recursal/Fanatic-Fandom huggingface dataset:
Bears

Bears are omnivorous Predators found in *Shelter 2. This page is being **updated** and is **under construction.***

## Bears

### Behavior:

Wanders slowly; typically near cave mouths. Stands on hind legs before charging at the player lynx

### Danger to:

Cubs; Player lynx. Targets player lynx but will cause a cub to "starve" if player is caught.

### Collectable Skull?

No

Bears are a predator in Shelter Two, and pose a danger both to the mother lynx and her cubs. These animals are big, dark brown/grey in color, with triangular spots on their fur. The regular bear is smaller than the Polar Bear, which is It is a tan/white color. The polar bear is only found in the tundra, while the regular bear is found in both the lake area and mountain Area.

**Personality:**

Bears are aggressive towards the player and their cubs.

**Attacks:**

When the bear has spotted the player, it will perk up on it's hind legs. It will snarl, and then roar. As the creature chases you, the screen will shake. It will let out occasionally let out angry grunts. If it catches up to you, the screen will fade to black as you are caught. Once you wake up, the bear will be gone, and you'll be fine, but one of your cubs will be taken in the attack. . . That is if you have bad luck. Sometimes The bear will not get your cub, or your cub will only be starved (see *Jay Plays*' second or first video in the mountains as a visual).

Like wolf attacks in the Tundra zone, you may jump up on a rocky plateau to escape bears. After a few huffs, the bear will leave. However, unlike wolves bears are not limited to the tundra, and can be found also in the mountains and lake zones.

#### **FAQ:**

Question: Can a bear be killed and eaten?

Answer: No. Each time you may try, you or your cubs will be caught.

Question: Can you outrun a bear?

Answer: Yes, you can. Once you are out of it's sight, continue running until the bear is gone - you will be able to tell by a change in music. This is not advised when the bear is aggravated and you have young cubs with you, as one will most certainly fall prey in your stead.

Question: Where can you find a bear in the tundra?

Answer: They are sometimes found guarding the smilodon cave, but can also be found randomly.

Question: Is there any way to get bears out of my game?

Answer: Yes! Bears are exclusive to the Mountains DLC; not purchasing the DLC or turning mountain threats off in the menu will eliminate bears, as well as eagles and foxes.

(note: I've never found bears in winter, so they may have a hibernation mechanic. If anyone has found them, let me know.)
Power Cubes

Power Cubes are small cubes which can drop from enemy units and structures. Power Cubes will provide all heroes with a permanent or temporary buff, regardless of who picked up the cube or where everyone currently is. In addition to dropping from monsters, Power Cubes will sometimes be commissioned by the CP Base and will then be available for pickup near Cpt Smoker.

Mental difficulty spawns a specific Power Cube: Increased damage and movement speed for 90 seconds.

For all other difficulties, the effects of Power Cubes can vary greatly. Here is a list of possible buffs:

* Temporary: increase all damage done.
* Temporary: movement speed.
* Temporary: increased spell-damage.
* Temporary: infinite energy.
* Temporary: doubled life and shields.
* Temporary: heroes are cloaked.
* Temporary: heroes are invulnerable.
* Permanent: small bonus to armor and shield armor.
* Permanent: small bonus to heroes' auto-attack damage.
* Permanent: small bonus to heroes' life regeneration.
* Permanent: small bonus to heroes' shield regeneration.
* Permanent: small bonus to heroes' spell damage.

Temporary buffs from this list last up to 120 seconds.

Temporary damage increasing effects and the Mental Power Cube will also increase the damage of a player's minions, support drops, Battlecruisers and the likes.

The chance to receive the all-damage-dealt temporary Power Cube is roughly 4x greater than that of all other cubes. The chance for the all-damage cube is roughly 25%. All other Cubes have roughly 7% chance to spawn.

More powerful enemies, such as bosses, have a much higher chance to spawn Power Cubes than other enemies.

Many small enemies, such as Zerglings, can not spawn Power Cubes.

The spawn chance is normalized and guaranteed after a certain amount of kills so the average amount of Power Cubes dropped will be always the same over the course of a longer game.
GM Random Events

GM Random Events are helper trigger assassinations that is used frequently in boss events, designed to create additional difficulty and drop a lot of random crap on you.

They are composed of Assassination events like Periodic Squads and Periodic Drops

## GM Random Event Strong

This is used to make a random strong event, like at the beginning of the Hybrid General battle

1. Random event Case 1-6
	1. Periodic Squad Brood Lords
	2. Periodic Squad Banelings
	3. Drop Spine
	4. Drop Larvae
	5. Drop Aberration
	6. Periodic Squad Hive Guardians

## GM Random Boss Pull Events Fixed Easy

Usually run during early bosses, this is a shortcut trigger to add easier drops and variety to bosses.

1. Drop Zerglings
2. Wait 10
3. Drop Roaches
4. Wait 10
5. Drop Spines

## GM Random Boss Pull Events Fixed Hard

Usually run during later bosses, this is a shortcut to add difficult drops and Hive guardians to the boss event.

1. Drop Spines
2. Wait 10
3. Periodic Squad Hive Guardians
4. Wait 10
5. Periodic Squad Brood Lords
6. Wait 10
7. If Oldschool, then
	1. Drop Abberation
	2. Drop Larvae
	3. Drop Zerglings
	4. Periodic Squad Raptors
8. Else, Drop Aberration
9. Wait 10
10. Drop Roaches
SWAT Officer

SWAT Officers are professional law enforcers. Like the CP, they have the power to arrest, want, and place warrants, along with better equipment for doing so.

 Job Info:

* Prime: Yes

* Level unlocked at: 15

* Player cap: 5

* Special items:

* General purpose in role play: An Advanced cop that starts with moderately-heavy armour

## Rules

* You may participate in Police Raids in order to arrest criminals or seize illegal entities.
* You may not mug.
* You may build only publicly, in front of tunnels, to create checkpoint. If there is a Mayor, the checkpoint must be sanctioned by him.
* You are allowed to want people who run through a checkpoint
* At any given time there may only be 4 checkpoints allowed.
* You may not steal, but you can confiscate illegal items.
* You may accept stolen items to return them to the rightful owner.
* You may not kidnap other players.
* You may ignore any laws that forbid weapons of any kind set forth by the mayor. You still cannot purchase BMD items, but you may still use them.
* You must have a valid RP reason to weapon check a player.
* You must inform players of weapon checks at checkpoints and government facilities with a sign.
* You must have a valid RP reason to arrest a player.
* You must have a valid reason for issuing a search or arrest warrant.
* You may not rush a player with the arrest-baton while they are shooting at you.
* You may not kill Gang Members on sight unless both sides have agreed to War. (See War)
* You may arrest criminals if they are carjacking, or have been reported and proven of having carjacked.
* You may arrest players who are in possession of weapons sold by the Black Market Dealer
Drone Hangar Mastery

Effects

Combat drones in version 14 do a surprising amount of damage once upgraded, and also hit air units, though they return to Nova while sniping.

* Base damage = 15 \* 2
* Period = 2
* Max Hangar Count = 1
* Armor Reduction = 1
* Base DPS = 30

Upgrades:

* Level = 0.1 Damage
* David Vs. Goliath A/B = +15 Heroic
* Sushi to Go = +15 Light
* Weapons Research = 1.1\*10 = 11 Damage
* Death from Above = +12 Structure
* Leadership = +50% Damage
* Weakspot Mastery = 0 Armor Reduction
* Drone War = +70% increased attack speed
* Drone Command = +1 Hangar count
* Drone Hangar Mastery = +4 Hangar count, +27.5% increased attack speed

With Drone Hangar Mastery at level 0, the drones will have a calulated period of 1.56 (though estimated period is 1.62). Drone war dramatically reduces this down to 1.01 calculated period (though estimated period is 1.08)

The total damage output is 5\*15\*2/1.62 = 92 DPS, or 139 DPS with leadership.

However, since you get 5 to 6 drones, and they both attack twice, small changes really add a lot to your damage. Weakspot especially will increase your DPS on spines and other high armor structures, though the +12 structure damage talent does negate much of the damage.

Damage will cap out near end game at around 600 DPS to heroic structure units like hives, assuming you also have Weakspot mastery to ignore armor. Around level 80, each drone will do 34 + (30 heroic + 12 structure)/2 = 55 damage, with a period of 1.08. 6\*55\*2/1.08 = 611 DPS, or 917 with leadership.
Wariooooo

Wariooooo was a FakeGee who got mixed with Wario's DNA. He came out as Wariooooo. He tried to destroy the Spleegeegia empire. To prevent this, Spleegeeg knocked him out and removed a part of his brain, making him mentally handicapped. One day after that, he stole Malleo's cookies. This made Malleo angry and he severely injured Wariooooo and knocked off his arm. Luckily for him, he survived and came to Dr.ScientistGee. He gave Wariooooo a robotic arm witch he has been using since.
Big Game Hunter Mastery

Effects

This mastery increases your effectiveness versus massive units and increases your rewards for killing them. In its current state, BGH is not worth it for any heroes in the early game, as there's a lot of other better masteries. The only time where its really worth taking, is in the late game when you've run out of actually good masteries and just want some damage versus final big ultralisk.
Dune

Dune is the latest hero added to the game in May 2019.
Dune is the hero which, by far, requires the most experience to use efficiently.
A melee hero that doesn't rely on energy, Dune accumulates rage with each of his auto-attacks, by being attacked, and by being nuked, then use it to power his skills. He has four skills:

* Rush
* Thump
* Obliterate
* Akhundelar

Rush: Dashes to the location and stuns enemies at the target location. Generates rage.

Thump: Spins the hero and damages a 180 degree arc in front of Dune. It also heals and provides a shield to Dune.

Obliterate: Creates an explosion from Dune's rage. With the Obelisk mastery, it generates a smaller version of Akhundelar without the interceptors but has the same protection and regeneration. With Conservatory mastery, it also regenerates health.

Akhundelar: Calls in a warp prism. The prism AoE reduces damage by 33% and also regenerates health if the Conservatory mastery has been picked. The warp prism sends interceptors to damage the enemies inside the AoE. With Echoes of Gantrithor mastery, the warp prism can call bombers to damage enemies in an AoE

Dune can greatly speed up the game by starting bosses early and teleporting home without dying, all while healing Cpt Smoker and other Odins. Additionally, like Predator, he can start the General early without triggering the Angry Brutalisk.
Guide to all Hero Mastery Orders (GhostDragon)

The Hero Guides have all been updated to V15.6 (April 2023). The hero guides below apply to

1. Oldschool (OS) and Hellwalker (HW)
2. Multiplayer (non-solo)
3. Normal speed games (non-speedruns).

There are very solid reasons why each mastery is in the order presented. It is not possible to detail each and every reason why each mastery is taken at a specific level without making the pages extremely long. So, if you have any questions, feel free to send me a message.

In very rare situations, some sequential masteries can be easily swapped between each other, especially those at level 10 and 20 (for example if Predator receives enough donations for Adaptive Block). However, such scenarios are very exceptional in nature, and as a general rule, each mastery must be picked in the order presented for the optimal usage of the hero.

1. Tychus Guide
2. Swann Guide
3. Tassadar Guide
4. Nova Guide
5. Predator Guide
6. Anvil Guide
7. Aquila Guide
8. Fury Guide
9. Pyro Guide
10. Messiah Guide
11. Atlas Guide
12. Dune Guide

## Links to the guides

* Introduction to GhostDragon's Guide
* Guide to all Hero Perks for Normal Games (GhostDragon) (OLDSCHOOL and HELLWALKER Version 15.6 (April 2023). Solo runs excluded.)
* Guide to all Hero Perks for Speedrun Games (GhostDragon) (OLDSCHOOL and HELLWALKER Version 15.6 (April 2023). Solo runs excluded.)
Mercenary

Mercenary is a perk available at the very beginning of the game for all heroes. You will start the game with 5000 bonus minerals, and increased nuke damage. Every major boss killed and Hive destroyed will give an additional 5000 minerals. Mercenary increases the Hero's sight range by +3.

In addition, it provides +250 bonus damage to the player's nukes.
Deathwish

***This perk has been disabled, though not yet fully removed.***

Deathwish is a perk that is available from the start of the game after choosing a hero. When you take this perk, any damage taken while you are below 35% of your maximum life will increase your auto-attack damage, spell damage, armor, and shield armor by 45% for 20 seconds. This perk is best used for tank class units that have large health pools and can continually proc the damage and extra armor and shields to continue taking the damage. Alternatively, getting the Health and Shield buff from the Cube will give all heroes a lightly better chance of sustaining this perk longer.

A good way of utilizing this perk is to keep your health at about 25-35%, take a hit, back off, and do damage. Once your 40 seconds is up, your health will have (most likely) automatically regenerated itself past 35% for you to take another hit and reproc the perk. Another way to use this is on the Brain Bug, as it emits a continual poison cloud around it, giving light but steady damage. You may opt to repeat the above, or sit in the cloud if you are able to sustain yourself for long periods of time in the gas.

At its current stage with all the passive regen and other perks, Death wish has no use for any char but tychus solo runs, and even there, Air perk is debateable better.
Doomsday

The Doomsday Perk allows for Doomsday Nuke.

## Mechanics of Doomsday Nuke

A Doomsday Nuke:

1. Is launched by the CP force immediately after a player's Surgical Strike nuke lands
2. Is always centered on a nearby enemy structure
3. Land much quicker at its target
4. Deals no friendly fire

A nuke is considered a surgical strike if it deals at least 2500 damage and causes no friendly fire.

## Talents Supplied by Doomsday Perk

The Doomsday perk automatically supplies the following 4 talents:

1. Surgical Strike (3 x sqrt(Damage) worth of minerals)
2. Nuclear Winter (50% massacre chance to -15 minerals from nuke cost, 15 times up to -225 minerals)
3. Electrostatic Fallout (+1500 Psionic, +900 Heroic)
4. Rainmaker (Every 6th nuke spawns a BC for the player. Additionally each nuke has 5% chance of spawning a BC)

The Surgical Strike talent refunds 3 x sqrt(Damage) worth of minerals (minimum 150) for both the normal nuke and the extra doomsday nuke.

## Damage Calculations

Nukes have a base damage of 600 +1200 vs structure, with 100% damage within radius 4, 75% damage within radius 6, and 50% damage within radius 8.

The doomsday nuke upgrades based on game time:

* +110 structure damage every 4 minutes until 120 minutes, up to +3300 structure damage at 120 minutes. This means a total of (1200+3300 = 4500) damage to structures at 120 minutes.
* Massive Blast after 40 minutes
* Electrostatic Fallout (+1500 Psionic, +900 Heroic) after 80 minutes

Therefore, at 120 minutes, maximum damage

1. To Structure is: 600 + 4500
2. To Heroic is: 600 + 900
3. To Psionic is: 600 +1500

## Special Considerations against Hives

Note that bonus damage is averaged between the highest and the lowest bonus if it matches a unit, such as Heroic Structures like Hives. This means that peak damage for a doomsday nuke occurs at 76 minutes before the nukes are upgraded with +900 Heroic damage, which cuts the damage down from 600 + 3290 (structure) to 600 + [3400 (structure) + 900 (Heroic)] / 2.

Against heroic structures like hives, this perk maxes out at the 76th minute mark, doing 600 + 3290 (structure) = 3890 damage.

After the 80th minute, the damage drops to 600 + (3400 + 900) / 2 = 2750 damage to hives, capping out at 3300 damage.
Onslaught (Perk)

The Onslaught perk gives a 20% boost to

1. all damage dealt (melee, ranged, splash, spell/nukes)
2. shields
3. movement speed

Picking Onslaught perk also prevents the player from taking Iron Man mastery during the game. The only way to get Iron Man Mastery with Onslaught is by also taking the Tenacity perk, which provides Iron Man Mastery at the start of the game and a 20% health boost to all units.

The Onslaught perk does not apply to your minions or any units under your control.
Critical Hit

**Critical Hit** is one of Nova's passive abilities. It gives her autoattacks a chance to deal bonus damage on hit. The bonus damage scales with Nova's level, but never becomes extremely large. This is not the sort of crit that makes the difference between 'no damage dealt' and 'one shot kill', this is the sort of crit that increases your DPS in extended battles with large targets.

## Critical Hit Improvements

* Killer Instinct Mastery: This mastery is best taken after you've unlocked all your essentials. It will gradually raise your Critical Hit chance by 20%. This is alot but the Critical Hit damage itself isn't spectacular enough to take this mastery for the DPS. What can be significant is the 4% max energy recovery on crit that comes when all 20 stacks of the mastery are achieved, as with 45/53% crit chance, enough shots are fired during a single Strafe to fully pay off its energy cost.
* D.E.S.T.R.Y.R. Shells: Increases Critical Hit damage by 65.
* Precision Strikes: An OK talent that adds 8% Critical Hit Chance.
Hybrid General

Move Speed
Map

Main and the most powerful "Evil Crapper" on the map. It is a HUGE Hybrid Dominator with huge life/shield amount and insane damage. Thankfully, he doesn't leave his base and usually just patrols middle of it. He shouldn't be taken lightly because only Predator with armor masteries and enough regen/health talents can take him on without protection of Odin shields.

**Basic Tactic**

Fight with boss himself is relatively simple - use Odins as cover and deal as much damage as possible.

Predator is currently the only one capable of "facetanking" Hybrid General without Odin's shields. If you have Block Mastery and a lot of armor/regeneration/health talents you should be able to hold his fire even without help of "phalanx". Make sure he is under "demoralizing roar" since it affects him greatly and helps you tanking.

**The Start:**

Once you proceed to trigger the Final boss event, His health bar will show up and the encounter will start. The encounter will start with a lot of waves of HG's running towards your base. The CP base will counteract this by throwing Odins towards the final boss. Use these odins as tanks and nuke down the HG's as they appear and keep pushing with them till the next phase.

**A Shitloads of units appears:**

After a set amount of time, a lot of primal ultralisk will spawn and rush towards your base. You can either just nuke them down while the odins are tanking them, or use FF's to keep them away from the odins and preserving them for later stages.

After the huge amount of primal ultralisk have spawned, the zerg base will spawn giant banelings followed by giant roaches, giant queens and finally the giant green ultralisk. While the roaches/queens poses no threat at all under the Odin shield, the giant ultralisk will rip everything it touches to shreds, including the odins. There's currently 3 ways of dealing with this: Have tassadar FF them out and nuke them down, have the pred kite them around if there's no tassadar, and finally, nuke them down while the odins are alive and just keep kitting them while killing them, if there's no predator or tassdar alive. The amount of green ultralisk scales with the amount of players, meaning 1 player = 1 green ultra, 2 player = 2 green and so forth.

After the ultralisk, the game will spawn around 20-30 hybrid dominators and send towards the CP base. Use the odins to soak the lifts and just kill them. They're very easy to deal with if the green ultralisk die quickly.

The entire event is followed up by a good 7-8 HG's. Kill those and proceed onto the boss.

**The final stretch**

Once you've proceeded to kill all the green ultralisk, hybrid dominators and Hg's, the only obstacle left is the final boss. Nuke his healing tower while everything is going on and just proceed to zerg him down while being under cover from the odin shield. The predator should keep his demo shout up on the boss as much as possible, as it reduces the damage he does towards odins to 0.5. Nuke the boss down while staying inside odin shields, kill the remaining hatches/lairs and collect your prize.
Learn Empower

Tags

Let Tassadar cast Empower on other heroes or on himself. If other heroes picked Bug Zapper then this skill will not apply.

Effect: empowered heroes or units periodically emit a Mjolnir burts dealing 80 damage. The damage scales to hero's level.

In multiplayer, this is useful for other players who can't pick Empower because they have better perks to pick. However, 70% of non-pro players pick empower at the beginning, and auto-cast will cast on Tassadar, this skill usually only useful for very few heroes.

Mjolnir burts have short range, and short range heroes typically picked Empower talent or have crowd control skills, so it's not very useful for them.

Proper coordination is important in multiplayer with Tassadar on the team so other heroes don't waste a perk for empower.
List of Nova's talents

Incomplete.

* Aftermath
* Ballistic Scope
* Bio Implants
* Boss Killer
* Call in the Fleet
* Crippling Shot
* D.S.T.R.Y.R Shells
* Death from Above
* Demolition Expert
* Drone Command
* Drone War
* Duck and Cover
* Electrostatic Fallout
* Elite Support Drops
* Endurance
* Explosive Rounds
* Field Research
* Focus
* Girl Scout
* Harmstring
* Havoc
* Head Hunter
* Highpower Capacitators
* Hunter Killer
* Imperial Funds
* Improved Silos
* Infantry Support Drops
* Ionized Chambers
* Learn Combat Drone
* Learn Displace
* Learn Inspire
* Learn Snipe
* Learn Strafe
* Mechanized Squad Support
* Millisecond Targeting
* Modular Shields
* Nimble Feet
* Nuclear Winter
* Personal Shield
* Power Crystals
* Precision Strikes
* Pro Life Kit Alpha
* Pro Life Kit Beta
* Rapid Fire
* Reinforced Exos Skeleton
* Resourcefulness
* Retreat!
* S.H.A.R.D. Generator
* Scout
* Shield Batteries
* Stay on Target
* Supercharge
* Support Drop Auto-Turret
* Sushi To Go
* Unity
* Vice Admiral
* Vitality Kit MkI
* Vitality Kit MkII
* War Funds
* Weapons of Mass Destruction
* Widow Mines
* Wild Ghost Chase
Radio Broadcaster

## Job Info:

* Prime:

* Level unlocked at: 30

* Player cap: 4

* Special items: Radio Tower

* General purpose in role play: To broadcast music or interviews to the citizens of Aurora

## Rules

* You may not participate in raids.
* You may not mug.
* You may not steal.
* You may not sell/accept stolen items.
* You may not kidnap other players.
* You may not stream anything obscene or otherwise inappropriate. Please keep your radio channel clean.
* You may only group or base with other civilian jobs.
* You may not carjack.
Pyro

Role
 Req. Rank
 Active Skills

## Character

Pyro is an Off-Tank that can easily slow down and incinerate large groups of enemies at close range, shoot a chaining beam of fire at more distant enemies, as well as order a Liberator to defend or attack a target area. His flamethrowers ignore 90% of armor, deal damage in a line and apply Eternal Flames on enemies, which is a stacking debuff that deals additional damage over time.

Pyro, much like Tychus, is an excellent kiter due to his Heatwave slow. Liberators also do tremendous amounts of damage, and Arsenal Mastery is one of the best masteries in the game, providing all other players a significant stat boost. Pyro is also unique in that he can take Scorched Earth Mastery to automatically get nuke speed without relying on RNG.
Absorption

Absorption is one of four perks that essentially provide a free mastery point at the beginning of the game:

* Compartmentalization (Lightweight Equipment Mastery)
* Weaponsmith (Weapons Research Mastery)
* Tenacity (Iron Man Mastery)
* **Absorption** (Energy Mastery)

Unlike the other perks, Absorption doesn't count as a mastery and still allows players to take Energy Mastery later. However, only a few heroes can ever use this much energy regeneration, such as Nova, Tychus, or Fury. With Absorption, any time you use a basic ability, it will permanently add +3 maximum energy and and +0.0195 energy restoration to your hero. This effect will stack up to 100 times. After absorption has been fully stacked, you will have gained +300 maximum energy and +1.95 energy regeneration.

All heroes that effectively use Absorption require the Compartmentalization Perk or the Lightweight Mastery to be used effectively. Tychus is perhaps a notable exception, as Lightweight does not affect his Escalate ability, which is the only reason why Tychus takes Absorption. Lightweight is still excellent to get on Tychus though, especially after he reaches his score unlock.

Absorption has also been covered in the 1st part of the official Perk Detail Overview on BlacKcuD's blog. Check it out for more details on how it works, known exceptions and use cases.

Note: The definition of a basic ability is an ability that does not require a Mastery to use. For example, Predator's blink ability is NOT a basic ability because it is only available if we pick the Blink Mastery.
Displace

Energy Cost

Unlocked with Learn Displace. Makes Nova invulnerable for 1 second and invisible for 5 seconds.

## Improvements

* Bullet Dodger: Doubles the invulnerability from 1 to 2 seconds. This gives you a little bit more time to first run out of range of a Detector and then out of sight of your other attackers during the invisible period.
* Retreat!: Increases your movement speed while cloaked from Displace. This is usefull when trying to escape from bosses in combination with Strafe's Hunter Killer improvement.
Archaeology

Archaeology is a seldom used perk which provides extra bonuses when picking up Artifacts.

Each artifact normally provides a bonus talent to each hero, and after collecting all 8 artifacts, each player is granted a bonus mastery. Archaeology provides a second talent and 3 additional level upgrades (though your level will remain the same). In addition, the 8th artifact will provide an additional mastery for a total of two.

Finally, Archaeology automatically provides the player with Parity Checks and Improved Parity Checks talents, removing them from the talent pool.

Archaeology is fairly underwhelming in its current state and will be removed or reworked at some point in the future.
Пограничник страны Польши

Эта статья **не завершена**.
Она содержит неполную информацию либо является заготовкой. Вы можете помочь *Могоби жизнь каждого могоби сериал вики*, дополнив и закончив статью «***Пограничник страны Польши***»: добавьте темы, изображения, категории.

Пограничник страны Польши- это эпизодный персонаж. Пограничника играет Anna17.

## Друзья

* 1).Стас
* 2).Джеска
Experience

Hero experience is static based on the units killed. In general, units grant 1 XP, where buildings grant 15 XP. Certain units also have bonus XP.

## Hero XP Table

Each hero level is set up to require more experience based on the current level of the player and the difficulty they are on. The exact formula is:

[XP to Next Level] = [XP for Current Level] + INT([Modifier] \* [Current Level])

Note that this value is calculated before you actually level up, and going from level 0 to level 1 always takes 150 XP. Therefore going from level 1 to level 2 will also always take 150 XP as well.
List of All Masteries

Please not that the list below is not exhaustive and many of the current masteries have been changed, and therefore the links may be outdated.

* Adaptive Armor
* Allrounder
* Ambush Protocol
* Armor
* Ascendance
* Asgard Training
* Big Game Hunter
* Block
* Borr Protocol
* Close Quarter Combat
* Combat Architect
* Drone Hangar
* Emergency Kit
* Energy
* Fists of Fury
* Frontal Assault
* Ghost Academy Training
* Golden Armada
* Graduating Range
* Haywire Missiles
* Immovable Object
* Iron Man
* Killer Instinct
* Lightweight Equipment
* Long Range Combat
* Marksman
* Nuke
* Pierce the Veil
* Power Overwhelming
* Psionic Warrior
* Ranger
* Satellite Uplink
* Shadow Nimbus
* Shadow Stalker
* Shadow Walker
* Sun God
* Turtle Protocol
* Unstoppable Force
* Weakspot Mastery
* Weapons Research
* Wrath of Thor
Nexus Exiles

All Protoss Heroes have a Nexus Exiles as a basic ability. By default, Nexus Exiles spawn every 160-170 seconds.

Exiles are created based on a scaling power. By default, it starts at 60, plus anywhere between 1-2 times your player level.

At army level 65, 50% chance of receiving a Zealot, otherwise a Stalker

At army level 115, 50% chance of receiving an Immortal, otherwise a Stalker

At army level 150, 100% chance of receiving a Colossus

Basic Nexus Exiles spawn the following units at an Exile cost:

* Colossus = 90 cost
* Immortal = 70 cost
* Stalker = 40 cost
* Zealot = 30 cost

The rest of the unspent Exile points (if any) will spawn Zealots. 1 Zealot is always added after all Exiles have been purchased.

For example, at level 60 with Superior Numbers, Exiles will have an army value between 150 to 210. One Colossus will spawn (90), a 50% chance of an Immortal (70), and a 50% chance of a Stalker (40). The total cost is 200, so between 1 and 2 zealots will also spawn. Any additional units (below) will also spawn.

## Upgrades

### Time Reduction:

Golden Armada Mastery - decrease cooldown by 15 seconds

Endless Waves - decrease cooldown by 10 seconds

Player level - decrease cooldown by 0.1 seconds

Advance - each nuke has a 4% chance of sending a new wave of Exiles. Additionally every 8th nuke will send a new wave of Exiles

### Additional units:

Service in Death - 50% chance of an extra Immortal, 25% chance of two.

Spearhead Mastery - 100% chance of an extra Immortal and Zealot

For Shakuras - 50% chance of an extra Dark Templar, 25% chance of two.

Stalker Support - 100% chance of extra Stalker

Archon Support - 100% chance of extra Archon

Dark Prelate - 50% chance of spawning Mohandar (Void Ray) for 180 seconds

Purification Mastery - 100% chance of extra Purifier Colossus

Reaver Mastery - 100% chance of extra Reaver

Void Treasures - 50 - 75 extra minerals

Superior Numbers - Additional 30 Army level

Crushing Armada - Additional 2/3rds Army level per player level

### Other upgrades:

Dissolving Lance - Colossus: damage +10 (Heroic)

Extended Shields - Immortals: +40 shields

Nether Armor - Zealots: +7 armor, Other basic Exiles: +5 armor

Golden Armada Mastery - Zealots: +70 health, Stalkers: damage +38, Immortals: +100% attack speed, Colossus: +2 Range

Rampage - Zealots: damage +7 (Structure), Stalkers: damage +15 (Structure), Immortals: damage +30 (Structure), Colossus: damage +20 (Structure)

Zealot Charge - Zealots: Charge ability and +40 shields

Player Level - Zealots: +0.44 shields, Stalkers: damage +0.3, Colossus: +0.8% attack speed
Protoss Artifacts

### Introduction

There are 8 protoss artifacts, each being randomly put into one of exactly 5 pre-set locations per artifact, specific to this artifact. Each of them gives a powerful bonus and spawn archon. Each time you find an artifact, an additional archon is added to the spawn.

### Bonuses

* CP structures have shields.
* Increases damage of defensive structures.
* Aircraft and Battlecruiser damage increased.
* Barracks build times improved.
* Infantry units upgraded.
* Factory build times improved.
* Mechanical units upgraded.
* Bonus mastery point.

Bonuses may be given in a random order, except bonus mastery point, which is the last one.

### Enemies

Picking an artifact spawns a number of archons, starting at one (1). This may be especially deadly in the early game, when heroes are weak. Make sure the hero picking up the artifact is close to full health and/or there other sources of damage around that can kill it quickly. Units or structures with higher attack priority also help by taunting the archon(s).
Aquila

Role
 Req. Rank
 Active Skills
 Passive Skills

Aquila also has Void Tear, and ability to effectively immobilize a single boss so that other people can kill it.

Aquila is not particularly strong in Hellwalker as some of her best benefits cause issues. Having additional Masteries in Hellwalker isn't always the best idea due to Mastery retaliations.
Her Blades of Aiur are still strong, but useless against toxic bosses like Omegalisk and Brain Bug, which instantly kill the Blaes of Aiur.

Aquila has four skills:

* Blade of Aiur: summons a bunch of zealots. This is similar to Nexus Exiles except the zealots follow you.
* Bond: creates a bond between you and another hero. Both of you will get a boost in regeneration, attack speed and damage.
* Void Tear: imprisons the target unit in a void tear, significantly slowing it while increasing its armor by 8.
* Blink: blink skill.

Aquila initially used to be very popular in Mental speed runs. Having two Aquila and two damage dealers effectively makes all four heroes have increased regeneration, attack speed and damage (using Bond). However, with better understanding of the game mechanics and heroes, more optimal hero line-ups were subsequently found.
Block Mastery

Effects

**Block Mastery** is a mastery for Predator which caps the maximum damage you can take per single attack to 125, before your damage reduction stats are applied. This talent makes it a lot easier to tank bosses and all other units that deal a lot of damage per hit.
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Also something good to note, the final boss Hybrid Dominator's attacks count as normal damage so your will take close to no damage from him even without the shield of an Odin.
Helldivers

Helldivers are an elite Terran mercenary group consisting of the mercenary version of the Marine, Marauder, Firebat, Goliath, and Medic. They will follow you around the map.

### Major benefits:

1. You can no longer get other drop talents (reducing the amount of unwanted talents in your pool)
2. They have a block passive, so they cannot take more than 50 damage from any attack. (Does not apply to spell damage, such as toxic aura or Yagdra's fire blast)
3. They only take 50% damage from spells
4. Relatively high DPS against ground targets
5. Kills from Helldivers count for you for massacre bonuses, just like air support.

### Disadvantages:

1. The Helldiver AI isn't perfect and works in two modes: Attack and Move. If you're in the move mode, the divers will anticipate where you are moving to and move to that location, often ignoring enemies. If you're in the attack mode, the divers will not disengage until the hero moves far enough away to switch back to move mode.
2. They can easily help tank against bosses. However, when they are dead, they provide no benefit, so you will have to wait until they respawn every 160 seconds.
3. It's not recommended for anvil since he generally uses range and if playing with cloak, it can lure enemies close and splash.
4. Leadership provides minimal benefit when compared to inspire. It will add a 15% bonus from the base damage.

Each boss killed provides a large amount of additional bonuses:

In addition to the 5 boss upgrades, helldivers also receive 0.125 health per Hero Level. Handicap affects all units owned by a player as well, so talents that modify handicap such as Battle hardened will increase this bonus retroactively.

Total Basic DPS at start is 241 DPS, and increases up to a maximum of 309 DPS after all bosses have been killed. While this is a significant boost, keep in mind that the divers are not permanent and only do this damage when still alive. All Helldivers also have an armor reduction of 1, so high armor targets like Hives take significantly less damage.

Helldivers are also affected by Inspire, which makes them significantly more powerful, with a 40% increase in attack speed, +1 LifeRegen, and 12 more armor.

Since inspire is a basic talent, this effectively boosts their early DPS to 337. Once you factor in Attack Formations, the damage is increased to 506 DPS (556 DPS with Leadership), though players only receive this talent midgame unless exceptionally lucky.
Hellion/Hellbat

### **Hellion**

Hellion is a basic Crap Patrol vehicle unit. As soon as it appears, its weapon is upgraded with Infernal Pre-Igniter, which adds +5 damage to damage vs light. It can transform into Hellbat.

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### **Hellbat**

Hellbat is transformed edition of Hellion. Its weapon is also upgraded with Infernal Pre-Igniter, which adds +5 damage to damage vs light.
Heroes

Those sections are generally incomplete, outdated and are only descriptive in nature. For in-depth recommendations of optimal perks and optimal mastery orders for the Oldschool and Hellwalker difficulties, refer to GhostDragon's Guide and Hero Perks and Mastery orders  for Oldschool and Hellwalker.

There are currently 12 heroes in the game.

1. Tychus (Rank 0)
2. Swann (Rank 3)
3. Tassadar (Rank 6)
4. Nova (Rank 9)
5. Predator (Rank 12)
6. Major Anvil (Rank 15)
7. Aquila (Rank 18)
8. Fury (Rank 20)
9. Pyro (Rank 25)
10. Messiah (Rank 30)
11. Atlas   (Rank 35)
12. Dune (Rank 42)
Brutalisk

Range
 Weapon Speed
 Move Speed

Map

The **Brutalisk** is the first boss encountered in Crap Patrol 2. It is large, it is durable, it hits like a truck, but it's actually nowhere near as threatening as other bosses or even some other enemies. Its attack has two triggers: a hero reaching the center island in Sector 2, or the destruction of the Hatchery in the Junkyard at the east end of Sector 1. Once triggered, it simply attack-moves towards the CP Orbital.

The Brutalisk has two notable weaknesses. First, it is slow. At 2.5 movespeed, all heroes can at least keep pace with it, if not outrun it. Second, it can only attack a single enemy at a time; its attacks do not cleave or splash. This means that if it encounters a large group of CP infantry and vehicles, it will take a long time to clear through them, giving heroes more than enough time to gun it down. However, its high damage and two hits per attack make it very effective at demolishing buildings.

The Brutalisk is not a unique boss. Four other Brutalisks exist on the map. Three of them patrol around the Hive cluster in the Brain Bug's Lair. The fourth patrols the corridor between the Brain Bug's Lair and the Leviathan's Lair. These Brutalisks have increased hitpoints and doubled attack damage.

### Mental Difficulty

On Mental difficulty, the Brutalisk develops two additional properties. First, Brutalisks on Mental are permanently invisible. Second, as part of the 'Mental Bad Things' trigger, additional even more powerful Brutalisks will attack your base.
Compartmentalization

Compartmentalization perk is one of four perks that essentially provide a free mastery point:

* **Compartmentalization** (Lightweight Equipment Mastery)
* Weaponsmith (Weapons Research Mastery)
* Tenacity (Iron Man Mastery)
* Absorption (Energy Mastery)

It makes Lightweight Equipment Mastery free to take immediately upon the start of the game, without spending a mastery point. Compartmentalization is a unique perk in the sense that it does not automatically pick Lightweight Equipment Mastery; it just removes its Mastery Point cost. It is up to the player to pick Lightweight Equipment mastery, for free, during the game.

It still costs 7500 minerals to fully complete. If a player wants to take both Lightweight Equipment Mastery and Weapons Research Mastery at level 0, and spends a perk to do so, the efficient way is to take Weaponsmith over Compartmentalization because Weaponsmith provides a fully researched mastery, whereas Compartmentalization still requires research time and resources. If a player takes Compartmentalization and takes both Weapons Research and Lightweight Equipment Masteries at the start of the game, they will be at a significant disadvantage while both fight for limited resources.

Compartmentalization Perk has also been covered in the official Perk Detail Overview on BlacKcuD's blog.
Gatling Turret

**This article is a disambiguation page for Gatling Turret**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

* For the unit Gatling Turret see: Gatling Turret (Unit)
* For Swann's active skill: Place Gatling Turret (Swann)
* For Tychus' active skill: Place Gatling Turret (Tychus)
Allrounder Mastery

Effects

Allrounder Mastery is a Mastery that can be learned by all Heroes, with roughly the same effect for each.

Upon learning Allrounder Mastery you will instantly receive 2 free Talent points and a bonus to maximum energy. The maximum energy varies depending on hero. Predator and Anvil will receive only +105 maximum energy and Tassadar +135. All other heroes are somewhere in between.

Learning the Mastery will start a timer which will grant you an additional talent point every 45 minutes. You can receive unlimited bonus talent points, but game progression and talent pool will cap you out at some point. If you gain additional talent points, but can not spend them all, the bonus talent points will be discarded.

#### Math

Allrounder Mastery is not an efficient Mastery. If taken at the very beginning of the game, if you play a short game and win or lose in under 1 hour and 30 minutes, this Mastery will have only given you 3 Talent Points. Even if you play a 3-hour game, this Mastery will have only given 6 extra Talent Points, and at some point there is a finite number of different talents you can take. The 2 initial Talent Points are not as valuable as other Masteries and the additional Talent Points are not generated quickly enough to be valuable. In most cases, Allrounder Mastery is only taken if a player has already learned all or almost all other available Masteries.
Boss Triggers

### Brutalisk

Triggered by killing the hatchery on the left of the Sector 1. You can also attack him directly.

### Omegalisk

Normally triggered by walking on the bridge to the Sector 3.

It can be triggered earlier on rare occasions, likely by aircraft flying to the sector 3, but I'm not sure.

### Leviathan

Triggered by walking to the entrance of the Leviathan's Lair. Or dropping a Nuke on his head.

### Brutalisk near Leviathan

Triggered by walking in the area to the left of Leviathan's Lair.

He is also triggered if Brain Bug is triggered or his Brain Bug's Lair becomes active. In some difficulties this happens when Leviathan's Lair gets destroyed.

### Brain Bug

Attack it to trigger. He's waiting for you on the right of the Brain Bug's Lair. Dropping a nuke on his head or walking into his area works, too.

### Three Brutalisks near Brain Bug

They start patrolling when Brain Bug's Lair becomes active. They patrol the high ground of the Brain Bug's Lair. So you just have to aggro them. Watch out when walking on high grounds, as they may aggro on something else, loose sight of you, return to their base and get healed.

### Hybrid General

This boss has a lot of triggers, Either by attacking something on the ledge (nuke sometimes works), Blinking on the ledge OR walking far enough into his base from the front.
Elite Upgrades

In version 14.9, hero elite upgrades were added for all heroes. The ELITE upgrade will automatically be learned once the player hits 25000 combined score and has his ultimate Mastery learned.

## Tychus - Nomad

Escalate will now:

Spawns a cube at your positions

Fires twice as many grenades

Restores your shields to full instead of depleting them.

## Swann - Bulldozer

You and your Satellite Uplinks counteract creep in your immediate surroundings.

Hellfire Missile Battery has +3 charges.

Using any ability reduces the remaining cooldown of Hellfire Missile Battery by 3 seconds.

## Tassadar - Praetor

Reduces the time until you reach full charge level.

Force Field cast range is increased.

Force Fields conjures a small Thunderstorm whenever they are placed or expire.

## Nova - Shadow Scout

Your Combat Drones fire lasers at nearby enemies.

Combat Drones have increased movement speed, attack speed, and acceleration.

## Predator - Cybernetic Bulwark

As at Patch v15.0, halves (reduces by 50%) the energy cost of Demoralize (base 20), Phalanx (base 100) and Corona

Using Demoralize resets the cooldown of Corona.

Using Phalanx resets the cooldown of Blink.

## Major Anvil - God of Thunder

Mjölnir Protocol lasts +5 seconds longer (base 4) and grants +25% to all damage dealt for its duration.

When you use Stimpack, Mjölnir Protocol, or Combined Assault, your Jötunnbane activate the same ability for free.

## Aquila - Void Admiral

Using Blades of Aiur, Bond, Void Tear, or Blink grants you a stack of Battle Flow.

Battle Flow stacks up to 5 times and gaining an additional stack while at maximum stacks will extend the duration of all stacks past the base duration.

Battle Flow increases your movement speed, attack speed, ranged damage, and energy regeneration.

Pushing Battle Flow’s duration past 2 minutes will permanently remove Void Tear’s armor bonus.

## Fury - Killing Machine

Overdrive has -50 cooldown (base 100, lightweight -40) and activating it deploys an additional Iron Legion up to twice your current cap.

Using Minefield makes your Iron Legion deploy a single mine at their positions each.

## Pyro - Hellboy

Your Liberators will periodically cast Firestarter on the most dangerous enemy within their range for free every 4 seconds.

Eternal Flames lasts an additional 3 seconds (base 3 seconds).

## Messiah - Maelstrom Assassin

Your auto-attacks have 2% shield leech and 1% energy leech.

You can enslave one additional enemy for a maximum of 4.

## Atlas - Morale Officer

You and your RRTS are immune to Nuke damage.

Your Nukes will deploy RRTS at their impact locations.

Attacking with Hammer Cannons will launch STARK Missiles at your target.

## Dune - Plains Walker

Redirection lasts an additional 60 seconds for a maximum of 120 seconds and grants you 25% increased attack speed.

Auriga Prisms have +6 range (base 7.5) and increased damage:

* Auriga Interceptors +7 damage (base 11)
* Echo Bombers +30 damage (base 30)
Handicap

Handicap is an internal trigger variable that determines how much HP a unit has. All units by default start at 40 handicap, meaning they get 40% of their actual HP. Any +life talents may say they add 500 to HP, but in reality they will only add 200 to HP.

The Battle Hardened Talent increases handicap by 5.

Tenacity Perk increases handicap by 8.

Unity Talent increases all players and CP forces handicap by 1. In solo, it adds 2.

Phase Smith's Blessing Talent increases handicap by 6.

Handicap also works on the enemies, which scales with the number of players in the beginning of the game:

1. 55
2. 70
3. 85
4. 100

In addition, handicap was increased in S1 Prestige to add extra HP to units.

CP forces have a handicap of 80.
Inspire

Inspire is a passive aura learnable by all heroes. It applies a buff to a number of CP infantry and vehicles:

1. MoveSpeedMultiplier="1.2"
2. AttackSpeedMultiplier="1.4"
3. LifeArmorBonus="12"

## Inspire Improvements

* Megaman: Increases aura range by 3 and maximum targets by 1.
* Inspire for Turrets: Causes Gatling Turrets to project Inspire.
* Attack Formations: Inspire also increases attack damage by +10%.
* Battle Formations: Increases attack speed bonus by +5%.
* Imposing Presence Mastery: Increases duration by 10 seconds and maximum targets by 2.
* Unstoppable Force Mastery: Increases maximum targets by 5.