S.T.A.L.K.E.R.: The Monolith Rises [Lore/Content]

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Hearthridge

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Original poster
Abstract

OOC | IC (tbd)


This thread is dedicated to the in-game resources, lore, and character repository for the players to access for the S.T.A.L.K.E.R. setting. Please direct any questions on the game to the linked thread. Any lore or information-based queries can be placed here.
Abstract
 
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Character Creation
There are only a few steps in determining how your character is built. The first step is concept. Your concept will help define your role. The next step is to decide your role, as shown below. The roles are pre-generated, but they will greatly influence how the game is played and how you, and your squad, will survive within the Zone. Please take the time to read and examine all of the information for the three roles. The final step is to populate the remainder of your biographical information.


  • Name:
    Callsign:
    Role:
    Appearance:
    Age:
    Gender:

  • Personality:
    History:
    Strengths: Aside from Class Strengths
    Weaknesses: Aside from Class Weaknesses
    Other:

  • Personal Equipment:
    Wealth and Resources:

  • Allies:
    Neutral:
    Enemies:

Code:
[tabs][tab=Basic  Info]
[B][COLOR=#DAA238]Name[/COLOR][/B]:
[B][COLOR=#DAA238]Callsign[/COLOR][/B]:
[B][COLOR=#DAA238]Role[/COLOR][/B]:
[B][COLOR=#DAA238]Appearance[/COLOR][/B]:
[B][COLOR=#DAA238]Age[/COLOR][/B]:
[B][COLOR=#DAA238]Gender[/COLOR][/B]:
[/tab][tab=Backround Info]
[B][COLOR=#DAA238]Personality[/COLOR][/B]:
[B][COLOR=#DAA238]History[/COLOR][/B]:
[B][COLOR=#DAA238]Strengths[/COLOR][/B]:
[B][COLOR=#DAA238]Weaknesses[/COLOR][/B]:
[B][COLOR=#DAA238]Other[/COLOR][/B]:
[/tab][tab=Personal Items]
[B][COLOR=#DAA238]Personal Equipment[/COLOR][/B]:
[B][COLOR=#DAA238]Wealth and Resources[/COLOR][/B]:
[/tab][tab=Contacts & Factions]
[B][COLOR=#26FF20]Allies[/COLOR][/B]:
[B][COLOR=#DDCD95]Neutral[/COLOR][/B]:
[B][COLOR=#FF0000]Enemies[/COLOR][/B]:
[/tab][/tabs]
 
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Factions


  • The Ukrainian military supposedly has the Zone contained in order to prevent the looting of dangerous, radioactive materials and to prevent the unauthorized entering of any individuals. They allegedly enforce this rule with a "Shoot-on-sight" declaration. In an ironic twist, because of major corruption within their ranks, they themselves are the reason why Stalkers can continue to operate, and why radioactive materials from the Zone keep flowing to the outside world. Overtly, the Military are hostile to all Stalkers, to keep up appearances; but they also make shady dealings with them at the same time.

    More info can be found here.

    Allies: Military
    Neutral: Ukranian Special Service (The Players), Ecologists
    Enemies: Everyone Else


  • Duty was founded by former military expedition survivors and Stalkers concerned about the looming horrors of the Zone. They are one of the largest Stalker clans in the Zone. They have a strict military code (such as no smoking, maintaining one's weapons, etc...) and operate in a military fashion, using ranks like Sergeant, Major, Captain, and General. Their goal is to contain and destroy the Zone, fearing that it will spread to the outside world. They view the Zone as an ulcer in the world and their efforts are a way to excise it. They do this with blunt force by killing mutants, eliminating all who oppose them or exploit the free, and burning down or drowning mutant dens. They are neutral toward other Zone factions, save for the Bandits and their long-time nemesis: the Freedom faction. It is said that Duty also has deep connections within the military, specifically Spetsnaz detachments within the Zone, although they treat regular grunts with utter contempt.

    They are one of the best-equipped factions. Most are paramilitary, and some ignore the fragile general truce with Freedom, and organize raids against them. Duty and Freedom become actively hostile to each other in the rush towards the center of the Zone. Thus, if the player is in favor with Duty, he can assist Duty against Freedom, making Duty more likely to push the furthest into Pripyat. They hold Rostok, with their main base of operations near the 100 Rads bar and the Arena and Army warehouse.

    More info can be found here.

    Allies: Ukranian Special Service (The Players), Military Special Forces, Mercenaries
    Neutral: Loners, Free Stalkers, Neutral Stalkers, Ecologists, Mercenaries
    Enemies: Bandits, Military Grunts, Freedom, Mercenaries, Monolith, Clear Sky, Renegades


  • Loners are a nomadic semi-unified group of Stalkers who simply live off the Zone in order to earn some coin for their daily lives. Loners are neutral toward almost all other factions, but do have complications with the Military, and, to a lesser extent, the Mercenaries, and openly oppose the Bandit faction for their actions against free Stalkers. Most Loners are only concerned with the riches of the Zone, and do not pay attention to the other factions' hatred for each other - provided, of course, they do not threaten them. Because of this, Loners are often recruited by various factions as mercenaries.

    More info can be found here.

    Allies: None
    Neutral: Ecologists, Duty, Freedom, Clear Sky, other STALKERS
    Enemies: Bandits, Military, Mercenaries, Renegades, Monolith


  • The Bandits are raiders and marauders of the Zone, ranging from petty thugs and gangsters to organized crime syndicates. Apart from Freedom, which treats them with marginal contempt, everyone hates the Bandits due to their nefarious acts of robbing and exploiting honest Stalkers. Most Bandits are unorganized and leaderless; there are only a few known Bandit leaders and camps, and even then their groups are still fairly disorganized, with underlings always trying to take control by overthrowing the previous leader. Their unit size is mediocre, and their equipment is cheap and shoddy; because of this they've adapted to a guerilla style of warfare, ambushing small groups with large numbers by camping in locations just off the normal paths.

    More info can be found here.

    Allies: None
    Neutral: Bandits, Renegades, Freedom
    Enemies: Everyone else


  • They are the second-largest faction in the Zone (the first being Monolith), and have some of the best equipment. They aren't officially at war with Duty at this time, but fights still break out between the factions from time to time. They hold the Military Warehouses as their main base. They hold The Barrier in the Army Warehouses, keeping the Monolith faction and Mutants at bay.

    More info can be found here.

    Allies: None
    Neutral: Loners, Bandits, Mercenaries, Renegades
    Enemies: Everyone else


  • The Mercenaries are a private military force operating within the Zone. They are professional soldiers who will do just about anything in the Zone, ranging from retrieval, assassinations, body-guarding, etc. Though, of course, it must be for the right price. Mercenaries are usually neutral toward other factions, as they are a source of income, unless they interfere with their operations.

    More info can be found here.

    Allies: Varies
    Neutral: Varies
    Enemies: Varies


  • The Ecologists are Ukrainian scientists sent into the Zone on behalf of the government, but seem to be affiliated with outside organizations. Their main purpose is the study of all aspects of the Zone, using scientific methods to further explain what the Zone is, and its purpose. The Ecologists are neutral to all factions, and are not involved in any of their conflicts. Due to the military's slipping grip on the Zone, the Ecologists rely on opportunistic Dutyers, Loners, and Mercenaries to provide them protection, and to perform errands that may require combat, since the scientists are better thinkers than fighters.

    More info can be found here.

    Allies: ALL STALKERs, regardless of faction.
    Neutral: Duty, Military
    Enemies: Everyone else


  • A group of renegade Stalkers unaffiliated with any major faction, as well as cast-outs from other factions, they act as warbands and gangs instead. Although acting in the same way as Bandits by robbing and exploiting stalkers, the renegades are not under any formal leadership.

    More info can be found here.

    Allies: None
    Neutral: Bandits, Renegades
    Enemies: Everyone else


  • The Monolith were originally ordinary Stalkers who believed in the power of the Wish Granter. Prior to the Clear Sky events, the faction reportedly made an exodus to the Zone's center and disappeared. After the large emission during the Clear Sky events, they became active. The Monolith are the front line soldiers of the C-Consciousness, and would rather die than let any Stalker reach the sacred crystal. Although capable of higher reasoning and emotion, they nevertheless carry out orders with fanatic effectiveness. The Monolith faction has no allies, and actively attacks all other factions.

    They are entirely hostile, the largest group in the Zone with the most advanced equipment. They are led by the C-Consciousness, but their leader in the field is Charon. Their main base of operations is the entire Pripyat town, but they also hold a base in the Sarcophagus.

    More info can be found here.

    Allies: None
    Neutral: None
    Enemies: Everyone


  • Clear Sky is the most secretive faction within the Zone. The faction was effectively disbanded after losing the majority of their manpower during the Clear Sky events. The Clear Sky faction was originally composed of former researchers of the C-Consciousness who broke away from them in order to conduct their own research on how to either destroy or contain the zone. The other members of the faction were ordinary stalkers who joined their cause for their own reasons.

    More info can be found here.

    Allies: None
    Neutral: Everyone except...
    Enemies: Bandits, Renegades, Monolith
 
Wildlife of the Zone


  • This semi-legendary monster is described by experienced stalkers as a tall, hunched humanoid with a mess of tentacles instead of a mouth. According to these stalkers, the creature uses the tentacles to feed by clinging to the victim's throat, paralysing him and sucking him dry of blood, leaving only a dry, mummy-like shell in place of what was a living human only seconds earlier. The most astounding feature of the bloodsucker is its ability to become invisible.

    It seems that these creatures are responsible for the deaths of a large number of stalkers. Few of those who have seen one were lucky enough to survive the encounter and according to them bloodsuckers prefer damp places around marshes and subterranean areas.


  • It seems that these creatures were humans but it is hard to imagine what conditions could bring human to such state.

    Snorks are crazy creatures which have animal style of life and they don`t differ much form wild monsters of the Zone. They move on four extremities, jump over land and use scent to track and hunt their prey. They hunt very carefully and prudently laying in wait for stalkers like wild animals. Lightning reflexes and hypertrophied muscles allow to do distant accurate jumps and to tear to pieces its prey.

    Sometimes they have some details of army clothes and ammunition on their body and that is why we can suggest that they are missing stalkers.

  • This is an image recovered from a fallen STALKER's helmet cam before death.

    The secret service genetic experiments on criminals generated a new type of mutants. Controler appears to be one of the top-dangerous monsters in the Zone due to his outstanding telepathic abilities.

    They attack loners, scientists, the military to kill and eat their body parts or leave them zombified. Once affected, the victim's brain becomes practically incurable. Controller lures animals (rats, smaller hogs, fleshes) to feed on them.

    Able to control zombies at distance, forcing them to attack s.t.a.l.k.e.r.s. Prefers to move in a way so as to constantly keep the enemy in sight, thus climbing hills, roofs and trees.

    Remnants of black laboratory overalls make for Controler's typical clothing.

    Recognize him by half-human face with protruding black eyes, hypertrophied forehead and pulsing ulcers of blisters at temples. Acts with caution. Able of some talking.

    Your best tactics against Controler is using shelters and grenades.


  • The result of secret service genetic experiments on criminals under the program of human telekinetic abilities development. A humanoid-type creature of hypertrophied complexion clad in shreds of shabby overalls. Afraid of bright light, therefore dwells in dark and gloomy undergrounds and caves only. Feeds on dead bodies.

    Uses gravitation to attack: in close combat forces the enemy back, while capable of levitating heavy objects from the distance. Exhausts its prey, can hit weapons off your hands using directional gravity impulse.

    When fighting a Burer, be cautious and don't let him wear you out. Keep moving and shoot him in the head, while at a distance.

  • Camera snapshot from one STALKER while another was attacked.

    Poltergeists are extremely deceiving for rookie loners as they do not appear threatening; they only appear as a ball of electricity. However they can be killed with conventional weaponry just by shooting at the ball of lightning. Poltergeists will attack with anything that's not tied to the ground by utilizing their telekinetic powers to throw objects at the loner (e.g., buckets, barrels, ammo boxes, crates, discarded firearms). However, it can also be that they can manipulate gravity similar to that of Vortex anomalies.


  • The pseudogiant resembles a massive, drop-shaped abdomen with a pair of disproportionately large limbs. The limbs are arms and legs at the same time. The creature uses them to move around and grab its victims. An adult pseudogiant can weigh up to two tons and stand 2 meters tall. Their clumsy appearance might be deceiving, since they can move very rapidly if needed. Their muscles are exceptionally powerful and their bones are as hard as steel. The creature's brain is protected by a sturdy (up to 10 centimeters thick) skull, while many complex functions are controlled by the spinal medulla. Another astonishing feature of the beast is its ability to create local shock waves, which damage all living things in the vicinity.


  • Chimera is a hairless cat/dog-like creature, close to the size of an adult lion, with two heads and a broad tail. Chimeras are extremely strong and they're able to turn a car over alone. They are the most deadly mutant encountered, jumping incredible distances and doing extreme damage. Though physically weaker than the Pseudogiant, the Chimera is considered deadlier due to its extremely fast speeds and aggressiveness.


  • An Izlom walks upright like most humanoid mutants, but will run on all four when attacking. It has one arm much longer than the other arm and has a very long neck. Izloms are not aggressive, they tend to avoid engagement with stalkers. They rarely attack unless one is very close to them, when they do attack they are quite fearsome with maddening zombified moans and they use their large arms to both block and beat the target up. Izloms appear to be neutral with Snorks, but hostile to Bloodsuckers.


  • A counterpart is a wild, insane copy of a stalker created by the infant noosphere consciousness. Little is known about the Counterpart, as they are nearly indistinguishable from the stalker they are copied from, except for the mental state.


  • A Morlock is a vile, degenerate creature inhabiting the Pripyat Underground. While strong, physically, it has a diminished intellect. Often lead by a clan leader, these creatures are known to strap scraps of metal to their bodies in rudimentary armor platings. Though they are relatively unintelligent, it is theorized that they know how to use firearms as traces of whatever they were before. Scientists speculate that these creatures are hideously mutated Stalkers.


  • A mutant pig of this type, known as a "Flesh" among stalkers, is one of the clearest examples of the Zone's perversion of nature. The pigs have developed a protective layer of scales and bones, their regeneration potential grew significantly and their nervous system became more complex. A side benefit of this mutation is their enlarged eye, which can see in a greater spectrum of light and has olfactory receptors within (in layman's terms, the flesh can smell with its eyes).[1]

    They are familial creatures and usually travel the Zone in packs numbering five or six Fleshes. A pack is led by an Alpha Flesh, most often the most experienced and long lived one. The "Alpha Pig" can be easily identified by both its grayish skin and the scars covering most of its body.

    Just like a normal pig, the Flesh is an omnivore and may attack a Stalker if desperate enough. Fleshes have been observed dragging corpses of small slain mutants such as Blind Dogs into a safe spot for consumption.


  • A large animal that can reach 1.5 meters at the shoulder. The boar's ability to survive and aggression surpass that of its relatives outside the Zone and resemble that of most mutants.

    Mutagenic processes engendered by radiation and anomalies have played a significant part in shaping these mammals: they have lost all fur in places and grown long, bristly fur in others. The animals' hooves have changed in shape and become sharper, acquiring a resemblance to claws; their pupils have become colorless and pigmentation disorders and deep wrinkles have appeared on their bald heads.

    Zone boars resist radiation well which allows them to spend long periods in heavily contaminated areas. They normally attack by charging at their victims and attempting to rip them to shreds with their claws or knock them over.


  • The Rodent is a quadrupedal animal reaching up to 40cm at the shoulder. They have large claws that can scratch big marks into Stalkers. Having frail and bony bodies, any weapon will do in disposing of them. Almost all hair has fallen out and only tightly wrapped skin can be seen.

    Determining the species from which the Zone's rodents developed has so far proved impossible although it can be said with certainty that their ancestors were gregarious mammals. Although these animals are similar with jerboas in appearance, there is no relation between them. Although some stalkers like Inquisitor, a mutant zoo keeper, refers to them as jerboas.

    As evidenced in X18, it is suggested a good number these rodents were originally test subjects before the Chernobyl incident. After high dosages of radiation transformed these beasts into what they are now, the mutated rodents most likely escaped and wreak havoc in the Zone.


  • Several generations of the dog species have lived and died since the catastrophe. Each was more affected by the Zone than the previous one. Rapid mutation lead to a vast improvement in previously peripheral abilities, frequently at the expense of primary ones. The most notable biological change was the loss of sight, paired with an uncanny development of smell. As it turned out, blind pups survived in the Zone as well as normal ones, if not better. As a result, the common dog quickly became extinct in the Zone, giving way to a new breed – that of blind dogs. The animals instinctively identify and avoid anomalies, radiation, and other invisible dangers that plague the Zone. Like their wild ancestors – the wolves – blind dogs hunt in packs. An encounter with a large group of these animals can be dangerous even to an experienced and well-armed stalker.

    As the name implies, these dogs have lost their eyesight, possibly due to some form of warped, mutation-induced evolution. Rather than rely on eyes, Blind Dogs have extremely keen senses of hearing and smell and can hunt, fight, and navigate through both pockets of radiation and fields of anomalies without much problem. They also seem to have developed an unusually high resistance to electricity. Perhaps due to radiation in the Zone and subsequent mutations, many Blind Dogs are albino.


  • As their name suggests, they look more like dogs than wolves; they have very blunt and short muzzles, relatively short fur (but far more than a blind dog) and are unusually small for a wolf-related canine as they are only slightly bigger than blind dogs. They have some exposed skin on the ribs which is not covered by fur, and their cheeks do not completely cover their teeth (or they are constantly snarling). Also, pseudodogs have rather small ears which do not stick straight up which is also very different from most wolves. Another distinguishing feature are their eyes, which implies that they can indeed see (unlike blind dogs). A pseudodog's eyes are a glowing, whitish yellow color remarkably similar to a Bloodsucker's. Curiously, they stop glowing when it's badly injured or killed.

    Pseudodogs are often seen together with Blind dogs, though the former are faster, stronger, and more aggressive than their blind relatives. Pseudodogs are viciously territorial and will not hesitate to attack intruders. They fight by lunging at a victim and then use their teeth to wound and incapacitate. In addition, they can throw their victim several meters into the air. A pseudodog is a serious threat, even to a well-armed Stalker. Strangely enough, if the Pseudodog is killed and it is accompanied by a pack of Blind dogs, the blind dogs would most of the time back off and retreat, which might indicate that these creatures have a type of pack mentality and the Pseudodogs act as pack leaders. Because Doctor managed to tame one of these beasts, it's highly suggested that these creatures still fully or partially retain their instincts, as wolves are normally tamed by men when either an act of kindness has been introduced to them or overpowering them and showing who the superior being is. Pseudodogs are also still capable of reproduction as Pseudodog pups were confirmed to have been seen in Call of Pripyat during Noah's ending. The offspring closely resemble their parents which means that the Pseudodog's genetic makeup has been permanently altered by the zone, but is stable enough to produce consistent results from a reproductive standpoint.

    The most distinguishing feature of the psy-dog is its ability to affect human minds, where it is able to create seemingly live images of itself. These even seem real and solid, as players cannot simply walk through them and must be shot to be removed. Although they also attack, they deal no damage, but can mask the direction of the real Psy-dog who is attacking you.

    It can be theorized that the psy-dog can either manipulate the minds of man similar to the abilities of a Controller, or they themselves generate psy-emissions and are able to bend it to their will. When around the influence of a Psy-dog also, the player's vision is slightly brightened, has a few traces of noise in the vision and hears a familiar sound that is also done by Controllers when around them.

    Psy-dogs typically do not directly attack, but instead rely on their generated illusions to swarm and overwhelm prey then attack. Once an unlucky prey is swarmed, the psy-dog will now usually close-in for the kill, who is masked along with the number of images that are also attacking.

    Psy-dogs prefer to summon illusions to attack enemies and retreat. The real psy-dog rarely attack, being usually separated by their copies, and only appear if all of their illusions have been "killed", just to produce more false copies. This continues into a cycle until the perpetrators are finally killed.
 
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The Chronicle of the Zone
The following is the chronicle of the S.T.A.L.K.E.R. universe. This world takes place in our own, in a schism of reality.
    • ~1950: Limansk is founded as a closed city for scientists working on affecting human minds with the use of radiowaves. The city soon gains notoriety among neighboring villages.
    • ~1960's: Institute of Crop Selection and Genetics (Agroprom) is established as cover for Soviet research into consciousness control.
    • 1981: The science center in what would become the Dark Valley begins construction.
    • 1986: April 26: At around 1:23 in the morning, reactor number four of the Chernobyl Nuclear Power Plant explodes, releasing dangerous radioactive materials over a widespread area, and forcing the evacuation of the nearby city of Pripyat and other settlements. This event is known as Chernobyl disaster.
    • After the accident, groups of workers called 'Liquidators' are hired by the Soviet Union to build a containment building around the remnants of the Reactor 4. It was later nicknamed the Sarcophagus.
    • Institute of Crop Selection and Genetics is shut down.
    • 1987-89: Agroprom Research Institute is re-established.
    • Vehicle factory set up in the vincinity of the Agroprom Research Institute to build vehicles fitted for removing and treating irradiated soil.
    • 1989: The C-Consciousness Project begins, led by scientists from The Group. The presence of numerous high powered antennae in the area, coupled with a functioning nuclear power plant and the lack of people provide the perfect setting for clandestine research into fixing humanity's flaws.
    • 1991: December 26: The collapse of the Soviet Union. Several republics break away from the USSR, declaring independence, many projects are discontinued, in particular funding for Soviet military labs in the Zone. However, several project leaders are unwilling to stop their research and continue their research into the noosphere. The Ukrainian government is unable to control the situation, in part due to fear of international sanctions.
    • Sidorovich enters the Zone.
    • 1998: March 6: Engineers working for a local contractor claim that six field Generators were built deep in the center of the Zone. Speculation abounds as to their purpose, with some suggesting they are used for some bizarre psychic tests.
    • Strelok enters the Zone.
    • 1999: February 22: Concerned by unsettling reports about illegal experiments carried out in the Zone, the Ukrainian government performs an official investigation. After examining accounts and intelligence service reports about the tests held in the underground complexes, the state security service made an attempt to take control of the situation by sending a special commission into the Zone. Reports uncover disturbing memos by one O. O. Dobrynin.
    • 2001: The Zone begins to attract attention. Rumours about strange phenomena within c.a. 10 km radius of the NPP abound, the city of Pripyat is often mentioned as a hot spot for sightings of unusual phenomena and strange creatures. After a bus full of foreign tourists disappears the authorities seal off the Zone completely.
    • 2003: The Agroprom Institute begins working for the Group under the lead of Petr Strizh.
    • 2004: The top secret electromagnetic rifle project at Jupiter factory is cancelled.
    • 2005: Unnatural forces within the Zone begin to have an influence over a wider area. Significant changes in weather patterns are noted, including hurricane winds and tremors.
    • 2006: March 4: Blinding light illuminates the sky high above the Chernobyl Nuclear Power Plant. The incident lasted two full hours before subsiding, with witnesses reporting it disappeared as if power suddenly failed.
    • April 12 14:33 +2 GMT: Just over a month later, the skies are once again lit by intolerably bright light. The clouds evaporated from the sky, followed by a tremendous thunder crash, lasting far longer than normal. After the thunder faded away, there was an ominous silence, followed by a 6.9 Richter earthquake. The glow in the sky continued, spreading over the entire region, while deadly energy disturbances raged through the Zone, making any rescue effort impossible. Subsequent investigation turned up the fact, that the center of the explosion was a kilometer away from the nuclear plant itself, evidently the nuclear fuel dump going up.
    • June 10: The Zone abruptly grows five kilometers bigger after an emission which came to be known as the "Second Disaster". The zone today manifested, with the very laws of science being defied. Most of the military securing the perimeter perished, together with laboratories and their crews. Panic-stricken people from nearby villages were evacuated.
    • 2007: Guide enters the Zone.
    • 2009: September 28: A group of Kiev scientists succeeds in creating a special device for detecting anomalous activity at a distance of up to 10 meters. This winter, an expedition in protective suits and with detectors manages to penetrate the Zone 1 km deep and returned without incident or injury.
    • 2010: August 17: Expeditions further penetrate the Zone, one locates an abandoned camp of the first "stalker". They also locate first artifacts and observe the emergence of first blowouts.
    • 2011: With news of the possibility to survive in the Zone leaked, amateur researchers, marauders and poachers begin to make their way into the zone, soon becoming known as stalkers, seeking artifacts in the dangerous environments. At first ignoring them, the government is soon forced to re-evaluate their policies, as artifacts make their way into private hands.
    • According to one of the stalkers in Yantar one of his friends encountered some zombies who muttered what sounded like English, presumably remnants of a foreign tour group that disappeared in the Zone ten years earlier.
    • February 4: The government retaliates against illegal stalkers, during this campaign over 70 are arrested and ten trading posts closed down.
    • Early September: The Second Emission takes place as the Common Consciousness unleashes a massive blowout in order to destroy Strelok, Fang and Ghost as they retreat from the NPP. Faction wars begin when stalkers fight to redefine spheres of influence after the emission.
    • September 10, 6:20 +2 GMT: Clear Sky Events begin - Scar wakes up in the Clear Sky camp after being caught in the aforementioned blowout.
    • October 25: Inevitably, a skirmish takes place between a military patrol and a stalker group. Both sides suffer serious casualties, the army is authorized to shoot stalkers on sight.
    • 2012: May 1, 5:30 +2 GMT: The Shadow Events begin - Marked One wakes up in Sidorovich's bunker after surviving a death truck crash.
    • May 12 until 25: Captain D. F. Maksimienko investigates the abandoned Agroprom Research Institute, revealing it as a front for The Group.
    • Strelok disables the Brain Scorcher and destroys the C-Consciousness.
    • Operation Fairway is executed by the Ukrainian Government, resulting in massive failure.
    • August 1, 9:00 +2GMT: The Pripyat Clause begins - Major Degtyarev is sent into the Zone to investigate the failure of Operation Fairway.
    • 2014: January 4, 04:00 +2GMT: Ukranian Special Service task force Charlie-Echo is sent into the Zone to investigate rumors of Monolith forces regrouping.
 
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Anomalous Dangers of the Zone
The Zone is filled with a plethora of dangerous mutants, pockets of radiation, and hostile humans. Not only that, survivors of the Zone have to endure the various Anomalies that dot the landscape. These Anomalies are also what birth the Artifacts that so many STALKERS lose their lives over, or become rich off of.


  • Type: Spatial distortion/Activated by contact
    Artifacts: Wrenched, Gravi, Goldfish, Spring

    An anomaly of presumably gravitational nature. When triggered, the tremendous power of the Vortex drags everything within the radius 10-15 meters towards the center. Victims drawn into the core have little to no chance of survival: their bodies are quickly constricted into a tight lump, only to be blown up in a powerful discharge of energy a moment later. In some cases, they may levitate in air with agony, and soon their entire systems are shredded into mere skeletal and flesh parts.

    The anomaly remains stationary throughout its lifetime (a week on average). Easily recognizable in daylight by the air fluctuation above, dancing leaves, fragments of dismembered corpses lying around and a distinctive dark stain in the center. Highly dangerous at night since it can be revealed only by means of a detector or by throwing metal objects into it.


  • Type: Thermal/Activated by contact
    Artifacts: Droplets, Fireball, Crystal, Mama's Beads, Eye, Flame

    The Burner can be a bit difficult to see, even in daylight, as it's only revealed by a faint heat haze. If the anomaly is triggered by either a living being or an object such as a metal bolt, it shoots out a tall pillar of flame in the air, burning everything in its vicinity. Though somewhat rare, the Burner anomaly is often found in clusters. Some clusters also emit extreme high ambient temperature, which hurts anything in their vicinity. Burners can emit temperatures as low as 100 degrees Celsius, up to several thousand, hot enough to crack concrete and melt metal, which explains why some Burners appear in areas that have massive cracks and severe damaged soil, while other sites are untouched.


  • Type: Chemical/Activated by contact
    Artifacts: Slime, Slug, Mica, Bubble

    The Fruit Punch is a puddle of lambent green liquid that is easily visible in almost any environment due to its bright glow and distinctive hissing and bubbling noises. On contact with creatures or objects such as bolts, a Fruit Punch lights up brightly and emits a sharp hissing sound. It is extremely corrosive, damaging creatures and objects on contact. Any matter left in a Fruit Punch will eventually dissolve, hinting at the anomaly's corrosive nature and spelling doom for any protective suit. This anomaly is commonly found underground.

    Concerning its characteristics, it is generally accepted that it derives from the remnants of a highly radioactive spill of some reactive substance that gained its anomalous abilities from the Zone. Its corrosive properties are exhibited by its intense and rapid damage to all living tissue and inorganic matter, metal and plastic alike.


  • Type: Electrical/Activated by contact
    Artifacts: Battery, Sparkler, Flash, Moonlight, Shell, Snowflake

    An anomalous formation, roughly 10 meters in diameter, accumulating large quantities of static electricity. When triggered, the anomaly bursts into a storm of arcing electricity nearly always lethal to all living beings. Easily recognizable by the blue gas it emits, along with the endless arcing of small bolts of electricity in the vicinity, the Electro holds no distinction for what crosses its event horizon, be it a human, a mutants or an inanimate object, and discharges as soon as anything gets too close.

    The Electro is always in clusters and often located in tightly confined spaces, although clusters out in the open with a spacing of one meter or more between neighboring Electros have also been recorded. They are easily avoided when outdoors, and at their most dangerous in confined areas. At nighttime, the Electro can be revealed using the Svarog detector or by throwing bolts into it, at which point it will discharge. Any Electro that discharges will form a chain reaction and discharge any neighbors, leading to the activation of the entire cluster.

    Its power and recharge rate could mean it is a natural generator, much like a thundercloud or lightning storm. Its power means a single Electro may be able to store a bare minimum of 5000 volts of tension, all the way up to several hundred thousand, with a current in the hundreds or even thousands of ampères, enabling it to kill almost anything in the Zone in just a few jolts.


  • Type: Spatial distortion/Activated by contact
    Artifacts: Jellyfish, Stone Flower, Night Star

    It was one of the first types of anomalies ever recorded. A Springboard is an unstable gravitational field limited to a pocket on ground level, about 1-2 meters wide. Reacts to the presence of creatures or objects by sending out a powerful shockwave that damages anything within radius. The damage caused by this changes throughout the anomaly's lifetime, ranging from minor bruises through serious wounds to instant death.

    The Springboard anomaly is very common and can be found almost anywhere in the Zone, both outside and in buildings. To the naked eye, the anomaly appears as a rippling heat haze or air fluctuation accompanied by dancing leaves and sometimes crimson-colored stains on the ground. Throwing a bolt into a Springboard causes it to send out its distinctive shockwave, making it easily identifiable. It is also one of the anomalies that are harmless to pass through for a split moment after having been triggered, making bolts very useful tools for navigating a Springboard field. As players approach a Springboard their vision becomes gradually but markedly brighter as they get closer to the anomaly itself. Springboards can also be distinguished by their sound; a cluster of these anomalies produces a loud, continuous tremoring noise, similar to an earthquake.


  • Type: Spatial distortion/Activated by contact
    Artifacts: Stone Blood, Meat Chunk, Soul

    A common and dangerous anomaly, which snatches its victims up in the air and spins them at a breakneck speed. The exact nature of the Whirligig remains unknown. The anomaly can be recognized by a light whirlwind of dust above and by body fragments scattered in the vicinity. Victims caught on its outer rim, far enough from the maximum effect zone at the center, can escape the Whirligig with relatively minor injuries.

    The basic characteristics are easily recognizable. When activated the Whirligig discharges as a tornado or whirlwind. Similar to the Vortex anomaly and its idle 'warping' sound, the Whirligig emits a low, rumbling tone at random intervals, which allows the anomaly to be easily told apart from the rest of the gravitational anomalies, provided that it has yet to be triggered.


  • Type: Mutated vegetation
    Artifacts: Thorn, Crystal Thorn, Urchin

    This anomaly is usually found outdoors. It resembles moss or vines, hanging down like curtains from its growing spot. Reacts to rapidly approaching living beings by discharging a cloud of projectiles severely injuring uncovered or lightly protected skin upon contact. Does not react to slowly moving targets. Burnt Fuzz is generally considered the least dangerous anomaly in the Zone since it can be easily spotted and avoided. Even so, players rarely seem to take damage when coming into contact with the anomaly. Touching a Burnt Fuzz curtain seems to elicit a reaction from the anomaly, but only players with little or no armor have reported being hurt by it. Burnt Fuzz is the only anomaly not to react to metal bolts.

    The first example in the Zone of anomalous or mutated plant life, its organic origins may be they key to understanding why it isnt affected by things like other anomalies, or doesnt normally respond to situations like other anomalies do.


  • Type: Thermal OR Thermal/Gravitational
    Artifacts: Mama's Beads, Fireball, Eye, Crystal, Flame, Goldfish, Gravi, Nightstar

    The first type of Fault appears to be a Burner anomaly field, but features large cracks on the surface of the Earth. Ambient temperatures are extremely high, especially within the cracks. The second kind has a similar apperance, but features gravity-based anomalies as well.

    The Fault is considered an anomaly because the Chernobyl area is not a tectonically or volcanically active area. The extensive underground tunnel network featured in all three games suggests that the Fault is a crack in these underground networks, above what further investigation suggests is a massive or highly concentrated cluster of Burners and various heat based anomalies, that has grown intense enough to burst the soil and create a natural vent.


  • Type: Time and space warp/Activated by contact
    Artifacts: Compass *

    The Space Anomaly is truly the ultimate result of the Zone's instability as now it alters the very fabric of reality and distorts time and space, seemingly creating miniature wormholes which acts as a portal that teleports anything that touches it to another spot or creating a loop in reality that traps anyone unlucky enough to be inside it.

    The former seems to be proven upon talking to a STALKER at the Cordon by the rail bridge. Asking him about the 'black hole' will direct you to the Space Anomaly there, along with his details about it. Apparently he and his friends have been throwing trash into it, and he recalls seeing the trash in an old tunnel, meaning the Space Anomaly teleports anything thrown into it. In the latter case, the Space Anomaly forms a bubble of sorts; everyone inside it occupy the affected area, but within a separate dimension. When they reach the boundary of that area, they are instantly returned to their starting point. There is only one point of exit and its location is not readily apparent, thus unfortunate ones can be trapped for eternity unless they happen to find the exit by chance. This means that the Space Anomaly has some kind of will of its own.

    The Space Anomaly appears to have quite a powerful gravitational field in the start of its lifespan, as one at the Cordon atop the railbridge seems to have greatly displaced the rails, as they're badly bent out of shape facing the anomaly.

    Additionally, while the Space Anomaly does not randomly spawn artifacts like most anomalies, Forester, a long-time inhabitant of the Zone, claims that he found a Compass artifact while trapped inside a Space Anomaly that allows him to navigate his way out, hinting that those rare artifacts may only spawn from inside the time loop of the anomaly. This is further implied by the fact that the stalker Noah, who uses the Space Anomaly at the burnt farmstead in Zaton to travel to the southern plateau posses two of them despite of their rarity.

    The Space Anomaly can be destabilized by a Svarog detector, which emits a frequency that somehow interferes with it once the wielder is close enough, eventually causing the anomaly to explode and disappears, freeing anyone and anything trapped within it in the process.


  • Type: Psy Anomoly/Activated by proximity
    Artifacts: Fireball, Eye, Flame, Wrenched, Gravi, Goldfish

    The Symbiont anomaly is easily recognisable from a distance by the jagged rock claws surrounding it, and the warped trees nearby. The ground within the anomaly is cracked and collapsed downwards slightly, forming several distinct rings. Burner anomalies can be found within these cracks. In the center, the ground has completely collapsed, and Gravitational Anomalies can be found here. Making it especially dangerous is its inherent psi properties - it projects illusions of mutants into the victim's head.


  • Type: Chemical/Activated by contact
    Artifacts: Stone Blood, Meat Chunk, Soul, Kolobok, Firefly, Bubble

    Not always easy to spot, this Anomaly is recognizable by the green gas clouds floating and wandering over the ground. If one approaches, their vision will turn green and a hissing noise can be heard. When triggered by metal parts or organic tissue, it emits acidic compounds, splashing them around in its vicinity.

    It should not to be confused with the Fruit Punch, due to the fact that it behaves more like a cloud or fog bank rather than a puddle of liquid as the Fruit Punch does.

    It seems to be an evolved or greater version of Fruit Punch, because Fruit Punch does not have the toxic choking effect Gas does, and it's more corrosive and more damaging.


  • Type: Thermal/Mobile
    Artifacts: None

    The Comet anomaly functions much like a Burner anomaly in that it deals fire damage on close contact, but with a key difference in that the Comet is mobile, hovering around within a certain area at a rapid pace.

    The Comet anomaly, unlike the Burner, is extremely powerful: it can kill even a well-armoured stalker if he gets hit directly.

    This anomaly does not spawn any kind of artifact.


  • Type: Electric/Mobile
    Artifacts: None

    The Tesla anomaly functions much like an Electro anomaly and deals electric damage, with the difference is that the Tesla is mobile. In that sense, it's the Electro's equivalent of the Comet. It takes the appearance of a fast-moving ball of pure electricity. It can be said the Tesla is the evolved or greater form of an Electro. It's possible that a particularly large or intense Electro anomaly went undisturbed or built up a massive charge for an extensive amount of time and became mobile as a result, either to discharge its built up energy or to 'hunt' for targets or prey.

    Unless one is equipped with a few electricity-absorbing artifacts and/or wearing a suit with high electrical protection, simply being scraped by this anomaly cripples a stalker and outrights kills them if they get struck directly by it.

    This anomaly does not spawn any kind of artifact.

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    Type: Gravitational/Activated by contact
    Artifacts: Pellicle

    A harmless anomaly, temporarily negating normal gravity. Manifests itself as an area - usually several meters in diameter - where Earth's gravitational pull is greatly reduced. Forms the Pellicle artifact.

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    Type: Time warp/Activated by Contact
    Artifacts: Mama's Beads

    A true miracle of an anomaly: an area several meters in diameter where the time flow is significantly slower than usual. Appears to have no negative effect on human health. However, the Time Machine can be very difficult to get out of. Interestingly, removing Mama's Beads – an artifact usually found in the center of the anomaly – causes the Time Machine to disappear.

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    Type: Mutated vegitation
    Artifacts: Thorn, Crystal, Urchin

    Local folklore says that all metal surfaces will gradually accumulate the so-called rusty hair, which, when touched, will cause the body to blacken and smoke (apparently rot). Little else is known about it.

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    Type: Environmental
    Artifacts: None

    Unprepossessing fog attacks unprotected areas of the body. Corrodes skin, hair, eyes, leaving a scorched corpse. Getting into fog without protective suit or oxygen mask leads to death.


  • Type: Massive Lethal Psy Emission
    Artifacts: None

    When C-Consciousness learned how to control the energy of the noosphere, with control came a price - the energy was so immense that they had to periodically release the excess, lest they be overwhelmed by it. Such a release became known to the inhabitants of the Zone as a blowout or emission. On June 10, 2006, the very first emission occurred. Unprepared military and scientific personnel were instantly obliterated. This also caused the Zone to expand by 5 kilometers.

    During a blowout, noosphere energy floats from the center of the Zone to the outskirts in a circular pattern, affecting the minds and bodies of the living. The C-Consciousness can unleash the blowouts at will, usually as a deterrent or in retaliation against intruders.

  • Pockets of ionizing radiation, or simply radiation for short (areas where the ambient radiation count exceeds 50 mR per hour) can be found all over the Zone. In the outside areas, radiation tends to be dominant in wide, open spaces and on piles of scrap (such as the dirt or scrap piles in Garbage. Also cars, tractors and anything mechanical). Radiation in itself doesn't form artifacts.
 
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Artifacts of the Zone
Artifacts are how Stalkers make a living, and how smart ones survive. All artifacts are formed by dangerous anomalies and should be kept in the back of one's mind on collecting and utilizing. Enterprising Stalkers need to ensure that they are well equiped to hunt for artifacts. Please reference the following charts to get an idea of what you should prepare for.

Artifacts with positive effects range from: Minor, Good, Moderate, Great, Fantastic
Artifacts with negative effects range from: Minor, Bad, Harmful, Dangerous, Extremely Dangerous
Radioactive artifacts range from: Minor, Radiactive, Moderate, Extremely





  • Parent Anomaly: Emissions
    Effects: Highly Radioactive

    This used to be an insulator. It has now almost turned into an unstable artifact. It is probably the source of intermittent psy-emissions. This artifact weighs 1.0kg.


  • Parent Anomaly: Emissions
    Effects: Highly Radioactive

    This was once the dredge station wheel. It has now half-converted into a strange artifact. No properties are notable, other than active glowing and a massive radioactivity. This artifact weighs 0.5kg.

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    Parent Anomaly: Anomalous Grove
    Effects: None

    The plant is a flower-like object. It weighs 0.50 kg, like all the other artifacts (apart from Altered Insulator), however it emits no radiation and hasn't got any properties whatsoever nor it is wearable. The artifact genre can be debatable, but since it is born in the middle of vast anomaly cluster - Anomalous Grove - it can be treated as such.


  • Parent Anomaly: Electro OR Burner
    Effects: Moderate Electric OR Thermal resistance

    There are two distinct Battery artifacts that share the same name. The first is spawned by Burner anomalies and has an identical appearance to the Spring artifact, the only difference being the different texture, and gives fire protection. The second is spawned in gravitational anomalies, has the same appearance than its other renditions and gives electrical protection.

    Both batteries give a +30% bonus in fire or electrical protection, and have no downsides whatsoever. This makes each type a valuable artifact to use through anomalies, especially when combined. As well, each sort of battery can enable suit repairing if a stalker combines four or more of them: four Electro batteries enable suit repair in Electro anomalies, four Flame batteries enable suit repair in Burner anomalies. These artifacts weight 0.5kg.


  • Parent Anomaly: Fruit Punch, Anomalous Grove, Gas
    Effects: Great Radiation Removal

    A compound of several hollow organic formations, this artifact emits a gaseous substance that can neutralize radioactive particles inside the body. This artifact is extremely valuable. This artifact weighs 0.5kg.


  • Parent Anomaly: Space Anomaly
    Effects: Moderately Radioactive, Moderate Thermal/Chemical/Electric/Psy Protection, Good Energy Recovery

    A rare artifact – it's been several years since one was found. The artifact can locate gaps in anomaly fields, effectively acting as a compass. It is believed that it can help one traverse the most complex anomaly fields completely unharmed. However, very few know how to handle it properly. This artifact weighs 0.5kg.


  • Parent Anomaly: Burner, Fault, Rusty Hair
    Effects: Slightly Radioactive, Moderate Thermal Protection

    This artifact is formed in anomalous zones with intense thermal activity. Actively consumes excessive heat, remaining cool to the touch throughout. This artifact weighs 0.5kg.


  • Parent Anomaly: Burnt Fuzz
    Effects: Good Radiation Removal, Extremely Dangerous Wound Healing

    Crystallizes in the anomaly Burnt Fuzz . Naturally takes out the radiation from the organism. That is, through the ears along with some amount of blood. Blood loss is possible also through open wounds. Widespread and quite effective, which is the cause for the stable price in the artifact market. This artifact weighs 0.5kg.


  • Parent Anomaly: Burner
    Effects: Minor Radiation Removal, Bad Energy Recovery

    Formed in the Burner anomaly at high temperatures. From the exterior looks like a tear-like shade compound with a glossy surface, covered in cracks. This artifact weighs 0.5kg.
    [tab][tab=Eye]

    Parent Anomaly: Burner, Fault, Symbiont, Ash Heap
    Effects: Radioactive, Great Wound Healing

    This artifact, which resembles the human eye, considerably increases the body's metabolism, helping wounds heal quicker. Experienced stalkers say that the Eye also brings luck. Right or wrong, it sure brings in money. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Burner, Fault, Symbiont, Circus
    Artifacts: Radioactive, Fantastic Thermal Resistance

    Even though Fireball is a thermal artifact, it can be handled without fear of being burned. This artifact is valued for its ability to maintain a temperature of 75 degrees within a small radius, virtually regardless of its surroundings. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Gas, Vine
    Effects: Moderately Radioactive, Fantastic Health Restoration

    Firefly interacts with fields unknown to science, considerably speeding up regeneration of tissue and organs in living beings, as well as normalizing metabolic processes. This artifact can literally get a badly wounded stalker back on his feet in seconds. Unfortunately, Firefly is extremely rare. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Burner, Fault, Volcano
    Effects: Moderately Radioactive, Fantastic Health Restoration

    This artifact forms in areas of high thermal activity. Produces powerful infrared emissions, which intensify metabolic processes, healing wounds before its bearer's very eyes. As this artifact is very rare, it is extremely valuable. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Electro
    Effects: Radioactive, Fantastic Electric Resistance

    This electrostatic artifact is a powerful absorbent of electricity, which it later discharges. Flash is capable of protecting its bearer from electric shocks of up to 5,000 volts. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Vortex, Symbiont, Fault
    Effects: Moderately Radioactive, Great Carrying Capacity

    The result of an interaction between a large number of gravitational fields, Goldfish produces its own powerful internally directed gravitational field, which renders items within its range almost weightless. This artifact is most effective for reducing carried weight, which explains why it is always in great demand. Emits Radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Vortex, Fault, Symbiont
    Effects: Radioactive, Moderate Carrying Capacity

    Gravi is formed from metallic substances exposed to prolonged gravitation. This makes it capable of sustaining an antigravitational field, and many stalkers use it to reduce the weight of their backpacks. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Springboard, Claw
    Effects: Good Radiation Removal

    This gravitational artifact attracts and absorbs radioactive particles, reducing the effects of radiation on the body. Very common in the Zone and is unofficially used outside the Zone for treating acute radiation sickness in exceptional circumstances. This artifact weighs 0.5kg.


  • Parent Anomaly: Fruit Punch, Gas, Oakpine, Vine
    Effects: Radioactive, Great Health Restoration

    A relatively rare artifact which forms in areas contaminated with chemicals, Kolobok is highly valued for its ability to heal wounds of any kind in mere minutes. For unknown reasons, scientists are spreading rumors among stalkers that the artifact interacts with the bearer's genetic code. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Burner, Fault, Time, Boiler
    Effects: Slightly Radioactive, Good Wound Healing

    Much about this artifact remains a complete mystery to scientists. At the same time, it is known for certain that emissions produced by pulses in its thicker sections force blood in open wounds to clot quicker, forming a protective scab. One of the most noticeable effects of this artifact is the increased speed of wound healing. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Swamp, Vine, Springboard, Whirligig, Gas
    Effects: Radioactive, Fantastic Chemical Protection

    This organic artifact consists of deformed, mutated animal tissue. When placed in a chemically contaminated area, Meat Chunk transforms the airborne chemicals into a mucous fluid. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Fruit Punch
    Effects: Radioative, Great Wound Healing

    Anomaly "Fruit Punch" is able to create such an artifact at the rarest, most extreme collection of physical conditions. The result is a semi-transparent, hard object. A rare and expensive artifact. This artifact weighs 0.5kg.


  • Parent Anomaly: Electro
    Effects: Radioactive, Fantastic Psy Resistance

    This unique electrostatic artifact can resonate under the influence of psy-waves. Stalkers have learned to fine-tune the artifact so that it resonates in opposite phase to the main source of emissions, thus fully or significantly neutralizing their effects. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Burner, Springboard
    Effects: Slightly Radioactive, Good Carrying Capacity

    This glowing artifact can create a local directed low-gravity field. Reduces the weight of backpacks when placed near them. Widely used to increase maximum load. Minutely assists stamina regeneration. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Lift
    Effects: Great Chemical Resistance

    This artifact is so rare that many researchers can't even imagine that such a substance can exist in a natural setting. Emits acidic chemical components. This artifact weighs 0.5kg.


  • Parent Anomaly: Electro
    Effects: Radioactive, Great Energy Recovery

    This artifact used to be considered trash, devoid of any useful properties. However, scientists recently discovered that if kept in constant contact with the body, it has an excellent stimulating effect on the nervous system, replenishing the bearer's energy. Emits radiation. This artifact weighs 0.5kg.


  • Parent Artifact: Fruit Punch
    Effects: Slightly Radioactive, Minor Wound Recovery

    It is certain that this artifact is created by the anomaly called "Fruit Punch". When carried on the belt, the wounds bleed less, although the body of its owner becomes vulnerable to various burns. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Fruit Punch
    Effects: Slightly Radioactive, Good Wound Recovery

    Formed by the "Fruit Punch" anomaly. The negative qualities of this artifact are compensated by the fact that it heightens the coagulation quality of blood. It's not often that one runs into such an artifact, and they pay well for it too. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Electro
    Effects: Moderately Radioactive, Fantastic Energy Recovery

    At first glance, this artifact resembles Kolobok. Some claim that it actually is Kolobok, its properties reinforced by exposure to a powerful electric field. Thanks to its unique properties, the artifact can significantly increase the bearer's muscle tone. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Gas, Whirligig, Quarry, Concrete Bath
    Effects: Radioactive, Good Health Restoration

    A unique organic artifact with properties just as unique. Somehow it increases the body's overall recovery rate from damage of any kind, without accelerating the accumulation of toxins. Thanks to its effects and attractive appearance, this artifact is a valuable collector's item. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Electro, Iron Forest
    Effects: A bright representative of the electrostatic family of artifacts, this artifact can smooth fluctuations in electric field density. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Vortex
    Effects: Great Impact Resistance

    According to the opinion of some researchers-theorists, this artifact is a hybrid between Batteries and Shell. This artifact weighs 0.5kg.


  • Parent Anomaly: Whirligig, Oakpine, Plavni, Quarry, Vine, Gas
    Effects: Slightly Radioactive, Moderate Chemical Protection

    A reddish formation of compressed and fossilized plants, soil and animal debris. Can partially neutralize chemical poisons. Emits radiation. This artifact weighs 0.5kg.


  • Parent Anomaly: Springboard, Claw
    Effects: Slightly Radioactive, Moderate Psy Resistance

    This artifact is made up of a granite-like stone deformed by an extreme gravitational force, resulting in a crystallized formation that has not been explained by science to date. Can provide moderate protection against psy-emissions and is radioactive. This artifact weighs 0.5kg.


  • Parent Anomaly: Oasis
    Effects: Extremely Radioactive, Good Health Restoration/Energy Recovery/Wound Healing, Minor Hunger Elimination

    Apparently, it is a crystallized plant, which took over the inherent properties of the Oasis. Its effect on this organism can only be described as extremely beneficial, however, unlike the Oasis itself, the artifact is extremely radioactive. This artifact weighs 0.5kg.


  • Parent Anomaly: Burnt Fuzz, Rusty Hair
    Effects: Extremely Dangerous Wound Healing, Good Radiation Removal

    The result of the interaction between the anomaly Burnt Fuzz and the body of a careless stalker. The Thorn artifact pokes the body of its owner, no matter what. But it also helps clean the body of radionucliodes. Quite widespread and cheap. This artifact weighs 0.5kg.


  • Parent Anomaly: Rusty Hair, Burnt Fuzz
    Effects: Extremely Dangerous Wound Healing, Great Radiation Removal

    The anomaly Burnt Fuzz very rarely gives rise to this artifact. Blood pressure rises, the body gets rid of a large amount of red blood cells. But along with them the stored radiation leaves the body as well. In his fundamental work titled "Ionization and polarization of the components of rare artifacts", Sakharov noted that the content of this formation has a critical stability, and it's not realistic to create such an artifact in lab conditions in the next ten years. This artifact weighs 0.5kg.


  • Parent Anomaly: Vortex, Symbiont, Burnt Farmstead
    Effects: Moderate Radiation Removal

    This bizarrely-shaped artifact appears in places with increased gravitational activity. Acts as a kind of sponge that absorbs radioactive elements. In so doing, the artifact provides protection from outside radiation as well as from radioactive particles that have already made their way into the body. This artifact weighs 0.5kg.
 
Folklore of the Zone
There are always rumors abundant in the Zone. Some prove to be nothing more than a hoax, while some are wholy legitimate but with no way to ever truly prove it. The following are some of the most common rumors and stories of folk lore in the Zone.

Professor Beanpolev said:
People are mistaken in their belief that they understand the essence of what the Zone truly is. Some consider it a universal evil, others - a wonder sent down to humanity, and others still consider it no more than a source of riches....They are all wrong. The Zone is impossible to understand when viewed through the prism of human perception; moreover it is far too early for humans to even try. Ergo, the actions of both the Zone and the government with the respect to the Zone are misguided and I fear that the potential consequences may be...or indeed, are, completely unpredictable. Naturally this presents a terrible danger.

  • There are many who believe the Zone was put on Earth as a gift to mankind and that it is the most wondrous source of knowledge ever to exist as none of the unique objects in the Zone, like artifacts and anomalies, could ever possibly be created in a laboratory or other artificial conditions. Notable adherents of this belief are Freedom, Clear Sky and the Ecologists, all of whom research and analyze the Zone in order to better understand it. The different factions do differ at certain view points, however. For example, Freedom believe that the Zone should be shared by all of humanity, Clear Sky has as its goal to achieve equilibrium between Zone and Man (basically treating the Zone as a conscious entity), and the Ecologists are traditional scientists with traditional methods.

  • Duty, and possibly the military, have adopted a policy of "fighting the Zone". Basically, the idea is to keep the dangers of the Zone inside the cordon and to ensure that the corrupting influence of the Zone are not let outside its current borders, fearing that one day anomalies and mutants will spread to effect, and possibly attack, the outside populace. To this end, Duty are fiercely trying to achieve control and order by killing mutants and collecting artifacts which are handed over to government-funded scientists. Loud-speaker announcements in Duty-controlled areas voice the faction's beliefs. An example:

    "Chernobyl veterans, join the Duty ranks! A grand responsibility lies on our shoulders. If we do not protect the world from the expanding zone, who will?"

  • To some, the Zone and its wonders are little more than an opportunity to fill one's wallet. The loners are the most obvious example of this, though it can be assumed that such groups as the mercenaries and bandits also view the Zone as a source of amazing riches. "Opportunism" is seemingly the most wide-spread of the Zone beliefs and also the driving force behind activities such as trading.


  • The belief in the Wish Granter at the heart of the Zone has led many to their doom. However, there are no more fierce believers in the Monolith than the faction with the same name. While outsiders think of the Wish Granter as either a flimsy story or the ultimate goal, the Monolithians actually worship the great crystal which supposedly rests in the Sarcophagus. They guard the Chernobyl NPP with their lives and seemingly hold rituals at shrines that are built in the likeness of the Monolith.

    Unknown said:
    The fire cracked silently as four Stalkers sat around it. The night was silent, only a small wind and the rustling of grass and leaves to fill the ears. One of the men spoke up suddenly: "Have you children heard the tale of the Monolith?" Hearing no replies, the man continued, "You see, in the center of the Zone, stands the Nuclear Power Plant. Many have tried to reach it, and almost all of them have failed. Their ambitions were mountains of artifacts and gold, and anything else their greedy minds could think of. But their ideas had a reason; they all had heard and tried to get to the place most sacred for the Monolith bastards."

    "They all tried to get to the Wish Granter - a being, or a place, only God knows what it is, in the Plant, that can grant you your wildest wishes! Mountains of artifacts, eternal glory, fame, hills of money, immortality - everything. Possibilities a man couldn't spend in a lifetime! All the Wish Granter asks in return is a small payment, but what it is, children, I'll leave you to find out."

    In the morning, the elderly Stalker had left, leaving nothing but an echo from the story. Strelok, Ghost and Fang would never see the man again.

    Standing tall in the ruined Chernobyl Nuclear Power Plant, the Wish Granter is a legend among the Stalkers of the Zone. Rumors say, that the Monolith will grant any wish given, starting from eternal glory to limitless power.

    In reality, however, it is much more sinister. The Wish Granter is an illusion created by the C-Consciousness to protect its secret. After a 'wish' has been granted, the Zone expands 5 km. The wish itself is an illusion or a violent trick. Not many have reached the Wish Granter, and there are no confirmed information of anyone coming back after visiting it, with a head not full of Monolith lies and brain washing. One possible exception could be the Doctor who, as rumor has it, managed to reach it and come back alive still as a human. However, this is just a tale or a myth that became a part of local folklore rather than a fact.

  • Some Stalkers believe that within the centre of the Zone lies a place called Oasis.

    Beliefs about Oasis vary from Stalker to Stalker and bandit to bandit. It all depends on who you ask. Some Stalkers believe that within Oasis is a pool of healing water, instantly curing disease and mending wounds. Others believe that Oasis is a trove of artifacts. Some bandits claim that their friends were the people who set up Oasis as a giant scam for money. Most simply believe that it doesn't exist.

  • Death Trucks are vehicles that the C-Consciousness uses to get its newly brainwashed subjects back into the Zone. Most of these poor souls don't survive however, hence the name – Death Truck.

  • The Noosphere, according to the thought of Vladimir Vernadsky and Teilhard de Chardin, denotes the "sphere of human thought". The word is derived from the Greek νοῦς (nous "mind") + σφαῖρα (sphaira "sphere"), in lexical analogy to "atmosphere" or "biosphere".

    In the original theory of Vernadsky, the noosphere is the third in a succession of phases of development of the Earth, after the geosphere (inanimate matter) and the biosphere (biological life). Just as the emergence of life fundamentally transformed the geosphere, the emergence of human cognition fundamentally transforms the biosphere.

    For Teilhard, the noosphere emerges through and is constituted by the interaction of human minds. The noosphere has grown in step with the organization of the human mass in relation to itself as it populates the earth. As mankind organizes itself in more complex social networks, the higher the noosphere will grow in awareness.

    In the original theory of Vernadsky, the noosphere is the third in a succession of phases of development of the Earth, after the geosphere (inanimate matter) and the biosphere (biological life). Just as the emergence of life fundamentally transformed the geosphere, the emergence of human cognition fundamentally transforms the biosphere.

    For Teilhard, the noosphere emerges through and is constituted by the interaction of human minds. The noosphere has grown in step with the organization of the human mass in relation to itself as it populates the earth. As mankind organizes itself in more complex social networks, the higher the noosphere will grow in awareness.