recursal/Fanatic-Fandom huggingface dataset:
Towers

## General notes

* There are 20 towers - 15 damage & 5 support ones.
* Three of them are **Dispensers** - for Slow fields, AR & Rupture mines, while the rest fires (or acts) automatically.
* New towers are unlocked at certain player ranks (listed below).
* New tower slots are unlocked at player ranks 3, 5, and 9, giving a maximum total of 4 tower slots.
* Players can specify the enemy priorities of 13 of the towers via the targeting system (the ones without such option are the ACP, Scatter lasers, Dispensers, Amp & Range spire).

## Damage Towers

Rank
Cost
Dispensed(per Wave)

 3 | 400 | 6 | 210

\* The raw Damage per second (attack speed x damage) & DPS per resource above take into account just a few things, but ignore many factors, that also have important impact, like:

* the range impact (more range generally means more damage).
	+ *Along with the displayed value, it can be seen if the player targets the tower(s) out-of-wave and looks at the map/minimap or at the spherical range that shows on the field - it shows its radius of action*;
* the enemy vulnerability, including the partial invulnerability of the Hoverers, Bobble heads & Fiskeplaske and the fact that some armoured enemies like Armoured heavies & Super heavies & Screamer matriarchs will reduce/negate the DPS (except the DPS of the Drones).
* the towers, that use projectiles, meet random obstructions like walls, rocks, **other towers**, etc, even sometimes bases - these all are technically also related to the range, since anything that blocks a tower's sight can serve as a range decrease and therefore lower damage dealt. The ACP is a non-projectile tower and is clearly an exception of this since it acts all the time it has a ground lume in range, but if its reach goes into areas, where no enemies pass by, the range utility also is partially/fully reduced. Talking in general, the projectile-using towers are the Scatter lasers & the towers with targeting system.
* the **inabilities** of the ACP & Orbital strike relay to **target & damage** air enemies and the Anti-air to **target** ground ones.

## Support Towers

 2 | 300 | 24.7%
 3 | 480 | 34.8%

 2 | 290
 3 | 500

 3 | 500 | 32.0% | 2.8

 3 | 480 | 38.4% | 2.7

 2 | 440 | 3.3
 3 | 670 | 4.9
Tactical Juxtaposition

## Overview

* **Slow Weapons:**
	+ Doubled firing rate. (200%)
	+ Doubled magazine size. (200%)
	+ Base damage 0.6x its original strength. (60%)

* **Fast Weapons:**
	+ Halved firing rate. (50%)
	+ Halved magazine size. (50%)
	+ Base damage 2.5x its original strength. (250%)
* Unlocked at Rank 11.

## Related achievements

* **Sniper Skye:** Finish a map playing Skye Autumn with Tactical Juxtaposition, Marksman, and Steady Aim.
* **MLG noscope maximum skill:** Finish a map playing SiMo with Tactical Juxtaposition, Rymdskor and Trickster.

## Notes & tactics

* **Fast** are 8 weapons - the Shotgun and the 7 with clip size between 12 and 80 - Assault Rifle, ETK-Tesla Prototype, Sub Mini-Gun, Gatling Laser, Nailgun, Circle Saw & Grenade Launcher.
* **Slow** are the other 8 weapons and all of them have clip size between 3 and 6: REX, Sniper Rifle, Ballista, Voltaic Hand Cannon, Battle Rifle, Drone Launcher, Plasma Rifle & Smatter Band.
* Weapons seem to be deemed "fast" or "slow" based on possible hits per second in the primary fire rather than their actual firing speed - the Shotgun appears to be in the fast weapons group due to the numerous (9x) pellets fired per shot.
* This perk alters base damage. Thus, its bonus multiplies with other types of bonus damage like Hip fire, Spray 'N pray, Skye's bonus damage, etc.
* Tactical Juxtaposition does not affect a weapon's critical damage, only the base damage. For example, the Sniper rifle will have a base damage of 720 damage, but it will still do 1560 extra damage on a weak spot hit for a total of 2280.
* The overall damage gain is generally +20% if used on slow weapons, and +25% if used on fast ones.
* Alone by itself, the damage gain of this perk finds use mainly in the **Campagn** & **Easy** modes. In **Survival** this gain tends to lose its impact over time, due to the increasing health of the enemies. However, the perk still can find use in some ways:
	+ If used on slow weapons, this makes them faster and the bigger fire rate can render Soakers more vulnerable with a bigger speed, thus helping the towers vs them.
	+ If used along with 1-2 of the perks Slowing rounds, Synergy, Exposure rounds & Adrenaline rush (with slow weapons, that are turned into fast with the perk), this applies more frequent debuffs to enemies/buffs to self.
	+ If used along with the Concussion rounds perk for weakspot hits with 2500+ damage, it is also viable, although then there might be a need of turning fast weapon(s) into slow to overcome the damage threshold.
Corpse Explosion

## Overview

* When you kill an enemy, it explodes. The damage dealt is 25% of its **base health**.
* Unlocked at Rank 7.

## Notes & tactics

* Corpse Explosion will deal damage equal to 25% of the enemy's **base health** to all enemies within 3 grid squares. This means that regardless of the mode, number of players and difficulty, the damage dealt to nearby lumes will be **the same**, e.g If the player kills a Walker, the explosion damage will **always** be 25% of 5000 = 1250, **regardless** of the current maximum health of the lume. Like all explosions in Sanctum 2, the damage is maximum in the center of explosion, and the further away from it, the less it goes.
* This perk triggers perk-debuffs such as Synergy, Exposure Rounds and Slowing Rounds on the enemies, hit by the explosion, but doesn't trigger Sweet's burn on them.
* It can cause more corpse explosions, occasionally creating a devastating chain reaction.
* This perk can be useful in crowd control vs tightly packed enemies such as Rhinos, Walkers, Screamers and the like. Using weapons with area damage will most likely result in the above mentioned chain reaction.
* Enemies with high quantities of HP like Soakers can cause massive damage to everything surrounding it.
* This perk shines mainly in Single player mode, since in coop there is more chance that enemies will not be killed by the holder of the perk.
	+ The more the players, the bigger the chance of **other** players last-hitting the lume(s) as well, therefore the lesser chance of corpse explosions.
	+ Additionally, the bigger health of enemies in coop makes for an increased likelihood of towers killing the lumes instead of the perk holder.
	+ Also the perk would always deal the same amount of damage, regardless of the increased health of the lumes in coop, since it scales only with the base health value. This means that the relative (% health) impact would be lower than in solo.
* This perk finds good use mainly in the Campaign & Easy modes. Corpse Explosion deals 25% of ***base health,*** therefore losing quickly its usefulness during Survival games, as lumes will receive massive bonuses in their Health pools over time, which Corpse Explosion will **not** keep up with. Even if used along with Synergy, Exposure Rounds or Slowing Rounds, the perk still 'd hardly find good long-time utility in Survival.
Game Modes

# Campaign

Campaign is the main story mode of Sanctum 2. Players unlock new maps in order by clearing unlocked maps. In the process, a story is presented in comic book-style pages. To clear a map, players must keep the core alive for a preset number of enemy waves. If the core is destroyed, the map is considered to be failed and the players must start again at Wave 1. After a map is unlocked, it can be played in any game mode.

Players are granted experience points based on how many enemies were killed after the map is completed. Failing the map will still grant experience, albeit less than a cleared map.

Campaign can be enhanced with Feats of Strength, which create new challenges for the player and reward success with extra experience.

# Easy Mode

**Easy Mode** is identical to **Campaign**, but Enemies have only 50% of their base health and move somewhat slower. Feats of Strength cannot be turned on in this mode. Completing maps on **Easy Mode** will unlock the next map for all modes.

# Survival

Survival is an "endless mode:" there is no wave limit and a game can only end in defeat. Success is measured by the number of waves endured before defeat.

At first, the player encounters the same set of waves they would encounter in Campaign mode, with no Feats of Strength. After every four waves in the beginning, a random Feat of Strength is activated (i.e. at waves 5, 9, 13, 17 and 21 for all 5 feats). After the final wave in the set is cleared, the set repeats from the beginning and the rank of every enemy is increased by 1 (e.g., after clearing Wave 6 on Park, Wave 7 becomes the next wave, which is identical to Wave 1, but with higher-ranking enemies). The increase in rank is indicated by the addition of a "+" to the end of the enemy's name. A higher enemy rank grants the enemy increased maximum health, making it much more difficult to kill. For this mode is valid the rule that a lume cannot have more than 2 147 483 647 maximum health (=2^31 - 1). Clearly, the first lumes that can be seen with this peak are Soakers.

Once the game is over, players are rewarded with experience points based on how many enemies were killed, and how many Feats of Strength were activated.

The **Leaderboards** are accessible through the main menu, the Escape menu and from Steam. These record the top **Survival** scores for each map.

# Sandbox

Sandbox is identical to Survival, but the player is given control over the following parameters:

* Enemy base health (50-400%)
* Tower resources gained per wave (50-2000%)
* Tower bases gained per wave (50-400%)
* 15-tower limit (on or off)

Sandbox is meant for testing game mechanics, trying out new strategies, tailoring a survival game to your taste or skill level, or simply just for fun and relaxation.

Sandbox scores are ineligible for the Leaderboards and no experience is awarded due to the possibility that players can give themselves an overwhelming advantage.

Like in Survival, in Sandbox is valid the general rule that a lume cannot have more than 2 147 483 647 maximum health.
Reinforcements

## Overview

* Spawns a shielded explorer when you kill a ground enemy.
* Maximum 5 explorers.
* 2 second cooldown.
* Unlocked at Rank 33 for players, who have The Pursuit DLC.
* They are pretty much same as the ones from the Best Friends Forever perk
	+ Shielded Explorers have 225 Health and can withstand the leaping assault of a Walker Warrior.
	+ They will not attack any lumes, and enemies that go directly to the core (like Runners, Soakers & Brood mothers) will ignore them.

## Notes & tactics

* The main purpose of the explorers is to hold aggressive lumes, thus delaying them and helping players & towers in damaging and killing the lumes.
* There are a few scenarios, when the shielded explorers might be actually unwanted around. These are similar to the situations with Roboticist, G-2 Companion and Best friends forever.
	+ Care should be taken using this perk in maps with the Super Heavy as the Shielded Explorers may provoke the boss to fire its beam, potentially destroying important towers and the maze in the process.
	+ Hoverer queens might get triggered to produce an attack due to nearby explorers, and this might be close enough to towers to stun them temporarily with their attacks.
	+ The Walker Patriarch might be provoked to produce a large punch in a zone, where this is unwanted.
	+ Hoverers are mostly tricky and then the player usually just should be wary of a potential knockback, that can be riskier in maps, where it is easy to fall/get drowned.
* The perk tends to shine more in Single Player mode than in coop, since in multiplayer enemies will also be killed by the partners, the chances of this being bigger if players are more. Additionally, the bigger health of enemies in coop makes for an increased likelihood of towers killing the lumes instead of the perk holder.
* This perk finds use mainly in the **Campaign** & **Easy** modes, since in **Surviva**l it becomes too difficult to last-hit enemies later on - their increasing health is the reason for the towers being the main actors later on.
Exposure Rounds

## Overview

* Your shots make enemies take 15% more damage from all sources for 5 seconds.
* Unlocked at Rank 12.
* Stacks if multiple players with the perk damage an enemy.
* Stacks multiplicatively with Amp Spires.

## Trivia

* The icon of this perk is a reference to the common saying by non-play characters in The Elder Scrolls V: Skyrim, about taking an arrow in the knee.

## Notes & tactics

* Can be very effective in aiding towers to kill tougher enemies or making enemies vulnerable to another player(s).
* Exposure Rounds will increase the damage caused by Sweet's debuff.
* It finds good use in all game modes, although in **Survival** it tends to become inferior to perks like Synergy and Tinkerer over time, since towers tend to do a predominant part of the damage later on.
Fast Hands

## Overview

* Switching weapon while reloading gives you a 35% damage boost for 5 seconds.
* 3 seconds cooldown.
* Unlocked at rank 24 for players, who have the **Road to Elysion** DLC.

## Notes & tactics

* One of the best and reliable weapon damage perks (for Campaign mode), although it slightly forces the player to reload a bit more often.
* Very simple to utilize - the player doesn't even have to empty a clip, and if the reloading time of the weapon is low enough, the reloaded weapon might benefit from the perk at the certain time as well.
* Alone by itself, this perk finds use mainly in the **Campaign** & **Easy** modes, since in **Survival** it tends to lose impact over time, due to the increasing health of the enemies.
	+ However, if used along with the Concussion rounds perk for 2500+ damage weakspot hits, it still can find some more usage.
Radioactive Core

## Overview

* Deals 250 damage per second to enemies near the core. Area of effect increases the more damaged the core is.
* Community perk by 94Connor949.
* Unlocked at Rank 45 for players, who have **The Last Stand** DLC.

## Notes & tactics

* It can work well if combined with slows and/or stuns for increased effectiveness.
* Effective mainly against weak lumes, if such happen to penetrate to the core, like Runners & Brood mothers.
* While mostly being inferior to the Unstable core perk, **Radioactive core** still can find some purpose, if used as extra core-damage perk or if combined with Slow fields around the core/Kairos close enough to the core, or stuns like the one from Shocking revelation. Also it doesn't require the core to be damaged, and co-works well with kiting in the proximity of the core.
* This perk finds use mainly in the non-survival modes (Campaign & Easy mode), since in Survival it tends to lose its impact over time, due to the increasing health pools of the enemies.
Marksman

## Overview

* Increases weakspot damage by 45% of the weapon damage per hit.
* Unlocked at Rank 6.

## Notes & tactics

* This perk stacks additively with the weapon's natural crit bonus, e.g. if used on an Assault rifle, the weakspot damage bonus will be 50% + 45% = 95% of 180 and therefore the crit damage is 195% of 180 = 351 per weakspot hit. Character-related damage bonuses also stack additively with this perk, e.g. TSYGAN & Haigen 's dmg bonus will just come as an extra, but 'll not alter the damage, coming from this perk. However, **Marksman**'s bonus stacks multiplicatively with some other damage-modifying perks, e.g. the bonus damage would be changed by Tactical juxtaposition and Fast Hands, for 60% and 135% of its original amount respectively, for a higher weakspot-DPS boost.
* This skill works well with SiMo due to his high accuracy and high crit damage, increasing noticeably the damage, dealt to weakspots.
* Co-works well with some other weapon perks, e.g. Long range specialization (the +50% accuracy makes it more likely to hit weakspots) and Concussion rounds (the bigger crit damage makes it more likely to overcome the 2500 dmg threshold and stun enemies).
* Alone by itself, this perk finds use mainly in the Campaign & Easy modes, since in Survival it tends to lose impact over time, due to the increasing health of the enemies. Despite of this, if used along with certain perks, like Concussion rounds for 2500+ damage weakspot hits, it still can find some more long-time usage.
Games in a Game

Games in a Game are secret, small mini-games that can be found in game machines on certain maps. Face the game machine and press the use button (F by default) to play. Each game has a goal, that, once achieved, ends the game.

# Games in a Game

## 1. SNAKE!

* Location: 1-2: Park
* Objective: Get 42 points.
* How to Play: Use the up, down, left, and right arrow keys to move the snake. Touch a block to increase the length of the snake. Each block is worth 1 point. Colliding with the walls of the game or with the body of the snake will result in a game over.

## 2. Shmups Sucks!

* Location: 2-1: Construction Site
* Objective: Get 400 points.
* How to Play: Shmups Sucks is a very basic 'shmup' (shoot-em-up). Arrow keys control your spaceship, and the Use key fires bullets. Enemies stream down from the top, kill enough of them to obtain the required score. Note: You can wrap around the screen - So an easy way to win is to go constantly left or right and fire (Use key; default F).

## 3.Box Pusher!

* Location: 2-3: Cliff Lodge
* Objective: Complete all puzzles.
* How to Play: Black indicates empty space. Use the arrow keys to move the green box around, which is your character. The white box is the goal of each level, reach it to progress to the next level. Complete all levels to win. Brown boxes can be pushed by the green box. Two or more brown boxes cannot be both pushed at the same time. Red boxes cannot be moved. Pushing a brown box into a blue box destroys them both. Use brown boxes to get rid of blue boxes.

## 4. Take out

* Location: 3-1: Train Station
* Objective: Destroy every block.
* How to Play: Move the bottom platform by using the left and right arrow keys. Bounce the ball up to hit the blocks. Blocks are destroyed when the ball bounces off of them. Failing to catch the ball on its way down with the platform will result in a game over.

## 5. Pung!

* Location: 3-3: Roadworks
* Objective: Defeat the AI opponent.
* How to Play:
	+ Pung! has the same format as the popular classic video game, Pong. Your paddle is on the left, the AI's is on the right. Use the arrow keys to move your paddle up and down. First to 10 goals wins.
	+ The ball will get faster and faster as it is hit more. Hitting the ball with the end of your paddle will increase its speed more than hitting it with the centre.
	+ This is one of the more challenging games, and may require several (or more) tries to complete.

## 6. Loak Poacher!

* Location: 4-1: The Depths
* Objective: "Pay off the debt".
* How to Play: This game is either broken or extremely hard; Just keep letting the days tick over (by moving to different locations) and the debit mount up until it becomes a big negative number *(probably due to a programming oversight)*, then buy and sell one thing to win the game (it appears the victory condition is: [cash] - [debit] > 0, and is checked after each sale).

**Video link with the minigames with their locations and completion**
Blaze of Glory

## Overview

* When your health is reduced to 1 HP you instantly recover 75% HP and deal 5000 damage to close enemies. 45 seconds cooldown.
* Community perk by Team Badass.
* Unlocked at Rank 49 for players, who have **The Last Stand** DLC.

## Notes & tactics

* This can be a potentialy good pick on Haigen, since he tends to be close to lumes, taking more damage than other characters.
* It can prove tricky to sense the moment when it gets in effect and the player still should be wary not to get overwhelmed by nearby lumes.
* It can find purpose in all modes, including survival, although then it is mainly for the health-recover effect, since the damage component tends to lose its impact over time, due to the increasing health pools of the enemies.
Static Discharge

## Overview

* Adds a lightning bounce to your shots, that deals 50% of total weapon damage done to the primary target, to another close enemy, if there is such (by default, to the one, closest to the enemy hit).
* 0.25 seconds cooldown.
* Unlocked at rank 4.

## Notes & tactics

* A generally good perk, suitable for all characters.
* Clearly, the perk is good vs crowds of lumes, close to each other, although it loses impact vs single enemies or ones that are distant from each other.
* The low cooldown makes it suitable for many weapons with fire rate up to 4 shots per second, e.g. it can be good when using Plasma rifle's primary fire, Voltaic Hand Cannon or Battle rifle with Tactical juxtaposition, since then it would apply on each shot as long as there are other enemies, close to the lume hit.
* It applies perk-related debuffs, e.g. Synergy, Exposure rounds and Slowing rounds would trigger on the secondary damaged lumes as well.
* The perk doesn't trigger damage-over-time (DoT) extra-effects on the second enemy, e.g. it won't trigger Sweet's burning, SMG's poison, Gatling Laser's DoT or Circle Saw's bleeding DoT on the second lume.
* The damage, dealt by this perk might be reduced or negated if the secondary target has armor.
* This perk finds use mainly in the Campaign & Easy modes, since in Survival alone by itself it tends to lose impact over time, due to the increasing health of the enemies and then to find better long-time application it might need some specific survival-oriented perks such as Synergy or Exposure rounds.
Overcharge

## Overview

* Sends a bolt of lightning that deals 666 damage at an enemy within 2 grid squares.
* 1 second cooldown. This cooldown is unaffected by slows (i.e. from Slow Fields and Spitflies' vomit)
* The bolt prioritises the closest enemy
* Unlocked at rank 9.
* Haigen's Passive Ability 'Brawler' increases **Overcharge**'s damage, thanks to having same activation radius.

## Notes & tactics

* A potentially good pick on Haigen, due to the aforementioned reason, while he also tends to be close to lumes, due to his features.
* This perk finds use mainly in the **Campaign** & **Easy** modes, since in **Survival** it tends to lose impact over time, due to the increasing health of the enemies.
Long Range Specialization

## Overview

* Accuracy +50% (= spread on your weapons is reduced by 50%)
* Explosion size is increased the longer your projectiles travel.
* Maximum 100% explosion size.

## Notes & tactics

* The perk can find good co-use with Exposure rounds, Synergy and Slowing rounds, since the larger explosion is more likely to affect more enemies, that will therefore suffer from the debuffs.
* Weapons that have at least one explosive fire mode are: Battle rifle, Assault rifle, Sniper rifle, Rex, Drone launcher, Grenade launcher, Plasma rifle, Smatter band.
* This perk can find use in all game modes, including **Survival**, where it can help to more often apply debuff to Soakers with the larger explosion radius (with proper weapons) and if picked along with debuff-perks.
Enemies

There are 26 different lumes. 17 of them are from the base game, while the other 9 - from the DLCs. 17 of the lumes can damage not only the core, but also the player and non-player friendly AI one way or another, although some of them are generally inaggressive, while 7 can damage only the core, and two are support-only lumes, that don't do damage (the Mutators and Healers).

\* The column "Health" provides the **base health** of the lumes and is in action for the solo play in regular Campaign mode, but changes in the random difficulties, modes and numbers of players. For further reading on how exactly the total health in any given setting is determined, see Health or the general notes below the tables.

*\* The Max Health of the lumes generally changes in these ways:*

* *Every extra player adds **up to** +125% more health of the lumes, depending on when he's joined, for up to 475% lume health in 4-player coop if all players together play the map from the beginning;*
* *The Titan Slayer feat adds 50% more health of the lumes;*
* *In Easy mode lumes have only 50% of their base health;*
* *The "+", granted by Mutators and after the first loop of waves in Survival mode gives 100% more health to the lume(s) per plus and in Survival the health amount also increases gradually after the 1st loop;*
* *The first Walker Warrior in the game, that appears in the Introduction map, has 50% if his base health (i.e. 7500).*

*If two or more health-changing factors are in action, they stack multiplicatively, e.g. in a 2-player coop with the Titan slayer perk enabled, a Walker would have 2,25 x 1,5 x 5000 = 16875 Health.*

A lume cannot have more than 2 147 483 647 maximum health (=2^31 - 1). Clearly, the first lumes that can be seen with this peak are Soakers in Survival mode.
Consuming Rage

## Overview

* Deal extra damage when you are damaged. Lesser health = more damage.
* Max 50% bonus damage.
* Unlocked at rank 17.

## Notes & tactics

* A potentially good pick on Haigen, since he tends to take more damage than the other characters, thus resulting in bigger benefits from this perk.
* Alone by itself, this perk finds use mainly in the **Campaign** & **Easy** modes, since in **Survival** it tends to lose impact over time, due to the increasing health of the enemies.
	+ However, if used along with the Concussion rounds perk for 2500+ damage weakspot hits, it still can find some more usage.
Head Start

## Overview

* The first shot in a mag deals massive damage.
* Community perk by 94Connor949.
* Unlocked at Rank 44 for players, who have **The Last Stand** DLC.
* The bonus damage is 25% x (magazine size / ammo cost) x the weapon's base damage
	+ This essentially makes it an inverted version of TSYGAN's passive - it uses the same formula and therefore extra damage is same, but on the first shot instead.
	+ The bonus stacks additively, similarly to TSYGAN's passive.
	+ If used without other damage-changing perks, without applying character-related damage bonuses or hitting weakspots, the perk technically adds 25% more damage. However, if adding any of the mentioned factors, the impact of this perk changes, since the extra damage stacks only additively - the bonus wouldn't change any of those and wouldn't be changed by them either. Also if not emptying the clips, but using just a part of the ammo instead of emptying the clips, this applies the perk more frequently, thus making its impact higher.

## Notes & tactics

* Highly effective on weapons with charged shots, such as Ballista.
* Shotgun is **NOT** affected by this even primary fire.
* On secondly fire of REX, first missile is not affected if charged 2 or more. Also, secondly fire of Circle Saw is not affected.
* Since you don't need to empty the magazine before getting the best shot, this perk is easier to apply than TSYGAN's passive ability. You can switch weapons more frequently without first emptying the magazine in order to utilise the bonus more frequently.
* Alone by itself, this perk finds use mainly in the **Campaign** & **Easy** modes, since in **Survival** it tends to lose impact over time, due to the increasing health of the enemies.
	+ However, if used along with the Concussion rounds perk for 2500+ damage weakspot hits, it still can find some more usage.
Biological Warfare

## Overview

* Killing an enemy with a weakspot hit leaves a poison cloud that applies a poison DoT to enemies that go through it. Lasts 5 seconds. Cooldown 5 seconds.
* The DoT deals 500 damage per second (100 x 5), for a total of 2500 damage over the 5 seconds of DoT. (100 x 5 x 5 = 2500)
* Unlocked at Rank 39 for players, who have **The Last Stand** DLC.

## Notes & tactics

* Potentially good on SiMo, since he has good accuracy and therefore better chances of hitting weakspots.
* Biological warfare tends to shine more in solo mode than in coop, since in multiplayer enemies will also be killed by the partners, the chances of this being bigger if players are more. Additionally, the bigger health of enemies in coop makes for an increased likelihood of towers killing the lumes instead of the perk holder.
* This perk finds use mainly in the non-survival modes (Campaign & Easy mode), since in Survival it tends to lose its impact over time, due to the increasing health pools of the enemies.
Sniper Rifle

Damage
 Shots per Second
 Magazine Size
 Damage per Second
 Sustained Fire Time(seconds)
 Weakspot Damage Bonus
 Reloading Time(seconds)

## Overview

* The Sniper Rifle is the primary weapon of SiMo and cannot be changed for him before rank 40.
* This weapon is unlocked at rank 20 for all characters to use as a secondary weapon and after rank 40 on they can use it as primary, too.
* Fire modes
	+ The primary fire is a single-targeted precise shot.
	+ The secondary fire is a single shot, that splits into a cone of damage on impact. It damages enemies behind the target that was first hit.
	+ Both fire modes have high critical damage (hitting weakspots does a noticeable bonus of 130% more damage).

## Notes & tactics

* The Sniper Rifle and the Battle Rifle naturally don't change crosshair and keep high accuracy if used for constant firing.
* Many lumes are vulnerable to this weapon, but its best use is against lumes with invulnerable body parts - Bobble Heads, Hoverers, Hoverer Queens & Fiskeplaske. Using it on the weakspots on the backs of Armoured Heavies and Screamer Matriarchs can lead to a lot faster killing than usually. Bosses are also highly vulnerable to weakspot damage. The secondary fire can do good job vs multiple lumes in straight parts of the maze.
* Using the weapon with Tactical juxtaposition leads to unique high recoil, which can be problematic for the aiming and accurate shooting, although this perk also can sometimes result in high damage, e.g. if close enough to big weakspots. In such a combo the player might often want to delay the shots a bit, like the situation with the Nailgun, to not lose accuracy and proper aiming, especially vs mobile, distant and small enemies.
* Using the weapon with Hip Fire is clearly **not** recommended as this perk would cripple the weapon's high crit damage to weakspots.
* High critical damage when hitting weakspots is also dealt by the primary fire of the Nailgun (+200%) and the Plasma Rifle (+100%) and both fire modes of the Ballista (+75%).
Power Relay

0 | 20 | 105

## Overview

* There are time limits before waves 3 & 6, one minute each
* The map starts with 500 resources for the player(s). After each wave the resource reward is 350.
* The bases given are:
	+ 20 at the start & after wave 1
	+ 15 after waves 2 & 3
	+ 10 after waves 4 & 5
	+ 5 after waves 6 to 8, for a total of 105 (no bases are given after wave 9)
* This is one of the four maps in the game, that have two cores to defend, the other ones being Cliff lodge, Abandoned lab & The labyrinth
* In **Power relay** there are 6 fighting Explorer conscripts, that will aid the player vs the lumes
* There are 7 traps, where passing lumes will take high damage if the trap is ready (recharged) - 3 on the ground and 4 on the mini-fortifications.
* The map has 5 mines - two level 1 AR mines & 3 orange mines (links in Youtube & Steam: [1], [2]). The orange mines are technically level 2 AR mines (9500 damage per mine)

## Notes & tactics

* Out of all maps with Jumpers, here they tend to make the most possible trouble. While putting towers on bases can also stop them, creating dual-base walls in parts of the maze is highly recommended, especially on high difficulties.
* It is good to utilize the traps via building the maze in a way, that forces enemies to pass through them.
* The ACP and the Lightnings are good towers for this map.

## Video playthroughs with links, towers, modes & results

* [link] - with ACP, Drone tower, Range spire & Slow fields; 5 Feats of strength; undamaged cores
* [link] - with ACP, 2 Lightnings, Range spire & Amp; 5 Feats of strength; undamaged cores
* [link] - with 11 Lightnings; 5 Feats of strength; undamaged cores
* [link] - with 4 ACPs, Amp & Kairos; 5 Feats of strength; undamaged cores
Headache

## Overview

* When you hit an enemy's weakspot, 20% of that damage is dealt to other nearby enemies.
* Does not re-deal damage to the enemy, whose weakspot was hit.
* Unlocked at rank 32 for players, who have The Pursuit DLC.

## Notes & tactics

* This works well with the Drone Launcher against Soakers and Bobble Heads as they will rain down their attacks on their weakspots.
* The perk is preferrable in non-survival **modes**, since in Survival it tends to lose its impact later on, due to the infinitely increasing health pools of the enemies.
Feats of Strength

# Description

Feats of Strength influence the stage in a manner that increases the overall difficulty for players. Each Feat increases the total amount of experience rewarded at the end of the stage - +20% per feat equipped, up to 100% if all 5 are enabled. They can be toggled on and off in the Game Options menu which can only be accessed on the world map. Survival mode automatically adds a Feat of Strength every few waves, effectively making each subsequent wave harder. Certain achievements require Feats of Strength to be enabled as well.

# Feats of Strength

(Recycled towers only return 50% of the resources.)

1Sweet Autumn's passive lowers this health regeneration rate by 50%.

2The Phoenix perk allows the player to respawn with the normal 10-second respawn time while **Hardcore** is enabled.
Screamer

## Overview

* Screamers attack by spitting a green projectile at its target. It will usually stop running to attack players in the vicinity.
* The Screamer has a very exposed weakspot on its rear, though this may be difficult to hit if the Screamer is attacking the player.
* The range of the lume to fire its vomit balls is 4 grid squares, being less than the range of the Screamer Matriarchs and similar to the range of the Spitflies. However, the range of the fired vomit projectiles is infinite and can even damage the core or another vulnerable target from large distance, similarly to the spit of Screamer Matriarchs and Spitflies.
* When it attacks the core, it deals 25 dmg per hit.

## Notes & tactics

This lume appears in most game maps (in 26 out of the 32). Only 6 maps don't have **Screamers**: 1-1: Introduction, 4-1: The Depths, 4-4: The End, 5-2: The Smasher, 8-1: Below Arc and 8-2: Arc, although in 4 of these still appear their **superior versions** **(Screamer Matriarchs)**. Neither of these two ground spitting lumes is present in 1-1: Introduction and 8-1: Below Arc.

### Tower Strategies

* The Screamer's low health and lack of armor allow any tower to easily kill it.

### Player Strategies

* Players can utilize the Screamer's aggressive nature to stop them from running through the maze quickly. Since the Screamer stops to attack, players can lure them within range of the towers and keep them there while dodging the Screamer's projectiles.
* Players can also distract the Screamer from other players, exposing its weakspot to them for an easy kill.
* These tactics can be effectively used on the Screamer Matriarch, due to the similarities between it and the Screamer.
* If the Screamers have started to attack the core, but hit a player instead of the core, then they will start to attack the player instead. This can be utilized as a core-protecting trick if Screamers have reached the core. The same method can be used for the other two usual spitting lumes, the Spitflies & the Screamer Matriarch.
Zeus Module

## Overview

* Towers deals 1000 extra damage when shooting an enemy, once every 3 seconds.
* The cooldown affects all towers, therefore the first tower to damage an enemy after the cooldown has ended receives the bonus.
* The attack needs to deal at least 1 damage to an enemy to activate the effect. (it 'll not trigger if the tower just attacks the enemy, dealing no damage)
* Extra damage ignores armor and damage immunity
* The perk is unlocked for players, who have The Pursuit DLC, at rank 31.

## Notes & tactics

* It is a potentially good pick for towers with slow rate of fire, like Cannons, Rockets, and with the Drone tower, due to the high cooldown of this perk.
* The perk is preferrable in **non-survival modes**, since in Survival it tends to lose its impact later on, due to the increasing health pools of the enemies.
* It is possible that (although not 100% proven), if picked in a coop game, it will deal some damage even to coop partners, which is also possible for the Thor module.
Stabilizer

## Overview

* Moving increases damage by 5% per second. Max 50% damage increase.
* Community perk by Team Badass.
* Unlocked at Rank 50 for players, who have **The Last Stand** DLC

## Notes & tactics

* Character notes
	+ A potentially good pick on Tsygan, since she generally finds good use of movement anyway.
	+ Haigen also can work well with it, since he usually needs to move around the lumes.
	+ SiMo can be a dual-sided choice with it, since he often needs to concentrate and stay still, or to move less in order to hit more easily weakspots.
* Alone by itself, this perk finds use mainly in the **Campaign** & **Easy** modes, since in **Survival** it tends to lose impact over time, due to the increasing health of the enemies.
	+ However, if used along with the Concussion rounds perk for 2500+ damage weakspot hits, it still can find some more usage.
The Slums

0 | 15 | 85

## Overview

* **The Slums** is the second map in the Ruins of **Brightholme** DLC and the first one to include Infected explorers among the enemies
* Toxic waste will flood parts of the map where bases can be built, which will harm players who stand on it. It is not apparent in the beginning, but:
	+ In solo mode this is present at the beginning of the combat phase of Wave 3
	+ In coop mode with 2 players this is apparent at the beginning of the combat phase of Wave 2
	+ In coop mode with 4 players this is apparent from the first appearance of enemies (combat phase of Wave 1)
* Also there is toxic waste like a pool in the left side from the very beginning, where the player dies faster, with less chance of survival if he gets there

## Waves

* The game starts with 500 resources and 350 are given after each wave for a total of 3650
* The bases given are:
	+ 15 at the start
	+ 10 after waves 1 to 3
	+ 8 after waves 4 to 7
	+ 4 after waves 8 & 9
* Before waves 4 & 8 there are time limits, 1 minute each

### Wave 1

**Starting Resources**

* 500 Resources
* 15 Tower Bases

**Enemies**

**Reward**

* 350 Resources
* 10 Tower Bases

### Wave 2

**Enemies**

**Reward**

* 350 Resources
* 10 Tower Bases

### Wave 3

**Enemies**

**Reward**

* 350 Resources
* 10 Tower Bases

### Wave 4 (1:00 Time Limit)

**Enemies**

**Reward**

* 350 Resources
* 8 Tower Bases

### Wave 5

**Enemies**

**Reward**

* 350 Resources
* 8 Tower Bases

### Wave 6

**Enemies**

**Reward**

* 350 Resources
* 8 Tower Bases

### Wave 7

**Enemies**

**Reward**

* 350 Resources
* 8 Tower Bases

### Wave 8 (1:00 Time Limit)

**Enemies**

**Reward**

* 350 Resources
* 4 Tower Bases

### Wave 9

**Enemies**

**Reward**

* 350 Resources
* 4 Tower Bases

## Notes & tactics

* The ACP is a very good tower in this map, since it can deal good damage vs the crowds, potentially killing even all average lumes lategame if properly assisted.
* Lightnings are also good towers for this map.
* While at first it's seemingly a simple map, the toxic waste will flood parts of the map which will harm any players who stands on it and this will limit the mobility on the map and extra care will be required as the lumes can easily push the players into the toxic waste (especially the Jumpers and the Hoverers).
* Jumpers can be countered by dual-base walls or putting towers with normal or big height in their jumping path.

## Video playthroughs with links, towers, modes & results

* [link] - with ACP, 2 Drone towers, Range spire & Slow fields; 5 Feats of strength; undamaged core
* [link] - with 2x Focus, ACP, Range spire & Amp; 5 Feats of strength; undamaged core
* [link] - with 2x Focus, 2 ACPs, Kairos & Range spire; 5 Feats of strength; undamaged core
* [link] - with ACP, 2 Lightnings, Range spire & Amp; 5 Feats of strength; undamaged core
* [link] - with 13 Lightnings; 5 Feats of strength; undamaged core
* [link] - with 5x Focus & Amp; 5 Feats of strength; 3650 core health remaining
Engineer

## Overview

* All towers around you deal 25% more damage. This means towers in a very close proximity - the player with this perk has literally the range of a level 1 Amp spire.
* Unlocked at rank 14.
* Does not stack from multiple players.
* Stacks additively with Amp Spires.

## Notes & tactics

* Since it doesn't stak from multiple players, so, if picked, there should be only one holder of the perk.
* It might be situationally unwanted perk in maps that have Super heavies, since when they come closer, the player is forced to either stand away from them or to put the maze and the towers at risk.
* It finds good use in all modes, including **Survival**, where it can be utilized pretty freely in most maps, except the ones with Super Heavies.
Roboticist

## Overview

* Killing an enemy will grant you a disposable SiMo unit. You can only have one at a time.
* The perk is unlocked at rank 36 for players, who have **The Last Stand** DLC.

* **Simo unit characteristics:**
	+ The unit has 150 health and regenerates Health in the same way in which Characters do.
	+ It uses a Plasma Rifle, firing 5 times for 800 damage before reloading. Fires at 0.8 shots per second
	+ The unit doesn't move to engage enemies or chase them. Once it acquires a target, it fires at it with high accuracy from long range. It can *occasionally* hit weakspots, even on Fiskeplaske & Bobble Heads.
	+ You can move the unit by interacting with it with LMB (primary fire), then left clicking on its desired destination. This can be done in- and out-of wave.

## Related achievements

* **ROBOTS, ROBOTS EVERYWHERE:** Finish a map playing SiMo with the G-2 Companion, Roboticist and Electrical Outburst.

## Notes & tactics

* Simo units usually can find good utility as tools to hold aggressive lumes, or as a last line of defense/extra damage.
* There are a few scenarios, when Simo units might be actually unwanted around. These are similar to the situations with G-2 Companion, Reinforcements and Best friends forever.
	+ Care should be taken using this perk in maps with the Super Heavy as the Simo units may provoke the boss to fire its beam, potentially destroying important towers and the maze in the process.
	+ Hoverer queens might be triggered to produce an attack due to nearby Simo units, and this might be close enough to towers to stun them temporarily with their attacks.
	+ The Walker Patriarch might be provoked to produce a large punch in a zone, where this is unwanted.
	+ Hoverers are mostly tricky and then the player usually just should be wary of a potential knockback, that can be riskier in maps, where it is easy to fall/get drowned.
* This perk tends to shine more in Single Player mode than in coop, since in multiplayer enemies will also be killed by the partners, the chances of this being bigger if players are more. Additionally, the bigger health of enemies in coop makes for an increased likelihood of towers killing the lumes instead of the perk holder.
* This perk finds use mainly in the **Campaign** & **Easy** modes, since in **Survival** lumes are more often killed by towers instead as the player hardly can deal with their increasing health pools later on.
Damage Calculation

# Tower Damage Calculation

Synergy is the only effect that multiplies with the tower damage modifier factor in the entire game. It still needs to be tested whether this x1.3 multiplier applies before or after Armor, which is why it's not yet inserted into the formula.

# Other Damage Calculations

## Armor Shredder

### Weakspot Armor Reduction

Because of this Weakspot hits deal half of the enemy armor as bonus damage.

# Modifiers

### Weapon Weakspot Modifier

Individual for each Weapon and Fire Mode. It can be found on the Weapons page.
Overkill

## Overview

* Adds the leftover damage of a weakspot kill onto your next weakspot hit.
* Unlocks at rank 37 for players with The Last Stand DLC.

## Trivia

This perk's name might be a reference to OVERKILL Software, another game company which Coffee Stain Studios has an apparent partnership.

## Notes & tactics

* Overkill stacks indefinitely and carries into subsequent waves, potentially allowing one-hit-kills of many enemies.
* Static Discharge and Headache become quite powerful if combined with Overkill, since their damage is percentage based.
* Snorkers present an ideal situation for racking-up large amounts of overkill damage in a relatively short period, as they have low health, prominent weakspots, and usually spawn in larger groups.
* It tends to shine more in Single Player mode than in coop, since in multiplayer enemies will also be killed by the partners, the chances of this being bigger if players are more. Additionally, the bigger health of enemies in coop makes for an increased likelihood of towers killing the lumes instead of the perk holder.
* Though Overkill can be very potent in a normal Campaign, the leftover damage decreases significantly if enemy health increases, making it less effective in Survival**,** in coop and vs heavily mutated enemies.
Shipwright/FR

Le **Magasin du charpentier** est indiqué avec le panneau avec une ancre.

Vous pouvez trouver ici les parties basiques pour construire un Navire, comme les blocs en bois, les murs de bois et les échelles.

Vend aussi quelques outils pouvant être placés sur le bateau, comme les Cannons, les Gouvernails et les Voiles.

Pour plus d'information sur la Navigation, voir Navigation.
Resilient Core

## Overview

* Heals the Core for 10% of its max health (=400) at the end of each action phase.
* Unlocked at rank 5.

## Notes & tactics

* Can not cause the Core to gain more than its max health (4000).
* The effect will stack if used by more than one player. - 800/1200/1600 for 2/3/4 players.
* Affects all Cores on the map.
* This perk is among the ones, suitable for all game modes. Since in Survival enemies appear capable of penetrating the defences sooner or later, it might be a wanted one, if players want to survive for longer.
Upper Class

## Overview

* You do increased damage to enemies that are at lower altitude then you, the damage bonus is 10% per meter (up to 75% at 7.5 meters). One meter in the game is simply the height of a tower base.
* Unlocked at Rank 40 for players, who have **The Last Stand** DLC.

## Related achievements

* **LOOK MOM, IM FLYING:** Finish a map playing Sweet Autumn with Rymdskor, Plumber Shoes, and Upper Class.

## Notes & tactics

* You can get a bonus even when you are on the same plane as the enemy - jumping before firing can give up to +20% damage (30% for Sweet & Skye). Standing on a tower base gives + 10% damage.
* Alone by itself, this perk finds use mainly in the **Campaign** & **Easy** modes, since in **Survival** it tends to lose impact over time, due to the increasing health of the enemies.
	+ However, if used along with the Concussion rounds perk for 2500+ damage weakspot hits, it still can find some more usage.
Abominación descomunal

Abominación (No-muerto)
80
5,534
Alianza Horda
La Plaga
El Frente Roto (Corona de Hielo) [69, 67]

Las **abominaciones descomunales** son no-muertos de nivel 80 que forman parte de la defensa de La Plaga en Corona de Hielo.

## Habilidades

* **Rajar** — Inflige un 110% de daño cuerpo a cuerpo normal a un enemigo y a sus aliados cercanos. Afecta hasta a 3 objetivos.
* **Gancho de la Plaga** — Inflige daño físico y arrastra al objetivo hacia el taumaturgo.
* **Cuerpo detonante** — Explota al morir, infligiendo 1837 a 2063 p. de daño de Naturaleza a todos los enemigos cercanos.

## Objetivo de

* [80] Codazo y pinchazo
* [80D] Instrucción en el campo

## Misiones

* Tiran Tripas de abominación frías, que forman parte de la misión  [80D] ¡Eso es abominable!
* Tiran Bibelot de la Plaga, que forma parte de la misión  [65D] Envío: bibelot de sol cambiante.

## Enlaces externos

* Wowhead
* WoWDB