recursal/Fanatic-Fandom huggingface dataset:
Frightening Visage

## Overview

* Killing an enemy causes other enemies to think twice before they attack you again for 6 seconds. (=Killing an enemy makes all enemies not attack you for 6 seconds)
* It unlocks for players, who have The Pursuit DLC, at rank 32.
* This does not effect Hoverers and Hoverer Queens; They will still attack you while frightening visage is active, since their attacks aren't considered an act of aggression, but an act of defence.

## Notes & tactics

* This is a potentially good pick on Haigen, since then he can more safely keep himself around enemies.
* 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.
* This perk is a particularly good pick in scenarios, when the player plans on relying more on weapons than on tower damage, or has reliable weapon damage.
* There are some scenarios, when the perk would actually have unwanted effect - if the player wants to get the attention of enemies to himself instead of to the core in order to defend it, if the perk is active, lumes will rush to the core instead.
Bliskeblaske

750 (defensive state)

## Overview

* As part of The Pursuit DLC, **Bliskeblaskes** are peculiar and slow-moving enemies that achieve a flight via twin propellers, allowing them to bypass towers and make a direct path toward the core.
* They will curl into a ball when shot by **players** with weapons or Rolfinator, becoming heavily armored for a short while. However, towers, **Simo units** and **G2-companions** don't trigger this feature.
	+ While in this defensive state, the ways to damage them via weapons are restricted to using weapons with projectiles with more than 750 damage per hit, the Drone Launcher or perks to overcome the armor.

* **Bliskeblaskes** ignore the player and spawn together in small groups.
* Their attacks to the core deal 50 damage per hit.
* These lumes appear in 8 game maps, being the 4x2 ones from the last two regions (7. Outskirts & 8. Arc Islands)

## Notes & tactics

* **Tower Strategies**
	+ The Anti-Air Tower is able to cause severe damage to them before they curl up and even when they are in this state, level 3 & overcharged towers still can cause damage. However, the simple level 2 Anti-air can deal damage to Bliskeblaskes only if they aren't in defensive state.
	+ Due to their exceptionally high armor when in defensive state, towers that do high damage in a single shot are good. Violators would always do damage to these lumes, regardless of what is their current state. The Lightnings' high damage and bouncing shots make them potentially good picks against **Bliskeblaskes**, due to their grouping behavior and slow movement, but their low range leads to the need of a Range spire and/or careful positioning, in the path of these flying lumes.
	+ Like with all armored enemies, the armor-ignoring shots of Drone towers can be effective as well, but the drone's short range, coupled with the Bliskeblaske's flight can sometimes leave them out of range, similarly to the situation with Lightnings.

* **Player Strategies**
	+ Their weakspot is an orange bump on the front of their head, between and below their two propellers. If they curl-up however, the weakspot becomes concealed.
	+ High-powered weapons, such as the Sniper Rifle, are the best at overcoming their armor. If using explosive or other area-of-effect weapons, one should be forewarned that the area damage can cause other nearby **Bliskeblaskes** to curl-up prematurely.
	+ The Drone Launcher or any weapons using the Armor Shredder perk are quite effective as well.
	+ The player might situationally want to evade hitting these lumes with manual fire even if they happen to penetrate further in the maze, since if towers can target them in range, they are likely to deal much more damage to these lumes if they are not in defensive state.
Spore Pod

## Overview

* Spore Pods are flying lumes, featured in **The Last Stand** DLC, and are found only on the Arc Islands, in all corresponing 4 maps of this region.
* They usually spawn in large groups. Like other flying enemies, they will bypass towers to make a direct course toward the core.
* A certain time after they reach the core, they will explode in a manner similar to Snorkers, damaging the core and any nearby players. However, they do not attack players directly.
* When they explode, they deal 40 damage to the core, which is 1/3 of the damage, dealt by Snorkers.
* Despite their resemblance to Snorkers, their weakspot is located on the front of their body. Like most lumes, it's indicated by a red "eye".

## Notes & tactics

* **Spore Pods** and Snorkers don't trigger Shocking Revelation when they damage the core.

* Tower Strategies
	+ Long-range and/or AoE towers are most effective against them, due to their clustering behavior. The Anti-Air is the best possible tower vs these lumes since its damage vs flying lumes is unmatched by any other tower. Violators and Rockets are among the best alternative choices vs Spore Pods and still can be picked along with the Anti-air to deal good damage vs both ground and air lumes. It is good to put these towers with some space between them to grab a bigger area in range, therefore not allowing any flying things to penetrate and distributing a bit better the damage.
	+ Due to the **Spore Pods**' large numbers, some supplemental towers may be needed. A few shorter-range towers, such as Friendship Lasers or Lightnings, placed nearer to the core could help finish-off any that were missed, although they might need a Range Spire for better reach.
	+ Due to its range, steady rate of fire and sizable AoE, the Kairos is effective at slowing flying enemies, making it a good support tower for the **Arc Islands**.

* Player Strategies
	+ Their weakspot is not difficult to hit, as it is fairly large, even bulging-out enough to make hitting it from the sides possible. And like other flying enemies, their path toward the core is fairly straight, so one can usually see the weakspot clearly so long as they stay close to it.
	+ SiMo is arguably the best character against **Spore Pods**, due to his passive accuracy and crit bonuses.
	+ The four high-crit weapons (Sniper Rifle, Plasma Rifle, Nailgun & Ballista) are all effective at taking them out before they reach the core, due to their accuracy and high weakspot damage. One needs to compensate for gravity and distance when using Ballista though, so it requires a bit more skill.
	+ Explosive weapons are also effective, due to **Spore Pods**' tendency to spawn close-together. Adding Long Range Specialization will increase their AoE significantly.
	+ **Spore Pods** present a good situation for Penetrator Rounds, since there is usually another flying enemy close behind, and they generally share the same path.
	+ *There is a slight probability that the delay between their arrival to the core and their suicide explosion might go longer than usually, although it appears to be either fixed or appearing rarely as some glitch.*
Hollowpoint Rounds

## Overview

* Every third hit deals 100% of base weapon damage as extra damage.
* Unlocked at rank 3.
* This perk stacks additively with other damage-modifying perks and bonuses.
	+ Technically if used without other damage-modifying perks and not applying character-related damage bonuses and not hitting weakspots, this perk would mean ~33.33% more damage. However, if any of the mentioned factors is in action, this impact changes, since the perk would not be changed by them, neither would it affect them on its own. For instance, when hitting weakspots with the Assault rifle, the damage dealt by every third shot is 180 + 180x50% + 100%x180 = 270 + 180 = 450, instead of 2x270.

## Notes & tactics

* It is important to note that this damage bonus applies to every third hit, not every third shot. This even applies to damage over time effects, such as Sweet's burn ability (every third damage tick will gain the damage bonus). Therefore, players that utilize damage over time and area damage effects will have a harder time keeping track of this perk's counter.
* In contrast, players that rely on single, powerful hits can benefit greatly from this perk and can easily keep track of its counter. However, these players must be careful to not waste their damage-boosted hit.
* If used correctly by SiMo and TSYGAN it can cause massive 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 in Survival.
	+ Another relatively good use that it might find in Survival is when there are heavily armoured lumes and in such scenarios the perk can find use as a tool to apply debuffs such as Synergy & Exposure rounds.
Collateral Damage

## Overview

* Killing an enemy increases your damage by 20% for 7.5 seconds.
* Killing additional enemies further increases the damage bonus.
* It is unlocked for players, who have the Ruins of Brightholme DLC, at rank 30.

## Notes & tactics

* This perk is a potentially good pick in scenarios, when the player plans on relying more on weapons than on tower damage, but is also overall good as an extra damage boost.
* 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.
* The 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. Even with Concussion rounds, the last-hitting of lumes goes mainly to the towers.
Penetrator Rounds

## Overview

* Your shots penetrate weakspots and deal 200% damage to enemies behind.
* Weapon damage and weakspot damage is doubled.
* The penetration is a straight continuation of your shot.
* Unlocked at rank 15.

## Notes & tactics

* A potentially good pick on SiMo.
* It might find good use when enemies are lined or tend to appear in rows and their weakspots are on their front - e.g. vs Walkers that come in straight parts of the maze and in the maps from **Arc islands**, against the Spore pods.
* 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.
Shocking Revelation

## Overview

* When the core is damaged it releases a shockwave that stuns enemies in a huge area for 3 seconds.
* 10 seconds cooldown.
* Unlocked at Rank 12.

## Notes & tactics

* **Shocking Revelation** will stun all types of lumes, including bosses, in a huge area. This can give you enough room to finish the lume attacking the core and essentially preventing it from damaging it further.
* This perk may unintentionally stun groups of lumes close to towers leaving them extremely vulnerable.
* It can work particularly co-work well with other core perks, mainly Resilient core & Radioactive core, while Unstable core is mainly neutral about it, even the perk can works as a slightly unwanted effect if the Hydra hunter feat is active.
* **Shocking Revelation** can be useful in levels where lumes are very likely to reach the core and attack it, such as Train Station and The Depths.
* It shines mainly in scenarios, where player(s) find too much difficulty in keeping the core alive, although it can serve random playstyles and strategies as well.
* If the core is damaged by one of the two Kamikaze-type of enemies in the game (Snorkers & Spore Pods), the perk doesn't trigger.
* The perk finds use in all game modes, including **Survival**, where it can find some more serious purpose, since lumes are likely to penetrate the defences sooner or later, and this perk and Resilient core can help for prolonging the game.
Explosive Exchange

## Overview

* Deal 2500 damage to all enemies within 2 squares when you switch weapons. This damage decreases with distance to the target.
* 3 seconds cooldown.
* Unlocked for players, who have the Ruins of Brightholme DLC, at rank 26.

## Notes & tactics

* A potentially good pick on Haigen, since he tends to stay close to enemies.
* 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.
Walker Warrior

10 (weakspot)

## Overview

* Walker Warriors are stronger, sturdier versions of Walkers. Both have the same moving speed, but the Walker Warrior has considerably more health, some armor and can endure more punishment before going down. While the Walker Warrior generally comes in much fewer numbers than the normal Walkers they should never be underestimated as they are strong enough to power through most simple tower setups or be a deadly distraction to the players.
* The Walker Warrior is very aggressive and will attack the player directly if they come in range. He will also chase the player if he can follow the same path.

## Attacks

* *Double Smash* - The Walker Warrior punches two times (left fist+ right fist) in succession. He deals 35 damage per hit, like the usual Walkers.

* *Ground Pound Leap* - The Walker Warrior jumps towards his target. Once he hits the ground he deals 75 damage to all enemies within 1.25 grid squares. This attack doesn't damage the core.

## Notes & tactics

* This is one of the most common lumes, although it usually appears as one or just a few per wave - the only map without any Walker Warriors is 4-1: The Depths, although there is a wave with average Walkers.
* Jump backwards (or even just jump in any way) just before a Walker Warrior hits the ground to easily avoid being damaged by its ground pound attack.
* Its punch attack renders it motionless for a second or two. Provoking the Walker Warrior in a killzone will render it vulnerable.
* One of the most capable towers vs this enemy is the Focus. In some maps an assisted ACP can execute the lume, but rarely resources are that abundant.
* The Walker Warrior from 1-1: Introduction is the only one in the game that has 50% of his base health without the Easy mode enabled.
Soaker

## Overview

* The Soaker is a slow enemy with a massive amount of health. However, it takes double damage from all sources and takes an extra 2% more damage for each time it is hit.
* Each hit will also cause its weakspot, the pink area at the top of its body, to grow larger, slowing it down somewhat.
* The Soaker will ignore the player and will only head toward the core. Each time he hits the core, he deals 75 damage to it.

## Notes & tactics

The Soaker is one of the most common lumes in the game, although it usually appears in limited numbers in its corresponding waves - the only map without any Soakers is the first one (1-1: Introduction).

### Tower Strategies

* Any tower can effectively damage the Soaker. The most effective towers are the ones with a high rate of fire, which can take advantage of its condition of increasing its damage taken based on the number of hits it takes.
* Gatling, Scatter Laser, Focus, rank 1 Cannon, and Drone towers are all towers that are effective due to its condition.
* Rupture mines are excellent for growing the Soaker's weakspot, meaning if a Soaker triggers a mine early on, it will be much more vulnerable to damage sources that follow.

### Player Strategies

* Soakers sometimes come with other, more dangerous enemies that would often require serious assistance from the damage towers. Because of this, players are recommended to kill the Soaker(s) first so that the towers will not waste their shots on it or at least to try damaging it to a degree, in which the towers would kill it faster.
* The Assault Rifle, Sub Mini-Gun, ETK-Tesla Prototype, and Gatling Laser weapons are among the best weapons for taking advantage of the Soaker's condition.
* Sweet's damage over time ability can also be extremely helpful with its condition. She is arguably the best anti-Soaker character, since Skye appears to rack up her warming up somewhat slowly and Simo appears limited vs this particular lume if using his conventional weapons, while the other two characters just deal average damage to it, regardless of the loadout.
* The Drone Launcher can quickly dispatch Soakers with multiple drones damaging them.
* The Static Discharge perk deals damage based on the amount of damage done, so attacking a Soaker with hard hitting weapons such as the Ballista or Sniper Rifle will result in devastating lightning bounces to nearby enemies.
* Combining the Plasma rifle (mainly its secondary fire) and/or the Smatter band with Tactical juxtaposition appears one of the most effective ways to render Soakers more vulnerable.
Tinkerer

## Overview

* The last 3 towers you have built deal 30% more damage.
* Stacks additively with Amp Spires.
* Available to players with the Road to Elysion DLC at Rank 22
* Building any number of support towers after the three most recently built damage dealing towers doesn't remove the perk's damage bonus from the latter.

## Notes & tactics

* Technically the most comfortable towers for this perk appear the Focus, ACP & Gatling, these are among the ones, most potent as all-around ones when overcharged. Very often the Drone and the Anti-air can be utilized fine as well, since they are usually fine if being one or just 2-3 per map and receiving simple overcharge as well. The other towers mostly behave in a different way and often might be preferrable as being more than 3 in total and other perks might be preferrable.
* If a coop partner deconstructs one of the three damage dealing towers, there will remain only two towers that keep benefitting from the perk. In that case you have to build another damage dealing tower to raise the total number of your towers affected by the perk back from 2 to 3.
* This perk doesn't affect (increase) the damage bonus added by an Amp Spire. However, this perk does increase the damage bonus from overcharging any of the three towers. In other words, it multiplies by 1.30 towers' own damage, including the part of the damage added by overcharging, but doesn't multiply the damage added by an Amp Spire, which is calculated on the towers' own damage independenlty of this perk. Another way of saying this is that it stacks additively with Amp Spires, just like all other tower damage increasing perks with the sole exception of Synergy.
* A potentially good pick on most scenarious, although it tends to lose its purpose if 4 or more types of towers/a bigger overall count are needed, e.g. it is good when the game can be played with just ACP, Focus +/- Anti-air/Drone, but is not as viable if there is a big stacking of towers or if there is a sharper need of random damage-tower types.
* It doesn't affect preset towers or ones, built from other players. The player (builder) has to build the three towers from scratch.
Brood Mother

## Overview

* Like the Runner, the Brood Mother tends to spawn in groups. It ignores the player, instead running directly to the core.
* If it reaches the core, its attacks deal 25 damage per hit (a bit more than the dmg from Runners)

## Notes & tactics

* This lume appears in 17 game maps:
	+ 2-3: Cliff Lodge
	+ 2-4: Outpost
	+ 3-1: Train Station
	+ 3-2: Canopy
	+ 4-1: The Depths
	+ 4-4: The End
	+ 5-1: Cluster
	+ 5-2: The Smasher
	+ 5-3: Jellyfish Cove
	+ 5-4: Laser Bridge
	+ 6-1: Shortcut
	+ 6-3: Power Relay
	+ 6-4: SOKOL
	+ 7-1: Dam
	+ 7-2: Field
	+ 7-3: Bog
	+ 7-4: Last Chance
* The Brood Mother is very similar to the Runner, so identical strategies may be employed to take down both enemy types.

### Tower Strategies

* Brood Mothers have very low health, so any tower that can hit in an area, such as the ACP & Rocket. This allows multiple Brood Mothers to be taken out at the same time.
* Lightning towers also can perform admirably. If there are enough of them, they can take down lots of Brood mothers.
* The Scatter Lasers also work well against large groups of Brood Mothers because of the random firing pattern.

### Player Strategies

* The Brood Mother 's weakspot is the red region on its front.
* Brood Mothers move very quickly, but any weapon that causes damage in an area, such as the Assault Rifle's secondary fire, the REX, the Ballista's secondary fire, and the Battle Rifle, can take them out very quickly.
* Since Brood Mothers have quite low health, the player can usually concentrate on other, more threatening targets and just let the towers take care of the Brood Mothers.
* The Unstable Core perk renders Brood Mothers ineffective at damaging the core. Depending on how many players are in the game, standard rank 1 Brood Mothers will only be able to hit the core 2-6 times each before being killed. The perk can be stacked for up to 8000 damage per hit, killing any Brood Mother that attempts to attack the core in two hits.
Parthian Tactics

## Overview

* Deal 30% more damage and move 10% faster when at full health.
* The perk is unlocked for players who have the Ruins of Brightholme DLC at Rank 27.

## Related achievements

* **Swedish police can't track this one:** Finish a map playing TSYGAN with Rymdskor, Trickster and Parthian Tactics.

## Notes & tactics

* It is a potentially good pick on Tsygan due to the movement speed boost.
* It can be a dual-side perk when it comes to kiting and escaping, since if the player gets hit, they lose both the damage and speed buffs.
* It is a potentially unwanted perk on Haigen, because he tends to take damage too often to utilize it.
* It can find use in all modes, although if used in **Survival**, its purpose is mainly for the bonus movement speed, since if the game goes long, the damage bonus tends to lose impact, due to the rising health pools of the enemies.
	+ However, if used along with the Concussion rounds perk for 2500+ damage weakspot hits, the damage bonus still can find some more usage.
Haigen Hawkins

# Abilities

* Haigen gets a 35% damage bonus if he is within two squares to the target.
* Haigen has 50% more health than the other characters (=75 more for a total of 225)

# Biography

A common slumdweller from the old ruins of Brightholme, Haigen Hawkins somehow managed to reach the position of Core Guardian in Elysion One. Life was a constant struggle for food and money because he grew up with his mother and siblings in the slums' harsh environment. Even with the limited access to education, he constantly surprised those around him with his intellect. Haigen was considered to be an unsociable outcast by those around him; his calm and collected personality make him appear very introverted. Working stray jobs around the slums let him provide some stability for his family. Whenever he could, he'd spend his time collecting and repairing technological gadgets and machines. He met Charlotte Wray, aka TSYGAN, when she was 19 years old, and helped her in her revolution against Brightholme.

By a stroke of luck (or fate, depending on who you ask) he happened to be at the right place at the right time. For some reason Sweet gave him a chance to leave the slums behind and become a citizen of Elysion One, with all the benefits of a true Brightsider. Grasping his opportunity, he decided to apply for military service, and left Charlotte in Brightholme. He still sent her information regarding The Bright Foundation.

Despite his lanky body and quiet nature, he proved himself to be one of the most promising new recruits in his year. Whether it was the slums that made him stronger, or just pure willpower, it was difficult to say. In any case, he climbed to the rank of Core Guardian and was put into the team as an engineer and close combat soldier. He appears almost bored by everything that goes on around him, but he's very observant. Haigen has an obsession to constantly question things and tries to figure out how they work. His primary trait is his incredible intelligence. He outwits anyone he talks to (if he decides to talk, that is).

# Trivia

* Seen in the credits, the name Haigen Hawkins is made up from two beta testers, Haigen Pennycuick (Credited as Haigen Miller) and Thomas "Hawkins" Richards. Developers had trouble coming up with the name but settled on the idea of giving it to the biggest Sanctum fan and Record holder for Sanctum maps.

# References

1. ↑ www.elysianarchive.com : official story background
2. ↑ Coffee Stain Studios Official Blog
Against All Odds

## Overview

* Increases your damage by 10% for each enemy that is less than 3 grid squares away from you.
* Caps at 6 enemies for a 60% damage boost.
* Unlocked at rank 10.

## Notes & tactics

* Haigen can put this perk to good use as his natural ability gives 35% more attack when close to enemies, stacking up to impressive 95% with Against All Odds maximum potential.
* Using this perk with weapons that requires to be close to enemies (e.g. Gatling Laser with its secondary fire) can also result in high 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.
Slowing Rounds

## Overview

* Enemies damaged by you are slowed by 20% for 2.5 seconds.

* Does not stack with itself when picked by other players or with other slowing effects.

## Notes & tactics

* Any Characters, Weapons, or Perks that allow you to do additional damage over time indirectly increases the duration of 1 Slowing Round shot.
* Sweet's Passive Ability 'Incendiary Rounds' grants additional 24% weapon damage bonus over 6 seconds, thus indirectly increasing the duration of 1 Slowing Round shot to 8.5 seconds.
* Sub Mini-Gun's secondary fire, Ballista's secondary fire, Gatling Laser's primary fire, Circle Saw's secondary fire & Drone Launcher's primary fire synergize well with Slowing Rounds.
* Electrical Outburst, Desperate Measures & Biological Warfare synergize well with **Slowing Rounds**.
* If there are strong slowing effects in all or most zones, where enemies are attacked, it might lose its usefulness, since enemies then are already slowed.
* This perk finds good use in all game modes, including **Survival,** although it might not be as useful in longer games if there are heavily slowed zones, being a product of combining Slow fields & Range spire +/- overcharges.
Long Range Superiority

## Overview

* You deal more damage the further you are from an enemy, the damage bonus is 5% per space.
* Maximum 50% damage bonus at 10+ spaces between you and the enemy.
* Unlocked at Rank 27 for players, who have the Ruins of Brightholme DLC.

## Notes & tactics

* It is a potentially good pick on SiMo, since he is accurate and this can improve his damage from long distances.
* It is good with accurate weapons like the Sniper rifle & Plasma rifle and far-seeking ones like the Drone launcher & Rex.
* 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.
Unstable Core

## Overview

* Deals 2000 to enemies each time they hit the core.
* Stacks if multiple players have the perk, eg. if 4 players have the perk, 8000 damage is dealt.
* Enemies with infinite armour like Bobble Heads, Hoverers & Fiskeplaske **WILL NOT** be harmed by this perk.

## Notes & tactics

* **Unstable core** shines mainly vs penetrating small lumes like Runners, Brood mothers & Walker pups, although they still can aid vs medium & heavy lumes that hit the core.
* Its use is mostly for scenarios, where the player(s) find it too difficult to keep the core alive.
* Compared to another partially similar perk, Radioactive core, the **Unstable core** tends to be superior, but it requires lumes to hit the core and doesn't get "buffed" if there are slowing or stunning effects to the attackers - it might even be partially negated if the Hydra Hunter feat is active, since the slowed/stunned enemies have bigger opportunity to regain more health in the "breaks", thus partially negating the effect of this perk.
* Unstable core can, in particular, work well, if combined with Resilient core, since then it can behave as a passive "weapon", that "reloads" after the waves.
* 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.
Smatter Band

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

## Overview

* Unlocked for players, that have The Last Stand DLC at Rank 36, thus making it the last weapon to be unlocked in Sanctum 2.
* Fire modes
	+ Primary Fire
		- Fires a small, gravity-affected explosive at high velocity, that sticks to enemies and deals delayed damage.
			* Several can be attached to the same enemy. However, they will not detonate if they hit non-enemy objects - if the primary fails to hit an enemy, it will quickly fizzle-out and occasionally make a 'raspberry'-noise.
		- Although this mode is described as "small explosions", it has no AoE - it is fully single-targeted and is unaffected by the AoE-bonus of Long Range Specialization.
	+ Secondary Fire
		- Launches a heavier, slower cluster-bomb that will detonate two seconds after impact, dealing high area damage over time in a large zone. Like with all explosions in the game, the damage is highest in the center and the further from it, the lesser it goes.
		- Unlike the primary, it will not stick to enemies, and if hits such, it will bounce-off, which can even lead to the projectile going far away from them.
		- Carefully placed bombs with the secondary fire can hit Hoverers soft back (but not earning weakspot hits) for moderate damage.

## Trivia

* *Smatterband* is a Swedish term for a kind of firecracker, which seems to be what this weapon is inspired by.
* Despite it being called an "industrial weapon" on the Steam Store, there is no practical industrial application for launching sticky firecracker bombs.
* When the Smatter Band was originally released, Long Range Specialization inadvertently caused its secondary's AoE to completely encompass most maps, resulting in the single largest AoE ever witness. However, this spectacle was short lived, as it was resolved a few days later. *(See Game Updates)*

## Notes & tactics

* The explosion of both attacks are somewhat delayed, so the player should consider it, especially with the secondary fire.
* This weapon is very effective against Soakers, since the delayed explosions quickly render them more vulnerable.
* The secondary fire mode is effective vs crowds with slow to average movement speed that have no or low armour like Walkers, Jumpers and Rhinos in the twists, although it finds some more trouble with fast enemies such as Runners & Brood Mothers and it hardly deals damage to heavily armoured lumes such as Heavy Pups and Armoured Heavies.
* Using this weapon with Hip Fire is dual-edged, since this perk would reduce a bit the primary fire's crit damage to weakspots.
* It is difficult to deal with Bliskeblaskes with this weapon, since their defensive state would trigger quickly, resulting in almost no damage dealt, unless the Armor Shredder perk is used.
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Nagłówek B i linki

* **Lewy nagłówek A**
	+ Sekcja B link 1
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	+ Sekcja B link 3
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	+ Sekcja B link 5
* **Lewy nagłówek B**
	+ Sekcja B link 6
	+ Sekcja B link 7
* **Lewy nagłówek C**
	+ Sekcja B link 8
	+ Sekcja B link 9
	+ Sekcja B link 10
	+ Sekcja B link 11
* **Lewy nagłówek D**
	+ Sekcja B link 12

* **Prawy nagłówek A**
	+ Sekcja B link 13
	+ Sekcja B link 14
	+ Sekcja B link 15
	+ Sekcja B link 16
* **Prawy nagłówek B**
	+ Sekcja B link 17
	+ Sekcja B link 18
	+ Sekcja B link 19
* **Prawy nagłówek C**
	+ Sekcja B link 20
	+ Sekcja B link 21
	+ Sekcja B link 22

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Tech Junkie

## Overview

* You deal 40% more damage when within 2 grid squares of a tower.
* Unlocked at rank 34 for players, who have The Pursuit DLC.

## Notes & tactics

* This perk can come in hand if the player has some more towers that they can stick to, or if the current ones are relatively safe to stick to.
* Putting an AR-mine dispenser or another tower can help greatly for an easy utilisation of the perk without having to be around the other towers.
* Some weapons that can work relatively well with this perk are the Drone launcher and ones with good range/accuracy like the Sniper rifle & Plasma rifle
* It might lose its purpose in some scenarios
	+ Some shooting lumes might force the player to leave the tower zones, or to put himself at risk. Some of these are:
		- Super heavies, since they can instantly kill the player with the beam, but also towers and bases if provoked.
		- Fiskeplaske, since he can kill the player very quickly if he happens to hit them with multiple projectiles.
		- Other shooting lumes like Screamer matriarchs, Screamers, Spitflies & Spore keepers are mostly safe, if the player can dodge/reflect their projectiles.
		- If Hoverers/Hoverer queens come too close, this might lead to a knockback, which to send the player out of tower zones, or to worse - into dangerous lumes, or into falling out of the map/drowning.
* 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.
Bloodletter

## Overview

* You deal 100% extra damage for 12 seconds after killing 4 enemies
* The perk is unlocked for players, who have the Ruins of Brightholme DLC, at Rank 29.

## Notes & tactics

* This perk is a potentially good pick in scenarios, when the player plans on relying more on weapons than on tower damage.
* 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.
* It 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. Even if Concussion rounds is picked, last-hitting the enemies goes mainly to the towers.
Hardcore

*In-game Description*- Respawn in the next build phase. Get less resources back when you recycle towers. Increases XP gain by 20%.

*Effects*- If you faint, you cannot return in that same build phase (can respawn in 10 seconds if the Phoenix perk is equipped). When towers are sold, only half of the resources invested in the tower are returned. Increases experience earned by 20%.
Spitfly

## Overview

* Spitflies will usually attack the player directly if they come in range. Will also chase the player if they can follow the same path.
* These enemies can fly over bases & towers. They will simply follow paths, that the ground enemies would follow if there were no bases & towers. They will not ignore this way environmental obstacles like rocks & buildings and will not fly over them. If there is no ground around, they tend to follow specific trajectories until they come to the land.
* Its attacks are *Parasitic Vomit* - The Spitfly vomits a ball of goo towards its target. They will attack if the target is within 3 grid squares. Successful hits deal 20 damage per attack and players & friendy AI hit are slowed by 50% for 3 seconds.
* The Spitfly is obviously unaffected by ACP, Orbital strike relays and cannot trigger mines that are put on the ground. Drone towers can attack them if they pass directly above close enough, or if their range is increased.

## Notes & tactics

* This lume appears in 21 of the 32 maps. The ones without **Spitflies** are the 4 maps from the 1st region (Facility), the 4 from the 6th region (Brightholme) and the three DLC maps 5-1: Cluster, 7-3: Bog & 7-4: Last Chance.
* Their attacks are quite easy to avoid, but if hit once, the nexts are harder to dodge (since you move slower). If slowed, the best way to evade is to jump while moving away from them.
* A single level 3 Anti-Air tower can handle a lot of Spitflies before they reach the core if properly placed, and, depending on the situation, sometimes properly overcharged.
* Mines can actually damage flying enemies, but it's tricky - if the player has mines on the head (placed by him or another player) and jumps to the spitflies, this will trigger the AR-mine explosion (or attach Rupture mines). *Also it is potentially possible that mines can be triggered by low-flying enemies, if the mines are on high towers.*
* If the lume starts to attack the core, but a player stands on the projectiles' way and takes dmg from a vomit ball, the Spitfly will start to target the player instead and this tanking+dodging behaviour can act as core-protecting trick as long the player stands in close range of the spitting lume. This method works the same way for the other usual spitting lumes (Screamers & Screamer Matriarchs)
Hydra Blood

## Description

* HP regeneration increased by 100%.
* HP regeneration delay decreased by 50%.
* Unlocked at Rank 38 for players wiith **The Last Stand** DLC.

## Notes & tactics

* The Hydra Blood can be useful alongside Parthian Tactics as it requires full health to work.
* Haigen users can put this skill to good use as he requires to be dangerously close to lumes being very likely to take several hits.
* Hydra Blood can be very useful to tank and stall enemies like Walker Warrior, Heavy Pups or even Hoverers (granted the player position themselves carefully).
* It is generally good for all game modes, since it also improves kiting capabiity.
Healer

## Overview

* One of the two 'support lumes' added in the Road to Elysion DLC. The Healer is a flying lume with a small, hemispherical weakspot on its back. It ignores tower bases and will fly towards wounded lumes and "latch" on them with a healing beam, if the lume it is currently healing is killed, the Healer will pick another random lume to latch onto, selecting a wounded lume by preference.
* The Healer will never head towards the Core to attack it, similarly to Mutators.
* If all lumes in a wave except Healers and Mutators are killed, any surviving Healers & Mutators will self-destruct.

## Notes & tactics

* Healers appear only in 8 game maps - the ones from the 5th and 8th regions (i.e. from Coastline and Arc Islands).
* Multiple Healers on the same lume can make that lume extremely difficult to kill. As Healers cluster together if healing the same lume, area-of-effect attacks are extremely effective against them.
* Healers will not heal other Healers. However, they might start to heal Mutators and Mutators can mutate them and the "meeting" between Mutators and Healers can potentally be a real threat for an unprepared player.

### Tower Strategies

* In maps where Healers comes in large numbers, the Anti-Air Tower is recommended as it can handle them quickly before they can cause problems.

### Player Strategies

* REX and the Battle Rifle can be effective in dispatching groups of Healers.
* The Ballista and Plasma Rifle's secondary fire modes can quickly wound and kill Healers and other lumes around them.
Desperate Measures

## Overview

* Sets enemies around you on fire when you take damage. Deals 2500 damage over 6 seconds.
* Range - 2.7 grid squares.
* 2 seconds cooldown.
* Unlocked for players, who have the Ruins of Brightholme DLC, at rank 28.

## Notes & tactics

* Any source of damage will activate this perk, including walking into the lume's spawn point. This can be used to active Desperate Measures on passive enemies like Bobble Heads, Armored Heavies and Soakers.
* Unlike Spiked Armor, Desperate Measure will deal damage over time (DoT) rather than all of it at once and **will** hit enemies that don't make contact on hit like Screamers or Hoverers.
* This perk can be useful in waves with Runners and Brood Mothers as the damage will either kill or sufficiently injure them for the towers to finish up.
* Does not appear to benefit from or increase Skye Autumn's passive bonus.
* When used in conjunction with Hydra Blood this perk can be very useful allowing the player to quickly regenerate health and use the Desperate Measures as quick as possible to damage all lumes around.
* Haigen users can put this skill to good use as he requires to be dangerously close to lumes to earn his maximum passive bonus being very likely to take several hits.
* It is preferrable on **non-survival modes,** since in survival this perk tends to lose impact later on, due to the rising health pools of the enemies.
Hip Fire

## Overview

* Increases damage done by 40%.
* Disables weakspot hits.
* Unlocked at rank 6.
* This perk affects character-specific damage bonuses such as Sweet's Burn.

## Notes & tactics

* This perk stacks multiplicatively with Tactical juxtaposition, e.g. using both perks on a Voltaic Handcanon would cause the secondary fire to deal 60% x 1000 x (100+40%) = 600 x 1.4 = 840 damage per hit.
	+ Technically this means that with Tactical Juxtaposition this perk can lead to a superior damage boost if used correctly.
* Weapons' usage
	+ The perk is mostly fine if used with any of the 7 weapons that have low (20-30%) weakspot damage bonus: Voltaic handcannon, Drone launcher, Sub Mini-gun, Shotgun, Rex, Gatling laser & Grenade launcher.
	+ It is dual-edged if using this perk with any of the 5 weapons, that deal average (50%) weakspot damage bonus in one fire mode: Battle rifle, ETK-Tesla prototype, Assault rifle, Circle saw & Smatter band.
	+ It is not recommended to use this perk with any of the four high-crit weapons (those with 75-200% weakspot dmg bonus in one/both fire modes): Sniper rifle, Plasma rifle, Nailgun & Ballista.
* Hip fire might be situationally unwanted if there is a high need of weakspot damage, like in the maps The Depths, The End, Laser Bridge & The Slums, although the low-crit weapons are still mostly fine with it.
* 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 infinitely increasing health of the enemies over time.
	+ Then it can find some more long-time use if used against armoured lumes in order to overcome the armour for application of debuffs such as Synergy & Exposure Rounds.
Elysian Archives

The Elysian Archives was a supplementary website set up by Coffee Stain Studios to provide extra background information for Sanctum 2. However, the website can no longer be accessed directly (access via internet archiving services such as https://archive.org/ is still possible). Previously, to access the information, users would input codes that can be found on various maps throughout the game.

* The pages of the Elysian Archive, saved through the Wayback Machine
* This page originally had a video of Tsygan's message playing at the bottom.
TSYGAN

# Abilities

* The final shot in a magazine deals additional damage, based on the following formula: 25% x (magazine size / ammo cost) x the weapon's base damage
	+ This bonus stacks additively, i.e. after other damage-changing factors, and is related only to the weapon's base damage. For instance, weakspot damage would be done based on the original damage and an Assault rifle's secondary shot would do 1250[base damage] + 1250x10%[=weakspot dmg] +25%x(2/1)x1250[=TSYGAN's bonus] = 1250 + 125 + 625 = 2000 damage to a weakspot in the last shot.
	+ If used with no damage perks and without hitting weakspots, this bonus damage would technically mean 25% more damage in total. However, when using damage-modifying perks and hitting weakspots, the impact of this ability changes, since the extra damage stacks only additively - it wouldn't change the effect of such perks and wouldn't be affected by them on its own, neither would it modify the weakspot damage bonus.
	+ Shotgun is **NOT** affected by this even primary fire.
	+ On secondly fire of REX, all missiles are affected by this if they are shot with last missile on one charging.
	+ The perk Head Start deals the same amount of damage and acts the same way, but on the first shot instead.
* TSYGAN moves 25% faster than other characters.

# Biography

She was born in Brightholme and lives there. TSYGAN is her nickname, and it represents not only Charlotte Wray herself, but also her ideas, and her fight and her gang (which she calls "the rats of Brightholme"). A terrorist for many, a hero for some, and a leader for few; she is the face, the voice, and the head of the revolution against the Bright Foundation. She collects information about everything related to the foundation (Lumes, Elysion One, Core Guardians, etc.), and broadcasts it.

She met Haigen when she was 19 years old, and quickly trusted him. They created and worked together as "TSYGAN", hacking and denouncing the Bright Foundation, until Haigen left for Elysion One, leaving Charlotte as TSYGAN alone. Haigen still sent her information, however.

When Haigen left her for Elysion One, she was infuriated because she had fallen in love with him—she never told him—and she couldn't follow him into Elysion One. But she didn't hesitate to leave her shelter when Haigen sent her the message, "They Say You Gain Advantage Now, Hunt Evoked Luminescent Protector." ("TSYGAN, HELP").

# Gameplay Notes

* TSYGAN's damage ability allows her to excel when dealing with single targets, including heavies and bosses, since she can use her last ammo in the magazine to deal high bursty damage against key lumes.
* The last shot in a magazine of her primary weapon, the Ballista, results in a great amount of damage when fully charged.