recursal/Fanatic-Fandom huggingface dataset:
Arka Sodara

Arka Sodara

 **unit** (see more) (Prompt: blocks immediately)
: gain

 Cost:

[data page]

**Arka Sodara** is a heavy Blue-red attacker and blocker unit with prompt.

## Strategy

With its impressive stats and unique costs, **Arka Sodara** is a powerful unit that requires preparation to buy and use effectively. Although costing only 7gold, its blue and red costs and a hefty 7 attack for one turn prevent it from being bought in the early game. Unlike some other large units, the low gold cost and prompt ability make Arka Sodara relatively easy to buy and defend comfortably on the same turn. Players should still account for the tech cost, since those red and blue resources won't be available to buy other defense, though much cheaper than 2 Walls and a Rhino.

Arka Sodara has the interesting property of strongly countering itself if you go for it first and your opponent can also build it, as they can then deny you absorb on Arka Sodara's first turn easily by building it too. Let's illustrate that with an example:

1. You and your opponent both have 7 constant damage
2. You go for Arka Sodara on your turn, resulting in no damage going to your opponent
3. Your opponent builds Arka Sodara. Your Prompt Arka Sodara is ready to absorb up to 6, and yet it receives none.
4. Both you and your opponent start absorbing on Arka Sodara for full, but your opponent got it from their Arka Sodara's first turn and you didn't.

As a result, the only way to avoid this issue is to wait for your opponent to get to roughly 13, so even if your opponent substracts 7 to their attack, you still get to absorb 6 on your prompt Arka Sodara. Again, this is only a concern if they have the required tech to build Arka Sodara and at least 7. If you get it and the opponent cannot immediately get it afterward, you can deny their absorb while still getting absorb of your own, making it an incredibly powerful play.

Although Arka Sodara is a strong attacker, it is usually better to leave it on defense, because if you attack with it you ultimately break even on value since you gain 4 attack and lose 4 absorb but you lose out on tempo because you have to buy 7 more defense right now and the opponent doesn't have to buy their 4 defense until half a turn later. Even if you have another absorber bigger than Wall such as Infusion Grid it is usually better to defend with Arka (Energy Matrix is big enough that it's probably better to attack with Arka). The only hard exception is if your other absorber is one that must be kept alive at all costs such as Centurion.

## Change log

* February 19th, 2015
	+ Added to the game.
Perforator

Perforator

 **unit** (see more), and pay : gain

 Cost:

[data page]

**Perforator** is a cheap offensive Red unit, which can be used effectively as preventive defense. It is part of Antares.

## Strategy

**Perforator** is one of the cheapest red attackers, costing only 3, but it consumes 1 to be able to attack. Both of those properties make it a very good sink for red that would otherwise be wasted at the end of your turn, as you can then use it either to make more Perforators or to attack with them.

Perforator is also a 2 Health blocker, which makes it as efficient as two Engineers in cost-for-health when used as preventive defense (assuming one  is worth about 1, which is ungenerous to Perforator as red often struggles to find a good use in the late game). It also threatens your opponent for 1, possibly forcing them to overdefend if you end up not attacking with your Perforator. This makes Perforator actually quite efficient as non-prompt defense, especially considering it's a red unit, so it only has to compete with Rhino and not Wall or Forcefield.

As a rule, Perforators should generally not be your primary attackers. They can mostly be thought of as support units. You then should rarely find yourself buying additional Animuses to power their attack. Getting 2 plus Animus is 12 2, which is cheaper than Gauss Cannons, with the option to block for 4 and 2 instead.

Perforator is a good unit to use for first attackers, similar to Militia, as the attack can be skipped into buying Attackers normally, specifically Tarsiers, even blocking attack itself. This is better vs a non-red opponent, since they can't just get a Rhino to nullify the threat efficiently.

Lucina Spinos has the ability to transform Drones into Perforators. Since the construction of Lucina will usually require you to own two Animuses, the first 4 Perforators produced are set to deal Attack to your opponent.

## Openings

Units that require some Red set up gain strong support.

Player 1 Vivid Drone (1)

1. DD
2. A1
3. Perforator +T1
4. TT1

Player 1 Odin.

1. DD
2. DD
3. DDA
4. 2x Perforator +DD
5. DDB (Floats 3)
6. WBB (Floats 4)
7. Odin

Basic rush involving Perforator red sink.

Player 2 Lucina Spinos rush

1. DD
2. DA
3. Perforator +TD
4. A (Floats 6RR)
5. Lucina Spinos

Benefits heavily from Doomed Drone. (Go 4 Econ higher)
Defense Grid

Defense Grid

 **unit** (see more)7 (Lifespan 7: dies after 7 turns)
At the start of your turn, construct a Drone

 Cost:

[data page]

**Defense Grid** is a defensive Blue unit with high Health that also constructs Drones during its limited Lifespan. It is part of Antares.

## Strategy

**Defense Grid** is the strongest wall in the game with its 7 Health, giving it the ability to absorb up to 6 attack on its own, twice the Absorb of Infusion Grid. It is one of the best defensive units, although its limited 7 Lifespan makes it less reliable than Centurion for instance since you have to plan for what happens after your Grid expires.

Defense Grid is a support unit, and as such does not put pressure on your opponent. It should not be your first priority: invest in attack first. Only go for it when your opponent is about to get over 6 constant attack per turn. Also remember that since Defense Grid does NOT have Prompt, you have to anticipate this damage increase one turn in advance to get maximum efficiency.

Given its high tech requirements, Defense Grid might not be worth purchasing if there are no good blue attackers in the random set or cheap ways to spend blue such as Pixie, as the  tech investment will be wasted in the long term.

Like all units with Lifespan and Block, Defense Grid is at its most valuable when used to take fatal damage on the turn right before it would die. Though on that turn you will be vulnerable to the usual lifespan blocker counters, the value provided by the high absorb makes it still worth it anyway.

The additional Drones constructed by the Defense Grid are a nice bonus, but they should not be considered a reason to go for it. Considering it costs 10 for twice of Infusion Grid's absorb, the 6 cost of the Drone building is slightly mediocre already, and without support, the Tech cost will be a large burden soon.

## Change Log

* October 11th, 2014
	+ Cost increased from 14 to 16.
Prismata

***Prismata*** is a strategy game by Lunarch Studios borrowing elements from various genres, such as real-time strategy games to create a hybrid experience. Like a collectible card game, it uses turn-based gameplay, but it doesn't involve creating a deck. Like a real-time strategy games, it relies heavily on build orders and tactics, but there is no map. It is fast-paced with games lasting only minutes.

## External Links

* Official site
* Official blog
* Prismata Subreddit
* What’s in a name? The 5 steps that led to “Prismata”, a blog post by Elyot Grant. *(September 23th, 2014)*
Endostructor

Endostructor

**Colorless unit** (see more)0(takes 0 turns to construct)

 Build time:

**Endostructor** is a colorless unit which is not available to players. It is used by Vel'kar to produce defensive units. Endostructor are present only in this boss mission: Vel'kar.

Endostructor creates unit each turn from turn 4 (in normal mode) or 2 (in hard mode). The construct order is first a Weak Barrier, then a Tough Barrier and finally a Barrier Forge then looping back to a Weak Barrier.
Barrier

Barrier

 **unit** (see more) (Prompt: blocks immediately)
1 (Lifespan 1: dies after 1 turn)

 Cost:

[data page]

**Barrier** is a Green unit. It's a small, inexpensive, prompt defender that dies after one turn.

## Strategy

Being Prompt and costing very little, Barrier is useful as a small defender for situations where you only need 1 more defense and thus buying a Wall or Aegis would be wasteful. Buying several Barriers is usually preferable to buying a smaller number of Forcefields since the Barriers do not require Drone sacrifices; however, holding a Drone and buying a Barrier is far worse than buying a Forcefield (it's essentially the same thing except it costs 1 more). As Barrier is not particularly efficient soak even by base set standards (Wall is slightly better), it should not be your main source of defense, but should instead act mostly as a green sink.

Also, like other blockers with Lifespan, Barrier has counters.

## Change log

* November 4th, 2014
	+ Added.
Ferritin Sac

Ferritin Sac

 **unit** (see more)2 (takes 2 turns to construct)
, and sacrifice Ferritin Sac: gain 1

 Cost:

[data page]

**Ferritin Sac** is a Red unit.

## Strategy

Ferritin Sac is foremost an excellent way to get a heavy unit such as Defense Grid or Odin without being saddled with useless Blastforges the rest of the game.

Otherwise, it does have *some* value as a red Tech sink, as long as there are things worth spending blue on. The rest of this section assumes that scenario.

In buying a Ferritin Sac, in effect you're loaning out one Gold, then getting it back after just a single turn, with a blue as interest. (And that's a blue you can even hold over to future turns, for however long you can leave the 1 gold loaned out.)

If you think you'll end up floating some money next turn, then buying a Ferritin Sac this turn ends up costing nothing at all. Just a free blue in 2 turns.

Let's examine the steady state of buying one Ferritin Sac every turn. That means having 1 Gold permanently "loaned out"; in effect losing a Drone. So this is a bit like buying a Blastforge with buildtime 2, for 2 money less. That looks like a good enough deal, but again, we're only talking about the case where you have half an Animus otherwise going to waste.

## Openings

Player 2 efficient build.

1. DD
2. DA
3. Ferritin Sac +TDD
4. TTD
5. TTW

Player 1 Grenade Mech (1)

1. DD
2. DD
3. DDA
4. Ferritin Sac +TDD
5. TRB
6. R1 (or T and Sac)

An example of a Rush that exploits the Tech fix.

Player 2 Animus Centurion line.

1. DD
2. DA
3. TTD
4. TTD
5. TTD
6. Ferritin Sac +RCD
7. Ferritin Sac +TDB
8. Centurion

First attack and then full defense.

## Change log

* December 9th, 2015
	+ Click ability now produces 1 instead of .
* September 19th, 2015
	+ Added to the game
Blood Phage

Blood Phage

 **unit** (see more)At the start of your turn, gain 1
, and pay : gain 1

 Cost:

[data page]

**Blood Phage** is a Red unit.

## Strategy

Blood Phage is a fairly efficient way to get both  income and constant , often more so than buying pairs of Drone+Tarsier. However the true strength of the unit is not in raw efficiency, but in the click ability.

The click ability is very versatile and can add significant value, being a strong way to spend  in the midgame when it may be difficult to continue spending all your  on attacking units, and a strong way to use the extra  when buying expensive odd-red units like Centurion or Shadowfang. Since Animus provides  for 6, buying Animus to power the click ability is as efficient as Drones.

Blood Phage is a major enabler of rushes in what would otherwise be high-economy sets. The reason is that two of the biggest drawbacks of going low-economy in a set with big absorbers or powerful expensive attackers are that you often lock yourself out of buying the bigger, more efficient attackers, or end up wasting tech when you are forced to add two Blastforges for the Energy Matrix. Blood Phage mitigates both drawbacks: it provides tech sink through it's click ability and allows you to keep increasing your economy even as you buy attack.

It's not unreasonable to buy 1 or 2 Animus in a Blood Phage set just to buy and power the Blood Phages, if it fits well into your build.

## Openings

### Buildtime 1 (Outdated)

Player 1 often wants to play the following build in Blood Phage sets:

1. DD
2. DD
3. DDA
4. T + Blood Phage
5. Blood Phage + T, or click Phage and buy Phage + B, or click Phage and buy RDB if need defense

Due to the efficiency of this build, player 2 is often motivated to go faster:

1. DD
2. DA
3. D + Blood Phage (floating a red, but it's worth it)
4. TTD if opponent buys Wall, T + Blood Phage if opponent neither buys Wall nor counterattacks, click Phage and buy RDB if being attacked

This early attack is especially good in a Blood Phage mirror match, because player 1 will be facing  already on the turn they want to buy Tarsier + Blood Phage. And if they go Rhino to absorb it, then they can't afford their Phage and will likely end up wasting red when they do decide to make time for it.

### Opening lines

Player 1

1. DD
2. DD
3. DDA
4. x2 Blood Phage
5. x2 Blood Phage

Note that starting this efficient line leaves a bad position to get Blastforge without wasting red, reducing the actual efficiency.

Player 2

1. DD
2. DA
3. Blood Phage +T
4. Blood Phage +T

This line mostly deals with tech excess/switch.

Player 1 Turn 2 Rush

1. DD
2. A
3. Blood Phage +T
4. TT
5. TR or BR

Allows efficient Attack and Tech switch.

Player 1 Immolite (1) rush.

1. A
2. Blood Phage (Waste R)
3. 11
4. RD

Puts early pressure, not very inefficient or commital.

## Change Log

* January 11th, 2019
	+ Cost decreased from 8 to 6. Buildtime increased from 1 to 2.
* February 17th, 2016
	+ Cost changed from 7 to 8
* August 8th, 2015
	+ Added to the game.
Hannibull

Hannibull

 **unit** (see more) (Frontline: can be attacked directly)
At the start of your turn, gain
: gain

 Cost:

[data page]

**Hannibull** is a Blue-red unit. It's a high health frontline attacker that can also be used to block.

## Strategy

Hannibull, like most frontline units, is most effective either in the early game or in the late game. A Hannibull rush can most often be defended. However, if you combine it with other frontline units like Iceblade Golem or Wild Drone it can pose a very huge threat if there are no good defenders in the set. It has the niche of granting invincibility if the user manages to pressure the opponent below 7 Attack.

Hannibull rushing synergizes with Flame Animus as you most often do not have the gold available to spend the 2nd red that a normal Animus would give you. Mobile Animus can rush, though that makes exploiting it easier as well.

Another good way of using Hannibulls is to buy them in the late game, when both players are almost struggling on defense, as a 7 HP blocker that also attacks for 1 and threatens to attack for another 1.

### Openings

Player 1 Chrono Filter (1) rush.

1. DD
2. D1
3. Hannibull
4. DD
5. Hannibull +C
6. GD
7. Hannibull +D

Gains 7 Attack while defending. Player 2 can go first with Auric Impulse. Improved by Thorium Dynamo.

Player 1 Flame Animus (1)

1. DD
2. DB
3. D1
4. DD1
5. Hannibull
6. Hannibull +T

Player 2 Flame Animus (1) and Vivid Drone (0)

1. B0
2. 01
3. 01
4. Hannibull +D
5. Hannibull
6. Hannibull +0

## Change log

* May 23rd, 2015
	+ Cost increased from 9 to 10. Health increased from 6 to 7. Now does 1 damage at the start of the turn, and a 2nd damage when clicked (formerly, it did 0 damage at the start of the turn, and 2 damage when clicked).
* October 11th, 2014
	+ Cost decreased from 10 to 9.
* October 4th, 2014
	+ Health increased from 5 to 6.
* September 13th, 2014
	+ Cost increased from 9 to 10.
Health

A unit's **health** is the amount of attack required to destroy a unit. It is also the amount of Chill required to prevent a unit from defending.

Most units heal from any attack they survive between turns. Fragile units are an exception as they do not heal. All damage they take permanently reduces their health.

Some green units, such as Asteri Cannon or Cryo Ray, use their own health as a resource. Clicking these units provides an effect in exchange for paying some amount of health. As a result, these units may only be clicked a limited number of times.
Manticore

Manticore

 **unit** (see more)As an additional cost to buy Manticore, consume a Steelsplitter.
At the start of your turn, gain
, and pay : gain 3

 Cost:

[data page]

**Manticore** is a Blue unit.

## Strategy

If in order to buy Manticore you must first go out of your way to buy a Steelsplitter, it is almost certainly not worth it. Instead you should just go for a different attacker - even Tarsier would be a better choice. However, Manticore is quite efficient when you already have a Steelsplitter lying around, especially if you bought the Steelsplitter as you first attacker to avoid wasting blue but it is now being absorbed. Manticore in this situation can use its ability to gain you 3 instead of just running into a Wall. This makes it useful in games featuring heavy-blue legendaries such as Defense Grid or Apollo, as buying these units when few other blue units are available will often leave you forced to rely on Steelsplitters for a large part of your attack. It's especially useful in Apollo games because it's also a counter to Apollo - it can't be sniped due to its 4, and the Steelsplitter you have to buy first can't be sniped either while it's under construction.

Manticore has great synergy with Odin, as not only is Odin a heavy-blue legendary but it also comes with three Steelsplitters (albeit remember to keep at least one Steelsplitter around to maintain the threat of clicking Odin). It also has great synergy with Steelforge, which can spend large amounts of blue resource to convert Drones into Steelsplitters.

Finally, due to its fairly high health, Manticore can be used effectively in gambits since you can allow a breach for up to 3 without suffering any serious damage.
Blood Pact

Blood Pact

 **spell** (see more)Spell: construct 4 prompt Husks, and construct a Grimbotch with Lifespan 3 for your opponent

 Cost:

[data page]

**Blood Pact** is a Red spell. It provides Prompt defense, but also adds attack for your opponent.

## Strategy

**Blood Pact** provides you with 4 Health of Prompt defense through Husks while constructing a Grimbotch for your opponent. In the short-term it gives you the option to block 3 damage for 3 (gold and red), since the Grimbotch you construct for your opponent can immediately attack (And just after, either attack or block for 2, etc). Blood Pact is thus not extremely efficient, avoid relying on it if possible. It has many use cases:

* Late in the game on turns when you are heavily pressured, sometimes the alternative is to hold back Drones or something equally unattractive. In this case, Blood Pact does not seem so bad.
* By this point,  is generally not very convenient to use either, getting a Tarsier means 2 lost Defense for next turn.
* If your opponent relies heavily on Exhaust attackers (Scorchillas, Iso Kronuses), the impact of the produced Grimbotches will be lessened since they are not themselves exhaust attackers.
* When you need prompt granularity to prevent an exploit.
* When you need to free resources for an otherwise efficient play.
* You can also take advantage of the lifespan of the Grimbotch that you give to your opponent by freezing it. In such a case, it's best to just attack with it.
* Finally, if your opponent is playing a breachproof strategy, you can simply kill the Grimbotches.

Blood Pact is actually nearly as efficient as Wall, cost per cost. It gives net 3 Prompt soak for 3R, essentially 2.5 gold extra at an efficient Soak rate, while opponent has 2 Lifespan turns left on the Grimbotch, which forces 1 Defense after, then blocks 2 Attack with 1 Threat at best, a loss of about 4 gold for the Blood Pact user at mere Tarsier inflation.

## Change log

* April 6th, 2018
	+ Now spawms a Grimbotch with 3 for the opponent instead of a regular Grimbotch.
* December 9th, 2015
	+ Now spawns a Grimbotch instead of a Tarsier.
* December 1st, 2014
	+ Cost decreased from 4 to 3.
* October 21st, 2014
	+ Added.
Auride Core

Auride Core

 **unit** (see more), and pay : gain 2

 Cost:

[data page]

**Auride Core** is a Blue unit. It allows converting attack to gold with its Ability.

## Strategy

Like with Thermite Core, Auride Core provides a valuable outlet for one attack that would otherwise be absorbed, as well as allowing you to finesse your attack. The potential 2gold of the Auride Core's Ability are counted in your next turn total gold so you better watch out.

If both cores are in the same set and you plan on getting one, evaluating which one is the proper buy depends on if you're pushing for a breach or if that extra gold would allow you to purchase more consistent damage. Usually Auride is better, because it has uses other than exploiting your opponent, such as helping you out when you don't have enough gold to spend your tech.

Due to its very low cost, even if it is not used even once over the game, it's not a huge loss, and sometimes the small value gained by trading one Attack for 2Gold can help you greatly.

## Change log

* October 11th, 2014
	+ A bug where units like Auride Core and Thermite core wouldn’t look different after they have been clicked has been fixed.
* October 4th, 2014
	+ Added.
Random set

The **Random set** is composed of Random Units which includes all Units that are not part of the Basic set. A Random set is made of five or eight of the Random Units (base+5 or base+8).
The ability to read the Random set of a game is a must for a player for it determines the best strategy to be be set in motion.
For instance, if the Random set contains a lots of defenders there is no need to value a rushy strategy over a blue high economical one.
Oxide Mixer

Oxide Mixer

 **unit** (see more)4 (Lifespan 4: dies after 4 turns)
At the start of your turn, construct a Pixie

 Cost:

[data page]

**Oxide Mixer** is a Blue unit.

## Strategy

Oxide Mixer functions much like a slightly more powerful version of Pixie while being less useful as a tech sink due to being only 4-supply. If you bought an early Blastforge to set a Wall but you don't need the Wall, Oxide Mixer might be a better buy than Steelsplitter.

### Openings

Player 1 Hellhound

1. DD
2. DB
3. Oxide Mixer +A
4. (9BRR)

## Change log

* February 17th, 2016
	+ Added.
Nivo Charge

Nivo Charge

 **unit** (see more)1 (Lifespan 1: dies after 1 turn)
, and sacrifice Nivo Charge: 5 (Chill 5: add 5 chill to target until next turn. Units with chill greater than or equal to their health cannot block.)

 Cost:

[data page]

**Nivo Charge** is a Green unit which provides a huge burst of Chill for a single turn.

## Strategy

**Nivo Charge** gives you a lot of freezing power on short notice, but has to be timed well as it has 1 Lifespan.

Many chill units (eg. Frostbite) get value by forcing the opponent to buy additional defense to prevent a breach and then simply sticking around instead of sacrificing themselves so that your opponent can never catch up on the lost defensive tempo. Nivo Charge is different, as its 1 lifespan means that as soon as the opponent has defended against it so that you can't breach them Nivo Charge will simply expire and the defense the opponent build against it will still be there, so they can immediately cache in on the lost tempo. This means the main use of Nivo Charge is to force out inefficient defense by putting on so much pressure at once that the opponent has to turn to desperation sources. For example, if you buy multiple Nivo Charges at once when your opponent is already under a lot of pressure, they may have to buy Rhinos for prompt soak, hold back Drones, or even sacrifice attackers such as Steelsplitter in order to defend. The challenge in using Nivo Charge effectively is in knowing when the inefficiency of the defense it forces out is worth more than 2. Nivo Charge therefore has synergy with other high-pressure/burst units such as Scorchilla, Iso Kronus, The Wincer, and many others.

Of course, Nivo Charge is also well-suited to getting value by freezing your opponent's biggest absorber - if they have a Xeno Guardian, for example, Nivo can deny 1 absorb by freezing it and forcing them to absorb on a Wall instead. This value is in addition to forcing out 4 defense that they otherwise could have bought later or obtained using more efficient units.

You can also use Nivo Charge to deny value from blockers with Lifespan such as Doomed Wall or Doomed Mech by forcing your opponent to block with them early or risk losing them to chill.

## Change log

* March 22nd, 2015
	+ Added to the game.
Tungsten/fr

*This article is a stub. You can help Oxygen Not Included Wiki by expanding it.*

This article has not been revised for the current version (***U50-587362***). It was last updated for *EU-279457*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *EU-279457*. It may contain inaccuracies.

## Tungstène

Le tungstène (W) est un métal cristallin extrêmement dur. Il est adapté pour la construction de systèmes d'énergie.

### Radiation Absorption

35 %

Le **tungstène** est un métal raffiné à partir de la liquéfaction du Wolframite.
Son point de fusion élevé est une opportunité intéressante pour concevoir une enceinte thermorésistante autour des volcans et/ ou de zones où le Magma est présent.
Overheated (Expert Challenge)

Overheated is the third mission of the first episode in Prismata. Complete all the missions of the episode to unlock the expert mission challenges. This mission consists of three basic defensive survival puzzles, where you have to defend only until the Overheat Ray takes out your opponent's units, after which a new challenge starts. Below are hints and the solution for each.

 The puzzles are set up in ways that often make the unintuitive play the correct one.

**Victory window message**
*Phase 3 of this challenge has two different solutions (spoiler removed, see starting turn for challenge 3)*

## **Challenge 1**

*Info: To assign attack/defence automatically press the Q key. Marked here with (q)*

 Turn 4: win

## **Challenge 2**

 On the last turns you have to sacrifice a lot to keep the Overheat Ray alive.

 Turn 9: defend on drones

## **Challenge 3**

Not having Blastforges available and not having to live/fight after the Ray shoots simplifies how to assess efficiency and calculate income and costs. Here you can build both Drones and Engineers. They are equally efficient as defenders as soon as the Drone gets clicked once before blocking (net cost of 2; note the difference between *start of turn* and *click*). So you need a drone alive for more than 1 turn (that's more than 2 from the point you paid for it) to more than break-even.

 Turn 18: use the Overheat Ray!
Defense

Defense is one of three phases of Prismata gameplay. The other phases are the Breach Phase and Action Phase (which is composed of the sub-phases Purchasing Units and Using Abilities).

## Defense Value vs Attack Value

Defense is a value calculated by the total health values of units with the blocker ability that are actively blocking. Note that units stop blocking when they use their ability or they have been chilled equal to their health. Attack value is simply the sum of the attack of the units attacking.

## Defense

During the Defense phase, the player's defense value is compared to the opponent's attack value. If defense value is greater than the attack value the player will be allowed to assign the incoming damage to their blockers. If the attack value is greater than defense phase, the opponent will proceed to the Breach phase and be able to assign any excess damage to the non-blocking units they choose. In the event defense value and attack value are equal the blocking units will be wiped out and the Breach phase will be triggered but as there is no excess damage to assign, the opponent will simply pass.

As the player, you want to prevent breaches by always having a defense value that is at least one greater than your opponent's attack value. In doing so you can use the absorb mechanic to maximize your defense. For strategical considerations related to defense, see Defense concepts.
Versions/OC-253063

**OC-253063** is an update for *Oxygen Not Included* released on January 30, 2018. Official Release Notes

## Update Information

* Fixed a crash that could occur when using conveyors.
* Smart battery uses correct icon in the automation overlay.
* Clear floor debug menu option should work once again.
* Oxygen overlay tooltip should once again show oxygen contents of cells on hover.
* Fixed a bug with conduit temperature transfer.
* The word "Unassigned" in the roles screen should now be translatable.
* Sculptures/paintings should no longer complain about the colony not having an artist role after they have been completed.
* Rooms with only half a horizontal door being accessible should now be properly considered as rooms.
* Storage lockers containing sublimating material should no longer animate every time the material sublimates.
* Missing research station notification should no longer appear as "UNKNOWN TAGs".
* Click and hovering over a dead dupe should no longer show a tooltip claiming that this dupe cannot die because the death job is already assigned.
* Fixed layering on Heavi Conductive Joint Plate.
* Groundskeeper role now has a small Athletics affinity and gets experience from flipping compost.
* Dupes can now dig out buildings before construction materials are delivered for all buildings except ladders.
* Higher tier dig orders should no longer be missing dig icons.
* Printing Pod is no longer overheatable.
* Steam Turbine should now properly decelerate.
* Fixed layering on ore leaving the conveyor inbox.
* Dupes should no longer consider offscreen ore as reachable.
* Hovering over a building and switching to the sweep tool should no longer cause hover text to linger on the screen.
* Fixed the word "germs" showing up twice on one of the germ tooltips.
* Role mastery tooltip will now properly display what role needs to be mastered.
* Transfer arms should no longer take equipment off of dupes.
* Misc crash fixes.

You can join in the Discussion Topic here.

If you run into a bug, please visit the Klei Bug Tracker.
Short Supply (Expert Challenge)

Short Supply is the 7th mission of the second episode in the Campaign. The player starts this mission with most of their stock of units already depleted, and thus must achieve victory by utilizing a small number of a variety of units.

**Victory window message**
 *For an extra challenge, try winning without depleting the supplies of more than 3 different units. How low can you go?*

## **Hints and solution**

### General hints and tips

 It is viable to ignore the Endo Structor or to kill it early.

### Solution

Assume all Drones are activated every turn unless otherwise noted.
Savior

Savior

**Colorless unit** (see more)As an additional cost to buy Savior, consume 6 Drones.
4 (takes 4 turns to construct)
At the start of your turn, gain 1 for each Drone you have.
, and consume a Drone: construct a Plasmafier

 Cost:

[data page]

**Savior** is a Colorless unit, which greatly increases income and can create large amounts of pressure, after a lengthy buildtime.

## Strategy

Savior should be bought early in the game if you plan to use it at all; probably before you buy any tech buildings. Since Drones are double value, you should certainly proceed to buy out the entire Drone supply if at all possible. Slightly later in the game may be a better option when its opening and pressure is hindered by the unit set.

Savior is mostly strong in sets with big absorbers such as Infusion Grid and Energy Matrix as otherwise you might be rushed down by early attackers. Efficient midsize soak can help, but it also reduces the Plasmafier's attack value. Running out of Wall supply is also frequently an issue for players who go Savior with no alternate source of defense.

Savior has a particularly strong synergy with Defense Grid as the Drones it gives you are double value so it's like Defense Grid gives you 2 Drones every turn.

In normal games, Forcefield is a much better defender than Rhino. In Savior games, however, since Forcefield essentially costs 2 Drones, Rhinos become the better. For this reason you generally want to stay away from green when going for Savior, unless the green attackers are just too good to skip (eg. Asteri Cannon), or there is a random set green defender such as Aegis or Innervi Field. Plexo Cell becomes regular Forcefield efficiency soak.

## Builds involving Savior

Player 1 Savior.

1. DD
2. DDE
3. DDD
4. DD + Savior (DB + Savior if facing a rush)
5. DDD (Float 2)
6. DDDB

Player 2 Doomed Drone Savior.

1. DE +Doomed Drone
2. DDD
3. DD +Savior
4. DD +Doomed Drone
5. DDD (Float 2)

Player 1 Turn 3 Savior.

1. DD
2. DD (Float 2)
3. DD +Savior.
4. DD (B, next W is very bad without a cost 1 or 2 Drone)
5. DDE (DB vs attack)
6. DDD

## Change log

* April 6th, 2018
	+ No longer fragile.
	+ HP reduced from 6 to 4.
* December 9th, 2015
	+ Start of turn damage removed (from 2).
	+ Buildtime reduced from 8 to 4.
	+ Cost changed from 9 to 6.
	+ Now sacrifices 6 Drones when purchased.
	+ HP reduced from 8 to 6.
* September 18th, 2015
	+ Re-added, with abilities completely changed.
* November 15th, 2014
	+ Removed.
* November 1st, 2014
	+ Cost decreased from 12 to 11.
* October 25th, 2014
	+ Added.

## External Links

* Prismata Game Analysis #1: Two Savior Games, a video by Argeiphontes. *(November 11th, 2014)*
* Prismata’s Tech Trees: The stories behind Prismata’s craziest units, a blog post by Will Ma. *(October 24th, 2014)*
* Unit Analysis: Savior, a video by Msven. *(July 30 2018)*
Incendiary Biorobotics (Expert Challenge)

Incendiary Biorobotics is the bonus mission and last (9th) mission of the first episode in the Campaign. This mission is an endurance test, where the player must juggle defending against an ever-increasing amount of damage with destroying attackers before they overwhelm you.

**Victory window message**
 *Both DD/DB and DD/DDE are viable openings in this challenge, but both are extremely tricky! Can you find a solution using each option?*

## **Hints and solution**

### General hints and tips

 Because of the nature of this puzzle, you will most likely reach a stable position several turns before you actually kill the Tough Fab.

### Starting Turns

 4. DDDE

### Solution

The following solution uses the DD/DB opening line. "Optimal" block (hit 'Q') should be used every turn. When selecting targets, you should prioritize destroying as many attackers as possible while minimizing "wasted" damage unless otherwise instructed. 1=Flame Animus, 2=Shadowfang

NOTE: Does not work in Normal mode

That was easy ! But is Tarsier really necessary ? Let's win without buying any !

 17. EEWW2... (until you win)
Build time

A unit's **build time**, signified by the icon , is the number of turns after purchase before the unit is actually active on the field.

Prompt blockers are units that have zero build time, but note that even these units cannot use their ability in the same turn they are purchased.

A unit is shown to be currently building with a yellowed tile and is said to be **Under Construction**. Units that are **Under Construction** do not affect the boardstate, and can't be attacked unless *all* of the owner's units are not under construction.
Road to Glory

Missions:

1. Complete chapter 1 of the campaign.
2. Clear 5 Beginner Scenarios in Combat Scenario mode.
3. Defeat Basic Bot honorably.
4. Clear 5 Intermediate Scenarios in Combat Scenario mode.
5. Win a Casual Match game.
6. Defeat Adept Bot honorably.
7. Obtain 20 different badges by completing achievements.
8. Clear 5 Advanced Scenarios in Combat Scenario mode.
9. Reach level 20.
10. Defeat Expert Bot honorably.
11. Clear 5 Expert Scenarios in Combat Scenario mode.
12. Obtain 10 victories in Casual Match mode.
13. Clear 5 of the Concept Pack puzzles.
14. Clear an Expert Challenge in the campaign.
15. Defeat Master Bot honorably.
16. Reach level 30.
17. Win a game in Ranked Play mode.
18. Beat 5 Master Scenarios in Combat Scenario mode.
19. Obtain 40 different badges by completing achievements.
20. Reach Tier 4 in Ranked Play.
21. Obtain 4 expert medals and clear the chapter 1 bonus mission.
22. Reach level 40.
23. Reach Tier 6 in Ranked Play mode.
24. Earn 15 points in a "Mode of the Week" or "Potpourri" event.
25. Reach Tier 7 in Ranked Play mode.
26. Obtain the "100 honorable victories" achievement.
27. Obtain 60 different badges by completing achievements.
28. Reach Tier 8 in Ranked Play mode.
29. Earn 15 points in a "Blitz Brawl" event.
30. Reach Tier 9 in Ranked Play mode.
31. Earn 9 Expert Medals in the campaign.
32. Obtain 80 different badges by completing achievements.
33. Reach Tier X in Ranked Play mode.

Definition of honorable victory: Win a Ranked Play, Casual Match, or Master Bot game (with 5+ all random units without any handicaps).
Cost

The **cost** of a unit or ability is an action that must be taken in order to purchase or activate said unit or ability.

## Unit costs

All units have costs related to purchasing them. This cost will always include at least one resource and may include sacrificing one or multiple units. This is often one of the more common uses of resources during games, due to these costs generally being higher and having more lasting impact.

Unit costs are often listed by giving the number of gold required followed by one letter (R, G, B, E) for each required resource. For example Centurion's cost can be typed as 18GGBBR. In this Wiki resource symbols are used instead (e.g. 18).

## Ability costs

Unit abilities may have costs related to them. This cost may include resources, sacrificing units or losing health in the case of Fragile units. Generally, only units with Blocker will have abilities without costs associated with them, as the inability to block after being clicked it itself a cost.
Defense Tactics 3

**Defense Tactics 3** is the eighth level in the Prismata campaign.

## Setup

The player begins with 2 Walls, 2 Engineers and 2 Tarsiers. The opponent begins with 3 Gauss Cannons and 3 Tarsiers.

## Solution

The unique solution looks like:

1. 2 Tarsiers
2. with 2 Walls,  Tarsier and Gauss Cannon
3. with Engineer and Wall,  Gauss Cannon
4. with Engineer and Wall,  Gauss Cannon
5. with Wall,  Gauss Cannon
6. with Wall,  Gauss Cannon
7. with Wall,  Gauss Cannon
8. ...
Green resource

**Green resource** (also known as *Gaussite*) is a crystalline resource needed to purchase some units. It is also needed to power some abilities.

Green units are high technology units typically involving forcefield, energy weapons, or other energy-based phenomena.

Like gold and unlike the other resources, unspent green resource is *not* lost between turns.

## Green Resource Generating Units

Part of the basic set, the conduit is the most common unit that generates green resource. It generates one at the start of every turn.

## Green Resource Consuming Units

These units all consume Green as part of an ability.

## External Links

* Conduit Tech Profile: The green strategy in Prismata, a blog post by Will Ma. *(November 12th, 2014)*
Advanced Defense Puzzle 4

**Advanced Defense Puzzle 4** is the ninth level in the Prismata campaign.

## Setup

The player begins with 2 Energy Matrixes, a Wall, 2 Forcefields, 2 Engineers and 3 Tarsiers.

The opponent begins with 3 Steelsplitters and 6 Gauss Cannons.

## Solution

2. with 2 Energy Matrixes,  Steelsplitter
3. with Wall and Energy Matrix,  Steelsplitter
4. with Forcefield and Energy Matrix,  Steelsplitter
5. with Forcefield and Energy Matrix,  Gauss Cannon
6. with Engineer and Energy Matrix,  Gauss Cannons
7. with Engineer and Energy Matrix,  Gauss Cannons
8. with Energy Matrix,  Gauss Cannons
9. with Energy Matrix,  Gauss Cannon
10. with Energy Matrix,  Gauss Cannon
11. with Energy Matrix,  Gauss Cannons
12. with Energy Matrix,  Gauss Cannons
13. with Energy Matrix,  Gauss Cannons
14. with Energy Matrix,  Gauss Cannon
Photonic Fibroid

Photonic Fibroid

 **unit** (see more) (Prompt: blocks immediately)
At the start of your turn, gain  and sacrifice Photonic Fibroid.

 Cost:

[data page]

**Photonic Fibroid** is a Green-red unit that can act as a blocker or a burst attacker.

## Strategy

In the mid-game, when 2 defense is needed, it is usually better to buy a Forcefield than a Photonic Fibroid so that you can continue to spend your red on efficient attackers. In the late game however, Fibroid can help you spend your red, which normally has trouble finding a decent outlet in the late game. If you were going to buy a Rhino every turn for defense, adding on a Conduit to buy Fibroids instead essentially pays 4 gold for 2 Drones (since you will have 2 more free gold every turn), which is a great deal.

Photonic Fibroid also derives a lot of value from the threat it provides - under normal circumstances, Fibroid will be used as defense to save a better absorber (such as a Wall) and so it will not get to attack (2 Attack is worse value than 3 Defense). But, you have the option of absorbing on Fibroid instead and gain the 2 attack. This possibility forces your opponent to defend for 2 more just in case you do it. If Fibroid gets to force out 2 additional defense from your opponent while providing defensive value for you, it becomes quite an efficient unit. However it's easily countered by the opponent's own Fibroid.

## Change Log

* June 29th, 2018
	+ Added to the game
Omega Factor (Expert Challenge)

Omega Factor is the fourth mission of the first episode in Prismata. Complete all the missions of the episode to unlock the expert mission challenges. This mission is a puzzle that includes economy timing and assigning the optimal amount of damage while defending. Below are hints and a solution.

**Victory window message**
 *This challenge admits a solution in which only a single Engineer is constructed. Can you find it?*
## **Hints and Solution**

*Info: Puzzles may have more than one successful strategy and solution. The hints here refer to one solution, described progressively below.*

 Steelsplitter can make defence and offence more effective.

 You will only need 3 Blastforges (however another solution uses 4)

 You will want to use a single Steelsplitter (build it after turn 7) for the entirety of this mission to assign values for attack and defence more precisely than that from Omegas.

 Have your Omega Splitter ready by turn 6 with one more building into turn 7.

### One Engineer

The victory screen hints that the challenge can be cleared without constructing more than one Engineer.

This solution constructs 1 Engineer, 5 Omega Splitters, 0 Steelsplitters, and 23 Walls.

 Turn 19: VICTORY
Red resource

**Red resource** (also known as *Replicase*) is a biological resource needed to purchase some units. It is also needed to power some abilities.

Red units are living or organic units. Although most of these units appear as animals with robotic enhancements, Mike Fong made it clear in his video on the story of Prismata that these are not modified animals but rather artificially grown computer controlled muscles and tissues.

*Any red resource not spent is lost at the end of a turn.*

## Red resource generating units

Part of the basic set, the animus is the most common unit that generates red resource. It generates two at the start of every turn.
Version History

The alpha stage of Oxygen Not Included's development started on February 15th, 2017. On May 18th, 2017, the game transitioned into Early Access, and on July 30th, 2019, it was officially published. The developers also maintain their own update log on the forums. On December 16th, 2021, the first expansion *Spaced Out!* was officially released after a period of early access.

## Unified Codebase

During the development of the *Spaced Out!* DLC, the game was updated to support multiple versions in a release. Since then, the base game and expansions run the same binary, downloaded content is unlocked with a simple software switch in Oxygen Not Included (as opposed to Steam).

## Spaced Out DLC

The DLC was released to Steam Early Access on Deceber 8th, 2020. Its open development stage is still ongoing.

Before merging the codebases, DLC updates were tracked separately. Changes to base game mechanics, such as UI and food-spoilage mechanichs did not make it into the games of players who did not purchase the DLC.

## Early Access

### Agricultural Upgrade (AU)

The Agricultural Upgrade was added as Oxygen Not Included entered Early Access.

## Alpha

### Thermal Upgrade (TU)

The Thermal Upgrade was the first major content update for the game.

## References

1. ↑ Game Updates http://forums.kleientertainment.com/game-updates/oni-alpha/
Oxygen Not Included Early Access - Available Now! http://forums.kleientertainment.com/topic/78822-oxygen-not-included-early-access-available-now/
Game Update - Thermal Upgrade (LIVE) http://forums.kleientertainment.com/topic/77053-game-update-thermal-upgrade-live/
Gunbot Forge

Gunbot Forge

**Colorless unit** (see more)0(takes 0 turns to construct)
At the start of your turn, construct a

 Build time:

**Gunbot Forge** is a colorless unit which is not available to players. Gunbot Forge is created by Exostructor and is only present in the boss mission: Vel'Kar.

A Gunbot Forge produces one Gunbot each turn.
Iso Kronus

Iso Kronus

 **unit** (see more)2 (takes 2 turns to construct)
 (Fragile: does not heal)
At the start of your turn, gain , and 2 (Exhaust 2: cannot do anything until 2 turns later)

 Cost:

[data page]

**Iso Kronus** is an offensive Green unit with 2 Exhaust.

## Strategy

**Iso Kronus'**s  Exhaust makes it so it fires only once every two turns. When a player chooses to synchronize all their Iso Kronus to have them fire together, the turns where they don't attack are referred to as Iso Kronus **off turns**.

Iso Kronus is similar to Gauss Cannon in that it provides an average of 1 damage per turn. Iso Kronus costs 1gold less, but every odd point of damage is delayed by one turn. It is also like a Tarsier that costs 1 instead of  for getting every second attack 1 turn early, thus not being very efficient nonetheless.

A common strategy when going for Iso Kronus is to synchronize them and buy no other attackers so you deal damage only every other turn, reducing your opponent's absorb and increasing your burst attack. This technique has drawbacks though.

Even if you are also buying other attackers that are not compatible with that strategy, synchronizing your Iso Kronuses is still more efficient than buying un-synced Iso Kronuses, since the maximum attack is higher. This strategy works especially well if the set contains other units with the same Exhaust (such as Immolite).

## Combos

Fully synchronized Iso Kronus strategies are usually only good if there is something good to buy on the off turns with your green, preferably something bursty. Examples:

* Cryo Ray
* Gauss Charge
* Nivo Charge
* Cluster Bolt
* Auric Impulse, while not something you buy with green on the off turns, also helps out because you would otherwise end up floating a lot of gold on the off turns to buy the Iso Kronuses you want next turn. Auric Impulse is a strict improvement over floating 3 or more gold.
* Ebb Turbine, for the same reason as Auric Impulse.
* Oxide Mixer. A common issue with going Iso Kronus is that if you don't need your blue for a Wall, the only two options are waste it or buy a Steelsplitter (which isn't good because it's not an exhaust and so will only deal damage every other turn). Oxide Mixer provides a solution. Pixie can also function like this.
* Thermite Core (and to a lesser extent Auride Core) allows you to throw in some non-exhaust attackers without letting your damage be absorbed.

Player 1 Cluster Bolt

1. DD
2. DD
3. CCC
4. 2x Iso Kronus
5. Cluster Bolt +CCE
6. 2x Iso Kronus
7. 2x Cluster Bolt

Player 2 Cluster Bolt plus Auric Impulse (1)

1. 11
2. CCC1
3. 2x Iso Kronus
4. Cluster Bolt +E11
5. 3x Iso Kronus

Player 1 Cluster Bolt plus Auric Impulse (1)

1. 11
2. CC11
3. Iso Kronus +CC
4. Cluster Bolt +11
5. 3x Iso Kronus

Player 2 Auric Impulse (1)

1. DD
2. C11
3. CC11
4. 4x Iso Kronus

## External Links

* Prismata Game Analysis #4: How to Beat Iso Kronus, a video by Argeiphontes. *(December 2nd, 2014)*