recursal/Fanatic-Fandom huggingface dataset:
"Ram" tank

### Description

Development of the Resistance mechanics. Thanks to the wheel-track compound system of movement, this machine can withstand a significantly greater load of ammunition and armor than the existing walking machines. And a low silhouette makes it a more difficult target.

### Healing cost

unknown

The "Ram" tank can be produced at your tank factory once you unlock the appropriate research, which is a level 7 Mechanics research. Unlike most vehicles in the game, it is a traditional tank rather than a walking machine, which makes it somewhat faster when traveling in a straight line, although turning is still rather slow. It features one cannon which can do splash damage to nearby units, and explodes with a significant explosion when destroyed.

## Unit training

The following table lists the upgrades available to Rams at the tank factory. There is also one skin available, which is listed below. There are equipment slots on the tank units, but they do not use the same equipment as walking machines; it is unknown if there is actually any equipment for them yet in the game.

## Unit research

This table summarizes all of the research that can benefit Rams. For full details, see the specific research pages.

## Unit skins

There is one skin for Rams. The "duplicate value" is the amount of gold returned if you obtain a second copy of the skin.

## Unit skills

There are several steps required to use skills.

1. Upgrade the unit to unlock skill slots: Level 12 (1st), Level 13 (2nd), Level 14 (3rd), Level 15 (4th)
2. Spend skill manuals at the Training Grounds to increase Veteran Level and get Veteran Medals
3. Research skills at the Training Grounds

Once you have unlocked a skill slot and researched a skill for the Guardian, you can equip it from the Tank Factory.
Commentary:Walking machines

In Iron-Rage walking machines, as the Hammer, are the most popular way of getting from A to B in a protected vehicle. Despite protecting the operator with a thick armor and providing huge weapons for a high damage output is clearly benefitial in battle, walking machines are not as common in battles, most probably due to their high manufacturing costs.

The question why walking-machines and not tank-like vehicles became the protection of choice is quite puzzling at first glance. Possible explanations among leading experts on the field might be the following:

* Steam-Diesel is not powerful enough to make tanks
* The wheel was not (re-)invented yet. All the tanks in the game are not moving and broke down, indicating that the driving mechanism is clearly inferior to the ones of walking machines. In fact the tanks in the game as in convoys might be pulled by soldiers or walking machines, similar to how pyramids were build in egypt
* They are easier to control and manufacture than tanks. Since soldiers are used to marching walking is quite intuitive for the operators, also the resource cost for small walking machines is better than for huge tanks
* They have an advantage in the terrain of the urban landscape of the game. Tanks would get stuck in a building entrance
* It might be simply explained with a surplus of boilers. They had an old boiler plant and simply cut a hole and added a gun and the walking machine was born.
* The inventor of the walking machine was somewhat odd. Among being a huge fan of starwars and neo genesis evangelion he absolutely loved canned tuna as a kind and swore to himself: When I grow up I want to be a canned tuna
* Walking machines are overall cheaper.
* The infrastructure to produce tanks is not there, given that the building slots are all so tiny.
* The lobby of the walking machines was just better
* The guy in charge of deciding whether to uses walking machines or tanks was captain walker himself and due to his name he was kinda biased.
* Walking seems to be the most evolved method for getting from A to B on land. Since no animal or humans have wheels it means that tanks/wheel based vehicles are clearly inferior to walking
Award chest "20"

###

The award chests work specially -- they do not appear in your regular chest queue, but have their own position on your chest page, and unlock when you reach the appropriate level. You thus will only ever get one of each in the game.

When you open the chest, you will receive one item from each of the following lines:

* 10-20 Landing (100%)
* 3-5 "Guardian" walking machine (100%)
* 5-15 Emper exterminator (100%)
* 15-25 City plans (100%)
* 1 Award chest "25" (100%)
Chest of the Corps "Emper"

###

The Chest of the Corps "Emper" is one of the rewards in the Superiority event. It contains a good assortment of resources and various Emper troops, but unlike the other Superiority chests, it does not contain any map fragments.

When you open the chest, you will receive one item from each of the following lines:

* 1-2 Folder with drawings (13%), 1-2 Set of drawings (12%), 1-2 Occult seal (13%), 1-2 Occult sphere (12%), 1-2 Ampoule with genetic material (12%), 1-2 Capsule with genetic material (12%), 1-2 Ion indicator (12%), 1-2 Ionite battery (12%)
* 1-3 City plans (9%), 1-5 Key (8%), 1-5 Flywheel (8%), 1-5 Resonator (8%), 5-8 Artillery bombardment (9%), 2-4 Discharge (8%), 1-3 Landing (8%), 2-4 Mustard gas (8%), 5-10 Gold (8%), 5-7 First aid kit (8%), 3-5 Healing (8%), 3-5 Personal Shields (8%), 1-5 Unstable Ionite Core (0%)
* 1-2 Ionic drive (1%), 1-2 Retort with genetic material (3%), 1-2 Occult obelisk (5%), 1-2 Complete set of drawings (6%), nothing (85%)
* 3-6 City plans (1%), 3-8 Key (3%), 3-7 Flywheel (5%), 3-7 Resonator (5%), 25-50 Gold (6%), 10-15 First aid kit (7%), nothing (73%)
* 1-2 Master Emper exterminator (25%), 1-2 "Emper" Master-sniper (25%), 1-4 Emper master-Stormtrooper (25%), 1-4 Emper Infantryman-master (25%)
* 1-2 Master Emper exterminator (3%), 1-2 "Emper" Master-sniper (5%), 1-3 Emper master-Stormtrooper (6%), 2-4 Emper Infantryman-master (9%), nothing (77%)
* 400-600 Steel (20%), 400-600 Fuel (20%), 400-600 Ammunition (20%), 400-600 Ionites (18%), 400-600 Recruits (22%)
* 300-450 Steel (3%), 300-450 Fuel (5%), 300-450 Ammunition (6%), 300-450 Ionites (8%), 300-450 Recruits (9%), nothing (69%)
* 12-22 Manual "Damage" (17%), 12-22 Manual "Armor" (17%), 12-22 Manual "Health" (17%), 12-22 Manual "Accuracy" (16%), 12-22 Manual "Skills" (17%), 12-22 Manual "Evasion" (17%)
* 9-15 Manual "Damage" (1%), 9-15 Manual "Armor" (3%), 9-15 Manual "Health" (5%), 9-15 Manual "Accuracy" (6%), 9-15 Manual "Skills" (8%), 9-15 Manual "Evasion" (8%), nothing (69%)
Archive chest IV

*Not to be confused with the Archive chest from the Knowledge Day Remastered event, which does not include a Roman numeral in the name.*

## Archive chest IV

###

### Description

Can contain: - Manuals
- Materials

### Queue position

Priority

This chest is a reward in the Knowledge Day event for completing the fourth convoy battle on easy mode.

When you open the chest, you will receive one item from each of the following lines:

* 15 Ionite drive (100%)
* 15 Manual "Damage" (20%), 15 Manual "Armor" (20%), 15 Manual "Health" (20%), 15 Manual "Skills" (20%), 15 Manual "Accuracy" (20%)
* 5 Occult sphere (25%), 5 Capsule with genetic material (25%), 5 Ionite battery (25%), 5 Set of drawings (25%)
Modernized Turret

### Description

Turret which was fabricated and designed by the best engineers of Ardheim Industries. It is the final stage of the Turret development and serves as a model for the mechanics of the Resistance.

### Rate of fire

very high

As the description suggests, this is like a turret, but with significantly better stats; one of these can easily control a significant portion of the battlefield. Like turrets, these can only be dropped on your half of the battlefield.
Children's toy box

###

The children's toy box is a reward in the Blood on the Snow event for completing the first mission ("Distant line"). As the lowest chest, it has the least rewards, although it is the only chest, other than the Star Boxes, that has a chance of giving a star.

When you open the chest, you will receive one of the following items, with the listed probabilities: 1 Cross of Influence (5%), 1 "Tesla" bauble (6%), 1 "First Aid Kit" christmas ornament (5%), 1 "Turret" christmas ornament (5%), 1 "Gas Mask" christmas ornament (6%), 1 "Lycanthrope" christmas ornament (5%), 1 "Hammer" christmas ornament (5%), 1 "Guardian" christmas ornament (5%), 1 "Light of the Empire" garland I (6%), 1 "Machine Gun Belt" garland I (6%), 1 Ionite garland I (6%), 1 "Mutagen" garland I (6%), 1 "Scientific Progress" garland I (6%), 1 Carbonite "Souvenir" I (6%), 1 Artillery shell I (6%), 1 Chest with gifts I (6%), 1 Box with gifts I (6%), 1 Star I (6%)
Adler's Chest

###

Adler's Chest is a reward in the Intruder event for defeating General Adler in the map where he appears ("Honored reward"). It contains one master key, either level 1 or level 2, one level 2 or level 3 regular key, and one level 1 or level 2 punch card.

When you open the chest, you will receive one item from each of the following lines:

* 1 Infantry lieutenant punch card II (13%), 1 Strormtrooper lieutenant punch card II (12%), 1 Ranger lieutenant punch card II (13%), 1 Crusader lieutenant punch card II (12%), 1 Infantry lieutenant punch card I (12%), 1 Strormtrooper lieutenant punch card I (12%), 1 Ranger lieutenant punch card I (12%), 1 Crusader lieutenant punch card I (12%)
* 1 Key to the east block III (5%), 1 Key to the west block III (5%), 1 Key to the south block III (5%), 1 Key to the north block III (5%), 1 Key to the northeast block III (5%), 1 Key to the northwest block III (5%), 1 Key of southwest block III (5%), 1 Key to southeast block III (5%), 1 Key to the upper block III (5%), 1 Key to the lower block III (5%), 1 Key to the east block II (5%), 1 Key to the west block II (5%), 1 Key to the south block II (5%), 1 Key to the north block II (5%), 1 Key to the northeast block II (5%), 1 Key to the northwest block II (5%), 1 Key to the southwest block II (5%), 1 Key of the southeast block II (5%), 1 Key to the upper block II (5%), 1 Key to the lower block II (5%)
* 1 Dumerville master key II (15%), 1 Dumerville master key I (85%)
"Tirfing" walking machine

### Description

This machine, created by two engineers of the Protectorate of the North, never breaks and doesn't rust. Rumor has it, that it can't be destroyed at all, since it is intended to serve as a shield for the Allied infantry and a punishing blade for enemies.

### Healing cost

unknown

The "Tirfing" walking machine is the faction vehicle for the New Order. Although its base damage looks unimpressive at first, its weapon produces a tesla effect on the battlefield, which does some damage over time.

## Unit training

The training costs and benefits are as follows:

## Unit skins

There is one skin for Tirfings, which can be purchased in the faction shop when it is open. No upgrades are currently available for the skin. Note that the duplicate value of this skin is equal to the purchase price (so rebuying it in the store will simply get your spheres back).
"Rage of the Dominion" deserter

### Description

Almost all heavy infantry left with the Chancellor because they supported his views. They believed that being a soldier is an honor, it is a person who defends his country and knows how to do it the best. But the last couple of years they only had to guard Doomerville, so they became somewhat disappointed in his views.

### Healing cost

unknown

Although not quite as powerful as silent sentries, the "Rage of the Dominion" units are one of the most potent heavy infantry units in the game, and can easily destroy large numbers of enemy squads by themselves.
Control center

Your control center is the Ardheim equivalent of the command center of your main base. The level of your control center determines the maximum level of any other building -- that is, if you want to upgrade your turret factory to level 3, your control center must be at least level 3 first.

The gallery below shows the control center at all different levels.

level 1level 2level 3level 4level 5level 6level 7level 8level 9level 10

The building costs are as follows:
Breastplate of Order (Northern wolves)

### Description

"Breastplate of Order is made of tungsten-ionite alloy with the use of modern methods of creating an infantry reservation. Its shape allows it to absorb and dissipate the kinetic energy of the aimed shot, providing absolute resistance to multiple hits." - excerpt from the Dr. Rosenstein's report.

*Not to be confused with the Breastplate of Order for regular troops.*
AM-24k

### Description

The machine is a combination of the "Hammer" chassis and the AM-24 gun system, converted to use of mustard grenades. The design has low security, because the combat modules consume a lot of energy of the power plant.

### Healing cost

unknown

The AM-24k might be a little fragile, but the gun system is truly deadly: it does significant damage on impact and also emits a gas cloud which does substantial damage to all nearby units. Combined with its long range, this means that the AM-24k can destroy entire enemy squads before they can even get into range.
Box with christmas ornaments III

###

This chest contains decorations for the Christmas tree in the Blood on the Snow event; there is a chance to obtain it by beating the last maps in the event. It always contains one level 2 or level 3 ornament, one level 3 garland, and one present at either level 2 or level 3.

When you open the chest, you will receive one item from each of the following lines:

* 1 Box with gifts III (13%), 1 Chest with gifts III (12%), 1 Carbonite "Souvenir" III (13%), 1 Artillery shell III (12%), 1 Box with gifts II (12%), 1 Chest with gifts II (12%), 1 Carbonite "Souvenir" II (12%), 1 Artillery shell II (12%)
* 1 Cross of Influence III (6%), 1 "Tesla" bauble III (7%), 1 "First Aid Kit" christmas ornament III (6%), 1 "Turret" christmas ornament III (7%), 1 "Gas Mask" christmas ornament III (6%), 1 "Lycanthrope" christmas ornament III (6%), 1 "Hammer" christmas ornament III (6%), 1 "Guardian" christmas ornament III (6%), 1 Cross of Influence II (7%), 1 "Tesla" bauble II (6%), 1 "First Aid Kit" christmas ornament II (6%), 1 "Turret" christmas ornament II (6%), 1 "Gas Mask" christmas ornament II (6%), 1 "Lycanthrope" christmas ornament II (6%), 1 "Hammer" christmas ornament II (6%), 1 "Guardian" christmas ornament II (6%)
* 1 "Light of the Empire" garland III (20%), 1 "Machine Gun Belt" garland III (20%), 1 Ionite garland III (20%), 1 "Mutagen" garland III (20%), 1 "Scientific Progress" garland III (20%)
"Thanatos" special cargo

###

This chest is a reward in the Victory Day event for defeating the "Thanatos" train. The contents of the chest are entirely deterministic, and probably the chest exists because normally convoys can only have one item as a reward, so this is a way to give out both kinds of spheres.

When you open the chest, you will receive one item from each of the following lines:

* 500 Sphere of Liberation (100%)
* 10 Sphere of Great Victory (100%)
Fortified Archive chest IV

###

This chest is a reward in the Knowledge Day event for completing the fourth convoy battle in hard mode.

When you open the chest, you will receive one item from each of the following lines:

* 15 Ionite drive (100%)
* 20 Manual "Damage" (20%), 20 Manual "Armor" (20%), 20 Manual "Health" (20%), 20 Manual "Skills" (20%), 20 Manual "Accuracy" (20%)
* 7 Occult sphere (25%), 7 Capsule with genetic material (25%), 7 Ionite battery (25%), 7 Folder with drawings (25%)
"Big guy"

### Description

Protectorate couldn't build even one of these robots and no one had time to give them the names. The surviving inhabitants of the valley called them "big guys" because of their supernatural vitality and phenomenal power.

### Healing cost

3

The "big guy" is the main heavy infantry unit used by the armies of the machines, although you can also get some in the occasional reward (for example, for completing the "Razorpeak edge" zone). They are not quite as powerful as their trophy versions (in particular, they do not have the extended range of the trophies), but they still have an impressively high rate of fire capable of doing substantial damage very quickly.
Clan tower

The clan tower is a necessary building in order to create or join a clan. The clan tower can only be built in a specific location, the cliff (in the lower-left corner of your base), requires player level 18, and costs 2000 steel, 2000 fuel, and 2000 recruits. Once it is built, you have access to all clan functions. The clan tower does not need to be upgraded.

Note that while you can access the "my clan" screen from the clan tower, for most clan functions you will need to go to the "clan base" button at the bottom of the screen.
Master-apostate

### Description

Not every fighter in the Dominion army is satisfied with the current political course. Nevertheless, only a few dare to betray the Dark Gods, given the horrifying punishment for this crime. The ones, who had been brave enough to go up against the Dark Gods are called Apostates, and their squad of 5 people is more dangerous than any Dominion patrol.

### Healing cost

unknown

The master apostate is a moderate upgrade over the regular apostate, making them into a pretty dangerous unit. While they're still a step below the top-tier infantry, they're one of the best of the rest.
Experimental cartridge

### Description

Having carefully studied some mutations, caused by the Abyss scientists could identify the element that gives the possessed their incredible skills. By applying it in the production of cartridges, they received a stunning effect - the targets received incredible damage, but the radiation of the element also had a negative effect on the shooter.
"Spider" walking machine

### Description

Antipersonnel walking machine "Spider" is equipped with a 10.2 mm Morgan M29 machine gun. Its high rate of fire and large caliber make it a fearsome opponent for infantry and light armored vehicles.

### Expedition success chance/patrol time

12%

The "Spider" walking machine has a rather unusual method of locomotion -- in order to shift from moving to firing, it has to take a second to plant its legs and swivel its turret into firing position. This also causes it to often move the wrong way when it starts moving again. However, it does deliver pretty substantial firepower once it is in position.
"Ashbringer" walking machine

### Description

One of the treasures that Anne-Maria and her confidants managed to take from their homeland during the coup was the blueprints of this deadly machine. The newly rebuilt "Ashbringer" will bring death and destruction in the name of the Red Monarchy.

### Healing cost

5

The "Ashbringer" walking machine is the faction vehicle for the Red Monarchy. Although it's slow even for a walking machine, its twin flamethrowers can rapidly reduce large enemy squads to a charred heap, making it an extremely dangerous force on the battlefield.

Compared to a well-upgraded Hammer walker (including the effects of research), the Ashbringer will not be as tough as a Hammer can be nor as long range, and the Ashbringer's damage per shot and accuracy will be less as well. However, the Ashbringer's attack has a small AoE making it a bit more dangerous against clustered squads of troops. When the Ashbinger dies, the explosion in the death animation deals AOE damage to nearby units.

## Unit training

The training costs and benefits are as follows:

## Unit skins

There is one skin for Ashbringers, which can be purchased in the faction shop when it is open. No upgrades are currently available for the skin. Note that the duplicate value of this skin is equal to the purchase price (so rebuying it in the store will simply get your spheres back).
"Smashing" landing troop

### Description

To unleash the power of the Suppressors on the enemy means to sign the death sentence for the fortified positions in the rear of the enemy.

### Deployment cost

3

The smashing landing is a variant of the landing which works similarly (in particular, that you can only drop it on your half of the battlefield), except it deploys a squad of 3 Repressers.
Ober-betrayer of Old Reich

### Description

Even the most brutal psychological modifications, propaganda and blackmail don't guarantee the loyalty of a soldier who collides with superior enemy forces. The Old Reich rippers are the vanguard of the Supreme Chancellor's defense, but even they managed to be lured to the Iron Empire side.

### Healing cost

unknown

The Ober-betrayers are a modest upgrade on the regular Old Reich betrayers. None of the stats increases by a huge amount, but the increase in armor from 85 to 90 does make a significant difference in survival rates.
"Lightning" troop defector

### Description

Ideal soldiers. They were completely devoted to Doomerville. After his death, they decided that it was better to go to the Resistance, because the hierarch would not forgive them for joining the Chancellor.

### Healing cost

10

Like the other defector units, the Lightning soldiers are extremely powerful, capable of winning a battle singlehandedly. Their very high evasion and health allows them to quickly close to melee range without taking much damage, at which point they can quickly destroy (or simply bypass) the enemy. They look somewhat ridiculous running on the battlefield, however.
"Hornet" control group

### Description

Resistance fighters captured by the Dominion. The experiments of Dr. Salemsky demanded the living "material" that's why fighters survived until the moment of salvation. Moreover - the experiments were successful and the soldiers gained incredible physical abilities.

### Healing cost

2

Like the other "control group" soldiers, the Hornets are extremely powerful stormtroopers, and also have an intrinsic armor pierce ability which makes them one of the best stormtrooper units in the game.
Deserter-veteran

### Description

Desertion in the Dominion is cruelly punished. But only if the Deserter is caught. And in the case of the former Liquidators, this is not an easy task. Previously, units were sent to catch them, but now they don't want to risk, because none of them has returned yet.

### Healing cost

unknown

The Deserter-veteran is the third upgrade of the basic Deserter, increasing the damage it can do with a single shot even further, but still limited by the low rate of fire.
Emper sniper

### Description

In the darkest hour, when the hordes of the Dark Gods of Chaos seem innumerable and invincible, only the Emper sniper can change the outcome of the battle with a single shot through the enemy commander's heart.

### Healing cost

unknown

As with the other "Emper" troops, the Emper sniper is much like the other sniper units in the game, just somewhat more powerful and tough than a regular ranger. It's a fine midrange sniper unit, just with the disadvantages that all snipers in the game have (a very low rate of fire).
Guardsman

*There are two troops named "Guardsman" in the game. This article is about the more common one. For the unit available as a reward from Brenner, see Guardsman (Brenner).*

## Guardsman

### Description

Brilliantly trained, disciplined and equipped with extremely advanced devices and uniform, the guardsmen are considered as one of the Empire's main military assets, even after its fall.

### Healing cost

3

Like loyalists, guardsmen are a modest upgrade on your basic infantry at the beginning of the game. Their main advantage is their longer range, which is balanced out by a higher deployment cost and fewer troops per squad. They're pretty common in chests and other rewards, so feel free to use them before they become obsolete.
"Korund" walking machine

### Description

"Korund" walking machine of fire support is equipped with twin machine guns Morgan m. 29 and strong armor of the newest alloy steel. This development of the Engineer Regiment is characterized by a high fire rate at low accuracy.

### Expedition success chance/patrol time

8%

The "Korund" walking machine is the other heavy machinery (along with the "Guardian") that can be produced at your tank factory. However, as the technology required to construct them is a Level 9 mechanics research, it will be a while before you are able to construct them yourself, and they are quite rare before then, so you will probably have more Guardians available.

As the description says, the Korund has two machine guns, although the rate of fire isn't actually that high, so it can be swarmed by large enemy groups.

## Unit training

The following table lists the upgrades available to the Korund at the tank factory.

1The level 8 damage upgrade costs 150 flywheels and manuals.

2The level 15 damage upgrade costs only 1000 ammo.

## Unit research

This table summarizes all of the research that can benefit Korunds. For full details, see the specific research pages.

## Unit skins

There is one skin available for the "Korund", which is available from the Brenner event store or in the Monolith event. No upgrades are currently available for this skin. The "duplicate value" is the amount of gold returned if you obtain a second copy of the skin.

## Unit skills

There are several steps required to use skills.

1. Upgrade the unit to unlock skill slots: Level 12 (1st), Level 13 (2nd), Level 14 (3rd), Level 15 (4th)
2. Spend skill manuals at the Training Grounds to increase Veteran Level and get Veteran Medals
3. Research skills at the Training Grounds

Once you have unlocked a skill slot and researched a skill for the Guardian, you can equip it from the Tank Factory.
Discharge

### Description

A brand new word in tesla-arming. Shells detonation leads to a high-voltage discharge which is capable of incinerating the fighters in the impact area

### Deployment cost

3

After the discharge lands on the battlefield (which also does some damage to units it lands on), it will then emit three pulses of electrical energy, each about a second apart, which damage all nearby units. Because of its relatively slow effect, it is difficult to use against moving units, but it can do substantial damage to stationary units.

In order to build these, you must research the "Discharge" technology (level 7 tesla) and your artillery factory must be level 6 or higher. The construction cost is 200 ammunition and 200 ionites. They can also be upgraded at the artillery factory; the upgrades cost both Tesla research points and resonators, with additional gold upgrades.

Note: The description for upgrades often does not match the actual effect of the upgrade. The values shown in the table below are the actual benefits of the upgrade.
Head hunter

### Description

Stormtroopers have always been the most reckless and fearless army subdivision. Possession has totally destroyed their sense of fear and instinct of self-preservation. As long as they have bullets, they will kill. And if they run out of reserve ammunition, then the bayonet is the next thing they use.

### Healing cost

unknown

With their high health and armor rating, head hunters are very difficult to kill, making them a very dangerous unit, only slightly weaker than the "Dominion fist" defector units.
Foundry

The foundry produces steel, one of the five basic resources. You can build a total of three foundries in your base, but the costs and requirements increase with each one you build, as follows:

The gallery below shows the foundry at all different levels.

level 1level 2level 3level 4level 5level 6level 7level 8level 9levels 10-15

Like other resource buildings, a foundry produces a certain amount of steel per hour, which is stored in the building. The resources can be collected and moved to your warehouse (unless your warehouse is full of that resource) by clicking on the building. Once the building reaches its capacity, it will stop producing until the resources are collected in the warehouse.

Your journal has this to say about your foundry:
*There is nothing more reliable than iron. The Empire has "Iron" in its name for a good reason - the value of this material can not be overemphasized. Iron is the base component of steel, the most popular metal in the Empire, our engineers have learned to use it everywhere, from the production of weapons to the strengthening of the armored walking machines. Workers cast steel into suitable shapes and harden it in the foundry. It is recommended that you upgrade foundry equipment regularly to increase production, as well as provide additional storage space for finished products. Construction of additional foundries should not be neglected. Steel is the basis of our Rising Empire and if the Dominion does not lay down its weapons peacefully, it will be lucky to taste our steel power.*
Guerrilla squad

### Description

Guerrillas have been an integral part of the Resistance army since the day one. They won multiple battles with the help of chaotic sabotage and covert attacks on convoys and roadblocks. They are heros who helped the Resistance army to withstand the Dominion.

### Number per squad

4
plus 2 Guerrilla guardsman, 1 Avenger guerrilla, and 1 Guerrilla demolitionist

## Guerrilla demolitionist

### Rate of fire

low (1)

The guerrilla squad is one of the more unusual units in the game. Unlike typical squads which are made up of a group of similar soldiers, the guerrilla squad combines four different types of units: 4 guerrilla squad, 2 guardsman guerrillas, 1 avenger guerilla, and 1 guerrilla demolitionist. The demolitionist, like the Imperial Demoman, fires a weapon that does splash damage, so it's very useful that you have the rest of the squad to protect him.
Master-Deserter

### Description

Desertion in the Dominion is cruelly punished. But only if the Deserter is caught. And in the case of the former Liquidators, this is not an easy task. Previously, units were sent to catch them, but now they don't want to risk, because none of them has returned yet.

### Healing cost

unknown

The Master Deserter is a pretty nice upgrade on the basic Deserter, with the damage in particular significantly increased. However, like all snipers, it is still limited by its low rate of fire.
Legionnaire Dominion Destroyer

### Description

Perhaps, the Dominion should take better care of one of their most frightening military formations - the Reapers. Because, no matter how powerful the instrument was, it can always be turned against its owner.

### Healing cost

unknown

Like other legionnaire units, the legionnaire Dominion Destroyer takes a basic Dominion Destroyer and upgrades it into one of the most powerful heavy infantry units in the game, capable of dealing an amazing amount of damage and taking an equal amount of punishment.
Emper exterminator

### Description

Occultism is dark and unpredictable, sometimes it creates terrible monsters of blood from the Magic of Chaos. On the days, when it smells like despair and death, and it seems that the last spark of hope has faded away, only the Emper Corps fighters can defeat the evil.

### Healing cost

unknown

The Emper exterminators are a pretty decent midrange heavy infantry. They're basically similar to other three-unit squads like Avengers, but somewhat tougher and more powerful.
Anna-Maria

Passive skill: Ignores 5% of enemy armor. Increases health of all allied forces on the map by 250

### Description

Hardening in the furnace, iron becomes harder and stronger. The tragedy of childhood could not destroy this once little frightened girl, and now the superb leader - the Queen, who is ready for anything for the sake of her subjects and in whose name her loyal warriors are eager to lay down their heads.

## Crown bodyguard

### Rate of fire

high (0.001)

Anna-Maria is currently only obtainable as a reward for Red Monarchy convoys at the highest difficulty level. She is a formidable fighter, with a long-range rifle capable of a high rate of fire, and is accompanied by two bodyguards who are also quite powerful units.

## Hero experience

Anna-Maria gains levels and skill points as follows, with a maximum level of 25.

## Hero training

The benefits and costs of training Anna-Maria at the Hall of Heroes are as follows. This does not include the effects of skins, artifacts, or equipment, which are detailed below. However, the bottom two rows in the table show the maximum hero stats including all equipment at maximum level, and including the hero artifact also. Note that Anna-Maria's accuracy is considered maxed, and cannot be trained further except through equipment upgrades. Upgrade costs also always include 1 skill point.

## Hero skins

Anna-Maria has one skin available:

 **Duplicate value** | 200 Red Monarchy convoy emblems

## Hero artifacts

Anna-Maria has one hero artifact, which was available in the event shop for the Monolith event:

## Hero equipment

Anna-Maria can be equipped with five pieces of equipment, with the following costs and benefits. The benefits listed are already totalled (that is, the net increase in going from level 1 to level 2 of the "Monarch circlet" is +100 health). All costs listed are in gold.
KD-34 elite

### Description

Experimental series of robots. Klaus is testing all possible options, and if these four-legged soldiers prove their worth, he will launch them into mass production.

### Healing cost

3

These robots are the purchasable version of the main Klausbot special units in the Christmas event Blood on the Snow. This version is somewhat stronger than the typical enemy troops that you face in the event (at least at base level). These units are significantly more dangerous than a typical sniper unit -- while they have a shorter range than a typical sniper (although still pretty long), they have a much higher rate of fire, allowing them to quickly do significant damage to enemy units or heroes.
Master Daredevil

### Description

Thanks to the mutagen, Daredevils can instantly respond to changes on the battlefield and quickly reduce or break the distance with the enemy. Captain Walker appreciated it and hire them into the resistance army.

### Healing cost

unknown

The Master Daredevils are a significant upgrade over the Daredevil, which is already a very powerful stormtrooper unit. In particular, the range is increased to the point where they're comparable to a typical infantry unit.
Ober-infantryman of the Empire

### Description

Infantrymen of the Empire are the main military unit of the Steel Empire army. Brilliantly trained and driven by a thirst for revenge, they are literally irreplaceable in the fight against the Dominion.

### Healing cost

unknown

The ober-infantrymen of the empire are the first upgrade of the Empire Infantryman, and can be produced at the Hall of the Elite Legion by trading in 5 basic empire infantrymen. While they're somewhat of an upgrade over the basic unit, they're still not very great compared to even the midlevel infantry units that are out there.
Liberation

"Liberation" is the fourth campaign in the Iron Rage storyline. It becomes accessible when you reach the campaign marker in the "Gates" area of the world map. This zone costs 1375 Influence to unlock.

The campaign takes place in the former territory of the Northern Protectorate. When Hammerer Magnus realized that the threat from the machines was too great, he formed the New Order to lead his people out of the North and seal the Gates of the North, the mountain pass into the area, behind him, thus keeping the machines isolated. However, recently the Resistance has seen the machines outside of their area, so you must travel to the Protectorate, pass through the Gates, make contact with the survivors who were left behind and their leader, Bjorg Ansgarson, and put a stop to the machine threat.

Like Overthrow and Expulsion, Liberation contains 20 levels, arranged linearly. However, Liberation behaves a little differently from other campaigns: you must complete all 20 levels on the 1\* difficulty level before you can start the 2\* difficulty level, and similarly for reaching 3\*. The 3\* difficulty level is also the highest currently available. Each level rewards you with a silver star, so there is a total of 60 silver stars that you can currently obtain (although the rewards table lists rewards all the way up to 100).

Some Liberation maps also showcase a new feature: allied squads that fight alongside your forces. These squads appear on the map at the beginning and fight normally on your side. "Assembly line" also features some enemy squads on the map at the beginning.

The early levels in the campaign are not too difficult, assuming that your troops are high enough level for you to be able to even reach the area, but the difficulty of the campaign ramps up quickly and the later levels are a significant challenge. In the final battle, the enemy forces include the avatar of the Ancient One itself, an extremely powerful enemy hero.

The rewards for the campaign are as follows. Note that currently, only the rewards up to 60 stars can be reached.
Crimson Blade

### Description

Even fanatical devotion to those obsessed with the Dark Gods fades away in comparison with these warriors. With the help of occult rituals, their physical abilities exceed human ones several times, and the only purpose of theirs life is what the ritualist has put into their heads. Thanks to the resistance scientists for these warriors - this is the Empire.

### Healing cost

unknown

Crimson Blades can be built at the Hall of Call in Ardheim. They are very similar to flayers, in that they use a sword to attack at close range, but they are significantly less powerful. In particular, their slow speed coupled with their only middling armor level means that they will have a difficult time getting into range if not well supported.

The following table lists the upgrades available to Crimson Blades from the Hall of Call. Skins and equipment are not currently available for this unit.

1Most upgrades for this unit have ammunition as the second cost, but damage upgrades for level 5 and above cost ionites instead.

2The level 3 health upgrade costs 1500 recruits instead.
LK-48 elite

### Description

The robots of this series are produced in the largest quantities and are used as ordinary infantry. Easy protection, not the best weapon, but they take its course with quantity.

### Healing cost

1

These robots are the purchasable version of the main Klausbot infantry units in the Christmas event Blood on the Snow. This version is somewhat stronger than the typical enemy troops that you face in the event (at least at base level). On the battlefield, they are fairly strong infantry units, with a good range and capable of doing a lot of damage quickly.
Well

* Icon
* Ingame

## Introduction

Well is one of Decorative Building that can be build by going to the Carpenter's. Well has a lot of function in The Game beside decoration such as, doubling the output of all Crops by 5%, help increasing Prosperity, and as one of the water source when Pot run out of water.

If Player have or can access Whale Island, Well can be moved to the island by paying 600  at The Carpenter's on The Move Option/Tab.

## How to Build

Before building Well, Player need to prepare 2x3 grid of empty area. Player will also need materials to build Well beside spending 600  to pay Steve The Carpenter's. It need 1 day to build Well. Well building materials are:
* 90
* 10
* 10

## Trivia

* Well can be move using 'Edit Mode'
* Well can be destroyed by tapping on the third button when using 'Edit Mode'
* Player can build another Well if the first Well destroyed
Legion's Armor (executioner of legion)

### Description

It's damn hard to constantly meet the high-set bar of sinister Master Grave. Legion fighters have to spend a lot of time in the catacombs and ruins of the pre-war time in search of sinister artifacts and deadly relics that not just add a pinch of horror to the image, but also protect from enemy fire.

*Not to be confused with the Legion's Armor for regular troops.*
Dominion Destroyer

### Description

Perhaps, the Dominion should take better care of one of their most frightening military formations - the Reapers. Because, no matter how powerful the instrument was, it can always be turned against its owner.

### Healing cost

unknown

Like the other defector units, Dominion Destroyers are significantly more powerful than the Reapers that they used to be. This makes them one of the more useful heavy infantry units that you'll have a regular supply of, as they do show up in rewards with some frequency, although they're still pretty rare.
Emper exterminator-veteran

### Description

Occultism is dark and unpredictable, sometimes it creates terrible monsters of blood from the Magic of Chaos. On the days, when it smells like despair and death, and it seems that the last spark of hope has faded away, only the Emper Corps fighters can defeat the evil.

### Healing cost

8

This third upgrade of the Emper exterminator provides a boost in all stats, but other than that, there are no significant changes.
Landing

### Description

Reinforced steel landing pods can transport Stormtroopers into the thick of the battle. Don't forget that all troops in the landing zone of the pod are likely to die.

### Deployment cost

4

The description says it all: first the landing capsule itself does damage to the units that it lands on, and then a stormtrooper squad emerges and fights normally. The squad has all the properties of your normal stormtroopers (for example, it has the same upgrade level). Although you can't build a landing yourself, they are quite plentiful as rewards and in chests, so you should have no problem keeping a steady supply of these (assuming you don't go too crazy).

To avoid cheesy tactics like dropping a landing on your opponent's spawn point, you can generally only drop landings on (approximately) the half of the battlefield closer to your spawn point. On some maps this does still leave plenty of places where you can catch your opponent by surprise with a sneaky drop.
Crusher

### Description

Heavily armored and armed with a large caliber puntgun, Crushers slaughter everybody who gets in their way without mercy, and it seems like return fire can't even harm them.

### Healing cost

unknown

Crushers are slightly different than typical heavy infantry; rather than the usual high rate of fire minigun or similar, crushers carry a shotgun-like weapon that can do a lot of damage, but has a somewhat lower rate of fire. Otherwise they're a pretty solid midrange heavy infantry unit.
Ober-apostate

### Description

Not every fighter in the Dominion army is satisfied with the current political course. Nevertheless, only a few dare to betray the Dark Gods, given the horrifying punishment for this crime. The ones, who had been brave enough to go up against the Dark Gods are called Apostates, and their squad of 5 people is more dangerous than any Dominion patrol.

### Healing cost

unknown

The ober-apostate is the first-level upgrade of the basic apostate; it represents a modest, but noticeable, increase in power over the base-level unit.
Easter Chest

###

These chests are a reward in the Easter Eggs special event. You will receive one as a reward for every 10 Easter eggs you collect (up to a maximum of 200 eggs).

When you open the chest, you will receive one item from each of the following lines:

* 1-2 Ionic drive (25%), 1-2 Retort with genetic material (25%), 1-2 Occult obelisk (25%), 1-2 Complete set of drawings (25%)
* 3-8 Spare parts (30%), nothing (70%)
* 200-350 Recruits (20%), 200-350 Ionites (20%), 200-350 Ammunition (20%), 200-350 Fuel (20%), 200-350 Steel (20%)
* 1-2 Folder with drawings (17%), 1-2 Set of drawings (8%), 1-2 Occult seal (17%), 1-2 Occult sphere (8%), 1-2 Ampoule with genetic material (17%), 1-2 Capsule with genetic material (8%), 1-2 Ion indicator (17%), 1-2 Ionite battery (8%)
* 1 Encrypted Data: Constable Preston (2%), 1 Wanted: Tarrus Valentine (2%), 1 Dominion Figher tag (3%), 1 "Magic of Tesla Energy" Book (3%), 1 Kill Lists (3%), 1 Artillerty Regiment Patch (4%), 1 Turret Blueprint (4%), 1 Patient file (5%), 1 Title-document (4%), 1 Flamethrower Recipes (5%), 1 Piece of Mutagen Formula (5%), 1 Sacred Code of Emper (5%), 1 Explosive Cannon Ball (5%), 1 Case file: Phantom Ranger (5%), 1 Digest of Tactical Doctrines (5%), 1 Iron Empire Medal (5%), nothing (35%)
* 4-6 Imperial Warrior (7%), 4-6 Sergeant (7%), 3-5 "Hammer" walking machine (13%), 4-6 Field medic (7%), 3-5 Crusader (17%), 2-4 Ranger (17%), 4-5 Stormtrooper (17%), 3-5 Infantryman (17%)
* 5-10 Manual "Damage" (17%), 5-10 Manual "Armor" (17%), 5-10 Manual "Health" (17%), 5-10 Manual "Accuracy" (17%), 5-10 Manual "Skills" (17%), 5-10 Manual "Evasion" (17%)
* 5-7 Artillery bombardment (14%), 1-2 Sacred landing (14%), 1-2 Drop of Modernized Turret (14%), 1-2 Landing (14%), 1 Unstable Carbonite Bomb (14%), 1-2 Double Personal Shields (14%), 3-5 Healing (14%)
* 10-12 Gold (20%), 3-8 City plans (20%), 4-8 Key (20%), 6-10 Flywheel (20%), 7-13 Resonator (20%)
* 1 Silent sentry (4%), 1 Judicator (4%), 1-2 Reconnaissance group (4%), 1-2 Double agent (4%), 1-2 Cuirassier (4%), 1-2 Justiciar (4%), 1-2 Vigilante (4%), 1-2 Guardsman (4%), 1-2 AM-24d walking machine (5%), 1-2 Captured "Battleship" (5%), 1-3 Emper exterminator-veteran (7%), 1-2 "Emper" sniper-veteran (7%), 1-2 Emper Stormtrooper-veteran (7%), 1-2 Empire Infantryman-veteran (7%), 1-3 Ober-traitor of Old Reich (7%), 1-3 Ober-opportunist of Old Reich (7%), 1-3 Ober-betrayer of Old Reich (7%), 1-3 Ober-mercenary of Old Reich (7%), 1-2 "Flash" (5%)
Design bureau

The design bureau (formerly known as the construction bureau) allows you to research upgrades to your strategic points (machine gun, mortar, field healing, and victorious courage). This can greatly improve their effectiveness in battle, but it requires a significant investment of flywheels and resonators. Many of the upgrades available at the bureau require gold to purchase.

The gallery below shows the design bureau at all different levels.

level 1level 2level 3level 4level 5level 6level 7level 8level 9level 10

The construction costs for the building itself are as follows. It can be built once you reach player level 18. It is built with normal resources, but once it is constructed, it does not require any steel or fuel to upgrade, only flywheels and resonators.

For a list of the available upgrades and their effects, see the individual pages for machine gun, mortar, field healing, and victorious courage. You can also equip skins for the various strategic points, which are also listed on the individual pages.
Genetic Chest

###

### Description

Contains trophies necessary for obtaining points for the research of "Genetics".

### Shop cost

250 gold

The Genetic Chest contains research items, like the Trophy Chest, but only for the genetics branch. However, the items that you get are generally lower level than the regular Trophy Chest. These chests are not very common, and only occasionally show up as rewards.

When you open the chest, you will receive the listed number of draws from each row, depending on your player level:
Forgotten Legion cargo

###

These chests are the reward for completing the Forgotten Legion faction convoy on any difficulty level; you get more chests at higher difficulties. Note that the chest contents for the three factions are the same, except for the faction units and convoy emblems.

When you open the chest, you will receive the listed number of draws from each row:
Guardsman-veteran

### Description

Brilliantly trained, disciplined and equipped with extremely advanced devices and uniform, the guardsmen are considered as one of the Empire's main military assets, even after its fall.

### Healing cost

unknown

The Guardsman-veteran is the third upgrade of the regular Guardsman and can be trained in the Hall of the Elite Legion. Even at this upgrade level they are still far from the best infantry units, but they do have an impressively long range for an infantry unit.