer_ErisEn|Technomancer]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Set up the engine, thrusters, shields, and atmospherics while making sure they stay online.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Medium&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | LABOUR}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Supermatter_Engine_ErisEn|Guide to the Engine]] [[Guide_To_Technomancy_ErisEn|Technomancer's Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Guild.png|64px|frameless]] Asters Guild ==&lt;br /&gt;
''The Guild of Merchants, (which also consists of the Captain and First Officer), whose interests lie in profits and wealth. Those profits are mainly secured by providing the masses of consumers with everything and anything they might need- provisions, equipment, weapons and cargo. Most Guild folk share a common sentiment for the reinforcement of capitalist ideology, and a love for action-packed adventures filled with loot, money, and exotic commodities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color :#EEEEFF;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; background-color:#e09f5c;&amp;quot;&lt;br /&gt;
| width=10% | Job&lt;br /&gt;
|           | Role&lt;br /&gt;
| width=8%  | Difficulty&lt;br /&gt;
| width=6%  | Wage&lt;br /&gt;
| width=10% | Guides&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Guild_MerchantFancy.png|64px|link=Merchant_ErisEn]]&amp;lt;br/&amp;gt;[[Merchant_ErisEn|Guild Merchant]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Make money, supply the crew, make more money. Manage the rest of the Guild, and advise the captain on pursuit of profitable ventures.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Medium&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | COMMAND}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Agreement_ErisEn|The Agreement]] [[Guide_to_Profits_ErisEn|Guide to Profiting]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Guild_TechnicianFancy.png|64px|link=Guild_Technician_ErisEn]]&amp;lt;br/&amp;gt;[[Guild_Technician_ErisEn|Guild Technician]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Assist the aims of the Guild onboard the station. Take supply orders, and deliver them once fulfilled. Follow the guidance of the Merchant to ensure profit.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Easy&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | LABOUR_DUMB}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Guide_to_Profits_ErisEn|Guide to Profiting]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Guild_MinerFancy.png|64px|link=Guild_Miner_ErisEn]]&amp;lt;br/&amp;gt;[[Guild_Miner_ErisEn|Guild Miner]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Pilot the mining barge to promising asteroids to extract valuable ores. When not mining, assist the Guild on the station.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Medium&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | LABOUR_HAZARD}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
''Non-aligned people of disparate backgrounds, hoping to get by.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color :#EEEEFF;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; background-color:#DDDDDD;&amp;quot;&lt;br /&gt;
| width=10% | Job&lt;br /&gt;
|           | Role&lt;br /&gt;
| width=8%  | Difficulty&lt;br /&gt;
| width=6%  | Wage&lt;br /&gt;
| width=10% | Guides&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:AssistantFancy.png|64px|link=Vagabond_ErisEn]]&amp;lt;br/&amp;gt;[[Vagabond_ErisEn|Vagabond]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Stowaways or bums hiding on the ship. Assist others to get paid. This job's difficulty varies as they don't have any real responsibility and passivity is an option, but more ambitious vagabonds might find the game more difficult due to the many dangers lurking on the ship.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Easy-Difficult&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | NONE}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! -&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:BartenderFancy.png|64px|link=Club_Manager_ErisEn]]&amp;lt;br/&amp;gt;[[Club_Manager_ErisEn|Club Manager]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Oversee the CEV &amp;quot;Eris&amp;quot; Club onboard, direct your workers or tend to the bar.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Easy&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | NONE}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[List of Drinking Recipes ErisEn|Drinks recipes]], [[List of Cooking Recipes ErisEn|Food recipes]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:ChefFancy.png|64px|link=Club_Worker_ErisEn]]&amp;lt;br/&amp;gt;[[Club_Worker_ErisEn|Club Worker]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Cook food or man the bar in the club, listen to your manager.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Easy&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | NONE}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[List of Drinking Recipes ErisEn|Drinks recipes]], [[List of Cooking Recipes ErisEn|Food recipes]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Actor.png|64px|link=Actor_ErisEn]]&amp;lt;br/&amp;gt;[[Actor_ErisEn|Actor]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Entertain the crew. Try to earn some spending cash as an artist on a dying spaceship.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Easy&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | LABOUR}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[File:NeoTheology.png|64px|frameless]] Church of NeoTheology ==&lt;br /&gt;
''Mysterious investors, promoting their own religion - and with it, their own influence on the ship, waiting and watching the expedition in dead space. They heavily advocate for the rejection of prostheses by installing a protective implant - a cruciform, with many additional features, such as life extension, or even rebirth after death. But who will believe them?''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color :#EEEEFF;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; background-color:#ECD37D;&amp;quot;&lt;br /&gt;
| width=10% | Job&lt;br /&gt;
|           | Role&lt;br /&gt;
| width=8%  | Difficulty&lt;br /&gt;
| width=6%  | Wage&lt;br /&gt;
| width=10% | Guides&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:NeoTheology_PreacherFancy.png|64px|link=NeoTheology_Preacher_ErisEn]]&amp;lt;br/&amp;gt;[[NeoTheology_Preacher_ErisEn|NeoTheology Preacher]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Spread the good word of NeoTheology. Clone believers with cruciforms. Perform litanies.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Hard&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | PROFESSIONAL}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Guide_to_Neotheology_ErisEn|Guide to Neotheology]], [[NeoTheology_Doctrines_of_Deference_ErisEn|The Doctrines of Deference]], [[NeoTheology_Preacher_Rituals_ErisEn|Rituals]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:acolyte64.png|link=NeoTheology_Acolyte_ErisEn]]&amp;lt;br/&amp;gt;[[NeoTheology_Acolyte_ErisEn|NeoTheology Acolyte]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Spread the good word of NeoTheology. Perform the Bioreactor and Biogenerator rituals. Perform litanies.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Medium&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | LABOUR_HAZARD}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Guide_to_Neotheology_ErisEn|Guide to Neotheology]], [[NeoTheology_Doctrines_of_Deference_ErisEn|The Doctrines of Deference]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:agrolyte64.png|link=NeoTheology_Agrolyte_ErisEn]]&amp;lt;br/&amp;gt;[[NeoTheology_Agrolyte_ErisEn|NeoTheology Agrolyte]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Spread the good word of NeoTheology. Provide biomass for the chapel and bioreactor by gardening.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Low&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | LABOUR}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Guide_to_Neotheology_ErisEn|Guide to Neotheology]], [[NeoTheology_Doctrines_of_Deference_ErisEn|The Doctrines of Deference]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:custodian64.png|link=NeoTheology_Custodian_ErisEn]]&amp;lt;br/&amp;gt;[[NeoTheology_Custodian_ErisEn|NeoTheology Custodian]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Spread the good word of NeoTheology. Keep the ship and chapel clean of rubbish and gather organic matter for the bioreactor.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Medium&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | LABOUR_DUMB}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Guide_to_Neotheology_ErisEn|Guide to Neotheology]], [[NeoTheology_Doctrines_of_Deference_ErisEn|The Doctrines of Deference]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Synthetics ==&lt;br /&gt;
''Extremely limited mechanical assistants of the crew. The comfort they provide is rivaled only by their threat. Always watching, always vigilant.&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color :#EEEEFF;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; background-color:#B5B7CB;&amp;quot;&lt;br /&gt;
| width=10% | Job&lt;br /&gt;
|           | Role&lt;br /&gt;
| width=8%  | Difficulty&lt;br /&gt;
| width=6%  | Wage&lt;br /&gt;
| width=10% | Guides&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:AI.png|64px|link=AI_ErisEn]]&amp;lt;br/&amp;gt;[[AI_ErisEn|AI]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Serve the station. Obey your laws. Protect the vessel and the crew.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Very Hard&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | NONE}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! -&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Borg.png|64px|link=Cyborg_ErisEn]]&amp;lt;br/&amp;gt;[[Cyborg_ErisEn|Cyborg]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Obey your laws under the guidance of the AI.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Hard&lt;br /&gt;
&amp;lt;!-- Wage        --&amp;gt; ! {{Wagelookup | NONE}}&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Special Roles =&lt;br /&gt;
&amp;lt;!-- Describe jist of special roles --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color :#EEEEFF;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; background-color:gray;&amp;quot;&lt;br /&gt;
| width=10% | Job&lt;br /&gt;
|           | Role&lt;br /&gt;
| width=8%  | Difficulty&lt;br /&gt;
| width=6%  | Threat&lt;br /&gt;
| width=10% | Guides&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Ghost.png|64px|link=Ghost_ErisEn]]&amp;lt;br/&amp;gt;[[Ghost_ErisEn|Ghost]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Talk to the other dead people. Complain about the living.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! None&lt;br /&gt;
&amp;lt;!-- Threat      --&amp;gt; ! None&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! -&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Mouse.png|64px|link=Mouse_ErisEn]]&amp;lt;br/&amp;gt;[[Mouse_ErisEn|Mouse]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Eat all the cheese.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Easy&lt;br /&gt;
&amp;lt;!-- Threat      --&amp;gt; ! Benign&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! -&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:drone.png|64px|link=Maintenance_Drone_ErisEn]]&amp;lt;br/&amp;gt;[[Maintenance_Drone_ErisEn|Maintenance Drone]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Repair and maintain the station. Do not interfere with the business of non-drones.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Easy&lt;br /&gt;
&amp;lt;!-- Threat      --&amp;gt; ! Helpful&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
''The villains who prefer crude and very lethal methods, pursuing the goal of distorting something positive on this ship, or its full destruction. Their objectives are many but none are pleasant.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color :#EEEEFF;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; background-color:darkred;&amp;quot;&lt;br /&gt;
| width=10% | Job&lt;br /&gt;
|           | Role&lt;br /&gt;
| width=8%  | Difficulty&lt;br /&gt;
| width=6%  | Threat&lt;br /&gt;
| width=10% | Guides&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Placeholder.png|64px|link=Traitor_ErisEn]]&amp;lt;br/&amp;gt;[[Traitor_ErisEn|Traitor]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Accomplish your assigned objectives.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Medium to Hard&lt;br /&gt;
&amp;lt;!-- Threat      --&amp;gt; ! Moderate&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! -&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:SerbMerc.png|64px|link=Serbian_Mercenary_ErisEn]]&amp;lt;br/&amp;gt;[[File: Serbian_arms.png|32px|link=Serbian_Mercenary_ErisEn]]&amp;lt;/br&amp;gt;[[Serbian_Mercenary_ErisEn|Serbian Mercenary]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Finish your contract.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Hard&lt;br /&gt;
&amp;lt;!-- Threat      --&amp;gt; ! Round-Ending&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! -&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:ExcelsiorArmour.png|64px|link=Excelsior_Infiltrator_ErisEn]]&amp;lt;br/&amp;gt;[[File:Excelsior.png|32px|link=Excelsior_Infiltrator_ErisEn]] [[Excelsior_Infiltrator_ErisEn|Excelsior Infiltrator]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Start your cyber-communism revolution, take control over the ship, build your special commie base.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Hard&lt;br /&gt;
&amp;lt;!-- Threat      --&amp;gt; ! Low to High&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! -&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Placeholder.png|64px|link=Inquisitor_ErisEn]]&amp;lt;br/&amp;gt;[[File:NeoTheology.png|32px|link=Inquisitor_ErisEn]] [[Inquisitor_ErisEn|NeoTheology Inquisitor]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Control believers and assign them tasks. Punish the sinful. NeoTheology should stay pure, and perfect.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Hard&lt;br /&gt;
&amp;lt;!-- Threat      --&amp;gt; ! Helpful to High&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! [[Guide_to_Neotheology_ErisEn|Guide to Neotheology]], [[NeoTheology_Preacher_ErisEn|Preacher]],[[NeoTheology_Doctrines_of_Deference_ErisEn|The Doctrines of Deference]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Placeholder.png|64px|link=Changling_ErisEn]]&amp;lt;br/&amp;gt; [[Changling_ErisEn|Changling]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Complete your objectives, finish contracts, or just cause silent mayhem from the shadows.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Hard&lt;br /&gt;
&amp;lt;!-- Threat      --&amp;gt; ! Low to High&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! None, Good luck!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew-aligned ==&lt;br /&gt;
''Unexpected allies, hiding among the crew, and following on the heels of villains - their task is to crush the enemy, and restore justice, preventing tragedy.&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color :#EEEEFF;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; background-color:lightblue;&amp;quot;&lt;br /&gt;
| width=10% | Job&lt;br /&gt;
|           | Role&lt;br /&gt;
| width=8%  | Difficulty&lt;br /&gt;
| width=6%  | Threat&lt;br /&gt;
| width=10% | Guides&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Job Photo   --&amp;gt; ! [[File:Placeholder.png|64px|link=Marshal_ErisEn]]&amp;lt;br/&amp;gt;[[File:Ironhammer.png|32px|link=Marshal_ErisEn]] [[Marshal_ErisEn|Ironhammer Marshal]]&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt; | Find the antags, investigate their crimes step-by-step, and kill them. Take help from Ironhammer.&lt;br /&gt;
&amp;lt;!-- Difficulty  --&amp;gt; ! Very Hard&lt;br /&gt;
&amp;lt;!-- Threat      --&amp;gt; ! Helpful&lt;br /&gt;
&amp;lt;!-- Guides      --&amp;gt; ! -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:English]]&lt;br /&gt;
[[file:4.png|80px|center|link=Main_Page_ErisEn|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Jobs_ErisRu]]&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Guide_to_Chemistry_ErisEn&amp;diff=2016</id>
		<title>Guide to Chemistry ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Guide_to_Chemistry_ErisEn&amp;diff=2016"/>
		<updated>2020-04-04T19:26:54Z</updated>

		<summary type="html">&lt;p&gt;Tenno: /* Medicine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Base Chemicals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;300px&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Base chemicals&lt;br /&gt;
|-&lt;br /&gt;
|'''Acetone'''||'''Aluminum'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ammonia'''||'''Carbon'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Copper'''||'''Ethanol'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hydrazine'''||'''Hydrochloric Acid'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iron'''||'''Lithium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mercury'''||'''Phosphorus'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potassium'''||'''Radium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Silicon'''||'''Sodium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sugar'''||'''Sulfur'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sulphuric Acid'''||'''Tungsten'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid black; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:150px; background-color:black;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:black;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Overdose Threshold{{Anchor | Adrenaline }}&lt;br /&gt;
|-&lt;br /&gt;
{{Anchor | Addictol }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Addictol&amp;lt;span style=&amp;quot;color:#0179e7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Impedrezene|Impedrezene]]&amp;lt;br&amp;gt;2 pars Mercury&amp;lt;br&amp;gt;2 parts [[#Purger|Purger]]&lt;br /&gt;
|When administered at a dose greater than 10, will permenantly treats the patient's addictions, until they get addicted again.&lt;br /&gt;
|0.1/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Alkysine }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Alkysine&amp;lt;span style=&amp;quot;color:#FFFF66;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ammonia&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part Hydrochloric Acid&lt;br /&gt;
|Treats brain damage. Weak painkiller.&lt;br /&gt;
|0.05/t &lt;br /&gt;
|30u &lt;br /&gt;
{{Anchor | Aminazine }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Aminazine&amp;lt;span style=&amp;quot;color:#88336f;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Alkysine|Alkysine]]&amp;lt;br&amp;gt;1 part [[#Purger|Purger]]&lt;br /&gt;
|Suppresses the effects of withdrawal, allowing the patient to be more functional during recovery.&lt;br /&gt;
&lt;br /&gt;
Does not eliminate the cravings.&lt;br /&gt;
|0.1/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Arithrazine }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Arithrazine&amp;lt;span style=&amp;quot;color:#008000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hydrazine&amp;lt;br&amp;gt;1 part [[#Hyronalin|Hyronalin ]]&lt;br /&gt;
| Removes radiation from patient's body more quickly and efficiently than Hyronalin.&lt;br /&gt;
&lt;br /&gt;
Causes moderate brute damage and minor burn damage to patient. Does not treat toxin damage. Does not treat genetic degradation. In most cases, should be administered with Dylovene.&lt;br /&gt;
|0.05/t &lt;br /&gt;
|30u &lt;br /&gt;
{{Anchor | Bicaridine }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Bicaridine&amp;lt;span style=&amp;quot;color:#BF0000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;1 part [[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|Treats brute damage.&lt;br /&gt;
&lt;br /&gt;
Will eventually stop external bleeding. Seals most wounds, including surgical incisions. &lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Citalopram }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Citalopram&amp;lt;span style=&amp;quot;color:#FF80FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon&amp;lt;br&amp;gt;1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&lt;br /&gt;
|Mild antidepressant. Helps stabilise the mind against hallucinations somewhat.&lt;br /&gt;
|0.01/t&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
{{Anchor | Clonexadone }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Clonexadone&amp;lt;span style=&amp;quot;color:#80BFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cryoxadone|Cryoxadone]]&amp;lt;br&amp;gt;1 part Sodium &amp;lt;br&amp;gt;1 part [[#Plasma|Plasma]] &amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (catalyst)&lt;br /&gt;
|More effective than Cryoxadone.&lt;br /&gt;
&lt;br /&gt;
Requires temperatures below 170K to function. Do not inject or swallow. Treats organ damage. &lt;br /&gt;
|0.1/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Cryoxadone }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Cryoxadone&amp;lt;span style=&amp;quot;color:##8080FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part [[#Dexalin|Dexalin]]&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Used in cryotanks. Treats brute and burn damage. Treats genetic degradation.&lt;br /&gt;
&lt;br /&gt;
Requires temperatures below 170K to function. Do not inject or swallow. Treats organ damage. &lt;br /&gt;
|0.1/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Dermaline }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Dermaline&amp;lt;span style=&amp;quot;color:#FF8000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part [[#Kelotane|Kelotane]]&amp;lt;br&amp;gt;1 part Phosphorous&lt;br /&gt;
|Treats burn damage. Prevents infection.&lt;br /&gt;
&lt;br /&gt;
More effective than Kelotane in every respect.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|15u&lt;br /&gt;
{{Anchor | Detox }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Detox&amp;lt;span style=&amp;quot;color:#229e08;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;br&amp;gt;3 parts [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;1 part [[#Serotrotium|Serotrotium]]&amp;lt;br&amp;gt;Temperature required: 363K-INFINITY&lt;br /&gt;
|Assists the nervous system to handle Neural System Accumulation without suffering the side effects.&lt;br /&gt;
|0.1/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Dexalin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Dexalin&amp;lt;span style=&amp;quot;color:#0080FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 parts Acetone &amp;lt;br&amp;gt;0.1 part [[#Plasma|Plasma]]&lt;br /&gt;
|Supplies artificial oxygen to the bloodstream, causing the brain to act as though it is receiving 50% of maximum oxygen from the lungs even if the lungs have failed.&lt;br /&gt;
&lt;br /&gt;
Removes Lexorin from bloodstream. Requires blood flow to function. Dexalin Plus is usually preferred over Dexalin. Can be administered in a sleeper. &lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Dexalin Plus }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Dexalin Plus&amp;lt;span style=&amp;quot;color:#0040FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon &amp;lt;br&amp;gt;1 part [[#Dexalin|Dexalin]]&amp;lt;br&amp;gt;1 part Iron&lt;br /&gt;
|As Dexalin, but 80% oxygenation.&lt;br /&gt;
&lt;br /&gt;
Removes Lexorin from bloodstream. Requires blood flow to function. Usually preferred over Dexalin. &lt;br /&gt;
|0.2/t &lt;br /&gt;
|15u&lt;br /&gt;
{{Anchor | Dylovene }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Dylovene&amp;lt;span style=&amp;quot;color:#00A000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ammonia &amp;lt;br&amp;gt;1 part Potassium &amp;lt;br&amp;gt;1 part Silicon&lt;br /&gt;
|A broad-spectrum anti-toxin. Treats toxin damage, shortens the duration of drug-related hallucinations and sleepiness, and removes toxic substances from the blood.&lt;br /&gt;
&lt;br /&gt;
Provides minor healing to the liver, as long as it is not decaying or necrotic. Can be administered in a sleeper.  &lt;br /&gt;
|0.2/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Ethylredoxrazine }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Ethylredoxrazine&amp;lt;span style=&amp;quot;color:#605048;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Neutralizes alcohol in the blood stream. Also treats dizziness, sleepiness, and stuttering.&lt;br /&gt;
&lt;br /&gt;
Produces water when combined with ethanol. &lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Haloperidol }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Haloperidol&amp;lt;span style=&amp;quot;color:#ba1f04;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part [[#Leporazine|Leporazine]]&amp;lt;br&amp;gt;Temperature required: 290-360K&lt;br /&gt;
|Purges Pararein from the bloodstream, causes tiredness and eventual sedation in the patient.&lt;br /&gt;
|0.1/t &lt;br /&gt;
|15u&lt;br /&gt;
{{Anchor | Hyronalin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Hyronalin&amp;lt;span style=&amp;quot;color:#408000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part Radium&lt;br /&gt;
|Removes radiation from the patient's system.&lt;br /&gt;
&lt;br /&gt;
Does not treat toxin damage. Does not treat genetic degradation. In most cases, should be administered with Dylovene. &lt;br /&gt;
|0.05/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Imidazoline }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Imidazoline&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part Hydrazine&lt;br /&gt;
|Treats damage to the eyes.&lt;br /&gt;
&lt;br /&gt;
Does not treat damage caused by genetic degradation. Will not revive decaying or necrotic eyes.&lt;br /&gt;
(Results in 2u instead of 3u)&lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Inaprovaline }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Inaprovaline&amp;lt;span style=&amp;quot;color:#00BFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part Carbon &amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Reduces bleeding. Brings a slowed or elevated pulse closer towards baseline. Allows a patient undergoing cardiac arrest to breathe. Heals minor brain damage and reduces brain damage dealt by lack of oxygen flow. Helps against suffocation effects of opioid (tramadol/oxycodone) poisoning. Very weak painkiller.&lt;br /&gt;
&lt;br /&gt;
Will not allow breathing if lungs have also failed. Can be administered in a sleeper. &lt;br /&gt;
|0.1/t &lt;br /&gt;
|60u&lt;br /&gt;
{{Anchor | Kelotane }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Kelotane&amp;lt;span style=&amp;quot;color:#FFA800;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon&amp;lt;br&amp;gt;1 part Silicon&lt;br /&gt;
|Treats burn damage. Prevents infection.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Kyphotorin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Kyphotorin&amp;lt;span style=&amp;quot;color:#7d88e6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Clonexadone|Clonexadone]]&amp;lt;br&amp;gt;1 part [[#Soporific|Soporific]]&lt;br /&gt;
|Regnerates missing limbs and deals light burn damage occasionally. Regenerating limbs is ''extremely'' painful.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|19.8u&lt;br /&gt;
{{Anchor | Leporazine }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Leporazine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Copper&amp;lt;br&amp;gt;1 part Silicon&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Rapidly stabilises body temperature. Treats fevers and hypothermia.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Meralyne }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Meralyne&amp;lt;span style=&amp;quot;color:#E6666C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;1 part [[#Hyperzine|Hyperzine]]&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&lt;br /&gt;
|Treats brute damage. Will eventually stop external bleeding. Seals most wounds, including surgical incisions.&lt;br /&gt;
More effective than bicardine in every respect.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Methylphenidate }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Methylphenidate&amp;lt;span style=&amp;quot;color:#BF80BF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hydrazine&amp;lt;br&amp;gt;1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&lt;br /&gt;
|Aids with concentration. Has no mechanical effects.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Negative Paragenetic Marker }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Negative Paragenetic Marker&amp;lt;span style=&amp;quot;color:#022000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon&amp;lt;br&amp;gt;1 part [[#Ryetalyn|Ryetalyn]]&lt;br /&gt;
|Not a true medication. A chemical that, when heated in the presence of Changeling blood, will react to form Positive Paragenetic Marker.&lt;br /&gt;
&lt;br /&gt;
Has no other effects or uses.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Noexcutite }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Noexcutite&amp;lt;span style=&amp;quot;color:#bc018a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part [[#Oxycodone|Oxycodone]]&lt;br /&gt;
|Prevents convulsions and jitters.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Ossisine }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Ossisine&amp;lt;span style=&amp;quot;color:#660679;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Clonexadone|Clonexadone]]&amp;lt;br&amp;gt;1 part [[#Soporific|Soporific]]&lt;br /&gt;
|Repairs bones quickly, paralyses the patient while processing. Mending fractures is painful.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|15u&lt;br /&gt;
{{Anchor | Oxycodone }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Oxycodone&amp;lt;span style=&amp;quot;color:#800080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (catalyst)&lt;br /&gt;
|Powerful painkiller.&lt;br /&gt;
&lt;br /&gt;
Opioid; highly addictive. Causes slurring, slowed movement, and falling in higher doses. Becomes toxic and suppresses breathing if taken with alcohol. Controlled substance.&lt;br /&gt;
(Results in 1u instead of 2u)&lt;br /&gt;
|0.02/t &lt;br /&gt;
|20u&lt;br /&gt;
{{Anchor | Paracetamol }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Paracetamol&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Acetone&lt;br /&gt;
|Mild painkiller.&lt;br /&gt;
&lt;br /&gt;
Essentially Tylenol. Can be administered in a sleeper.  	&lt;br /&gt;
|0.02/t &lt;br /&gt;
|60u&lt;br /&gt;
{{Anchor | Paroxetine }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Paroxetine&amp;lt;span style=&amp;quot;color:#FF80BF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&lt;br /&gt;
|Stabilises the mind against hallucinations. Has a rare chance of causing severe hallucinations. &lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Peridaxon }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Peridaxon&amp;lt;span style=&amp;quot;color:#561EC3;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Clonexadone|Clonexadone]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (catalyst)&lt;br /&gt;
|Treats damage to organs, so long as they are not dead or necrotic.&lt;br /&gt;
&lt;br /&gt;
Does not treat brain damage. When administering 1 u surgically, will revive decaying organs. Cannot revive necrotic organs.&lt;br /&gt;
(Results in 1u instead of 2u)&lt;br /&gt;
|0.2/t &lt;br /&gt;
|10u&lt;br /&gt;
{{Anchor | Polystem }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Polystem&amp;lt;span style=&amp;quot;color:#ded890;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Iron&amp;lt;br&amp;gt;1 part [[#Polytrinic acid|Polytrinic acid]]&amp;lt;br&amp;gt;3 parts Potassium&amp;lt;br&amp;gt;Temperature required:124K-168K&lt;br /&gt;
|Heals both brute and burn damage, albeit slowly. Minor blood clotting. &lt;br /&gt;
&lt;br /&gt;
Can be combined with other medications for faster treatment.&lt;br /&gt;
|0.1/t &lt;br /&gt;
|20u&lt;br /&gt;
{{Anchor | Positive Paragenetic Marker }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Positive Paragenetic Marker&amp;lt;span style=&amp;quot;color:#910000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part (Changeling) Blood&amp;lt;br&amp;gt;1 part [[#Negative Paragenetic Marker|Negative Paragenetic Marker]]&amp;lt;br&amp;gt;Temperature required:700K-INFINITY&lt;br /&gt;
|If you have created this chemical from someone's blood, then they are a Changeling.&lt;br /&gt;
&lt;br /&gt;
Has no other effects or uses.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Purger }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Purger&amp;lt;span style=&amp;quot;color:#d4cf3b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;Temperature required: 363K-INFINITY&lt;br /&gt;
|Temporarily suppresses the craving effects of addictions, allowing the patient to recover from addictions easier.&lt;br /&gt;
&lt;br /&gt;
Does not remove the effects of withdrawal.&lt;br /&gt;
|0.1/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Quickclot }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Quickclot&amp;lt;span style=&amp;quot;color:#a6b85b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Clonexadone|Clonexadone]]&amp;lt;br&amp;gt;1 part [[#Kelotane|Kelotane]]&amp;lt;br&amp;gt;1 part [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|An extremely fast-acting clotting agent.&lt;br /&gt;
&lt;br /&gt;
''Mechancially pointless with the removal of Internal Bleeding.''&lt;br /&gt;
|0.1/t &lt;br /&gt;
|15u&lt;br /&gt;
{{Anchor | Rezadone }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Rezadone&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Carpotoxin|Carpotoxin]]&amp;lt;br&amp;gt;1 part Copper&amp;lt;br&amp;gt;1 part [[#Cryptobiolin|Cryptobiolin]]&lt;br /&gt;
|Treats genetic degradation.&lt;br /&gt;
&lt;br /&gt;
Causes disfigurement if administered in doses higher than 3u.&lt;br /&gt;
(Results in 1u instead 2u)&lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Ryetalyn }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Ryetalyn&amp;lt;span style=&amp;quot;color:#004000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Arithrazine|Arithrazine]]&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Treats disabilities and mutations.&lt;br /&gt;
&lt;br /&gt;
Any amount of 0.1 or more is fully effective. . 	&lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Spaceacillin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Spaceacillin&amp;lt;span style=&amp;quot;color:#C1C1C1;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cryptobiolin|Cryptobiolin]]&amp;lt;br&amp;gt;1 part [[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|A theta-lactam antibiotic. Slows progression of diseases. Treats infections.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Sterilizine }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Sterilizine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Hydrochloric Acid&lt;br /&gt;
|Kills germs and cleans up bloodstains more effectively than space cleaner.&lt;br /&gt;
&lt;br /&gt;
Prevents surgical infections.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Synaptizine }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Synaptizine&amp;lt;span style=&amp;quot;color:#99CCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Lithium&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Treats hallucinations, paralysis and purges mindbreaker. Functions as a stimulant, counteracting stuns and acting as a mild painkiller&lt;br /&gt;
&lt;br /&gt;
Moderately toxic. Recommended dosage at under 5 units. Metabolizes very slowly.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|5u&lt;br /&gt;
{{Anchor | Tramadol }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Tramadol&amp;lt;span style=&amp;quot;color:#CB68FC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Paracetamol|Paracetamol]]&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Painkiller.&lt;br /&gt;
&lt;br /&gt;
Stronger than Paracetamol. Weaker than Oxycodone. Will prevent patients from entering cardiac arrest due to pain. Opioid; causes slurring, slowed movement, and falling in higher doses. Becomes toxic and suppresses breathing if taken with alcohol.&lt;br /&gt;
(Results in 1u instead of 3u)&lt;br /&gt;
|0.05/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Tricordrazine }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Tricordrazine&amp;lt;span style=&amp;quot;color:#8040FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part [[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|Heals both brute, burn, toxin and oxygen damage, albeit slowly. Can be combined with other medications for faster treatment.&lt;br /&gt;
&lt;br /&gt;
Can be administered in a sleeper (by mixing Dylovene and Inaprovaline).&lt;br /&gt;
|0.2/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Vomitol }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Vomitole&amp;lt;span style=&amp;quot;color:#a6b85b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part Carbon &amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Every tick, has a 1 in chance of inducing vomiting - totally purging the stomach of all ingested chemicals.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stims==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid black; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:150px; background-color:black;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:black;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Overdose Threshold{{Anchor | Adrenaline }}&lt;br /&gt;
|-&lt;br /&gt;
{{Anchor | Adrenaline }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Adrenaline&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Blood&amp;lt;br&amp;gt;1 parts [[#Dexalin|Dexalin]]&amp;lt;br&amp;gt;Temperature required:373K-INFINITY&lt;br /&gt;
|Counteracts stuns and moderately increases Toughness. Very mildly toxic&lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Bouncer }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Bouncer&amp;lt;span style=&amp;quot;color:#682f93;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Fuhrerole|Fuhrerole]]&amp;lt;br&amp;gt;1 part [[#Hyperzine|Hyperzine]]&amp;lt;br&amp;gt;1 part [[#Violence|Violence]]&amp;lt;br&amp;gt;Temperature required:303K-333K&lt;br /&gt;
|Mildly improves Toughness at the cost of Robustness.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Boxer }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Boxer&amp;lt;span style=&amp;quot;color:#0ed750;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Amatoxin|Amatoxin]]&amp;lt;br&amp;gt;2 parts [[#Bouncer|Bouncer]]&amp;lt;br&amp;gt;1 part [[#Plasma|Plasma]]&amp;lt;br&amp;gt;Temperature required:323K-328K&lt;br /&gt;
|Moderately increases Toughness at the cost of mildly reducing Vigilance and Robustness.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|15u&lt;br /&gt;
{{Anchor | Cherry Drops }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Cherry Drops&amp;lt;span style=&amp;quot;color:#9bd70f;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Iron&amp;lt;br&amp;gt;1 part [[#Plant-B-Gone|Plant-B-Gone]]&amp;lt;br&amp;gt;1 part [[#Psilocybin|Psilocybin]]&amp;lt;br&amp;gt;Temperature required:303K-333K&lt;br /&gt;
|Mildly improves Cognition at the cost of Mechanical.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|35u&lt;br /&gt;
{{Anchor | Grape Drops }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Grape Drops&amp;lt;span style=&amp;quot;color:#eb5783;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Cherry Drops|Cherry Drops]]&amp;lt;br&amp;gt;2 parts Ethanol&amp;lt;br&amp;gt;1 part Honey&amp;lt;br&amp;gt;Temperature required:338K-343K&lt;br /&gt;
|Moderately increases Cognition at the cost of mildly reducing Biology and Mechanical.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|25u&lt;br /&gt;
{{Anchor | Machine Binding Ritual }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Machine Binding Ritualt&amp;lt;span style=&amp;quot;color:#5f95e2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Coffee&amp;lt;br&amp;gt;1 part [[#Diplopterum|Diplopterum]]&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;Temperature required:323K-343K&lt;br /&gt;
|Mildly improves Toughness at the cost of Robustness.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Machine Spirit }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Machine Spirit&amp;lt;span style=&amp;quot;color:#9eb236;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part [[#Machine Binding Ritual|Machine Binding Ritual]]&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature required:308K-318K&lt;br /&gt;
|Moderately increases Mechanical at the cost of mildly reducing Biology and Cognition&lt;br /&gt;
|0.1/t &lt;br /&gt;
|18u&lt;br /&gt;
{{Anchor | Menace }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Menace&amp;lt;span style=&amp;quot;color:#ffb3b7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Boxer|Boxer]]&amp;lt;br&amp;gt;1 part [[#Turbo|Turbo]]&amp;lt;br&amp;gt;1 part [[#Violence Ultra|Violence Ultra]]&amp;lt;br&amp;gt;Temperature required:358K-363K&lt;br /&gt;
|Moderately increases Robustness, Toughness and Vigilance at the cost of mildly reducing Biology, Cognition and Mechanical.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|9u&lt;br /&gt;
{{Anchor | Party Drops }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Party Drops&amp;lt;span style=&amp;quot;color:#ffb3b7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Grape Drops|Grape Drops]]&amp;lt;br&amp;gt;1 part [[#Machine Spirit|Machine Spirit]]&amp;lt;br&amp;gt;1 part [[#Ultrasurgeon|Ultrasurgeon]]&lt;br /&gt;
|Moderately increases Biology, Cognition and Mechanical at the cost of mildly reducing Robustness, Toughness and Vigilance.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|12u&lt;br /&gt;
{{Anchor | ProSurgeon }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|ProSurgeons&amp;lt;span style=&amp;quot;color:#2d867a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Nicotine|Nicotine]]&amp;lt;br&amp;gt;2 parts Sugar&amp;lt;br&amp;gt;2 parts Tungsten&lt;br /&gt;
|Mildly improves Biology at the cost of Cognition.&lt;br /&gt;
|0.1/t &lt;br /&gt;
|20u&lt;br /&gt;
{{Anchor | Steady }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Steady&amp;lt;span style=&amp;quot;color:#334183;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Carpotoxin|Carpotoxin]]&amp;lt;br&amp;gt;1 part Copper&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;1 part [[#Pararein|Pararein]]&amp;lt;br&amp;gt;Temperature required:323K-338K&lt;br /&gt;
|Mildly improves Vigilance at the cost of Toughness.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|20u&lt;br /&gt;
{{Anchor | Turbo }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Turbo&amp;lt;span style=&amp;quot;color:#f22168;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Adrenaline|Adrenaline]]&amp;lt;br&amp;gt;1 part [[#Steady|Steady]]&amp;lt;br&amp;gt;1 part [[#Synaptazine|Synaptazine]]&amp;lt;br&amp;gt;Temperature required:288K-293K&lt;br /&gt;
|Moderately increases Vigilance at the cost of mildly reducing Robustness and Toughness.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|12u&lt;br /&gt;
{{Anchor | UltraSurgeon }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|UltraSurgeon&amp;lt;span style=&amp;quot;color:#0c07c4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Noexcutite|Noexcutite]]&amp;lt;br&amp;gt;3 parts [[#ProSurgeon|ProSurgeon]]&amp;lt;br&amp;gt;Temperature required:243K-263K&lt;br /&gt;
|Moderately increases Biology at the cost of mildly reducing Cognition and Mechanical.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|17u&lt;br /&gt;
{{Anchor | Violence }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Violence&amp;lt;span style=&amp;quot;color:#75aea5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ammonia&amp;lt;br&amp;gt;3 parts Blood&amp;lt;br&amp;gt;1 part [[#Gewaltine|Gewaltine]]&amp;lt;br&amp;gt;Temperature required:393K-423K&lt;br /&gt;
|Mildly improves Robustness at the cost of Vigilance.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|20u&lt;br /&gt;
{{Anchor | Violence Ultra }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Violence Ultra&amp;lt;span style=&amp;quot;color:#3d3362;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Fuhrerole|Fuhrerole]]&amp;lt;br&amp;gt;1 part [[#Hyperzine|Hyperzine]]&amp;lt;br&amp;gt;1 part [[#Violence|Violence]]&amp;lt;br&amp;gt;Temperature required:243K-258K&lt;br /&gt;
|Moderately increases Robustness at the cost of mildly reducing Toughness and Vigilance.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|11u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drugs==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid black; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:150px; background-color:black;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:black;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Overdose Threshold{{Anchor | Adrenaline }}&lt;br /&gt;
|-&lt;br /&gt;
{{Anchor | Cryptobiolin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Cryptobiolin&amp;lt;span style=&amp;quot;color:#000055;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Causes confusion and dizzyness.&lt;br /&gt;
&lt;br /&gt;
Sanity Gain = 1&lt;br /&gt;
|0.1/t &lt;br /&gt;
|30u &lt;br /&gt;
{{Anchor | Hyperzine }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Hyperzine&amp;lt;span style=&amp;quot;color:#FF3300;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part Sulfur&lt;br /&gt;
|Muscle stimulant. Allows greater freedom of movement.&lt;br /&gt;
&lt;br /&gt;
Side effects include twitching, nervousness and addiction. Can cause minor heart damage due to high BPM.&lt;br /&gt;
(Results in 1u instead of 3u)&lt;br /&gt;
|0.03/t &lt;br /&gt;
|15u&lt;br /&gt;
{{Anchor | Impedrezene}}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Impedrezene&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part Mercury&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|A narcotic that impedes one's ability by slowing down the higher brain cell functions, resulting in brain damage and feelings of drowsiness.&lt;br /&gt;
&lt;br /&gt;
Sanity Gain = 1&lt;br /&gt;
|0.2/t &lt;br /&gt;
|30u &lt;br /&gt;
{{Anchor | Mindbreaker Toxin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Mindbreaker Toxin&amp;lt;span style=&amp;quot;color:#B31008;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;1 part Silicon&lt;br /&gt;
|A powerful hallucinogen&lt;br /&gt;
|0.05/t &lt;br /&gt;
|30u &lt;br /&gt;
{{Anchor | Sanguinum }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Sanguinum&amp;lt;span style=&amp;quot;color:#e06270;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part Mercury&amp;lt;br&amp;gt; 1 part [[#Spaceacillin|Spaceacillin]]&lt;br /&gt;
|Greatly increases blood restoration. May cause blood coughing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|0.2/t &lt;br /&gt;
|15u &lt;br /&gt;
{{Anchor | Serotrotium }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Serotrotium&amp;lt;span style=&amp;quot;color:#202040;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts Blood&amp;lt;br&amp;gt;1 part [[#Psilocybin|Psilocybin]]&amp;lt;br&amp;gt;5 parts Nutriment (Catalyst)&amp;lt;br&amp;gt;Temeprature required:203K-273K&lt;br /&gt;
|Promotes concentrated production of the serotonin neurotransmitter in humans.&lt;br /&gt;
&lt;br /&gt;
Sanity gain = 1.5&lt;br /&gt;
|0.05/t &lt;br /&gt;
|30u &lt;br /&gt;
{{Anchor | Space drugs }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Space drugs&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Lithium&amp;lt;br&amp;gt;1 part Mercury&amp;lt;br&amp;gt; 1 part Sugar&lt;br /&gt;
|Causes random movements and feelings of drugginess, lowers the heart rate.&lt;br /&gt;
&lt;br /&gt;
Sanity gain = 1.5&lt;br /&gt;
|0.1/t &lt;br /&gt;
|30u &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nanites==&lt;br /&gt;
Note: All nanites reduce blood blood at an equal rate, with blood regeneration and blood consumption breaking even at 30u. Nanites do not pass through the system naturally.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid black; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:150px; background-color:black;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:black;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Overdose Threshold{{Anchor | Adrenaline }}&lt;br /&gt;
|-&lt;br /&gt;
{{Anchor | A-rad }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|A-rad&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Arithrazine|Arithrazine]]&amp;lt;br&amp;gt;1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&lt;br /&gt;
|Purges radiation over time.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Control Booster Combat }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Control Booster Combat&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Menace|Menace]]&amp;lt;br&amp;gt;1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&lt;br /&gt;
|Moderately boost Roubstness, Toughness and Vigiliance, akin to Menace.&lt;br /&gt;
&lt;br /&gt;
Has no side effects.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Control Booster Utility }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Control Booster Utility&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Party Drops|Party Drops]]&amp;lt;br&amp;gt;1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&lt;br /&gt;
|Moderately boosts Biology, Cognition and Mechanical, akin to Party Drops.&lt;br /&gt;
&lt;br /&gt;
Has no side effects.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Handyprints }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Handyprints&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Handyprints|Handyprints]]&amp;lt;br&amp;gt;1 part [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&lt;br /&gt;
|Alters the user's fingerprints to obscure identification.&lt;br /&gt;
&lt;br /&gt;
''(Note: Presently unatainable due to a bugged recipe.)''&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A &lt;br /&gt;
{{Anchor | Implantoids }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Implantoids&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Aluminum&amp;lt;br&amp;gt;1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&lt;br /&gt;
|Repairs mechanical limbs, implants and organs over time.&lt;br /&gt;
&lt;br /&gt;
Does not heal organic parts.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A &lt;br /&gt;
{{Anchor | Nanosymbiotes }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Nanosymbiotes&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Peridaxon|Peridaxon]]&amp;lt;br&amp;gt;1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&lt;br /&gt;
|Heals brute, burn, toxin and clone damage over time, as well as repairs the brain. &lt;br /&gt;
&lt;br /&gt;
Does not heal other internal organs or mechanical parts.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A &lt;br /&gt;
{{Anchor | Nantidotes }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Nantidotes&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Haloperidol|Haloperidol]]&amp;lt;br&amp;gt;1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&lt;br /&gt;
|Removes reagents from the bloodstream that is anything but itself. &lt;br /&gt;
&lt;br /&gt;
Does not heal toxin damage.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A &lt;br /&gt;
{{Anchor | Oxyrush }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Oxyrush&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dexalin|Dexalin]]&amp;lt;br&amp;gt;1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&lt;br /&gt;
|Greatly heals oxygen damage and provides a constant state of blood oxygenation, equivalent to Dexalin Plus.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A &lt;br /&gt;
{{Anchor | Purgers }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Purgers&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&lt;br /&gt;
|Removes other nanites from the bloodstream. &lt;br /&gt;
|N/A&lt;br /&gt;
|N/A &lt;br /&gt;
{{Anchor | Raw Industrial Nanobots }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Raw Industrial Nanobots&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Can be acquired from Kraftwerk Roaches.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Nanites made from Industrial Nanobots can be heated to 523K to denature them back into raw form.&lt;br /&gt;
|Undifferentiated and will react with certain chemicals to form specialised nanites. &lt;br /&gt;
|N/A&lt;br /&gt;
|N/A &lt;br /&gt;
{{Anchor | Raw Uncapped Nanobots }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Raw Uncapped Nanobots&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Can be acquired from Kraftwerk Roaches.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Nanites made from Uncapped Nanobots can be heated to 523K to denature them back into raw form.&lt;br /&gt;
|Undifferentiated and will react with certain chemicals to form specialised nanites. Required to make Illegal nanites.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A &lt;br /&gt;
{{Anchor | Trauma Control System }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Trauma Control System&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&lt;br /&gt;
|Heals organic organs over time.&lt;br /&gt;
&lt;br /&gt;
Does not heal external damage, or mechanical organs.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A &lt;br /&gt;
{{Anchor | Voice mimics }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Voice mimics&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Uncapped Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&lt;br /&gt;
|Alters the user's voice to be unrecognisable and appear as &amp;quot;Unknown&amp;quot;. Hitting the host will disable the nanites. &lt;br /&gt;
|N/A&lt;br /&gt;
|N/A &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Toxins==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid black; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:150px; background-color:black;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:black;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Overdose Threshold{{Anchor | Adrenaline }}&lt;br /&gt;
|-&lt;br /&gt;
{{Anchor | Advanced Mutation Toxin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Advanced Mutation Toxin&amp;lt;span style=&amp;quot;color:#13BC5E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Obtained through black slimes via Xenobiology.&lt;br /&gt;
|An advanced corruptive toxin produced by slimes that causes a violent slime transformation in humans. The advanced version fully devolves a human into a slime.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A &lt;br /&gt;
{{Anchor | Amatoxin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Amatoxin&amp;lt;span style=&amp;quot;color:#792300;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Grind Fly Amanita mushrooms&lt;br /&gt;
|A powerful poison derived from certain species of mushroom.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Beer 2 }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Beer 2&amp;lt;span style=&amp;quot;color:#664300;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Dispensed by emagged brobots&lt;br /&gt;
|&lt;br /&gt;
Chloral Hydrate disguised as beer.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Blattedin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Blattedin&amp;lt;span style=&amp;quot;color:#0F4800;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Obtained from Roaches of all varieties. &lt;br /&gt;
|&lt;br /&gt;
An effective toxin and a necessary precursor to a variety of specialised medications. Has a 7 in 10 chance of reviving a dead, non-fuhrer, roach when it comes into contact with the body.&lt;br /&gt;
|0.02/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Biomatter }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Biomatter&amp;lt;span style=&amp;quot;color:#527f4f;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Obtained from Church Bioreactor&lt;br /&gt;
|&lt;br /&gt;
An incredibly dangerous toxin that causes severe damage to any biological being that comes into contact with it.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Carpotoxin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Carpotoxin&amp;lt;span style=&amp;quot;color:#003333;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Extracted from Carp meat&lt;br /&gt;
|&lt;br /&gt;
A deadly toxin produced by the dreaded space carp that damages the liver, mildly increases Vigilance. &lt;br /&gt;
&lt;br /&gt;
A useful ingredient in certain medications and required for certain, powerful stimulants.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|10u&lt;br /&gt;
{{Anchor | Chloral Hydrate }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Chloral Hydrate&amp;lt;span style=&amp;quot;color:#000067;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;3 parts&amp;lt;br&amp;gt;Hydrochloric Acid&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|A powerful sedative that will quickly knock out an individual. Will cause toxic build-up if left in the system for too long. &lt;br /&gt;
|0.1/t &lt;br /&gt;
|15u&lt;br /&gt;
{{Anchor | Cyanide }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Cyanide&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts [[#Toxin|Toxin]]&amp;lt;br&amp;gt;3 parts [[#Mindbreaker|Mindbreaker]]&amp;lt;br&amp;gt;2 parts [[#Fuhrerole|Fuhrerole]]&lt;br /&gt;
|An extremely toxic poison.&lt;br /&gt;
|0.4/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Diplopterum }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Diplopterum&amp;lt;span style=&amp;quot;color:#c9bed2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Obtained from grinding roach meat&lt;br /&gt;
|A toxic stimulant that mildly boosts Mechanics.&lt;br /&gt;
|0.2/t &lt;br /&gt;
|19.8u&lt;br /&gt;
{{Anchor | EZ Nutrient }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|EZ Nutrient&amp;lt;span style=&amp;quot;color:#664330;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ammonia&amp;lt;br&amp;gt;3 parts Carbon&lt;br /&gt;
|A chemical fertilizer.&lt;br /&gt;
&lt;br /&gt;
An extremely weak poison.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N.A&lt;br /&gt;
{{Anchor | Fuhrerole }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Fuhrerole&amp;lt;span style=&amp;quot;color:#a6b85b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Harvested from Fuhrer roaches.&lt;br /&gt;
|Causes other roaches to treat you as one of them whilst processing in your system. Mildly toxic.&lt;br /&gt;
&lt;br /&gt;
A precursor to powerful stimulants and poisons.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|8u&lt;br /&gt;
{{Anchor | Gewaltine }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Gewaltine&amp;lt;span style=&amp;quot;color:#9452ba;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Harvested from Jager roaches.&lt;br /&gt;
|A toxin found in Jager roaches, mildly boosts Robustness but mildly reduces Toughness. Mildly toxic.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|15u&lt;br /&gt;
{{Anchor | Left-4-Zed }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Left-4-Zed&amp;lt;span style=&amp;quot;color:#664330;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Nutriment&amp;lt;br&amp;gt;3 parts Radium&lt;br /&gt;
|A chemical fertilizer.&lt;br /&gt;
&lt;br /&gt;
An extremely weak poison.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Lexorin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Lexorin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ammoniat&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;1 part [[#Plasma|Plasma]]&lt;br /&gt;
|An extremely effective toxin, preventing the victim from breathing and de-oxygenating the system. &lt;br /&gt;
&lt;br /&gt;
Purged with Dexalin and Dexalin Plus.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Mutation Toxin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Mutation Toxin&amp;lt;span style=&amp;quot;color:#13BC5E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Obtained through green slimes via Xenobiology.&lt;br /&gt;
|An advanced corruptive toxin produced by slimes that causes a violent slime transformation in humans. &lt;br /&gt;
&lt;br /&gt;
''NOTE: Slimepeople are mutants and their existence outside of Moebius Laboratories is grounds for execution.''&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Oil }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Oil&amp;lt;span style=&amp;quot;color:#0C0C0C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbont&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Welding Fuel&amp;lt;br&amp;gt;Temperature required:480K-INFINITY&lt;br /&gt;
|A precursor to Plasticide. Mildly toxic.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Pararein }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Pararein&amp;lt;span style=&amp;quot;color:#a37d9c;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Harvested from Spiders.&lt;br /&gt;
|Mildly decreases Robustness and Vigilance. Mildly Toxic.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|10u&lt;br /&gt;
{{Anchor | Plant-B-Gone }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Plant-B-Gone&amp;lt;span style=&amp;quot;color:#49002E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Toxin|Toxin]]&amp;lt;br&amp;gt;4 parts Water&lt;br /&gt;
|A strong herbicide, but a very weak poison. &lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Plasma }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Plasma&amp;lt;span style=&amp;quot;color:#9D14DB;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Acquired from mining.&lt;br /&gt;
|A highly flammable chemical that can exist in reagent and gaseous form, splashes will deal moderate chemical burns.&lt;br /&gt;
&lt;br /&gt;
Ingestion and/or injection is highly toxic.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Plasticide }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Plasticide&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part Silicon&amp;lt;br&amp;gt;Temperature required:0K-273K&lt;br /&gt;
|A key ingredient in a number of industrial chemical processes.&lt;br /&gt;
&lt;br /&gt;
Extremely toxic.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Polytrinic acid }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Polytrinic acid&amp;lt;span style=&amp;quot;color:#8E18A9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hydrochloric Acid&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Sulphuric Acid&lt;br /&gt;
|A very powerful acid. &lt;br /&gt;
&lt;br /&gt;
Can be used to destroy objects and Hivemind wires.&lt;br /&gt;
|0.4/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor |Robust Harvest }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Robust Harvest&amp;lt;span style=&amp;quot;color:#664330;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Carbon&amp;lt;br&amp;gt;1 part [[#EZ Nutrient|EZ Nutrient]]&amp;lt;br&amp;gt;3 parts Sugar&lt;br /&gt;
|A chemical fertilizer.&lt;br /&gt;
&lt;br /&gt;
An extremely weak poison.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Seligitillin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Seligitillin&amp;lt;span style=&amp;quot;color:#6d33b4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Harvested from Seuche roaches.&lt;br /&gt;
|A storng clotting agent with mild brute healing capabilities. Mildly toxic.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|15u&lt;br /&gt;
{{Anchor | Slime Jelly }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Slime Jelly&amp;lt;span style=&amp;quot;color:#801E28;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Harvested from Slimes.&lt;br /&gt;
|Has a 1 in 10 chance of dealing high amounts of toxin per tick, ontop of mild, constant toxin build-up. Has a 2 in 5 chance to mdoerately heal brute/burn damage.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Soporific }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Soporific&amp;lt;span style=&amp;quot;color:#009CA8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Chloral Hydrate|Chloral Hydrate]]&amp;lt;br&amp;gt;4 parts Sugar&lt;br /&gt;
|A slow acting, long-lasting anaesthetic. Not toxic.&lt;br /&gt;
&lt;br /&gt;
Combine with a small amount of Chloral Hydrate for best effect.&lt;br /&gt;
|0.1/t &lt;br /&gt;
|30u&lt;br /&gt;
{{Anchor | Starkellin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Starkellin&amp;lt;span style=&amp;quot;color:#736bbe;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Harvested from Panzer roaches.&lt;br /&gt;
|Mildly increases Toughness. Mildly toxic.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|15u&lt;br /&gt;
{{Anchor | Toxin }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Toxin&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Heating up various venoms, such as [[#Pararein|Pararein]]&lt;br /&gt;
|Mildly toxic. Produced in the body during organ failure and blood/organ compatability mismatch.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Unstable mutagen }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Unstable mutagen&amp;lt;span style=&amp;quot;color:#13BC5E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hydrochloric Acid&amp;lt;br&amp;gt;1 part Phosphorous&amp;lt;br&amp;gt;1 part Radium&lt;br /&gt;
|Causes random, uncontrolled mutations whilst mildly irradiating the victim and dealing mild toxin damage.&lt;br /&gt;
|0.01/t &lt;br /&gt;
|N/A&lt;br /&gt;
{{Anchor | Zombie Powder }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Zombie Powder&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts [[#Carpotoxin|Carpotoxin]]&amp;lt;br&amp;gt;5 parts Copper&amp;lt;br&amp;gt;5 parts [[#Soporific|Soporific]]&lt;br /&gt;
|Causes the victim to enter a state of false death and fool all but the most thorough medical tests.&lt;br /&gt;
&lt;br /&gt;
Very weakly toxic but de-oxygenates the body the longer it's present, potentially causing long-term damage if left too long. &lt;br /&gt;
|0.2/t &lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid black; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:150px; background-color:black;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:black;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Overdose Threshold{{Anchor | Adrenaline }}&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:black;'|Adrenaline&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;1 part [[#Hyperzine|Hyperzine]]&amp;lt;br&amp;gt;1 part [[#Dexalin Plus|Dexalin Plus]]&lt;br /&gt;
|Used as a cardiac stimulant.&lt;br /&gt;
&lt;br /&gt;
Helps to restart a flat-lining heart and also acts as a weak painkiller. Can cause shaking and increased heart rate.&lt;br /&gt;
|0.1/t &lt;br /&gt;
|20u {{Anchor | Alkysine }}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[file:Syringecustom64(2).png|right]]&lt;br /&gt;
[[file:Beakercustom64.png|left|]]&lt;br /&gt;
&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Ghetto Chemistry&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
As a vagabond, your choices for medical care are fairly limited. Most of us will find ourselves in need of medical care down in the tunnels at some point; and sometimes the medbay is simply too far to be a viable option for survival. Experienced scavengers will often employ their own means of acquiring medicines and remedies, or useful(harmful) chemicals required for criminal activities. It is not a rare sight to see vagabonds picking through medical refuse piles, but only true veterans will realize the full potential of them.&lt;br /&gt;
==='''Mortar &amp;amp; Pestle'''===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
[[file:mortarandpestle64.png|right|100px]]&lt;br /&gt;
{{divhide|Crafting|color=black|88%|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:100%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
This item can be crafted using steel via the crafting menu. After you create the assembly, add the required parts and use the indicated tools to complete it.&lt;br /&gt;
# Attach 2 units of steel.&lt;br /&gt;
# Apply tool with wire cutting quality of 10.&lt;br /&gt;
# Apply tool with prying quality of 10&lt;br /&gt;
# Attach metal rod &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
|}{{divhide|end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
This tool is the makeshift version of the Grinder tool commonly found in Chemistry labs. It can grind up almost everything that its electric counterpart can, except for tough materials like uranium or plasma. Its main use in chemistry is to grind organic items that produce chemical reagents. As you can imagine, the tunnels of the Eris contain many of these sorts of items,plants, and fauna refuse.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Some of the things that can be ground up: floor pills for random reagent and amount, deteriorated medicine to recycle one specific reagent, old food for protein and random toxic reagents, roach and spider meats for venom and enzymes,as well as medical kits, gauze, and ointments for ethanol and common medicines. There are more things that aren't listed, so feel free to try different things!&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Put the items inside of the Mortar and use it in your hand to grind them with the Pestle. This will fill up the Mortar with the solution from the material inside.&lt;br /&gt;
The Mortar will hold up to 60 units of reagents. Once it contains a reagent or solution inside, click on a vessel such as a beaker or a cup to pour it out into said vessel. Take note that you can grind many things at once to create a solution inside the M&amp;amp;P, or one at a time to quickly isolate reagents. Some things such as roach meats will always contain several reagents inside, which will require a Centrifuge to separate and to isolate specific chemicals.&lt;br /&gt;
==='''Manual Centrifuge'''===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
[[file:manualcentrifuge64.png|right|100px]]&lt;br /&gt;
{{divhide|Crafting|color=black|88%|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:100%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# Attach 4 units of steel.&lt;br /&gt;
# Apply tool with sawing quality of 10.&lt;br /&gt;
# Attach 2 metal rods.&lt;br /&gt;
# Apply tool with wire cutting quality of 10.&lt;br /&gt;
#Apply tool with welding quality of 10.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
|}{{divhide|end}}&lt;br /&gt;
Moebius has had the ''solution'' for separating chemicals for a long time using things like fancy science and electricity. True undertunnel dwellers aboard know they don't require either. All you need is some DIY knowledge and the motivation to crank a handle so hard your hands get blisters. Introducing the Manual Centrifuge.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
You can craft this item by using steel via the crafting menu. The way this works is you can put up to 3 vessels inside. A main source vessel will contain the solution that is to be separated. 2 empty vessels are added to contain the isolated reagents. Once you have the vessels in place, use the Centrifuge in your hand to start cranking the handle. Gravitational forces will force the reagents apart inside the centrifuge safely collecting them inside the beakers based on mole mass. Its random which reagents will get separated so keep using empty vessels until you have all of it organized.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Some reagents will react with each other to form a compound chemical. This is no longer a separated solution but a different chemical altogether. What if we want to isolate a specific reagent that is used in the creation of a compound such as dylovene? We cannot use the centrifuge because the reagents are no longer there. What we need is electrolysis to force the molecules inside the compound apart and regain reagents.&lt;br /&gt;
==='''Makeshift Electrolyzer'''===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
[[file:makeshiftelectrolyzer64.png|right|100px]]&lt;br /&gt;
{{divhide|Crafting|color=black|88%|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:100%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# Attach 2 units of steel. &lt;br /&gt;
# Apply tool with wire cutting quality of 10.&lt;br /&gt;
# Attach 30 cable coil.&lt;br /&gt;
# Apply tool with wire cutting quality of 10.&lt;br /&gt;
# Attach 2 metal rods.&lt;br /&gt;
# Insert a Small cell to power the machine.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
|}{{divhide|end}}&lt;br /&gt;
This item is the makeshift counterpart of the chemistry lab Electrolyzer. Pretty much a battery hooked up to a vessel designed to run electrical current through a compound solution to forcefully separate the reagents it was made from. The electrolyzer works by inputting a vessel with a compound solution inside of it and using it in your hand to start the process. The chemical will separate inside the vessel and create a regular solution; which can then be run through the centrifuge to separate compound from source reagent. Naturally you will lose some of the compound solution in the process.&lt;br /&gt;
&lt;br /&gt;
==='''Ghetto Chemistry Conclusion'''===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Feel free to experiment with these items now that you know how they work. These 3 items allow you to be incredibly self sufficient in your journey on Eris. You can recycle old medicine to create new medicine, chemicals that can keep you alive in face of certain death, and useful compounds which can certainly come in handy or be sold at a profit. So next time you see an old timer picking up floor pills and old food and carefully placing it into a dedicated container, consider why you are not doing the same.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player chem combinations===&lt;br /&gt;
&lt;br /&gt;
Below are player created chemical solutions and their effects. Some of these do not actually turn into solutions, but are still beneficial.&lt;br /&gt;
&lt;br /&gt;
====Isaac´s guide to fast chems (120u)====&lt;br /&gt;
 °KeloDerm ( heals burns faster than derm or kelo alone)&lt;br /&gt;
   -40 Carbon&lt;br /&gt;
   -40 Sillicon&lt;br /&gt;
   -20 Acetone&lt;br /&gt;
   -20 Phosphorous&lt;br /&gt;
  °Anti Rads (Hyroallin,Dylo, and a bit of Arithrazine)&lt;br /&gt;
   -30 Ammonia&lt;br /&gt;
   -30 Potassium&lt;br /&gt;
   -30 Sillicon&lt;br /&gt;
   ***drink 5 units&lt;br /&gt;
   -30 radium&lt;br /&gt;
   -5 hydrazine&lt;br /&gt;
  °ImiAlk (for that brain damage and eye damage)&lt;br /&gt;
   -20 Hydrazine&lt;br /&gt;
   -20 Carbon&lt;br /&gt;
   -20 Ammonia&lt;br /&gt;
   -20 Hydrochloric Acid&lt;br /&gt;
   -(fill the rest with dylo from the locker)&lt;br /&gt;
  °Spaceallin FAST&lt;br /&gt;
   -40 Acetone&lt;br /&gt;
   -40 Sugar&lt;br /&gt;
   -20 Potassium&lt;br /&gt;
   -20 Carbon&lt;br /&gt;
  °Tramadol&lt;br /&gt;
   -40 Acetone&lt;br /&gt;
   -40 Ethanol&lt;br /&gt;
   -(fill the rest with inaprov from the locker)&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
[[Category:Medical Guides]]&lt;br /&gt;
[[Category:Guides|Chemistry, Guide to]]&lt;br /&gt;
&amp;lt;center&amp;gt; [[File:GuidesButton.png|frameless|upright=1|link=General Guides ErisEn|alt=|100px]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[ru:Guide_to_Chemistry_ErisRu]]&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Enforcement_Guide_ErisEn&amp;diff=1977</id>
		<title>Enforcement Guide ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Enforcement_Guide_ErisEn&amp;diff=1977"/>
		<updated>2020-03-16T12:48:59Z</updated>

		<summary type="html">&lt;p&gt;Tenno: /* The Red Paragraph */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[File:IHPoster.png|300px|thumb|right|Ironhammer Advertisement]]&lt;br /&gt;
&lt;br /&gt;
Ironhammer Security was hired by the Captain aboard the CEV &amp;quot;Eris&amp;quot; to provide both security and protection for the expedition. Their mission is to simply prevent the other factions from destroying each other and providing security for the scientists and crew as they disembark on exploratory ventures.&lt;br /&gt;
&lt;br /&gt;
This page serves as a go to read for anyone wanting to play as an Operative of Ironhammer Security. Reading this will help you out a bit and may prevent you from getting lynched by the crew 30 minutes in the round.&lt;br /&gt;
&lt;br /&gt;
==The Agreement==&lt;br /&gt;
&lt;br /&gt;
For anyone working for Ironhammer Security (IHS) they must understand [[Agreement ErisEn|''the Agreement'']] and what it means and how to enforce it. The Agreement is a combined document and charter that every organization aboard the CEV &amp;quot;Eris&amp;quot; abides by to prevent each faction from becoming hostile to one another. Vagabonds are the only members throughout the ship who may or may not have any idea what the Agreement is about. As such it must be necessary all criminal actions under both the Red Paragraph and Blue Paragraph are enforced, lest you want vagabonds running amok and Jeffrey Jefferson screaming through the halls about his swirlies.&lt;br /&gt;
&lt;br /&gt;
The Captain is your benefactor, Authority, and money maker. Betraying him will forfeit you pay or risk death by voiding an Ironhammer Security Contract. If you believe the Captain must be placed in prison or forfeit of his command is necessary, you best put on your pirate face. The HTU will not tolerate such dereliction of duty from an organization as great as IHS.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4682B4&amp;quot;&amp;gt;The Blue Paragraph&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The Blue Paragraph represents misdeamoners, petty criminal actions, and the like as prescribed by the Hansa Trade Union (HTU).&lt;br /&gt;
&lt;br /&gt;
Those placed in Command Positions such as the Guild Merchant, Moebius Overseer, Moebius Biolab Officer, Technomancer Exultant, NeoTheologian Preacher, First Officer, or Captain '''can not''' be persecuted or prosecuted under Blue Paragraph criminal actions. If someone in a Command Position is acting against the crew or the Captain demands it is necessary, the other Heads of Staff will vote on the removal of the offender and demand they forfeit their position of power. &lt;br /&gt;
&lt;br /&gt;
When enforcing Blue Paragraph crimes it is best to use it as a money making opportunity, whether you use the funds to purchase more firearms or line your own pockets because the Captain isn't paying you enough. Just don't forget to retreive the items they have stolen and return them to the original faction, unless you wish to sow dissent among the crew regarding your actions.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#790000&amp;quot;&amp;gt;The Red Paragraph&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The Red Paragraph represents major criminal actions such as, murder, sabotage, forced conversions, mutinies, and mutants.&lt;br /&gt;
&lt;br /&gt;
IHS reserves the right to punish all members of the factions under criminal actions defined under the Red Paragraph regardless of position. However, if the Captain is to murder someone they will simply tell you they were a criminal it is best you do not intervene unless your Lieutenant or Gunnery Sergeant believes the Captain deserves to be succeeded by his adjutant, the First Officer, or he has killed one of your fellow Operatives. Ironahammer are loyal to Ironhammer. No payment will trump your loyalty to your fellows.&lt;br /&gt;
&lt;br /&gt;
When it comes to murder it is best to brig rather than have them pay a fine. Vagabond deaths are normally acceptable as a fine, but the other members falling victim could cause dissent to grow among the other factions.&lt;br /&gt;
Remember that executions or similar capital punishment has to be carried out after approval by the captain or/and the respective department head. &lt;br /&gt;
&lt;br /&gt;
blah blah blah&lt;br /&gt;
&lt;br /&gt;
[[File:Maintenance.png]]&lt;br /&gt;
&lt;br /&gt;
dont be a shitler, enforce laws,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
dont be fucking stupid bah blah blah&lt;br /&gt;
&lt;br /&gt;
==What NOT to do==&lt;br /&gt;
&lt;br /&gt;
The Job of an Ironhammer Operative isn't always easy. Sure, you have a lot of firepower and armor at your disposal, but the heaviest protection does not make you immune against humanity and interaction with others, especially not on the CEV Eris where death is lurking around many corners.&lt;br /&gt;
&lt;br /&gt;
You should always remember that most people do not like the law and are very fast of accusing you of false conduct. As Ironhammer Operative you can never win the public trust and acceptance.&lt;br /&gt;
Still, try to be nice and arrest people instead of shooting them or even beating them into crit if you have no real reason to.&lt;br /&gt;
&lt;br /&gt;
That being made clear, here are a few examples of what you should avoid:&lt;br /&gt;
&lt;br /&gt;
* Take away everyone's guns and violate the agreement because this way they cant shoot back.&lt;br /&gt;
* Corpses of criminals or bystanders that got caught in the fire should be left lying around and not be handed to medbay or Autopsy to put their brain in an MMI.&lt;br /&gt;
* Never wash your uniform.&lt;br /&gt;
* Always keep the lethal ammo disk for yourself. You are the only one who can be trusted with lethal ammo anyway.&lt;br /&gt;
* Buy up all Novakovic Ammo from the serbian vendor.&lt;br /&gt;
* Medbay is your recreational Area and you should be there all the time.&lt;br /&gt;
* A Vagabond pays his criminal fines with his life.&lt;br /&gt;
* Just shoot everyone and never use your prison cells.&lt;br /&gt;
* Never follow up any leads of potential murder and ignore death alarms.&lt;br /&gt;
* Team up with science to invent gibbing pills that take too long to metabolize.&lt;br /&gt;
* Weld a criminal into a locker and space it.&lt;br /&gt;
* Speak in galactic common english when discussing vital information because you aren't a techno-russion after all.&lt;br /&gt;
* Play Laser Tag with Hologuns if you're bored.&lt;br /&gt;
* No crime? Just frame others and start a rigged investigation.&lt;br /&gt;
* Another Armory raid? Just walk in and get shot with your own weapons instead of fighting in a feasible location.&lt;br /&gt;
* Always leave brig unoccupied or go to sleep on your watch.&lt;br /&gt;
* Scoot around with Cyborgs to grant you access everywhere you want.&lt;br /&gt;
* Hand out guest passes with brig access.&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Enforcement_Guide_ErisEn&amp;diff=1976</id>
		<title>Enforcement Guide ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Enforcement_Guide_ErisEn&amp;diff=1976"/>
		<updated>2020-03-16T12:43:43Z</updated>

		<summary type="html">&lt;p&gt;Tenno: /* What NOT to do */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[File:IHPoster.png|300px|thumb|right|Ironhammer Advertisement]]&lt;br /&gt;
&lt;br /&gt;
Ironhammer Security was hired by the Captain aboard the CEV &amp;quot;Eris&amp;quot; to provide both security and protection for the expedition. Their mission is to simply prevent the other factions from destroying each other and providing security for the scientists and crew as they disembark on exploratory ventures.&lt;br /&gt;
&lt;br /&gt;
This page serves as a go to read for anyone wanting to play as an Operative of Ironhammer Security. Reading this will help you out a bit and may prevent you from getting lynched by the crew 30 minutes in the round.&lt;br /&gt;
&lt;br /&gt;
==The Agreement==&lt;br /&gt;
&lt;br /&gt;
For anyone working for Ironhammer Security (IHS) they must understand [[Agreement ErisEn|''the Agreement'']] and what it means and how to enforce it. The Agreement is a combined document and charter that every organization aboard the CEV &amp;quot;Eris&amp;quot; abides by to prevent each faction from becoming hostile to one another. Vagabonds are the only members throughout the ship who may or may not have any idea what the Agreement is about. As such it must be necessary all criminal actions under both the Red Paragraph and Blue Paragraph are enforced, lest you want vagabonds running amok and Jeffrey Jefferson screaming through the halls about his swirlies.&lt;br /&gt;
&lt;br /&gt;
The Captain is your benefactor, Authority, and money maker. Betraying him will forfeit you pay or risk death by voiding an Ironhammer Security Contract. If you believe the Captain must be placed in prison or forfeit of his command is necessary, you best put on your pirate face. The HTU will not tolerate such dereliction of duty from an organization as great as IHS.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4682B4&amp;quot;&amp;gt;The Blue Paragraph&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The Blue Paragraph represents misdeamoners, petty criminal actions, and the like as prescribed by the Hansa Trade Union (HTU).&lt;br /&gt;
&lt;br /&gt;
Those placed in Command Positions such as the Guild Merchant, Moebius Overseer, Moebius Biolab Officer, Technomancer Exultant, NeoTheologian Preacher, First Officer, or Captain '''can not''' be persecuted or prosecuted under Blue Paragraph criminal actions. If someone in a Command Position is acting against the crew or the Captain demands it is necessary, the other Heads of Staff will vote on the removal of the offender and demand they forfeit their position of power. &lt;br /&gt;
&lt;br /&gt;
When enforcing Blue Paragraph crimes it is best to use it as a money making opportunity, whether you use the funds to purchase more firearms or line your own pockets because the Captain isn't paying you enough. Just don't forget to retreive the items they have stolen and return them to the original faction, unless you wish to sow dissent among the crew regarding your actions.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#790000&amp;quot;&amp;gt;The Red Paragraph&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The Red Paragraph represents major criminal actions such as, murder, sabotage, forced conversions, mutinies, and mutants.&lt;br /&gt;
&lt;br /&gt;
IHS reserves the right to punish all members of the factions under criminal actions defined under the Red Paragraph regardless of position. However, if the Captain is to murder someone they will simply tell you they were a criminal it is best you do not intervene unless your Lieutenant or Gunnery Sergeant believes the Captain deserves to be succeeded by his adjutant, the First Officer, or he has killed one of your fellow Operatives. Ironahammer are loyal to Ironhammer. No payment will trump your loyalty to your fellows.&lt;br /&gt;
&lt;br /&gt;
When it comes to murder it is best to brig rather than have them pay a fine. Vagabond deaths are normally acceptable as a fine, but the other members falling victim could cause dissent to grow among the other factions.&lt;br /&gt;
&lt;br /&gt;
blah blah blah&lt;br /&gt;
&lt;br /&gt;
[[File:Maintenance.png]]&lt;br /&gt;
&lt;br /&gt;
dont be a shitler, enforce laws,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
dont be fucking stupid bah blah blah&lt;br /&gt;
&lt;br /&gt;
==What NOT to do==&lt;br /&gt;
&lt;br /&gt;
The Job of an Ironhammer Operative isn't always easy. Sure, you have a lot of firepower and armor at your disposal, but the heaviest protection does not make you immune against humanity and interaction with others, especially not on the CEV Eris where death is lurking around many corners.&lt;br /&gt;
&lt;br /&gt;
You should always remember that most people do not like the law and are very fast of accusing you of false conduct. As Ironhammer Operative you can never win the public trust and acceptance.&lt;br /&gt;
Still, try to be nice and arrest people instead of shooting them or even beating them into crit if you have no real reason to.&lt;br /&gt;
&lt;br /&gt;
That being made clear, here are a few examples of what you should avoid:&lt;br /&gt;
&lt;br /&gt;
* Take away everyone's guns and violate the agreement because this way they cant shoot back.&lt;br /&gt;
* Corpses of criminals or bystanders that got caught in the fire should be left lying around and not be handed to medbay or Autopsy to put their brain in an MMI.&lt;br /&gt;
* Never wash your uniform.&lt;br /&gt;
* Always keep the lethal ammo disk for yourself. You are the only one who can be trusted with lethal ammo anyway.&lt;br /&gt;
* Buy up all Novakovic Ammo from the serbian vendor.&lt;br /&gt;
* Medbay is your recreational Area and you should be there all the time.&lt;br /&gt;
* A Vagabond pays his criminal fines with his life.&lt;br /&gt;
* Just shoot everyone and never use your prison cells.&lt;br /&gt;
* Never follow up any leads of potential murder and ignore death alarms.&lt;br /&gt;
* Team up with science to invent gibbing pills that take too long to metabolize.&lt;br /&gt;
* Weld a criminal into a locker and space it.&lt;br /&gt;
* Speak in galactic common english when discussing vital information because you aren't a techno-russion after all.&lt;br /&gt;
* Play Laser Tag with Hologuns if you're bored.&lt;br /&gt;
* No crime? Just frame others and start a rigged investigation.&lt;br /&gt;
* Another Armory raid? Just walk in and get shot with your own weapons instead of fighting in a feasible location.&lt;br /&gt;
* Always leave brig unoccupied or go to sleep on your watch.&lt;br /&gt;
* Scoot around with Cyborgs to grant you access everywhere you want.&lt;br /&gt;
* Hand out guest passes with brig access.&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Paramedic_ErisEn&amp;diff=1975</id>
		<title>Paramedic ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Paramedic_ErisEn&amp;diff=1975"/>
		<updated>2020-03-16T09:57:03Z</updated>

		<summary type="html">&lt;p&gt;Tenno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Moeibus paramedic.png&lt;br /&gt;
|jobtitle = Moebius Paramedic&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Moebius Biolab Officer, Moebius Expedition Overseer and Captain&lt;br /&gt;
|duties = Rescue crew members in critical condition from dire situations. Be the hero the station needs.&lt;br /&gt;
|guides = [[Guide to Medicine ErisEn|Guide to Medicine]]&lt;br /&gt;
|quote = Where's the posibrain?&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
As the Paramedic you are the primary medical responder aboard CEV-Eris and, in all likelihood, will be the first to respond to medical incidents. While you may lack the degree of biological competence that the Doctor, Chemist or Biolab Officer have, you possess a greater degree of robustness and toughness which makes you more suited for dealing with the hazardous fauna that also calls Eris home.&lt;br /&gt;
&lt;br /&gt;
Please remember, you are not incapable of performing other medical roles and may be called upon to act outside of your stated duties in an emergency situation.&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
&lt;br /&gt;
As a Paramedic, you are the lowest-ranked rank-and-file of the Medical-section of Moebius, and your downtime may often have you acting as a go-between and/or gopher between medical and the rest of the ship. Aside from that, you may also have your eyes glued to the suit sensors, ready to respond if someone so much as sneezes.&lt;br /&gt;
&lt;br /&gt;
The most well-known, and most essential, part of your work as a Paramedic is to act as medical's EMTs. You are the emergency rescue crew, in other words. When a call goes out over [Common] screaming for &amp;quot;MEDICAL TO MAINTENANCE&amp;quot;, you're the one that responds. It's your job to get there fast, find out who's hurt, and get them back to medbay as fast as possible so that the Doctors can fix them up. It's your job to perform basic treatments in the field, if necessary and reasonable, and to keep your patients stable long enough to survive the trip. Trauma kits, CPR, and whatever concoctions the Chemist has made are your weapons in the war of first aid. Be sure to have your equipment on your person, or close to hand, at all times.&lt;br /&gt;
&lt;br /&gt;
To cut a long story short, your job is to make sure everything gets to where it needs to be, as fast as it can possibly get there. Whether it's patients, medication, or just another pair of hands, you supply the things that keep medbay running.&lt;br /&gt;
[[ru:Paramedic_ErisRu]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Biolab_Officer_ErisEn&amp;diff=1974</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=1974"/>
		<updated>2020-03-16T09:56:49Z</updated>

		<summary type="html">&lt;p&gt;Tenno: /* Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Biolab officer.png&lt;br /&gt;
|jobtitle = Moebius Biolab Officer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Moebius Expedition Overseer and Captain&lt;br /&gt;
|duties = Maintain the composure of medbay and medical staff, and push your staff to challenge the boundaries of medicine.&lt;br /&gt;
|guides = [[Guide to Medicine ErisEn|Guide to Medicine]]&lt;br /&gt;
|quote = Take off your helmet.&lt;br /&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;
==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;
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;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Biolab_Officer_ErisEn&amp;diff=1973</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=1973"/>
		<updated>2020-03-16T09:56:36Z</updated>

		<summary type="html">&lt;p&gt;Tenno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Biolab officer.png&lt;br /&gt;
|jobtitle = Moebius Biolab Officer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Moebius Expedition Overseer and Captain&lt;br /&gt;
|duties = Maintain the composure of medbay and medical staff, and push your staff to challenge the boundaries of medicine.&lt;br /&gt;
|guides = [[Guide to Medicine ErisEn|Guide to Medicine]]&lt;br /&gt;
|quote = Take off your helmet.&lt;br /&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;
==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;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Chemist_ErisEn&amp;diff=1972</id>
		<title>Chemist ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Chemist_ErisEn&amp;diff=1972"/>
		<updated>2020-03-16T09:56:27Z</updated>

		<summary type="html">&lt;p&gt;Tenno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Moebius chemist.png&lt;br /&gt;
|jobtitle = Moebius Chemist&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Moebius Biolab Officer, Moebius Expedition Overseer and Captain&lt;br /&gt;
|duties = Produce healing chemicals for Medbay and Space cleaner for the Custodians. &amp;lt;del&amp;gt;And make designer drugs for cash&amp;lt;/del&amp;gt;&lt;br /&gt;
|guides = [[Guide to Medicine ErisEn|Guide to Medicine]], [[Guide to Chemistry ErisEn|Guide to Chemistry ]]&lt;br /&gt;
|quote = Where's the posibrain?&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Moebius Chemist Aboard the CEV &amp;quot;Eris&amp;quot; deals in chemicals. You fall under the Moebius Biolab Officer.&lt;br /&gt;
&lt;br /&gt;
[[File:MChemistFancy.png|120px|right]]&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
As the Chemist, your job is simple. Create chemicals for the use of medical application, or experiment with them and blow up your workstation. Creating medication or drugs is quite simple using the ChemMasters and other useful equipment, see this page for more information [[Guide_to_Chemistry_ErisEn|Chemistry Guide]]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*The Scientists can provide you bluespace beakers which can increase the amount of reagents you can work with, maximizing your production&lt;br /&gt;
*You can obtain dexalin from the oxygen kit's pills instead of wasting plasma in making dexalin&lt;br /&gt;
[[ru:Chemist_ErisRu]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Psychiatrist_ErisEn&amp;diff=1971</id>
		<title>Psychiatrist ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Psychiatrist_ErisEn&amp;diff=1971"/>
		<updated>2020-03-16T09:56:05Z</updated>

		<summary type="html">&lt;p&gt;Tenno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Moebius psychiatrist.png&lt;br /&gt;
|jobtitle = Moebius Psychiatrist&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = Captain&lt;br /&gt;
|duties = Support the crew emotionally and mentally, and strengthen the resolve of the CEV Eris.&lt;br /&gt;
|guides = [[Guide to Medicine ErisEn|Guide to Medicine]]&lt;br /&gt;
|quote = And how does that make you feel?&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Moebius Psychiatrist is responsible for the mental wellbeing of the Crew of the CEV Eris.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
As the psychiatrist you start in your office below the medbay reception. Like every good psychiatrist's office you have an office desk, a patient's couch and your trusty armchair.&lt;br /&gt;
&lt;br /&gt;
In the closet you will find some alcohol for your patient's to restore some of their sanity. Or yours.&lt;br /&gt;
There are privacy shutters for your office so you can talk to your patients in private.&lt;br /&gt;
&lt;br /&gt;
You also have access to the regular medbay area and recreation, except surgery, chemistry and virology, so you can help out the staff if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips== &lt;br /&gt;
* Ask the Club Manager or a worker for alcohol if you run out or deem other spirits necessary for your patients.&lt;br /&gt;
* If you have a staffed medbay, you can ask for them to send patients over to you if they experienced traumas and sanity hits.&lt;br /&gt;
* You are the only one with a stylish turtleneck so act like you are entitled to more respect in medbay.&lt;br /&gt;
* Get a blanket from the washing area above holodeck to make your patients really comfy on the couch.&lt;br /&gt;
* Create [[Paperwork|paperwork]] for roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Doctor_ErisEn&amp;diff=1970</id>
		<title>Doctor ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Doctor_ErisEn&amp;diff=1970"/>
		<updated>2020-03-16T09:54:48Z</updated>

		<summary type="html">&lt;p&gt;Tenno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Moebius doctor.png&lt;br /&gt;
|jobtitle = Moebius Doctor&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Moebius Biolab Officer, Moebius Expedition Officer and Captain&lt;br /&gt;
|duties = Keep the Crew and yourself alive.&lt;br /&gt;
|guides = [[Guide to Medicine ErisEn|Guide to Medicine]]&lt;br /&gt;
|quote =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Moebius Doctor Aboard the CEV &amp;quot;Eris&amp;quot; provides healthcare for the ship. You fall under the Moebius Biolab Officer.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
You are a Doctor. Your goal is to provide medical care and prevent the crew from dying. As per the agreement, you must provide immediate medical care to those who need it, do you need to drug them up? Not every time, sometimes you may just need to smack the vagabond with a bandage and send them on their way. &lt;br /&gt;
&lt;br /&gt;
Always coordinate with your fellow medical personnel, the chemist will provide you with needed medications and the scientists can provide you with new technology. Paramedics will do what they can to bring you those who need medical attention, and always be ready for surgery. It helps to have a tank ready to go when something big happens.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*Don't forget to call for IronHammer if you feel you are unsafe, they will be more than happy to protect you; considering their trigger happy tendencies.&lt;br /&gt;
*Ask the Guild Technicians or Merchant for an order of First Aid Kits if you run out.&lt;br /&gt;
&lt;br /&gt;
[[ru:Doctor_ErisRu]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Operative_ErisEn&amp;diff=1969</id>
		<title>Operative ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Operative_ErisEn&amp;diff=1969"/>
		<updated>2020-03-16T09:46:31Z</updated>

		<summary type="html">&lt;p&gt;Tenno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Ih operative.png&lt;br /&gt;
|jobtitle = Ironhammer Operative&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Ironhammer Gunnery Sergeant, Ironhammer Commander and Captain.&lt;br /&gt;
|duties = Patrol the ship, and  &amp;lt;del&amp;gt;extort money from&amp;lt;/del&amp;gt; &amp;lt;ins&amp;gt;process the crimes of&amp;lt;/ins&amp;gt; the crew.&lt;br /&gt;
|guides = [[Agreement_ErisEn|The Agreement]], [[Enforcement Guide ErisEn|Enforcement Guide]]&lt;br /&gt;
|quote = STOP RESISTING&lt;br /&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;
&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;br /&gt;
&lt;br /&gt;
*People in RIG/Hardsuits can be cuffed using zipties. Normal cuffs are not large enough to cover their gauntlets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Medical_Specialist_ErisEn&amp;diff=1968</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=1968"/>
		<updated>2020-03-16T09:46:23Z</updated>

		<summary type="html">&lt;p&gt;Tenno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Ih medic.png&lt;br /&gt;
|jobtitle = Ironhammer Medical Specialist&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Captain&lt;br /&gt;
|duties = Keep the Ironhammer operatives AND the prisoners alive, and process collected forensic evidence.&lt;br /&gt;
|guides = [[Agreement_ErisEn|The Agreement]], [[Enforcement Guide ErisEn|Enforcement Guide]]&lt;br /&gt;
|quote =&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;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Ironhammer_Inspector_ErisEn&amp;diff=1967</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=1967"/>
		<updated>2020-03-16T09:46:14Z</updated>

		<summary type="html">&lt;p&gt;Tenno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Ih inspector.png&lt;br /&gt;
|jobtitle = Ironhammer Inspector&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Ironhammer Gunnery Sergeant, Ironhammer Commander and Captain.&lt;br /&gt;
|duties = Solve the inevitable string of murders aboard the CEV Eris, drink copious amounts of alcohol to stay sane.&lt;br /&gt;
|guides = [[Agreement_ErisEn|The Agreement]], [[Enforcement Guide ErisEn|Enforcement Guide]]&lt;br /&gt;
|quote = Why did they dismember him and put him in a hidden stash in the brig lobby?&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;
==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;br /&gt;
*If you find a suspected changeling, you can do a simple test! Just get a blood sample and heat it up. If it's mixed with changeling blood and the temp is ~900K then it reacts and makes a new chem.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Commander_ErisEn&amp;diff=1966</id>
		<title>Commander ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Commander_ErisEn&amp;diff=1966"/>
		<updated>2020-03-16T09:45:44Z</updated>

		<summary type="html">&lt;p&gt;Tenno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Ih commander.png&lt;br /&gt;
|jobtitle = Ironhammer Commander&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Captain&lt;br /&gt;
|duties = Protect the ship from all threats, foreign and domestic.&lt;br /&gt;
|guides = [[Agreement_ErisEn|The Agreement]], [[Enforcement Guide ErisEn|Enforcement Guide]]&lt;br /&gt;
|quote = Who turned the showers to 500k?&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Commander of Ironhammer is the commanding officer for all of the Ironhammer personnel stationed aboard the CEV &amp;quot;Eris.&amp;quot;&lt;br /&gt;
&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;
[[File:nottorture.png|right]]&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Gunnery_Sergeant_ErisEn&amp;diff=1965</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=1965"/>
		<updated>2020-03-16T09:45:25Z</updated>

		<summary type="html">&lt;p&gt;Tenno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Ih sergeant.png&lt;br /&gt;
|jobtitle = Ironhammer Gunnery Sergeant&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Ironhammer Commander and Captain&lt;br /&gt;
|duties = Maintain the Brig, and keep the Operatives in line for the Commander.&lt;br /&gt;
|guides = [[Agreement_ErisEn|The Agreement]], [[Enforcement Guide ErisEn|Enforcement Guide]]&lt;br /&gt;
|quote = Stop shooting the handcuffed prisoners.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;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;
==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;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Doctor_ErisEn&amp;diff=1964</id>
		<title>Doctor ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Doctor_ErisEn&amp;diff=1964"/>
		<updated>2020-03-16T09:40:57Z</updated>

		<summary type="html">&lt;p&gt;Tenno: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Moebius doctor.png&lt;br /&gt;
|jobtitle = Moebius Doctor&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Moebius Biolab Officer, Moebius Expedition Officer and Captain&lt;br /&gt;
|duties = Keep the Crew and yourself alive.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
|quote =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Moebius Doctor Aboard the CEV &amp;quot;Eris&amp;quot; provides healthcare for the ship. You fall under the Moebius Biolab Officer.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
You are a Doctor. Your goal is to provide medical care and prevent the crew from dying. As per the agreement, you must provide [[Guide_to_Medicine_ErisEn|immediate medical care]] to those who need it, do you need to drug them up? Not every time, sometimes you may just need to smack the vagabond with a bandage and send them on their way. &lt;br /&gt;
&lt;br /&gt;
Always coordinate with your fellow medical personnel, the chemist will provide you with needed medications and the scientists can provide you with new technology. Paramedics will do what they can to bring you those who need medical attention, and always be ready for surgery. It helps to have a tank ready to go when something big happens.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*Don't forget to call for IronHammer if you feel you are unsafe, they will be more than happy to protect you; considering their trigger happy tendencies.&lt;br /&gt;
*Ask the Guild Technicians or Merchant for an order of First Aid Kits if you run out.&lt;br /&gt;
&lt;br /&gt;
[[ru:Doctor_ErisRu]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Enforcement_Guide_ErisEn&amp;diff=1963</id>
		<title>Enforcement Guide ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Enforcement_Guide_ErisEn&amp;diff=1963"/>
		<updated>2020-03-16T09:20:59Z</updated>

		<summary type="html">&lt;p&gt;Tenno: /* What NOT to do */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[File:IHPoster.png|300px|thumb|right|Ironhammer Advertisement]]&lt;br /&gt;
&lt;br /&gt;
Ironhammer Security was hired by the Captain aboard the CEV &amp;quot;Eris&amp;quot; to provide both security and protection for the expedition. Their mission is to simply prevent the other factions from destroying each other and providing security for the scientists and crew as they disembark on exploratory ventures.&lt;br /&gt;
&lt;br /&gt;
This page serves as a go to read for anyone wanting to play as an Operative of Ironhammer Security. Reading this will help you out a bit and may prevent you from getting lynched by the crew 30 minutes in the round.&lt;br /&gt;
&lt;br /&gt;
==The Agreement==&lt;br /&gt;
&lt;br /&gt;
For anyone working for Ironhammer Security (IHS) they must understand [[Agreement ErisEn|''the Agreement'']] and what it means and how to enforce it. The Agreement is a combined document and charter that every organization aboard the CEV &amp;quot;Eris&amp;quot; abides by to prevent each faction from becoming hostile to one another. Vagabonds are the only members throughout the ship who may or may not have any idea what the Agreement is about. As such it must be necessary all criminal actions under both the Red Paragraph and Blue Paragraph are enforced, lest you want vagabonds running amok and Jeffrey Jefferson screaming through the halls about his swirlies.&lt;br /&gt;
&lt;br /&gt;
The Captain is your benefactor, Authority, and money maker. Betraying him will forfeit you pay or risk death by voiding an Ironhammer Security Contract. If you believe the Captain must be placed in prison or forfeit of his command is necessary, you best put on your pirate face. The HTU will not tolerate such dereliction of duty from an organization as great as IHS.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4682B4&amp;quot;&amp;gt;The Blue Paragraph&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The Blue Paragraph represents misdeamoners, petty criminal actions, and the like as prescribed by the Hansa Trade Union (HTU).&lt;br /&gt;
&lt;br /&gt;
Those placed in Command Positions such as the Guild Merchant, Moebius Overseer, Moebius Biolab Officer, Technomancer Exultant, NeoTheologian Preacher, First Officer, or Captain '''can not''' be persecuted or prosecuted under Blue Paragraph criminal actions. If someone in a Command Position is acting against the crew or the Captain demands it is necessary, the other Heads of Staff will vote on the removal of the offender and demand they forfeit their position of power. &lt;br /&gt;
&lt;br /&gt;
When enforcing Blue Paragraph crimes it is best to use it as a money making opportunity, whether you use the funds to purchase more firearms or line your own pockets because the Captain isn't paying you enough. Just don't forget to retreive the items they have stolen and return them to the original faction, unless you wish to sow dissent among the crew regarding your actions.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#790000&amp;quot;&amp;gt;The Red Paragraph&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The Red Paragraph represents major criminal actions such as, murder, sabotage, forced conversions, mutinies, and mutants.&lt;br /&gt;
&lt;br /&gt;
IHS reserves the right to punish all members of the factions under criminal actions defined under the Red Paragraph regardless of position. However, if the Captain is to murder someone they will simply tell you they were a criminal it is best you do not intervene unless your Lieutenant or Gunnery Sergeant believes the Captain deserves to be succeeded by his adjutant, the First Officer, or he has killed one of your fellow Operatives. Ironahammer are loyal to Ironhammer. No payment will trump your loyalty to your fellows.&lt;br /&gt;
&lt;br /&gt;
When it comes to murder it is best to brig rather than have them pay a fine. Vagabond deaths are normally acceptable as a fine, but the other members falling victim could cause dissent to grow among the other factions.&lt;br /&gt;
&lt;br /&gt;
blah blah blah&lt;br /&gt;
&lt;br /&gt;
[[File:Maintenance.png]]&lt;br /&gt;
&lt;br /&gt;
dont be a shitler, enforce laws,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
dont be fucking stupid bah blah blah&lt;br /&gt;
&lt;br /&gt;
==What NOT to do==&lt;br /&gt;
&lt;br /&gt;
The Job of an Ironhammer Operative isn't always easy. Sure, you have a lot of firepower and armor at your disposal, but the heaviest protection does not make you immune against humanity and interaction with others, especially not on the CEV Eris where death is lurking around many corners.&lt;br /&gt;
&lt;br /&gt;
You should always remember that most people do not like the law and are very fast of accusing you of false conduct. As Ironhammer Operative, you can never win the public trust and acceptance.&lt;br /&gt;
Still, try to be nice and arrest people instead of shooting them or even beating them into crit if you have no real reason to.&lt;br /&gt;
&lt;br /&gt;
That being made clear, here are a few examples of what you should avoid:&lt;br /&gt;
&lt;br /&gt;
* Take away everyone's guns and violate the agreement because this way they cant shoot back.&lt;br /&gt;
* Corpses of criminals or bystanders that got caught in the fire should be left lying around and not be handed to medbay or Autopsy to put their brain in an MMI.&lt;br /&gt;
* Never wash your uniform.&lt;br /&gt;
* Always keep the lethal ammo disk for yourself. You are the only one who can be trusted with lethal ammo anyway.&lt;br /&gt;
* Buy up all Novakovic Ammo from the serbian vendor.&lt;br /&gt;
* Medbay is your recreational Area and you should be there all the time.&lt;br /&gt;
* A Vagabond pays his criminal fines with his life.&lt;br /&gt;
* Just shoot everyone and never use your prison cells.&lt;br /&gt;
* Never follow up any leads of potential murder and ignore death alarms.&lt;br /&gt;
* Team up with science to invent gibbing pills that take too long to metabolize.&lt;br /&gt;
* Weld a criminal into a locker and space it.&lt;br /&gt;
* Speak in galactic common english when discussing vital information because you aren't a techno-russion after all.&lt;br /&gt;
* Play Laser Tag with Hologuns if you're bored.&lt;br /&gt;
* No crime? Just frame others and start a rigged investigation.&lt;br /&gt;
* Another Armory raid? Just walk in and get shot with your own weapons instead of fighting in a feasible location.&lt;br /&gt;
* Always leave brig unoccupied or go to sleep on your watch.&lt;br /&gt;
* Scoot around with Cyborgs to grant you access everywhere you want.&lt;br /&gt;
* Hand out guest passes with brig access.&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Enforcement_Guide_ErisEn&amp;diff=1962</id>
		<title>Enforcement Guide ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Enforcement_Guide_ErisEn&amp;diff=1962"/>
		<updated>2020-03-16T09:18:47Z</updated>

		<summary type="html">&lt;p&gt;Tenno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[File:IHPoster.png|300px|thumb|right|Ironhammer Advertisement]]&lt;br /&gt;
&lt;br /&gt;
Ironhammer Security was hired by the Captain aboard the CEV &amp;quot;Eris&amp;quot; to provide both security and protection for the expedition. Their mission is to simply prevent the other factions from destroying each other and providing security for the scientists and crew as they disembark on exploratory ventures.&lt;br /&gt;
&lt;br /&gt;
This page serves as a go to read for anyone wanting to play as an Operative of Ironhammer Security. Reading this will help you out a bit and may prevent you from getting lynched by the crew 30 minutes in the round.&lt;br /&gt;
&lt;br /&gt;
==The Agreement==&lt;br /&gt;
&lt;br /&gt;
For anyone working for Ironhammer Security (IHS) they must understand [[Agreement ErisEn|''the Agreement'']] and what it means and how to enforce it. The Agreement is a combined document and charter that every organization aboard the CEV &amp;quot;Eris&amp;quot; abides by to prevent each faction from becoming hostile to one another. Vagabonds are the only members throughout the ship who may or may not have any idea what the Agreement is about. As such it must be necessary all criminal actions under both the Red Paragraph and Blue Paragraph are enforced, lest you want vagabonds running amok and Jeffrey Jefferson screaming through the halls about his swirlies.&lt;br /&gt;
&lt;br /&gt;
The Captain is your benefactor, Authority, and money maker. Betraying him will forfeit you pay or risk death by voiding an Ironhammer Security Contract. If you believe the Captain must be placed in prison or forfeit of his command is necessary, you best put on your pirate face. The HTU will not tolerate such dereliction of duty from an organization as great as IHS.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4682B4&amp;quot;&amp;gt;The Blue Paragraph&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The Blue Paragraph represents misdeamoners, petty criminal actions, and the like as prescribed by the Hansa Trade Union (HTU).&lt;br /&gt;
&lt;br /&gt;
Those placed in Command Positions such as the Guild Merchant, Moebius Overseer, Moebius Biolab Officer, Technomancer Exultant, NeoTheologian Preacher, First Officer, or Captain '''can not''' be persecuted or prosecuted under Blue Paragraph criminal actions. If someone in a Command Position is acting against the crew or the Captain demands it is necessary, the other Heads of Staff will vote on the removal of the offender and demand they forfeit their position of power. &lt;br /&gt;
&lt;br /&gt;
When enforcing Blue Paragraph crimes it is best to use it as a money making opportunity, whether you use the funds to purchase more firearms or line your own pockets because the Captain isn't paying you enough. Just don't forget to retreive the items they have stolen and return them to the original faction, unless you wish to sow dissent among the crew regarding your actions.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#790000&amp;quot;&amp;gt;The Red Paragraph&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The Red Paragraph represents major criminal actions such as, murder, sabotage, forced conversions, mutinies, and mutants.&lt;br /&gt;
&lt;br /&gt;
IHS reserves the right to punish all members of the factions under criminal actions defined under the Red Paragraph regardless of position. However, if the Captain is to murder someone they will simply tell you they were a criminal it is best you do not intervene unless your Lieutenant or Gunnery Sergeant believes the Captain deserves to be succeeded by his adjutant, the First Officer, or he has killed one of your fellow Operatives. Ironahammer are loyal to Ironhammer. No payment will trump your loyalty to your fellows.&lt;br /&gt;
&lt;br /&gt;
When it comes to murder it is best to brig rather than have them pay a fine. Vagabond deaths are normally acceptable as a fine, but the other members falling victim could cause dissent to grow among the other factions.&lt;br /&gt;
&lt;br /&gt;
blah blah blah&lt;br /&gt;
&lt;br /&gt;
[[File:Maintenance.png]]&lt;br /&gt;
&lt;br /&gt;
dont be a shitler, enforce laws,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
dont be fucking stupid bah blah blah&lt;br /&gt;
&lt;br /&gt;
==What NOT to do==&lt;br /&gt;
&lt;br /&gt;
The Job of an Ironhammer Operative isn't always easy. Sure, you have a lot of firepower and armor at your disposal, but the heaviest protection does not make you immune against humanity and interaction with others, especially not on the CEV Eris where death is lurking around many corners.&lt;br /&gt;
&lt;br /&gt;
You should always remember that most people do not like the law and are very fast of accusing you of false conduct. As Ironhammer Operative, you can never win the public trust and acceptance.&lt;br /&gt;
Still, try to be nice and arrest people instead of shooting them or even beating them into crit if you have no real reason to.&lt;br /&gt;
&lt;br /&gt;
That being made clear, here are a few examples of what you should avoid:&lt;br /&gt;
&lt;br /&gt;
* Take away everyone's guns and violate the agreement because this way they cant shoot back.&lt;br /&gt;
* Corpses of criminals or bystanders that got caught in the fire should be left lying around and not be handed to medbay or Autopsy to put their brain in an MMI.&lt;br /&gt;
* Never wash your uniform.&lt;br /&gt;
* Always keep the lethal ammo disk for yourself. You are the only one who can be trusted with lethal ammo anyway.&lt;br /&gt;
* Buy up all Novakovic Ammo from the serbian vendor.&lt;br /&gt;
* Medbay is your recreational Area and you should be there all the time.&lt;br /&gt;
* A Vagabond pays his criminal fines with his life.&lt;br /&gt;
* Just shoot everyone and never use your prison cells.&lt;br /&gt;
* Never follow up any leads of potential murder and ignore death alarms.&lt;br /&gt;
* Team up with science to invent gibbing pills that take too long to metabolize.&lt;br /&gt;
* Weld a criminal into a locker and space it.&lt;br /&gt;
* Speak in galactic common english when discussing vital information because you aren't a techno-russion after all.&lt;br /&gt;
* Play Laser Tag with Hologuns if you're bored.&lt;br /&gt;
* No crime? Just frame others and start a rigged investigation.&lt;br /&gt;
* Another Armory raid? Just walk in and get shot with your own weapons instead of fighting in a feasible location.&lt;br /&gt;
* Always leave brig unoccupied or go to sleep on your watch.&lt;br /&gt;
* Scoot around with Cyborgs to grant you access everywhere you want.&lt;br /&gt;
* Hand out guest passees with brig access.&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Psychiatrist_ErisEn&amp;diff=1961</id>
		<title>Psychiatrist ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Psychiatrist_ErisEn&amp;diff=1961"/>
		<updated>2020-03-16T08:44:13Z</updated>

		<summary type="html">&lt;p&gt;Tenno: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Moebius psychiatrist.png&lt;br /&gt;
|jobtitle = Moebius Psychiatrist&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = Captain&lt;br /&gt;
|duties = Support the crew emotionally and mentally, and strengthen the resolve of the CEV Eris.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
|quote = And how does that make you feel?&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Moebius Psychiatrist is responsible for the mental wellbeing of the Crew of the CEV Eris.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
As the psychiatrist you start in your office below the medbay reception. Like every good psychiatrist's office you have an office desk, a patient's couch and your trusty armchair.&lt;br /&gt;
&lt;br /&gt;
In the closet you will find some alcohol for your patient's to restore some of their sanity. Or yours.&lt;br /&gt;
There are privacy shutters for your office so you can talk to your patients in private.&lt;br /&gt;
&lt;br /&gt;
You also have access to the regular medbay area and recreation, except surgery, chemistry and virology, so you can help out the staff if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips== &lt;br /&gt;
* Ask the Club Manager or a worker for alcohol if you run out or deem other spirits necessary for your patients.&lt;br /&gt;
* If you have a staffed medbay, you can ask for them to send patients over to you if they experienced traumas and sanity hits.&lt;br /&gt;
* You are the only one with a stylish turtleneck so act like you are entitled to more respect in medbay.&lt;br /&gt;
* Get a blanket from the washing area above holodeck to make your patients really comfy on the couch.&lt;br /&gt;
* Create [[Paperwork|paperwork]] for roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Psychiatrist_ErisEn&amp;diff=1959</id>
		<title>Psychiatrist ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Psychiatrist_ErisEn&amp;diff=1959"/>
		<updated>2020-03-16T08:39:39Z</updated>

		<summary type="html">&lt;p&gt;Tenno: /* Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Moebius psychiatrist.png&lt;br /&gt;
|jobtitle = Moebius Psychiatrist&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = Captain&lt;br /&gt;
|duties = Support the crew emotionally and mentally, and strengthen the resolve of the CEV Eris.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
|quote = And how does that make you feel?&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Moebius Psychiatrist is responsible for the mental wellbeing of the Crew of the CEV Eris.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
As the psychiatrist you start in your office below the medbay reception. Like every good psychiatrist's office you have an office desk, a patient's couch and your trusty armchair.&lt;br /&gt;
&lt;br /&gt;
In the closet you will find some alcohol for your patient's to restore some of their sanity. Or yours.&lt;br /&gt;
There are privacy shutters for your office so you can talk to your patients in private.&lt;br /&gt;
&lt;br /&gt;
You also have access to the regular medbay area and recreation, except surgery, chemistry and virology, so you can help out the staff if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips== &lt;br /&gt;
* Ask the Club Manager or a worker for alcohol if you run out or deem other spirits necessary for your patients.&lt;br /&gt;
* If you have a staffed medbay, you can ask for them to send patients over to you if they experienced traumas and sanity hits.&lt;br /&gt;
* You are the only one with a stylish turtleneck so act like you are entitled to more respect in medbay.&lt;br /&gt;
* Get a blanket from the washing area above holodeck to make your patients really comfy on the couch.&lt;br /&gt;
* Create [[Paperwork|paperwork]] for roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[file:maintenance.png]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Psychiatrist_ErisEn&amp;diff=1958</id>
		<title>Psychiatrist ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Psychiatrist_ErisEn&amp;diff=1958"/>
		<updated>2020-03-16T08:39:23Z</updated>

		<summary type="html">&lt;p&gt;Tenno: /* Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Moebius psychiatrist.png&lt;br /&gt;
|jobtitle = Moebius Psychiatrist&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = Captain&lt;br /&gt;
|duties = Support the crew emotionally and mentally, and strengthen the resolve of the CEV Eris.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
|quote = And how does that make you feel?&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Moebius Psychiatrist is responsible for the mental wellbeing of the Crew of the CEV Eris.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
As the psychiatrist you start in your office below the medbay reception. Like every good psychiatrist's office you have an office desk, a patient's couch and your trusty armchair.&lt;br /&gt;
In the closet you will find some alcohol for your patient's to restore some of their sanity. Or yours.&lt;br /&gt;
There are privacy shutters for your office so you can talk to your patients in private.&lt;br /&gt;
&lt;br /&gt;
You also have access to the regular medbay area and recreation, except surgery, chemistry and virology, so you can help out the staff if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips== &lt;br /&gt;
* Ask the Club Manager or a worker for alcohol if you run out or deem other spirits necessary for your patients.&lt;br /&gt;
* If you have a staffed medbay, you can ask for them to send patients over to you if they experienced traumas and sanity hits.&lt;br /&gt;
* You are the only one with a stylish turtleneck so act like you are entitled to more respect in medbay.&lt;br /&gt;
* Get a blanket from the washing area above holodeck to make your patients really comfy on the couch.&lt;br /&gt;
* Create [[Paperwork|paperwork]] for roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[file:maintenance.png]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Psychiatrist_ErisEn&amp;diff=1957</id>
		<title>Psychiatrist ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Psychiatrist_ErisEn&amp;diff=1957"/>
		<updated>2020-03-16T08:37:43Z</updated>

		<summary type="html">&lt;p&gt;Tenno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Jobs_Header&lt;br /&gt;
|headerbgcolor = #2a3439&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|imagebgcolor = #2a3439&lt;br /&gt;
|img = Moebius psychiatrist.png&lt;br /&gt;
|jobtitle = Moebius Psychiatrist&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = Captain&lt;br /&gt;
|duties = Support the crew emotionally and mentally, and strengthen the resolve of the CEV Eris.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
|quote = And how does that make you feel?&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Moebius Psychiatrist is responsible for the mental wellbeing of the Crew of the CEV Eris.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
As the psychiatrist you start in your office below the medbay reception. It is bland and typical for every psychiatrist's office you have an office desk, a patient's couch and your trusty armchair.&lt;br /&gt;
In the closet you will find some alcohol for your patient's to restore some of their sanity. Or yours.&lt;br /&gt;
There are privacy shutters for your office so you can talk to your patients in private.&lt;br /&gt;
&lt;br /&gt;
You also have access to the regular medbay area and recreation, except surgery, chemistry and virology, so you can help out the staff if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Tips== &lt;br /&gt;
* Ask the Club Manager or a worker for alcohol if you run out or deem other spirits necessary for your patients.&lt;br /&gt;
* If you have a staffed medbay, you can ask for them to send patients over to you if they experienced traumas and sanity hits.&lt;br /&gt;
* You are the only one with a stylish turtleneck so act like you are entitled to more respect in medbay.&lt;br /&gt;
* Get a blanket from the washing area above holodeck to make your patients really comfy on the couch.&lt;br /&gt;
* Create [[Paperwork|paperwork]] for roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[file:maintenance.png]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positions}}&lt;/div&gt;</summary>
		<author><name>Tenno</name></author>
	</entry>
</feed>