recursal/Fanatic-Fandom huggingface dataset:
GameMode/ZR

In this mode, the guards have to defend the *Big Brain* located in **ONE of the six** positions on the map for the entire duration of the round (5 min). The location of the brain will be communicated to the guards at the beginning of the round. As a guard, you usually have the advantage since you can attack the zombies at long range with your guns. However, to balance the game, guards have a longer respawn time (15 sec) which can make you vulnerable if the brain is being eaten. The guards have to strategize and hold key locations of the map to prevent zombies from reaching the *Big Brain*.

In contrast, zombies have to find the *Big Brain* first as they do not know its location; reach the brain, break its protection and then eat it. Zombies have a fast respawn time (5 sec) and are only proficient in short range attacks. Zombies do not have guns and they do not have any medium/long ranged attack available. Strategize with your teammate for an all-in attack or attack in groups to distract the guards.

The match lasts five minutes in which the two teams will face each other to win the game.

# Objectives

 **Red Team's Objective** | Eat the *Big Brain* before time runs out!

# Gameplay

* The match lasts five minutes.
* The brain will be randomly placed in the selected map.
* Survivors can see where the brain is at the beginning of the game.
* The brain is protected by a glass case which can be destroyed. After the case is broken, one zombie has to eat the brain for 10 seconds uninterrupted to win.
* There should always be the same number or more zombies as survivors.
* Killing zombies in their spawn is discouraged.

# General Strategy

#### Recommendations by users

* **Survivors**
	+ There are no fixed tactics for this mode. Every team will have its own tactic.
	+ Best tactic in this mode is to always stay near the brain and secure key locations with your teammates that give access to the brain's location.
	+ Communication is key. Use quick commands to ask for reinforcements quickly and/or give directions. Use team chat to coordinate attacks and distractions.
	+ Always be cautious when walking in dark areas. Rotate your flashlight around you to see your surroundings.
	+ Always try to **keep moving** even when shooting.

* **Zombie**
	+ There are no fixed tactics for this mode. Every team will have its own tactic.
	+ Communication is key. Use quick commands to ask for reinforcements quickly and/or give directions. Use team chat to coordinate attacks and distractions.
	+ Utilize the dark to your advantage. Guards have low vision in the dark. Try to lure them into the dark.
	+ Beware of sneaky guards who hide in bushes and/or near corners! In general, take great care when proceeding in a lighted room/area. You have nothing to worry about in the dark.
	+ Group together for a massive all-in attack and secure the brain.

## Map Strategy

* **ZR\_Mansion Strategy**
* **ZR\_Office Strategy**
* **ZR\_Police Department Strategy**
* **ZR\_Military Camp Strategy**
* **ZR\_Cemetery Strategy**
Saboteur

The Saboteur is a thief class unlocked at level 6.

# Bio

## Speed

*Main Article: Speed, Status*

## Basic Strategy

*Main Article: Tips, Sabotuer Strategy*

-You are fast and equipped with a relatively powerful submachinegun.

-Distract your enemies.

-Try to finish your enemy in a few seconds by concentrating your fire power to him.

-Escape quickly. Don't dwell on it.

## Equipment

*Related Article: Equipment Equipment Points*

### Gadgets

*Main Article: Gadgets*

 For comparison: N4 has 150 DPS

## Suit

*Main Article: Suit*

Suit Table - TO DO
## Equipment Combo

*Main Article: Equipment Combo*

Equipment Combo Table - TO DO
## Equipment Sets

*Main Article: Equipment Sets*

Equipment Table - TO DO
## Taunt

*Main Article: Taunt*

Taunt Table - TO DO
## Achievements

*Main Article: Achievements*

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Of Guards and Thieves Wiki

**Welcome to the Official Of Guards and Thieves Wiki!**
**The Of Guards and Thieves compendium by the players, for the players. We are currently maintaining 489 pages (98 articles).**

Please feel free to contribute by creating new articles or expanding existing ones.

**What is *Of Guards and Thieves***

Of Guards and Thieves is a multiplayer stealth game in which high-powered guards face off against fast and elusive thieves in a contest of wits. Outsmarting the enemy and shooting your way through to the goal are equally valid strategies. A game with simple rules, emergent gameplay and high replayability, Of Guards and Thieves is sure to be a showstopper in your gaming collection!

* OGAT is currently in Early Access Development Phase; you can play it for FREE on Steam!

*For more information check the Early Access page.*

**Game Content**

Features

Maps

Weapons

Equipment

Levels

Development

Avatar

GameMode

Gameplay Mechanics

Classes

Gadgets

Credits

Beginners Guide

**Links and Media**

Steam Page

Community Forum

OGAT Free To Play standalone client

Facebook Page

Screenshots

Videos

**Download**

* FREE TO PLAY on Steam
* Permanent Gold Account DLC

**News**

OGAT - Announcement: Moving to Free To Play section - PART 1 - **November 18, 2016**

OGAT - Update r.78.3 - **October 28, 2016**

Update 76.0 Karts, Training mode, Shooting Range map, New Gadgets, Free weekend and more - **June 24, 2016**

Update 75.5 Friend List and MAY Daily Report Recap - **June 1, 2016**

Twitter

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How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Thieves

* Masters in moving and watching through the darkness. In the classic GaT mode, their primary goal is stealing one of the precious objects (which is displayed on the top-left corner of the screen), and, unlike guards, they can move through windows. Thieves are characterized by a relatively weak equipment but can be extremely deadly during organized blitzes: they should always try to avoid long and direct fights (due to their lack of heavy weapons), but to hide and wait for the right time to make multiple and coordinated infiltrations. Quick hit-and-run tactics are the key for thieves to beat guards in any moment. They're strength point? Being able to act without being seen! *(By Rizuntaki)*
* Thieves use their fast speeds and night vision goggles to hide from the enemy and finish their objective. There are many different strategies that can be used to win, such as faking for the wrong item, rushing the enemy all at once, or baiting the guards into traps. The thieve's ability to see in the dark usually means they will be outnumbered in a game, so they must use stealth and cleverness to outwit the guards. *(By Ptuh)*

# Thieves Strategies

* In **GaT**, thieves have the objective of stealing ONE precise object that will be pointed out at the beginning of the game and also by the yellow objective arrow. Thieves have to steal the target object and escape with it safely through one of the exits. The guards do not know which of the objects is the real goal of the thieves. Strategize with your teammate for an all-in attack or confuse the guards by stealing other objects to distract them.
* In **DE**, terrorists have to detonate the bomb and secure that area to prevent the counter-terrorists from reaching the bomb and deactivating it. The bomb can be activated on either locations (A or B) for terrorists to win. If the terrorist with the bomb dies during the game, the bomb will be dropped at that location. Terrorists now have to first get to that location to take the bomb again and then try to activate it in one of the designated areas.
* In **TDM**, as a red team member, you must preserve your health and your ammo to be able to maximize your kill count while minimizing the kill count of the opposite team. Remember, everytime you get killed, you are giving one point away to the opposite team and vice-versa!
Zombies

* You can play this faction in the game mode Zombie Rush, (which consists of getting control of a brain based in a certain zone of the map defended by guards, and eating it). They're similar to thieves in certain aspects (they can move through windows, watch through the darkness and are capable of killing in a single hit) but aren't equipped with any gun (just melee attack).

How to beat guards? The same applies to this case as to the previous one: coordinated attacks are way better than attacking singly one after the other!  *(By Rizuntaki)*
* Zombies have a large amount of health and a powerful melee attack that can be used to take out multiple guards at once. Being undead, they are able to re-spawn and get back to their favorite task, eating brains, very quickly. Zombies are especially dangerous when they rush the guards in large numbers. *(By Ptuh)*
NP5

### Detail

*Main Article: Weapons Comparison, Weapons*

*Related Article: Damage, Precision system*

## Tactics and Tips

*Related Article: Weapons Tips*

* **Tips 1:** text

## Note/Special Abilities

### Advantages

* text
* text

### Disadvantages

* text
* text

## Variant

*Related Article: Variant*

 **Availability**: -

 **Availability**: Level ???

## Modification Comparison

*Related Article: Modification, Weapons Comparison*

### Availability

*Related Article: Availability*

## Related Achivements

*Main Article: Achievements*

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Pyro

Part of the firefight DLC, pyros are good for close and long range duels. Pyros have a short range flamethrower with a huge supply of ammo and can easily kill enemies in seconds. They also have their explosive pistols for long range battles but great accuracy is needed with only 2 bullets. Despite the speed and lack of mid range capabilities, the pyro makes up for it in quick snipes and close range duels.
Development

## Last Update (r.0.61.2)

* New gamemode: VIP escape (VIP)
* New gamemode: Instagib (IG)
* New classe for IG/VIP: Sage, VIP
* 2 New maps: VR Arena V2 and V3
* FREE Soccer
* Zombie Rush update, added an arrow pointing the brain for Survivors team
* World Cup Decoration on Soccer Field map

### Changelog History

*Main Article: ChangeLog*

See the ChangeLog page for the full list of past updates.

## Ready To Release (in private testing)

### Weapons

* AVP
* Shotgun
* XN8
* NP5 Silenced
* Automatic CrossBow
* Sniper CrossBow
* Portable CrossBow
* Portable Precision CrossBow
* Portable Automatic CrossBow
* N4 SD
* N4 Compact
* N4 Compact SD
* Cold1911 SD
* WKmk24 SD
* Syringe Pistol

## Work In Progress

### Features

* Gadget System
* Player Status/Effect System
* Map Editor
* Inventory
* Cars

### Weapons

* Razunov
* AZP
* N16
* Rizon
* Rizon SD
* Stun Shotgun
* Teaser Pistol

### Gadget

* Flashbang Grenade
* Ammo Box
* Healing Box
* Claymore
* Bear Trap
* Movement Sensor

### Classes

* Carrier (Guard)(placeholder name)
* Sniper (Guard)(placeholder name)
* Hunter (Thief)(placeholder name)
* Carrier (Thief)(placeholder name)

## To Do

### Gadget

* Stun Grenade
* TearGas Grenade
* Incendiary Grenade
* EMP/Chaff Grenade
* C4
* Pepper Spray

### Maps

* Hospital
* Museum
* Compound
* City Street
* Apartment
* Hotel
* Black Swamp
* The Mall
* Airport
* Ship
* Monastery
XN8

### Detail

*Main Article: Weapons Comparison, Weapons*

*Related Article: Damage, Precision system*

## Tactics and Tips

*Related Article: Weapons Tips*

* **Tips 1:** text

## Note/Special Abilities

### Advantages

* text
* text

### Disadvantages

* text
* text

## Variant

*Related Article: Variant*

 **Availability**: -

 **Availability**: Level ???

## Modification Comparison

*Related Article: Modification, Weapons Comparison*

## Related Achivements

*Main Article: Achievements*

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Shadow

Dressed all in black, the shadow is one of the most difficult class to notice on the field. His main weapon is a crossbow with low ammo but it is silent, deadly and very precise. The shadow is neither fast nor much resistant however he is the perfect solution to break into certain zones without being noticed.

# Bio

## Speed

*Main Article: Speed, Status*

## Basic Strategy

*Main Article: Tips, Shadow Strategy*

* Disguise yourself in the shadows.
* Start a conflict only if necessary. Revealing your position too soon might put yourself in danger.
* Be stealthy! Strike down your enemies with surprise attacks.
* Support your teammates by distracting and/or providing backup to increase your chances of victory.
* Do not engage the enemy directly. Usually, you can not compete against the guards' firepower.
* The Shadow can hold guards for long periods of time. Therefore, they are a good distraction.
* Group yourself with other Shadows to increase your firepower and control of the area.
* The Shadow is the thief equivalent of an Assault. Shadows have a moderate running speed with a silent, powerful crossbow, making it the Scout's most feared enemy. The Zlock 18 compensates for the crossbow's small, 6 bolt magazine; giving the Shadow another 18 bullets to use in a fight.
* Aim carefully! Make every arrow and shot count.

## Equipment

*Related Article: Equipment Equipment Points*

## Suit

*Main Article: Suit*

 **Achievements** | none

## Equipment Combo

*Main Article: Equipment Combo*

Equipment Combo Table - TO DO
## Equipment Sets

*Main Article: Equipment Sets*

Equipment Table - TO DO
## Taunt

*Main Article: Taunt*

Taunt Table - TO DO
## Achievements

*Main Article: Achievements*

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What about a new class idea i just got

--Character Stats
HP: 54
/ Movement Speed: 3.5
/ Skin Description: dark,hardly noticeable with a Ghillie camouflage

--Equipment - Weapons:
-Bowie knife
/ -Desert Eagle

--Equipment - Gadgets:
-Smoke granade
/ -Rock

--Description:
The shadow class in the thief team is a balanced yet hard class to use, with his low health and speed, it makes very dificult to face oponents directly in a 1v1 fight, but one feature makes it one of the most pontentially deadly classes, it's Ghillie camouflege that resembles a simple bush wich makes it a high stealth class able to catch oponents off-guard with his knife or sneak pass through the defenses like noone else, it has equipments for distraction and quick escapes making it the best option to overpass a big guard barrier silently.
Acid

# Bio

Born in a laboratory from a secret experiment gone wrong, the acid zombie used to be a normal zombie; that was until it was exposed to radioactive substances.

## Speed

*Main Article: Speed, Status*

## Basic Strategy

*Main Article: Tips, Acid Strategy*

* Use your Acid Spit wisely as it can hurt teammates (and yourself).
* Acid is a great area denial ability. Use it to force enemies to change their positions or use it on strategic places like main corridors to slow down enemies.

## Equipment

*Related Article: Equipment Equipment Points*

## Suit

*Main Article: Suit*

Suit Table - TO DO
## Equipment Combo

*Main Article: Equipment Combo*

Equipment Combo Table - TO DO
## Equipment Sets

*Main Article: Equipment Sets*

Equipment Table - TO DO
## Taunt

*Main Article: Taunt*

Taunt Table - TO DO
## Achievements

*Main Article: Achievements*

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Police Department

## Map Overview

 **Dimension** | -

An intersection between Mansion and Office, this map has at its center well-lit rooms. The police department map consists of one big building with medium to small rooms, however, around the edges of the map, darkness prevails. Wandering alone in the dark may prove to be a bad idea.

Key locations of the Police Department map are:

* **Narrow Alley**. There are only two ways to penetrate deeply inside the police department map. One is through the *bottom backyard* passing though the *parking guard spot* and the other way is by passing through the *service entrance/dressing room*. The latter is one of the most popular choice and therefore, it makes sense to post someone in *narrow valley*. Having control of *narrow valley* allows indirectly the control of the nearby rooms (*break room and service entrance*). This can prevent the enemies from penetrating deeply into the police department. It is a highly strategic zone to control, however, be wary of forced entry by enemies who might group together to pass through!
* **Main Office Hall**. This is a logically high importance area as it is the center of the map where many objects will be located nearby in GaT mode. Having control of the *main office hall* allows you to keep an eye on what's happening around and keep out any enemies.
* **Bottom Backyard entrance between Parking Guard Spot and Sergeant office**. This is a strategic place to control because enemies will be unable to access the left side of the map quickly and will have to go through the *service entrance/dressing room* to infiltrate the map. Combine this location with *narrow alley* and this may prove to be a highly successful game for your team. Again, this is a highly strategic zone to control, however, be wary of forced entry by enemies who might group together to pass through!

## Map Strategy by Gamemode

* **GaT\_Police Department Strategy**
* **DE\_Police Department Strategy**
* **TDM\_Police Department Strategy**
* **ZR\_Police Department Strategy**
Fukc

The FUKC stands for Freakishly Uncool Kids Clan. Though this is ironic since the clan has only one and only will have one, member. Here are the rules.
1. Everything you say must offend at least 3 groups of people
2. I am the sole undisputed leader of this clan, my word is law.
3. Must have a minimum of 3000 games and 55% win percentage to join
4. The only accepted languages are English, Latin, and Sign Language
5. Non-clan members can not be in our servers
6. Spawn camping is not only allowed, its encouraged.
7. All other clans are not as cool as THE FUKC, and you can tell them that often
8. Requests to join the clan are as follows:
---A. Submit one funny dog picture
---B. Write a paragraph about how you could help the clan eradicate all other clans
---C. Give me, strangest\_stranger, a compliment
9. I am the only one allowed in the clan, you can request to join, but you will be denied entry
10. No ugly people allowed
11. Have fun!!!1!! :)
As you see this is one twisted individual. Strangest\_stranger is very good but his logic is horrible. So i will leave saying this... these last two lines were a joke XD Stranger is very good. The FUKC should be worldwide.
GameMode/MB

In this mode, there are two teams (Red and Blue). The first team to get to 20 kills is the winner. There is a time limit of 5 minutes which means that if neither team reaches a kill count of 20, the higher scorer will win. Preserve your health and your ammo to be able to maximize your kill count while minimizing the kill count of the opposite team. Remember, every time you get killed, you are giving one point away to the opposite team and vice versa!

The match lasts five minutes in which the two teams will face each other to win the game.

# Objectives

 **Red Team's Objective** | Be the first to reach 20 kills or have the highest kill count to win the game.

# Gameplay

* The match lasts five minutes.
* There should be the same number per team, however, this varies between maps.
* Spawn killing is NOT OK.
* Try not to blow up your mates and yourself!
* Mad Balls are deadly, use them with caution.

# General Strategy

#### Recommendations by users

* **Generic Tips**
	+ There are no fixed tactics for this mode. Every team will have its own tactic.
	+ Do not spam balls. Mad Ball consists of minimizing your and your mates deaths and maximizing your kills. Take your time to get your kill. Be patient.
	+ Try to not kill your mates!
	+ Communication is key. Use quick commands to give your position to your mates and avoid team killing.
	+ Use the lights to your advantage.

## Map Strategy

* **MB\_Mansion Strategy**
* **MB\_Office Strategy**
* **MB\_Police Department Strategy**
* **MB\_Military Camp Strategy**
* **MB\_Cemetery Strategy**
GameMode/TDM

In this mode, there are two teams (Red and Blue). The first team to get to 20 kills is the winner. There is a time limit of 5 minutes which means that if neither team reaches a kill count of 20, the higher scorer will win. Preserve your health and your ammo to be able to maximize your kill count while minimizing the kill count of the opposite team. Remember, every time you get killed, you are giving one point away to the opposite team and vice versa!

The match lasts five minutes in which the two teams will face each other to win the game.

# Objectives

 **Red Team's Objective** | Be the first to reach 20 kills or have the highest kill count to win the game.

# Gameplay

* The match lasts five minutes.
* There should be the same number per team, however, this varies between maps.
* Spawn killing is NOT OK.

# General Strategy

#### Recommendations by users

* **Blue Team**
	+ There are no fixed tactics for this mode. Every team will have its own tactic.
	+ Do not be ruthless. Team deathmatch consists of minimizing your deaths and maximizing your kills. Take your time to get your kill. Be patient.
	+ Group together at key locations. If you secure a key area with your teammates, you are increasing your chances to survive and get more kills.
	+ Communication is key. Use quick commands to ask for reinforcements quickly and/or give directions. Use team chat to coordinate attacks and distractions.
	+ Always be cautious when walking in dark areas. Rotate your flashlight around you to see your surroundings.
	+ Always try to **keep moving** even when shooting.
* **Red Team**
	+ There are no fixed tactics for this mode. Every team will have its own tactic.
	+ Do not be ruthless. Team deathmatch consists of minimizing your deaths and maximizing your kills. Take your time to get your kill. Be patient.
	+ Group together at key locations. If you secure a key area with your teammates, you are increasing your chances to survive and get more kills.
	+ Communication is key. Use quick commands to ask for reinforcements quickly and/or give directions. Use team chat to coordinate attacks and distractions.
	+ Utilize the dark to your advantage. Guards have low vision in the dark. Try to lure them into the dark.
	+ Beware of sneaky guards who hide in bushes and/or near corners! In general, take great care when proceeding in a lighted room/area. You have nothing to worry about in the dark.

## Map Strategy

* **TDM\_Mansion Strategy**
* **TDM\_Office Strategy**
* **TDM\_Police Department Strategy**
* **TDM\_Military Camp Strategy**
* **TDM\_Cemetery Strategy**
Cobra

Fast, silent and deadly. The Cobra becomes even more deadly with a good squad of Shadows escorting him. Equipped with a sharp knife and a pistol, he is the fastest amongst thieves. Very vulnerable in medium/long range battles but capable of an insta-kill in short range melee attacks.

# Bio

## Speed

*Main Article: Speed, Status*

## Basic Strategy

*Main Article: Tips, Cobra Strategy*

* The darkness is your best ally.
* You are most effective when you stay hidden and use your speed to your advantage.
* Using your speed, take advantage of alternative routes to flank enemies.
* Use your knife to stab enemies, killing them instantly from the shadow.
* Stay focused! Your low Health is your weak point.
* Try to avoid firefights in general.
* This class is very dangerous if you move well and have a good aim.
* Always wait for the right moment to jump out of the corner and kill unsuspecting guards!

## Equipment

*Related Article: Equipment Equipment Points*

## Suit

*Main Article: Suit*

Suit Table - TO DO
## Equipment Combo

*Main Article: Equipment Combo*

Equipment Combo Table - TO DO
## Equipment Sets

*Main Article: Equipment Sets*

Equipment Table - TO DO
## Taunt

*Main Article: Taunt*

Taunt Table - TO DO
## Achievements

*Main Article: Achievements*

 Locked | - | -
Tank

Sacrificing speed for durability, the Tank's high health is excellent for disorienting and rushing the defenders. Their high health is best used to take the brunt of the firepower, while the Runners can go forward and take out the survivors. *(By Ptuh)*

# Bio

## Speed

*Main Article: Speed, Status*

## Basic Strategy

*Main Article: Tips, Tank Strategy*

* Thanks to your high Health Points you can use your Body as Shield to cover your mates.
* You're most effective when you stay in a group, don't engage enemies alone.

#### Recommendations by users

* Its high health and its great range make them very dangerous in melee combat. *(By Superkiller)*
* Its high health makes it perfect to defend other zombies or to protect a zombie that is eating. *(By Superkiller)*
* "You have ever noticed that they always point to the brain?" Their main role is to protect their mates while they break the glass case and eat the brain. *(By Degra)*
* "I want that bullet in my collection!" Tank has a lot of HP that allows them to withstand many shots to defend their zombie's friends. *(By Degra)*
* Use the tank wisely. The tank is the only zombie (for free players) that has a ranged attack. If you know that one or more of the guards are low health, choose the tank to attack from a range to increase your chance of killing them.

## Equipment

*Related Article: Equipment Equipment Points*

## Suit

*Main Article: Suit*

Suit Table - TO DO
## Equipment Combo

*Main Article: Equipment Combo*

Equipment Combo Table - TO DO
## Equipment Sets

*Main Article: Equipment Sets*

Equipment Table - TO DO
## Taunt

*Main Article: Taunt*

Taunt Table - TO DO
## Achievements

*Main Article: Achievements*

 Locked | - | -
Syringe Rifle

### Detail

*Main Article: Weapons Comparison, Weapons*

*Related Article: Damage, Precision system*

## Tactics and Tips

*Related Article: Weapons Tips*

* **Tips 1:** text

## Note/Special Abilities

### Advantages

* text
* text

### Disadvantages

* text
* text

## Variant

*Related Article: Variant*

 **Availability**: -

 **Availability**: Level ???

## Modification Comparison

*Related Article: Modification, Weapons Comparison*

## Related Achivements

*Main Article: Achievements*

 Locked | - | -
GaT Mansion Strategy

* This map is very balanced, with a large number of lighted rooms, but with lot of dark gardens that allow a stealthy game. There are two parts: The Hall, characterized by a big lighted room and lot of little rooms, surrounded by dark gardens; and a top part of the map, with a good ratio between light and shadow. Objects are on the top part of the map and it is easy reach them stealthy. *(By Superkiller)*

# General Strategy

* Text
* Text
* Text

## Locations

### Spawn Point

* **Blue Team Spawn:** Text
* **Red Team Spawn:** Text

### Exit Point

* **Exit A:** Text
* **Exit B:** Text
* **Exit C:** Text
Classes

## Guards / Counter-Terrorists / Survivors / Blue Team

*Main Article: Guards*

Specialized in the control of the map, guards are known to be true die-hard defenders. Guards usually have better weapons than their opponents, however, despite the fact that they are characterized with better equipment, they cannot see in the dark, leaving them vulnerable to attacks. Guards use their flashlights in order to lighten the area and improve their visual fields, however, this can also give away their positions to the enemy which is yet another weakness.

## Thieves / Terrorists / Red Team

*Main Article: Thieves*

Masters of the shadows, thieves are stealthy and deadly. Thieves usually have weaker weapons than guards, however, despite the fact that they are characterized with weaker equipment, they are able to clearly see through the dark thanks to their night vision goggles. In general, thieves try to act in the darkness, which is why they usually will switch off all the lights in a room; however, the downside to that is that you are giving away your position to the guards as they are able to see light being switched off. Thieves in general avoid direct fights with guards especially in an lighted area as they have weaker weapons and lower health.

## Zombies

*Main Article: Zombies*

Aaarghh! Zombies! They are creatures born in the darkness from the outer-world. No wonder they can see in the dark. Zombies have for centuries eaten human brains, however, even zombies have a holy grail. The *Big Brain*. Every zombie that has lived against all odds can attest to its delicious and magical taste. As a zombie, you have to find the *Big Brain* first, reach the brain, break its protection and then eat it. Zombies have a fast re-spawn time (5 sec) and are only proficient in short range attacks. Zombies do not have guns and they do not have any medium/long ranged attack available. Zombies usually avoid direct attacks with the guards especially in bright areas since they can only attack at short range. Strategize with your teammate for an all-in attack or attack in groups to distract the guards and reach the brain.

Zombies only appear in the Zombie Rush (ZR) mode.

## Soccer Player

*Main Article: Soccer Player*

Mastered the art of football in the SOC game mode, select your role and play with your mates!

Soccer Players only appear in the Soccer (SOC) mode.

## Extra gamemode related

*Main Article: VIP escort*

*Main Article: Instagib*

VIP only appears in the "VIP escort" mode.
Sage only appears in the "Instagib" related mode (IG/igCTF).
Medic (T)

Class Description Text

# Bio

## Speed

*Main Article: Speed, Status*

## Basic Strategy

*Main Article: Tips, Medic (T) Strategy*

* Use your syringe gun to heal your teammates.
* Keep alert for teammates calling for your help, especially the ones who use the "Medic!" quick key.
* Pay attention to other medics on your team. Keeping multiple medics alive will help keep the rest of your team alive too.
* Having too many medics in your team can be a big disadvantage. Change class if you think you have too many doctors!
* As a Medic, timing is everything!
* Medics do not do well in combat therefore avoid direct contacts with the enemy.
* Stay grouped with your teammates to heal them quickly and efficiently! This also allows your teammates to protect you from any incoming attacks.

## Equipment

*Related Article: Equipment Equipment Points*

## Suit

*Main Article: Suit*

Suit Table - TO DO
## Equipment Combo

*Main Article: Equipment Combo*

Equipment Combo Table - TO DO
## Equipment Sets

*Main Article: Equipment Sets*

Equipment Table - TO DO
## Taunt

*Main Article: Taunt*

Taunt Table - TO DO
## Achievements

*Main Article: Achievements*

 Locked | - | -
GaT Cemetery Strategy

Text

# General Strategy

* The cemetery's main entrance is a key 'choke point' on this map (an important strategic point). It is easy for the Guards to defend, however, so Thieves should consider using stealth. The small buildings on either side as well as the numerous bushes make good hiding places.
* Text
* Text

## Locations

### Spawn Point

* **Blue Team Spawn:** Text
* **Red Team Spawn:** Text

### Exit Point

* **Escape Point A:** Text
* **Escape Point A:** Text
* **Escape Point A:** Text

# Class-Specific Strategy

## Thieves

### Shadow

-Hide in the map and exit when your team needs you or when there is a guard alone... Play in stealth mode respecting class name...

### Cobra

- Take the opposite road of your team..you can't shoot and kill well like a Juggernaut

-Steal the object by insta-killing guards surprising them from behind corners or doors

### Medic (T)

-A medic is helpful to sway a match...follow someone or all of the team if they are together by healing and staying behind them, possibly in one of the bushes in the map...they're everywhere.

-Never stop walking: the map is big and your team will try until match end to steal the object..you'll always follow someone.

-Try to kill someone only if you are with some of your team friends or if guard hasn't much health...you'll kill with a secondary weapon only if guard has low health.

### Juggernaut

-Take the road to steal the object,you are the strongest and with a shadow or a medic near you'll surely steal it.

-Bring all the guards to track you so for your team can steal the object - but remember, you'll never kill all guards by only shooting. You have to be fast and hit the guards with every shot because strong doesn't mean invincible.
"Compact"-Halterung für Visiere

**"Compact"-Halterung für Visiere** (Compact) ist eine Halterung in *Escape from Tarkov*.

## Beschreibung

Halterung für die Installation von "Compact"-Visieren die von Primary Arms produziert wurden.

## Modifikationen

* Visier

Primary Arms Compact Prism Zielfernrohr 2,5x

Trijicon ACOG TA01NSN 4 x 32 Visier

Trijicon ACOG TA01NSN 4 x 32 Visier (TAN)

Trijicon ACOG 3,5x35 Zielfernrohr
Tactical Knife

### Detail

*Main Article: Weapons Comparison, Weapons*

*Related Article: Damage, Precision system*

## Tactics and Tips

*Related Article: Weapons Tips*

* **Tips 1:** text

## Note/Special Abilities

### Advantages

* text
* text

### Disadvantages

* text
* text

## Variant

*Related Article: Variant*

 **Availability**: -

 **Availability**: Level ???

## Modification Comparison

*Related Article: Modification, Weapons Comparison*

## Related Achivements

*Main Article: Achievements*

 Locked | - | -
Getting started

Getting started with OGAT

This is basically a starter list for new gamers or just some helpful advice.

### **Teammates**

Teammates have names above and(or) glow blue if the setting is on. Please DO NOT SHOOT THEM (it's a waste of bullets) and can damage them if friendly fire is on. Grenades, Traps, Molotov's, Glue and Spikes all damage and(or) slow them down. Best not throw them at the people you're working with.

### **Stealing**

When you are a thief up in the top left hand side of the screen there is the objective on what to steal (Usually Pizza, Diamond Pickaxe, Horned Helm, Poster, Source Code and the other one (can't remember name). The guards do not know what you the object you are stealing is so only same it over team chat. You are welcome to steal any other item but to win the game the object if the way to win.
508 mm Lauf für M870 12 ga mit festen Visier

**508 mm Lauf für M870 12 ga mit festen Visier** (508 mm M870 FV) ist ein Lauf in *Escape from Tarkov*.

## Beschreibung

Lauf mit festem Visier für das Remington Model 870, 508 mm lang für 12 ga Patronen.

## Modifikationen

* Kompatibel
* Mündung
* Halterung

Remington Modell 870 12 ga Schrotflinte

Taktischer Remington Choke 12 ga

SilencerCo Choke-Adapter für Kaliber 12 Flinten
Mesa Tactical Magazinklemme für M870
Carrier

The Carrier is a guardian class unlocked at level 8.

# Bio

## Speed

*Main Article: Speed, Status*

## Equipment

*Related Article: Equipment Equipment Points*

### Gadgets

*Main Article: Gadgets*

 For comparison: N4 has 150 DPS

## Suit

*Main Article: Suit*

Suit Table - TO DO
## Equipment Combo

*Main Article: Equipment Combo*

Equipment Combo Table - TO DO
## Equipment Sets

*Main Article: Equipment Sets*

Equipment Table - TO DO
## Taunt

*Main Article: Taunt*

Taunt Table - TO DO
## Achievements

*Main Article: Achievements*

 Locked | - | -
203 mm 9 x 19 Lauf für MPX

**203 mm 9 x 19 Lauf für MPX** (203 mm MPX 9 x 19) ist ein Lauf in *Escape from Tarkov*.

## Beschreibung

203 mm langer Lauf für MPX basierte Waffen im Kaliber 9 x 19 mm.

## Modifikationen

* Kompatibel
* Mündung

Oberes Gehäuseteil der ersten Generation für die SIG MPX

AAC Illusion 9 9 x 19 mm Schalldämpfer

SIG SRD 9 9 x 19 mm Schalldämpfer

Anihilator 7,62 x 39 mm, 5,56 x 45 mm und 9 mm Mündungsfeuerbremse & Kompensator für AR-15

A2 9 x 19 Mündungsfeuerdämpfer für MPX

Direkter Gewindebefestigungs-Adapter für den Silencerco Hybrid 46.

Rotor 43 9 x 19 Mündungsfeuerbremse

SilencerCo Osprey 9 9 x 19 mm Schalldämpfer
16" Lauf für SA-58 7,62 x 51

**16" Lauf für SA-58 7,62 x 51** (16" SA-58 7,62 x 51) ist ein Lauf in *Escape from Tarkov*.

## Beschreibung

Lauf für das DS Arms SA-58 7,62 x 51, Länge 406 mm.

## Modifikationen

* Kann nur in Verbindung mit DS Arms Handschutz mit Vierfachschiene für das SA-58 oder Vltor CASV FAS Handschutz für das FAL montiert werden

* Kompatibel
* in Konflikt mit
* Mündung

DS Arms SA-58 7,62 x 51

Aim Sports Vorderschaft für FAL mit KeyMod System

Aim sport Handschutz mit M-LOK-System für das FAL

DS Arms Vorderschaft für das SA-58 mit Vierfach-Schiene über die ganze Länge

DSA Handschutz im belgischen Stil für das FAL

Original österreichischer Griff für das FAL

Vltor CASV FAL Handschutz für das FAL

Kompensator 2A X3 7,62 x 51 für AR-10

AAC Blackout 51T 7,62 x 51 Mündungsfeuerdämpfer

Daniel Defence Wave Mündungsfeuerbremse 7,62 x 51

Desert Tech .308 Mündungsfeuerdämpfer

Fortis Red Brake 7,62 x 51 Mündungsfeuerbremse für AR-10

KAC QDC 7,62 x 51 Mündungsfeuerdämpfer-Kit

Mündungsfeuerbremse Keeno Arms SHREWD 7,62 x 51 für AR-10

Lantac Dragon 7,62 x 51 mm Mündungsbremse

Nordic Corvette 7,62 x 51 Mündungsfeuerbremse für AR-10

Mündungsfeuerbremse Odin Works Atlas-7 7,62 x 51 für AR-10

Mündungsfeuerbremse Precision Armament M-11 7,62 x 51 für AR-10

Thunder Beast 30CB Mündungsfeuerbremse 7,62 x 51

DS Arms "Österreicher Stil" 7.62x51 Mündungsbremse für SA-58

DS Arms "3 prong trident" 7,62 x 51 Mündungsfeuerdämpfer für das SA-58

Direkter Gewindebefestigungs-Adapter für den Gemtech ONE

Direkter Gewindebefestigungs-Adapter für den Silencerco Hybrid 46.

Direkter Gewindeadapter für das Lantac Blast Milderungsgerät.
5,7 x 28 mm R37.F

**5,7 x 28 mm R37.F** (R37.F) ist eine 5,7 x 28 mm Munition in *Escape from Tarkov*.

## Beschreibung

Bereit für die nächste Stufe der FN 57 Verteidigungsmunition von R&R Weapon Systems: R37.F. Diese FN 57 Verteidigungsmunition hat ein überlegenes ballistisches Profil und erreicht Geschwindigkeiten von 640 m/s bis zu 732 m/s. Die ballistische Leistung der R37.F ist einzigartig. Durch Fragmentierung entstehen drei rasiermesserscharfe Blätter, welche 5 - 7 Zoll durchstoßen, während die Basis, nach durchdringen von 4 Lagen aus Denim, 15 - 17 Zoll eindringt.

Diese FN 57 Verteidigungsmunition ist ein 37-körnriges fragmentierendes Hohlspitzgeschoss bestehend aus Kupfer. Es ist durch eine CNC-Maschine mit puren monolithischem Kupfer (99,5%) gefertigt. Das Projektil hat eine ausweitende/fragmentierende Spitze mit einer tief durchdringenden Basis. Die Basisdurchdringung beträgt zwischen 15 und 17 Zoll, während die Blätter, nach dem durchdringen von 4 Lagen aus Denim, zwischen 5 und 7 Zoll tief in ballistisches Gel eintaucht. Wenn du nach einer der verheerendsten für die FN 5,7 und PS90 verfügbaren FN 57 Verteidigungsmunitionen suchst, such nicht weiter.
Force User

Please improve the article or discuss the issue on the talk page.

== Description ==

**Gender:** Female

{{{ingamedescription}}}

"Mystics go far beyond merely using the elements to inflict status ailments. They harness the very force of creation itself such as gravity and black holes to rip creatures apart, crush them mercilessly, or just whip them around to give their friends the chance to slice and dice them. The Mystic can change the tide of battle in seconds."

In PVP Mystics tend to focus on zoning and position control rather than raw damage output due to the unusual hit boxes on many of their skills and their general lack of defensive abilities. However, they can match or exceed the damage output of Elementalists once their targets are locked down hard enough for them to exploit the many 'sweet spots' in their spells and they have good crowd control of their own due to the fast-hitting nature of their void attacks.

**Features:**

* Powerful blast attacks
* Able to control large areas of enemies

**Mystic Weapons:**

**Primary Weapon(s):** Staves

**Auxiliary Weapon(s):** Grimoires, Orbs, Puppets

## Sub-Classes

**War Mage**

{{{ingamedescriptionsub1}}}

Specializes in laser attacks and raw damage output.

**Chaos Mage**

{{{ingamedescriptionsub2}}}

Specializes in gravity attacks and gains more control and debuff abilities.

## Job Advancement

At level 45, go to your corresponding Skill Trainer in Lotus Marsh and start your class change quest.

Upon job advancement, you will receive an item that allows you to reset your skills. This item expires after 7 days.

**Tips:**
260 mm Lauf für AR-15 und baugleiche Systeme im Kaliber 5,56 x 45

**260 mm Lauf für AR-15 und baugleiche Systeme im Kaliber 5,56 x 45** (260mm AR-15 5,56 x 45) ist ein Lauf in *Escape from Tarkov*.

## Beschreibung

Ein 260 mm langer Lauf für AR-15 basierte Waffen. Entspricht dem Standard-M4-CQBR-Lauf.

## Modifikationen

* Kompatibel
* Mündung
* Gasblock

Leichtes oberes Gehäuse 5,56 x 45 für das TX15 Gewehr

Oberes Gehäuseteile der ADAR 2-15 5,56 x 45 für 2-15 Sturmgewehre

Oberes Gehäuseteil des Colt M4A1 5,56 x 45 für das M4A1-Sturmgewehr

Noveske Gen.3 5,56 x 45 oberes Gehäuseteil für AR Systeme

Vltor MUR-1S 5,56 x 45 oberes Gehäuseteil für AR Systeme

Anihilator 7,62 x 39 mm, 5,56 x 45 mm und 9 mm Mündungsfeuerbremse & Kompensator für AR-15

AAC Blackout 51T 5,56 x 45 mm Mündungsfeuerdämpfer

ADAR 2-15 5,56 x 45 Mündungsfeuerdämpfer

Surefire ST-6012 5,56 x 45 mm Mündungsfeuerdämpfer für AR-15

Colt USGI A2 5,56 x 45 Mündungsfeuerdämpfer für AR-15

Daniel Defence Wave Mündungsfeuerbremse 5,56 x 45

Mündungsbremse Desert Tech 5,56 x 45

KAC QD Kompensator 5,56 x 45

Nordic Corvette 5,56 x 45 Kompensator für AR-15

Noveske KX3 5,56 x 45 Mündungsfeuerdämpfer

PWS CQB 5,56 x 45 Mündungsbremse

Surfire SF3P 5,56 x 45 mm Mündungsfeuerdämpfer für AR-15

Surefire WarComp 5,56 x 45 Mündungsfeuerdämpfer für AR-15

TROY Claymore 5,56 x 45 Mündungsfeuerbremse für AR-15

Vendetta Precision Mündungsbremse VP-09 5,56 x 45

Direkter Gewindebefestigungs-Adapter für den Gemtech ONE

Direkter Gewindebefestigungs-Adapter für den Silencerco Hybrid 46.

Rotor 43 5,56 x 45 Mündungsfeuerbremse

Colt M4 offene Visierung

MK12 Niedrigprofil Gasblock

JP Enterprises Gas System-5b Gasblock

Windham Weaponry Schienen-Gasblock
20" Lauf für eine Remington M700 7,62 x 51 NATO

**20" Lauf für eine Remington M700 7,62 x 51 NATO** (20" M700 7,62 x 51) ist ein Lauf in *Escape from Tarkov*.

## Beschreibung

Ein 20 Zoll Lauf für das M700 in 7,62 x 51 mm NATO Munition.

## Modifikationen

* Kompatibel
* Mündung

Remington Modell 700 Scharfschützengewehr

Kompensator 2A X3 7,62 x 51 für AR-10

AAC Blackout 51T 7,62 x 51 Mündungsfeuerdämpfer

Daniel Defence Wave Mündungsfeuerbremse 7,62 x 51

Desert Tech .308 Mündungsfeuerdämpfer

Fortis Red Brake 7,62 x 51 Mündungsfeuerbremse für AR-10

KAC QDC 7,62 x 51 Mündungsfeuerdämpfer-Kit

Mündungsfeuerbremse Keeno Arms SHREWD 7,62 x 51 für AR-10

Lantac Dragon 7,62 x 51 mm Mündungsbremse

Nordic Corvette 7,62 x 51 Mündungsfeuerbremse für AR-10

Mündungsfeuerbremse Odin Works Atlas-7 7,62 x 51 für AR-10

Mündungsfeuerbremse Precision Armament M-11 7,62 x 51 für AR-10

Thunder Beast 30CB Mündungsfeuerbremse 7,62 x 51

Direkter Gewindebefestigungs-Adapter für den Gemtech ONE

Direkter Gewindebefestigungs-Adapter für den Silencerco Hybrid 46.

Direkter Gewindeadapter für das Lantac Blast Milderungsgerät.

M700 Gewinde-Schutzkappe

M700 Gewinde-Schutzkappe
4,5" 9 x 19 Lauf für MPX

**4,5" 9 x 19 Lauf für MPX** (4.5" MPX 9x19) ist ein Lauf in *Escape from Tarkov*.

## Beschreibung

4,5 Zoll Lauf für MPX basierte Waffen im Kaliber 9 x 19 mm.

## Modifikationen

* Kompatibel
* in Konflikt mit
* Mündung

Oberes Gehäuseteil der ersten Generation für die SIG MPX

Lancer OEM 14 Zoll M-LOK Handschutz für die MPX

Midwest 10,5 Zoll M-LOK Handschutz für die MPX

Midwest 6,5 Zoll M-LOK Handschutz für die MPX

Handschutz SIG MPX Gen. 1 für MPX

```
                   Anihilator 7,62 x 39 mm, 5,56 x 45 mm und 9 mm Mündungsfeuerbremse & Kompensator für AR-15

                   A2 9 x 19 Mündungsfeuerdämpfer für MPX

                   Direkter Gewindebefestigungs-Adapter für den Silencerco Hybrid 46.

```

AAC Illusion 9 9 x 19 mm Schalldämpfer

```
                   Rotor 43 9 x 19 Mündungsfeuerbremse

```

SIG SRD 9 9 x 19 mm Schalldämpfer

SilencerCo Osprey 9 9 x 19 mm Schalldämpfer
14.5" Lauf für die 416A5 und baugleiche Systeme im Kaliber 5,56 x 45

**14.5" Lauf für die 416A5 und baugleiche Systeme im Kaliber 5,56 x 45** (14.5" 416A5 5,56 x 45) ist ein Lauf in *Escape from Tarkov*.

## Beschreibung

Ein Lauf für die auf Model 416 basierende 5,56 x 45 NATO Waffen, 368 mm lang mit aufklappbarem Korn.

## Modifikationen

* Kompatibel
* in Konflikt mit
* Mündung
* Gasblock

Oberes Gehäuseteil des HK 416A5 5,56 x 45 für 416A5

HK MRS 14" Keymod Handschutz für das 416A5

HK verlängerter Handschutz mit Vierfachschiene für 416-kompatible Systeme

Midwest 13,5" M-LOK Handschutz für 416A5

Strike Industries CRUX 15" M-LOK Handschutz für das 416A5

Troy Industries 13" M-LOK Handschutz für das 416A5

Anihilator 7,62 x 39 mm, 5,56 x 45 mm und 9 mm Mündungsfeuerbremse & Kompensator für AR-15

AAC Blackout 51T 5,56 x 45 mm Mündungsfeuerdämpfer

ADAR 2-15 5,56 x 45 Mündungsfeuerdämpfer

Surefire ST-6012 5,56 x 45 mm Mündungsfeuerdämpfer für AR-15

Colt USGI A2 5,56 x 45 Mündungsfeuerdämpfer für AR-15

Daniel Defence Wave Mündungsfeuerbremse 5,56 x 45

Mündungsbremse Desert Tech 5,56 x 45

KAC QD Kompensator 5,56 x 45

Nordic Corvette 5,56 x 45 Kompensator für AR-15

Noveske KX3 5,56 x 45 Mündungsfeuerdämpfer

PWS CQB 5,56 x 45 Mündungsbremse

Surfire SF3P 5,56 x 45 mm Mündungsfeuerdämpfer für AR-15

Surefire WarComp 5,56 x 45 Mündungsfeuerdämpfer für AR-15

Thunder Beast 223CB Mündungsfeuerbremse 5,56 x 45

TROY Claymore 5,56 x 45 Mündungsfeuerbremse für AR-15

Vendetta Precision Mündungsbremse VP-09 5,56 x 45

Direkter Gewindebefestigungs-Adapter für den Gemtech ONE

Direkter Gewindebefestigungs-Adapter für den Silencerco Hybrid 46.

Rotor 43 5,56 x 45 Mündungsfeuerbremse
Standard HK 416A5 Gasblock mit flachem Profil
5,45 Design "Aggressor" Handschutz für AK

**5,45 Design "Aggressor" Handschutz für AK** (Aggressor) ist ein Handschutz in *Escape from Tarkov*.

## Beschreibung

"Aggressor" ist ein Handschutz mit Schiene für Gewehre der AK Serie in der 5,45 Bauart.

## Modifikationen

* Kompatibel
* Vordergriff
* Visier
* Taktisch

AK-74 Gasgestänge

AKM (6P1 Sb.1-2) Gasgestänge

Molot AKM Antriebsstange

BCM MOD.3 taktischer Griff

ASh-12 Vertikaler Pistolengriff

Fortis Shift taktischer Griff

KAC Vertikaler Pistolengriff

Magpul AFG schwarz

Magpul AFG FDE

Magpul AFG FG

Magpul AFG OD

Magpul RVG schwarz

RTM Pillau taktischer Griff

SE-5 Express Griff

SI "Cobra tactical" Taktischer Griff

Tango Down Stubby BGV-MK46K taktischer Griff in schwarz

Taktischer Griff Tango Down Stubby BGV-MK46K FDE

Tango Down Stubby BGV-MK46K taktischer griff olivegrün

Viking Tactical UVG Taktischer Griff

Zenit RK-1 Vordergriff auf B-25U Halterung

Zenit RK-0 Vordergriff

Zenit RK-1 Vordergriff

Zenit RK-2 Vordergriff

Zenit RK-4 Vordergriff

Zenit RK-5 Vordergriff

Zenit RK-6 Griff

Kobra EKP-8-18 Reflexvisier

OKP-7 Reflexvisier

Eotech 553 Holovisier

EOTech EXPS3 Holographisches Visier

Eotech XPS3-0 Holovisier

EoTech XPS3 Holovisier

Holosun HS401G5 Reflexvisier

Trijicon SRS-02 Reflexvisier

Valday 1P87 Holografisches Visier

VOMZ Pilad P1X42 „WEAVER“ Reflexvisier

Vortex Razor AMG UH-1 holographische Visier

Walther MRS

Belomo PK-06 Reflexvisier

Holosun LS321 taktischer Multifunktionslaser

AN/PEQ-15 taktisches Gerät

LA-5 taktisches Gerät

Zenit Perst-3 taktisches Gerät

Aimpoint Halterung für die Visiere der Micro-Serie

Aimpoint LRP Halterung für COMP M4 Visiere

Burris FastFire Weaver Basis

Kreuzaufnahmenbasis für Deltapoint Visiere

NcStar MPR45 Ersatzhalterung

Niedrigprofil-Halterung für Trijicon RMRs

Blaues NcSTAR taktisches Laserziel-Modul

Taktische Glock-Taschenlampe GL21 mit Laser

Holosun LS321 taktischer Multifunktionslaser

AN/PEQ-15 taktisches Gerät

AN/PEQ-2 taktisches Gerät

LA-5 taktisches Gerät

Steiner Dbal PL taktische Taschenlampe

LAS/TAC2 taktische Lampe

X400 Taktische Taschenlampe

Surefire XC1 taktische Taschenlampe

2IRFS Klesch Licht + Lasermodul

2P Klesch Taschenlampe + Lasermarker

2U „Kleh“ taktische Lampe

Zenit Perst-3 taktisches Gerät

25 mm Zielfernrohr-Montagering