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Europan Ridge

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Data is potentially outdated
Last updated for an unknown version
Last mentioned in changelog 0.10.2.0
The current game version is 1.7.7.0
Stub Notes: Needs to be expanded

Europan Ridge is the second biome encountered within a Campaign. This region is composed of a rocky pack-ice, dotted with various unknown flora. Civilization is still fairly common, but empty geographical features are more likely than within the Cold Caverns. There are several environmental hazards found in this biome. Great currents, powerful enough to move a submarine, are present within the majority of every passage. These currents can be detected on Sonar, and are capable of pushing submarines into obstacles or even into The Abyss. The strength of Currents will periodically wane, allowing subs to push through them. Slime Molds can also be found hanging from the ceilings of some passages. These Slime Molds apply drag to the Submarine, slowing it down considerably.

Ballast Flora Spores are encountered in this region and can be detected on Sonar when a submarine is close enough, or spotted by gunners well in advance of contact. Ballast Flora can also be found suspended within currents, where it is much harder to detect with Sonar.

Large floating Icebergs also spawn within this biome, and much like Ice Spires, are highly visible on Sonar. Unlike Ice Spires, Icebergs are extremely durable and require several railgun rounds to break apart, and they will move up and down as currents change direction.

Additionally, Submarines will encounter Sonar Flora, a purple-pink and pulsating growth that heavily disrupts Sonar. The signature appears as a large red-orange cluster of pips, similar in shape and color to a Black Moloch, or volcano. Levels range in difficulty between 15% and 35%.

Packs of Crawlers commonly spawn in groups of 5-7 and Spinelings spawn in groups of 2-5, with pairs or trios of Armored Mudraptors also spawning regularly. Individual Moloch and Hammerheads will begin to spawn naturally, and Bone Threshers and Tiger Threshers spawn in greater numbers. Within passageways over 25%, Moloch are encountered with increased frequency, and hammerhead attacks become more common.


Gatherable Materials

Minerals

Ore Ore Components Commonness (Level, Cave, Abyss)

Amblygonite
1 Lithium
1 Aluminum
1 Sodium
80%, 10%, 10%

Aragonite
2 Calcium 10%, 10%, 0%

Bornite
2 Copper 70%, 70%, 5%

Brockite
1 Phosphorus
1 Thorium
40%, 0%, 5%

Cassiterite
3 Tin 50%, 50%, 5%

Chalcopyrite
2 Copper 25%, 20%, 20%

Chamosite
2 Iron
2 Aluminum
50%, 50%, 25%

Chrysoprase
2 Silicon 50%, 50%, 5%

Cryolite
2 Sodium 30%, 50%, 20%

Dementonite Cluster
0%, 0%, 0%

Diamond
3 Carbon 60%, 60%, 2%

Esperite
2 Zinc
1 Lead
40%, 40%, 0%

Fulgurium Chunk
0%, 0%, 0%

Galena
2 Lead 90%, 90%, 0%

Graphite
2 Carbon 40%, 40%, 5%

Hydroxyapatite
1 Calcium
2 Phosphorus
55%, 55%, 10%

Ilmenite
1 Titanium 40%, 70%, 50%

Incendium Crystal
0%, 0%, 0%

Iron Ore
4 Iron 50%, 50%, 5%

Langbeinite
1 Potassium
2 Magnesium
30%, 30%, 50%

Lazulite
1 Phosphorus
1 Iron
45%, 45%, 10%

Paralyxis
10%, 0%, 25%

Physicorium Bar
0%, 0%, 0%

Polyhalite
1 Potassium
1 Calcium
40%, 40%, 25%

Pyromorphite
2 Chlorine 30%, 30%, 3.33%

Quartz
2 Silicon 60%, 60%, 1%

Sphalerite
3 Zinc 20%, 20%, 0%

Stannite
1 Copper
1 Iron
1 Tin
65%, 65%, 0%

Sylvite
1 Sodium
2 Potassium
25%, 25%, 20%

Thorianite
2 Thorium 30%, 0%, 50%

Titanite
3 Titanium
1 Iron
10%, 15%, 100%

Triphylite
1 Lithium 40%, 40%, 50%

Uranium Ore
3 Uranium 50%, 10%, 10%


Plants

Plant Plant Components Commonness (Level, Cave, Abyss)

Aquatic Poppy
3 Opium 100%, 50%, 0%

Elastin Plant
3 Elastin 60%, 20%, 0%

Fiber Plant
3 Organic Fiber 80%, 50%, 0%

Sea Yeast Shroom
3 Ethanol 100%, 50%, 0%

Slime Bacteria
3 Broad-spectrum Antibiotics 20%, 40%, 0%


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Environment

Biomes
Structures & Locations
Entities
Plants
Minerals