recursal/Fanatic-Fandom huggingface dataset:
Neon Focus Flare

## Statistics

###

Gun - Ranged

###

###

1

###

0 s

###

N/A

###

8 s

###

N/A

###

8 WM

## Effect Statistics

###

3 s

###

183.33/s ()

###

0/s

## Additional Statistics

###

1 s

###

N/A

###

N/A

###

5 s

###

N/A

###

###

15

###

0

###

0 s

###

10

## Usage

###

 250

###

N/A

The **Neon Focus Flare** is a ranged weapon from the Neon faction. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

An effect-based energy weapon that shoots an auto-locking beam on targets. Each beam attack deals 550 damage over 3 seconds. Units focused by the beam will be unable to advance.

Instead of relying on force to halt advancing units, this weapon employs an automatic explosion with a damage setting of 1 (in practice, this results in 2 damage, as explosion damage is twice the base number).
Phalanx

## Unit Order

**Phalanx** is the fourteenth level of The Challenge campaign in Totally Accurate Battle Simulator.

## Survey

An army of very tight formation with spears sticking out at the gap between shields. This phalanx consists of a line of fifteen Shield Bearers and two lines of Sarissas with fourteen units in each.

Total units: 15 Shield Bearers, 24 Sarissas.

## Strategies

* Place a super cheap unit to distract them to the stair case and a unit with powerful AoE like Dragon or several units with weak AoE like Bomb Throwers and Bone Mages to kill them.
Infernal Whip

* Red
* Blue

## Statistics

###

###

 800

###

432 ()

###

1.20x

###

1.00x

###

1.00x

## Weapons

###

One-handed

###

###

###

None

## Additional Statistics

###

###

Melee Unit

###

Enemy

###

Full Version 1.0.0

## Characteristics

The Infernal Whip wields two flaming whips that will extend toward enemy units, lighting them on fire as well as inflicting considerable damage to anyone close.

However, once the enemy closed in, the Infernal Whip is as good as dead, as while they may be somewhat endurant, it can't hold a prolonged fight, so consider keeping them in the backlines.

## Appearance

The Infernal Whip appears to be a generic Wobbler. However, this one burns... literally. It has solid igneous rock on its head, and wears a normal shirt (team-colored) with darker but still team-colored sleeves, with seeming magma armbands. The belt also appears to be made of magma, along with its kneecap armor, whereas for the rest of the lower half, is merely team-colored pants and boots.

## Unit Voice

 [[File:{{{Effect}}} HD Icon.png|70x70px]]{{{Effect}}}
 Death Vocals

## Strategies

### Usage

The Infernal Whip deals high DPS through burn damage. However, it can get overrun very easily. To counter that, use a unit that can take multiple hits (Though beware, burn damage spreads to allied units too) such as the Void Cultist, or something that can distract units, such as a Pharaoh. The funny thing is, when used in a narrow corridor, a large number of Infernal Whips can be used as crowd control. One other thing to consider is that while the Infernal Whip is somewhat durable, it can't only survive for so long, so don't keep them in the frontlines. However, you can use them in groups, along with other Units with AoE weapons, therefore making it easier to destroy the enemy team.

## Changelog

 Full Version 1.0.0
* The Infernal Whip was added to the game.

 Full Version 1.0.1
* Fixed the Infernal Whip having unlimited range when possessed.

## Trivia

* When unlocking the unit, as the weapon glows, only the base will turn yellow, the whip segments and rope will not.
* In the location you find the Infernal Whip it shows how the Void Monarch transforms with a tornado of Fuchsian Flames and its Claymore behind their back.
* Upon any form of lag in a battle, when the unit is present, the Infernal Whip's whips will stretch more and more until the base of the weapon is left in the unit's hands, possibly casting the map in darkness.
	+ This can be temporarily or fully fixed by putting the game into slo-mo before or right after it happens, bringing the whips back to their original state.
	+ The unit can still attack like it normally would when this happens.
* Despite appearing somewhat feminine, mainly with the structure of their shirt, they share the same voice as the Squire.
* Their whip attack can pass through walls.

## Gallery

The UI icon of the Infernal WhipClose-up of a red Infernal WhipClose-up of a blue Infernal WhipViolence... is WHAT I AM!!Close call, huh?Whippin' up DISASTER!!
Ninja Master (Alpha)

## Overview

   *Not to be confused with its lesser unit, the Ninja.*

 The **Ninja Master** is a troop in the Asia Faction in Totally Accurate Battle Simulator. It throws shurikens just like the regular Ninja, but much faster. Hillary is essentially a **Ninja Master**, but with emails that do more damage.

## Appearance

**Ninja Masters** have the same look as the average Wobbler, but with a ninja hood. It looks the same as a regular Ninja, with the exception that it has a red bandanna, to differentiate the two. The difference between the **Ninja Master** and Ninja is its much higher HP and attack speed. For some reason, the **ninja master** backs up while shooting making it harder to get close to melee units. **Ninja Masters** also have more speed than the regular Ninja.

## Usage

Some players tend to use a regular Ninja instead in certain situations. The main difference between these and regular ninjas are that ninjas have better accuracy and a significantly lower cost. **Ninja Masters** have a hard time hitting a single small unit due to the less accurate rapid fire nature of the **Ninja Master's** attacks and is best used against groups of units. A group of ninjas can be better than one **ninja master** if you are on a tight budget. The **Ninja Master** is best used against hordes of low-health units, as the **Ninja Master's** poor aim makes it difficult for it to take out small groups of tankier, more expensive units. The stray shurikens that have failed to land on their target will fly onwards, and therefore are extremely useful in taking out hordes in this manner. **Ninja Masters** should be used in small numbers, as you don't need many of them to take down hordes. If you have more than one **Ninja Master**, be sure to keep them apart as they will accidentally team kill each other.
Mammoth Migration

## Unit Order

**Mammoth Migration** is the twenty-fifth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

4 migrating Mammoths are passing through the city.

## Strategies

* The Mammoths could absolutely trample most melee units, thus rendering them bascially useless. Heavy damaging ranged units are therefore important, such as Cannons, Ballistas, or a single Artemis, paired up with a couple of Cheerleaders.

* Use Pirate Queen on a side and Reaper on a side.
* Use Blackbeard.
Berserker Axe

## Statistics

###

Axe - Melee

###

65 - 130

###

1.5 s

###

86.67

###

3 WM

## Additional Statistics

###

0.9 s

###

25

## Usage

###

 50

###

The **Berserker Axe** is a melee weapon from the Viking faction. It is used by the Berserker.

## Characteristics

The Berserker Axe is a weapon that does moderately low damage but with a slightly short cooldown period. Units will aggressively lunge into the enemy when close by, often catching the slow minded by surprise.

There is a chance that the axe will stick to enemy’s on hit, similar to the Minotaur grab.
Jester Kick

## Statistics

###

80 - 1,500

###

2 s

###

750

###

1 WM

## Additional Statistics

###

0.3s

## Usage

###

## Characteristics

The ability has a 2 second cooldown before the first kick can be executed, where the unit must be close to an enemy in order for the cooldown timer to start. After a kick, it again takes 2 seconds while close to a unit before the kicker can kick again. One may also have to move around in order to start the timer.

The kick's base damage is 80, but it gets multiplied by force to the point where its damage is incredibly inconsistent. Sometimes kicks may deal 400 damage, other times they deal 900 damage. Rarely, a single kick can inflict over 1,500 damage.
Ice Bow

## Statistics

###

Bow - Ranged

###

###

1

###

1.2 s

###

###

3 s

###

###

30 WM

## Effect Statistics

###

15 s

###

0/s

###

0/s

## Additional Statistics

###

1 s

###

30 WM/s

###

15

###

5 s

###

150

###

25

###

1

###

40

###

5 s

###

0

## Usage

###

 130

###

The **Ice Bow** is a ranged weapon from the Viking faction. It is used by the Ice Archer.

## Characteristics

The Ice Bow is a cool weapon; while it does not deal any damage at all, it will freeze units. This freeze effect will make units slower in movement speed, and eventually die by freezing into ice, depending on their tolerance. Units with this effect will recover if left alone for 15 seconds, and getting shot with the Ice Bow again will add another 15 seconds.

Units with 134 health or below will be able to tolerate at least 2 Ice Arrows before succumbing to the freeze on the subsequent shot. Units will be able to survive another Ice Arrow with each increase of 45 health; for example, a unit with 135 health can tolerate up to 3 Ice Arrows, while a unit with 180 health can tolerate up to 4. If left to recover, units will have to be shot more arrows to kill them.
Mongolian Knife

## Statistics

###

Knife - Melee

###

25 - 50

###

0.45 s

###

111.11

###

1.1 WM

## Additional Statistics

###

0.3 s

###

15

## Usage

###

 40

###

N/A

The **Mongolian Knife** is a Miscellaneous melee weapon. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Mongolian Knife is a chipped knife that is rather blunt in damage. However, it can be swung extremely quick and has such an exceptionally short cooldown that it can constantly attack with no pauses at all.

Although boasting in speed, the Mongolian Knife is still a melee weapon and can only be used in very short distances. Once in such distance though, units will speedily strike the knife down on their opponents, followed by multiple swift cuts and slices.

## Trivia

* This knife seems to be a 'khet khutga' which is a traditional Mongolian knife.
Perilous Encirclement

## Unit Order

**Perilous Encirclement** is the seventeenth level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

The player is surrounded by a phalax consisting of seven Shield Bearers and ten Sarissas on one side, as well as five Hoplites and a Zeus on the other.

**Total units**:

7 Shield Bearers, 10 Sarissas, 5 Hoplites, 1 Zeus.
Miscellaneous (Faction)

*Back in my day...*This Page Is Displaying Info From a Long Time Ago. No Further Info Is Known.

## Overview

**Miscellaneous** used to be a Faction in the Alphas whose Units are those that simply do not fit into others; It comprised of trump.png many of the "super" and "joke" Units in the Open Alpha. (Such as the Dark Peasant and Trump) Basic units like the Peasant or Farmer who lacked factions at the time were also placed in the Miscellaneous faction. This Faction was converted into the Secret and Legacy Faction, with some of its units being completely removed from the game.
Musket - Bayonet

* Ranged
* Melee

## Statistics

###

Gun - Ranged

###

###

1

###

0 s

###

220

###

15 s

###

14.67

###

30 WM

## Additional Statistics

###

1 s

###

150 WM/s

###

12

###

5 s

###

1,500

###

50

###

1

###

25

###

0 s

###

0

## Statistics

###

Polearm - Melee

###

50

###

1.5 s

###

33.33

###

3 WM

## Additional Statistics

###

1 s

###

35

## Usage

###

 250

###

N/A

The **Musket - Bayonet** is a ranged and melee weapon from the Renaissance faction. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Musket - Bayonet is a flintlock firearm that has a bayonet attached to the end of its barrel. It fires a small but powerful musket ball that can pierce through shield or units down its path. After a shot, the weapon will be held up to be reloaded, which takes a longer time than a normal Musket to fire again.

Unlike the Musket however, the Musket - Bayonet can attack units within its reach while reloading. Its attacks involve striking with the full length of the musket. Its attacks deal slightly higher damage than average with slightly less speed than average and are performed with aggressively long forward movements, though its effective range varies from moderate to very long depending on how the musket is gripped. It causes the most damage when struck with the middle of the bayonet, and the least when hitting a unit with the barrel. Melee attacks have a significantly short cooldown compared to its shot; however, its cooldown period is hidden and cannot be modified in the Unit Creator.

Units wielding the Musket - Bayonet will always shoot when granted the chance. Only when reloading that they will melee by striking the gun down at their opponent's heads.

## Trivia

* A Bayonet is a blade primarily designed to be attached to the front of a rifle to provide a means of close-range combat if approached at melee range.
* In development, the bayoneted musket used to be a melee weapon used similarly to the Sarissa but the current version offers both melee and ranged attacks like the Harpoon Gun.
* The use of a bayonet was common on guns and other things from the late 1500s to the first world war.
FAMAS

## Statistics

###

Gun - Ranged

###

###

1

###

30

###

0.3 s

###

75 | ()

###

0.07 s

###

8 s

###

1,071 | ()

###

25 WM

## Additional Statistics

###

0.05 s

###

90 WM/s

###

15

###

2 s

###

3,000

###

###

3

###

0

###

0 s

###

10

## Usage

###

 200

###

N/A

The **FAMAS** (**Fusil d'Assaut de la Manufacture d'Armes de Saint-Étienn**) is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The FAMAS is a bullpup assault rifle, capable of instantly firing of a stream of bullets. Despite its low damage bullets, the extremely high rate of fire from this weapon can tear through enemy units and eliminating any advances with its incredible knockback.

Furthermore, the FAMAS possess a long range, but is not very accurate from such distances; it performs much more accurate and deadlier mid-range. However, it has a clip size of 30 shots, which can be emptied quickly and takes a long amount of time to reload, leaving the user constantly vulnerable to enemy advances.

Like most modern firearms in the game, the time it takes to reload a clip cannot be altered in the Unit Creator. Shields can also stop its bullets as well as absorbing the knockback.

## Trivia

* The FAMAS uses the same ammunition as the AK-47 in-game.
* Due to its reload time for each shot being faster than its warm-up, the first shot may fire a burst of two to three bullets.
* The FAMAS fires 5.56×45mm NATO ammunition in real-life.
* FAMAS, or *Fusil d'Assaut de la Manufacture d'Armes de Saint-Étienn*, literally means "Assault Rifle from the Saint-Étienne Weapon Factory".
MGL

## Statistics

###

Gun - Ranged

###

###

6

###

###

###

8 s

###

###

3.5 WM

###

12 WM

## Additional Statistics

###

1 s

###

30 WM/s

###

20

###

5 s

###

###

###

3

###

0

###

0 s

###

0

## Usage

###

 200

###

N/A

The **MGL** (**Multiple Grenade Launcher**) is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The MGL is a revolving grenade launcher, packing six explosive grenades that thin out cluster of units. The grenades detonate on impact, creating a sizeable explosion that damages all nearby units. As they deal splash damage, damage will be lower the farther the unit is from the center of the blast radius.

Unlike most modern firearms, the MGL fires all six of its grenades consecutively in a single attack, sending a barrage of explosives on their targets. After that, it will need a good amount of time to reload before it can shoot again. Note that it reloads as soon as it starts firing. However, the weapon has poor range, and units will only fire the weapon when their targets are within short distances.

## Trivia

* The MGL was not available when the Unit Creator first released, but was added later in Early Access 0.13.1.
* The MGL fires 40×46mm grenade ammunition in real-life.
* Possessing a unit carrying the MGL will allow much greater range, sometimes up to half of a medium map. (Farmer 1, Dynasty, etc. )
* It is more fully referred as the Milkor MGL.
	+ Milkor, or Milkor (Pty) Ltd is a grenade launcher manufacturer based in South Africa.
Medieval 1

## Overview

**Medieval 1** is a Medieval-themed Map. It is a small "island" surrounded by water; on the left is a forest, and on the right are building/castle ruins, with the two sides connected by a bridge.

Due to the size of the map, large armies can't be played. However, there are opportunities for trickery by hiding Units on the various ledges and trees around the map.

## Secrets

Beneath the bridge is a **Door** with the landfall logo, which can be reached down a ramp on the left side of the island, if the player looks at it long enough they will open it then the player can unlock the fantasy good map, campaign, and faction.
Due to a bug the faction is unlocked at the start of the game.

Secret Units
The following Secret units can be found on this map:
* Executioner: Look for an axe on a stump, located in the forest.
* Tree Giant: Look for a smaller tree on the edge of the forest.
* Jester: Look inside a barrel in the ruins.

## Trivia

* Originally, the door with the Landfall logo did not glow.
	+ It was then updated to glow blue, then re-updated to be yellow.
* Spooky 1 is a "Spookified" version of this map.

## Gallery

The stump before the Executioner was added
Mace (Unit)

## Overview

The **Mace** is a scrapped unit planned for the Renaissance Faction. It would have beaten units with two spiked bats that were supposed to be maces.

## Appearance

It was a naked unit holding two maces, one in each hand. It would have gotten renaissance clothing if it wasn't scrapped.

## Trivia

* From what is shown in Landfall Games teaser video, the Mace Man seems to be strong at wiping out groups of weak units. This is best noted at 0:16 in the reveal, when a single Mace Man plows through three Peasants, before being taken down.
* It appears to have a very fast attack speed but low health.
* It seems to very easily able to lose their weapons due to a single arrow knocking one of the maces down.
* This seems to be the inspiration for the Mace Spinner
* It's weapon might be in the Unit Creator.

## Gallery

New maces and halberds for the Renaissance faction!
Lines

## Overview

This Simulation Map has 4 thin pathways that units walk down. Each side has a large area to place units. In the center, there are 3 horizontal walls that form lines.

Larger units would have a harder time fitting inside the walls then other units. Small ranged units can take advantage of the tightened space over the larger ones and attack at will.
Mustard Gas

## Overview

The **Mustard** **Gas** is a scrapped Unit, that belonged to the scrapped WW Faction.

## Appearance

They look like a Peasant holding gas canister grenades that, when thrown, release yellow mustard gas poisoning any Units that walks into it. Like the Bomb Thrower, upon death it has a chance to activate all its grenades creating a big gas cloud, which like real poison gas, would backfire on the team that set it off.

## Usage

The Mustard Gas would be used in back lines, or, in a suicidal format, in the front, allowing it to throw its canister into hordes of enemy Units. This, however, does not work well with a line of units for canisters fly only in one twisted direction to the nearest Units. Also, it would've worked well on units who are constantly moving, like Vikings, for they take damage when they get poisoned and fall.

## Trivia

* They can kill themselves with their own gas. It is probably due to them not wearing gas masks or other protective gear (like gloves).
* In real life, Mustard Gas causes extremely painful blisters on areas of contact.
* The gas was mostly used by specific machines such as the "dispersion" method by using the wind at their advantage because the cannon's shells could badly disperse the fluid.
* It would've worked similarly to the Blowdarter.
* (Proof) the Mustard Gas unit will not be coming to the legacy faction, which likely means it is scrapped.
* Landfall developer Botten Hanna has stated in the Landfall Discord that the Mustard Gas unit was scrapped due to relations to war crimes.
* The Mustard Gas is a weapon in the Unit Creator.

* Despite Botten Hanna saying it wouldn't come back, the Mustard Gas is coming to the Unit Creator. [1]
Minotaur Charge

The Minotaur Charge is an Ability in Totally Accurate Battle Simulator. When using this ablity, the unit equipped with it charges, headbutting the enemy, and dealing massive damage.

## Strengths

* Capable of disrupting formations, decreasing the enemy's defensive capabilities.
* Deals a surprising amount of damage.
* Capable of closing distances against ranged Units.
* Can headbutt Units into the ground or off ledges, which can be beneficial in Maps like Ancient Sandbox, Medieval 1 or the Simulation Maps, including Final Destination.
* Overall extremely unpredictable in movement, which can lead to the occasional dodge.

## Weaknesses

* The Unit with this ability may end up charging into a group of Units capable of overwhelming them.
* The Unit itself may end up charging into the Void or into Water/Fog, sealing its fate.
* Any Unit equipped with the Minotaur Charge also has a good chance of becoming a victim to a ranged headshot.
* It can lead to quite a few clumsy accidents for the user, leaving them vulnerable.
Medieval Mace

This page is not finished yet and will be sometime soon!

*This article is about the Medieval Mace. For the Misc Mace, see Mace.*

## Statistics

###

Bludgeon - Melee

###

150

###

? s

###

?

###

? WM

## Additional Statistics

###

? s

###

?

## Usage

###

 150

###

N/A

The **Medieval Mace** is a melee weapon from the Medieval faction. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

Heavy, steady and spikey; these are properties of a powerful weapon like a bludgeon, which ironically does not apply to the Mace.

There are three types of maces in the game. The first one is the Mace; units will swing and strike with it. While it looks more tough and dangerous than the Club, it is horribly underwhelming and, with even heavy bashes inflicting extremely low damage. The second being the Mace Spin, which does not have a swing animation and requires external movement to aid in inflicting damage. The third and final type of mace, is called Mace, and is a bigger version of the Mace from the Miscellaneous area of the UC and is found in the Medieval Faction weapons area.

This Mace however like the Shortbow **can only be accessed in the UC with the UCM mod.**
Kuruma Bo

## Statistics

###

Bludgeon - Melee

###

###

1.2 s

###

###

4 WM

## Additional Statistics

###

0.7 s

###

## Usage

###

 30

###

N/A

The **Kuruma Bo** is a melee weapon from Misc. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Kuruma Bo is a wooden pole that has a shorter pole chained to it, creating a flail. It has a short cooldown as has a longer range than most melee weapons thanks to its length. Its attacks have fast speed, long range, and moderate movement, and while their attacks deal low damage per hit, all attacks are multi-hit with high total damage. A single strike from the pole itself inflicts little damage, but due to the way flails work, it can continue to inflict damage as long as its touching the unit. This allows the weapon to deal tremendous damage, ranging up to 800 damage per swing and becoming one of the highest damage per second melee weapon in the game.

Units using the Kuruma Bo will attack by lunging forward and swinging it to the left and immediately swinging it to the right fanatically; often, the flail would be the first thing to contact the opponent. This combat style causes a lot of swinging motion, which make it somewhat inaccurate and may even cause the user to lose balance.

## History

The Kuruma Bo became popular in the 1300s when the Tshuang Pang Dynasty had control of modern-day Mongolia and modern-day Japan.
Mythical Bastion

## Level Order

**Mythical Bastion** is the twentieth level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

A great force of magical and mythical impedes your path of dominion. A petrifying Ice Giant looms over as two great Jarls guard its sides. Behind each Jarl is a squad of five Ice Archers and two Valkyries, ready to provide further support.

**Total units**:

10 Ice Archers, 4 Valkyries, 2 Jarls, 1 Ice Giant.

## Strategies

Use Infernal Whips and possess Death Bringer to take out the Ice Archers.

## Trivia

- The first level to feature an Ice Giant and the second level to feature a Giant, the first time being in Shogun's Samurai in the Wild West Campaign and the followed by Skeletal Corruption later on in the campaign.
Reaper's Scythe

## Statistics

###

Polearm - Melee

###

###

2.5 s

###

###

4 WM

###

3 WM

## Additional Statistics

###

1.15 s

###

## Usage

###

 1,400

###

The **Reaper's Scythe** is a melee weapon from the Spooky faction. It is used by the Reaper.

## Characteristics

The Reaper's Scythe is the signature tool of the Reaper. Reaper's Scythe movement is slow, however it packs powerful hits. Units using this weapon will swing it at opponents, releasing a blast of dark energy, killing most weak units in the area and sending the strong into the air.

## Appearance

The Reaper's Scythe is a weathered, darker version of the Harvester's scythe with a different handle color and different design to the nibs.

## Usage

The Reaper swings this unholy scythe diagonally at its foes, creating a splash of damage signified by a trail of pitch black, and usually sends the units flying back to where they came from. However, it has a rather long cooldown, leaving the Grim Reaper open to enemy units like the Shogun.

## Trivia

* The Reaper's Scythe has a similar AoE effect to early versions of the Harvester's Scythe, which would make a sort of air wave.
	+ However, with the Reaper's Scythe this is much more of a void wave rather than an air pressure cut.
Neon Charging Carnage

## Statistics

###

Gun - Ranged

###

###

1

###

150

###

0.3 s

###

80 | ()

###

0.5 s -

###

6 s

###

###

12 WM

## Additional Statistics

###

1 s

###

90 WM/s

###

0

###

2 s

###

3,500

###

###

2

###

0

###

0 s

###

8

## Usage

###

 300

###

N/A

The **Neon Charging Carnage** is a ranged weapon from the Neon faction. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

This energy weapon combines traits from both the Gatling Gun Barrel and the Minigun. Similar to the Gatling Gun Barrel, it starts firing slowly and gradually accelerates, reaching up to 200 times its initial attack speed over time. However, akin to the Minigun, it has a limited ammo capacity of 150 rounds and requires periodic reloading, which temporarily reduces its attack speed multiplier. Notably, this multiplier retains its value for an extended duration, and subsequent rounds of shots will commence at a higher attack speed.

It's worth mentioning that, following Landfall logic, this weapon does not have the ability to penetrate Shields.
Renaissance vs Ancient 2

## Unit Order

**Renaissance vs Ancient 2** is the twenty-sixth level of the Renaissance campaign in Totally Accurate Battle Simulator.

## Survey

Two groups of four Sarissas and Shield Bearers (Five at the top, four at the bottom). In the middle of the break between the two groups, there's four Minotaurs grouped in a bunch with four Zeuses beside them, two on the left and right.

**Total units**:

Enemy units: 9 Shield Bearers, 8 Sarissas, 4 Minotaurs, 4 Zeuses

## Strategies

Place two davinci tanks. One in the bottom left and one in top left.
Lasso

* Lasso Horse
* Lasso Rider

* Red
* Blue

## Statistics

###

###

 740

###

545 ()

###

1.10x

###

10.00x

###

3.00x

## Attack

###

## Additional Statistics

###

###

759660666

###

Melee Unit

###

Enemy

###

Early Access 0.11.0

* Red
* Blue

## Statistics

###

###

 740
 220 (Bug)

###

165 ()

###

1.05x

###

2.00x

###

1.00x

## Weapons

###

Two-handed

###

###

N/A

###

## Additional Statistics

###

###

1760500345

###

Ranged Unit

###

Enemy

###

Early Access 0.11.0

## Characteristics

The Lasso uses a lasso to grab units and drag them around; then run them over with its horse.

## Appearance

The Lasso appears to have a team colored hat, a short-sleeve dark team colored shirt with another rolled-up team colored shirt covering most of it, team colored pants, and dark brown boots. It also has a fancy mustache. It rides a horse which is orange and peach, unique from the other horses, and it wields a lasso.

## Unit Voice

 [[File:{{{Effect}}} HD Icon.png|70x70px]]{{{Effect}}}
 Death Vocals

## Usage

This Unit attacks by spinning around its lasso, then throwing it at the nearest unit. The unit gets wrapped up by the lasso and gets dragged around. Meanwhile, the horse runs over the Unit, trying to kill it. This can be very effective in groups, but it's probably going to be a bit pricey. If the horse is killed, the rider will continue to lasso enemies, kicking them in the process.

## Trivia

* The Rider is very similar to the Harpooner.
* It has a unique horse, different from the Cavalry and Jouster.
* Its horse is unique by having a different skin a mixed skin tone (Orange and peach)
* The hat the lasso unit hat is very similar to the hat the Quickdraw has.
* When alive, the rider can be heard yelling "yee-haw!", similarly to a stereotypical cowboy.
* The Lasso Horse and its rider have the exact same voice lines
* Used to cost 850.
* Its Lasso still spins even if the rider is frozen.
* The Lasso can catch dynamite.
* When the horse is hurt, its eyes turn into a upside down V shape for a split second.

## Gallery

The bounty huntersThe Lasso's LassoA Lasso with a dead horseEvidence that the lasso can catch dynamite
Neon Splinter Storm Pack

## Statistics

###

Ability - Ranged

###

Splinter Missile

###

20

###

###

###

12 s

###

###

2 WM

###

## Additional Statistics

###

1 s

###

21 WM/s

###

2

###

5 s

###

###

0

###

5

###

0

###

0 s

###

0

## Usage

###

 350

###

N/A

## Characteristics

This ability functions more like a wearable weapon and activates at a range of approximately 15 WM. It deploys 20 projectiles known as Splinter Missiles which targets enemies upon activation.
Prospecting Tool 02

## Statistics

###

Polearm - Melee

###

80 - 160

###

1.5 s

###

106.67

###

1.7 WM

## Additional Statistics

###

0.9 s

###

55

## Usage

###

 30

###

N/A

The **Prospecting Tool 02** is a Miscellaneous melee weapon. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Prospecting Tool 02 is a digging implement used as an improvised polearm. It is the second Prospecting Tool variant, the first being Prospecting Tool 01. It inflicts good damage and has a short cooldown between attacks.

Units using the Prospecting Tool 02 will perform a tiny skip when an opponent is near their weapon's range. Even so, their weapon's range is very short, making the skip negligible. The user attacks by swinging it downward at their opponents, followed with a swing from the side.
Inflatable Hammer

## Statistics

###

Bludgeon - Melee

###

250 - 500

###

1.5 s

###

333.33

###

2.5 WM

## Additional Statistics

###

0.85 s

###

1,500

## Usage

###

 350

###

N/A

The **Inflatable Hammer** is a melee weapon from Misc. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Inflatable Hammer is an oversized toy hammer that can inflict absurd amount of damage with each squeaky hit. The weapon is light and have a shorter cooldown. Units wielding the weapon will lunge toward their enemies to close the distance quickly.
Skeleton Army

**Skeleton Army** is the thirty-third level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

Three groups of 2x4 formation Skeleton Warriors make advance for the two groups of 4x2 Skeleton Archers safe, with the Reaper between both Skeleton Archer groups.

**Total units**:

24 Skeleton Warriors, 16 Skeleton Archers, 1 Reaper.

## Strategies

* Use gunslingers to deal with the skeletons and deadeyes to kill the reaper and remaining units.
Spoon

## Statistics

###

Cutlery - Melee

###

25 - 50

###

0.65 s

###

76.92

###

1.3 WM

## Additional Statistics

###

0.4 s

###

15

## Usage

###

 30

###

N/A

The **Spoon** is a melee weapon from Misc. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Spoon is an oversized dining utensil used as a weak but swift improvised weapon. It inflicts extremely low damage but is quick to swing and has a very short cooldown period. Although huge for a spoon, it is relatively short compared to proper melee weapons like swords and thus has a much shorter range.

## Appearance

An oversized metal tablespoon about the size of an average ladle.

## Trivia

* The Spoon was featured in Landfall's Unit Creator video.
Renaissance vs Dynasty 1

## Unit Order

**Renaissance vs Dynasty 1** is the thirty-first level of the Renaissance campaign in Totally Accurate Battle Simulator.

## Survey

Congratulations on making it through the Viking times! You're at the final step before being back to the Renaissance Period and now you must now show the great eastern power that the Renaissance is the way!

A Shogun is seen covered by fifteen Samurais with four Ninjas at the top of the middle staircase on the right side.

**Total units**:

Enemy units: 13 Samurais, 4 Ninjas, 1 Shogun
Renaissance vs Farmer 1

## Unit Order

**Renaissance vs Farmer 1** is the nineteenth level of the Renaissance campaign in Totally Accurate Battle Simulator.

## Survey

Congratulations on making it through the tribal times! You're one step closer to being back to the Renaissance Period and now you must show the Farmers that the Renaissance is the way!

Ten Halflings are guarding the bridge over the river, with two Harvesters in the back. You have a Cavalry on your side already that you can't refund.

Total units:

10 Halflings, 2 Harvesters.

## Strategies

* Possess the Jouster and place assisting Units. (e.g. Musketeer)
Shallow Pot

## Statistics

###

Bludgeon - Melee

###

80 - 160

###

1.5 s

###

106.67

###

1.7 WM

## Additional Statistics

###

0.8 s

###

250

## Usage

###

 30

###

N/A

The **Shallow Pot** is a melee weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Shallow Pot is a cooking implement used as a swift improvised weapon. It inflicts lower damage but have a shorter cooldown than the typical melee weapon. Unit using the weapon will do a tiny skip when approaching their opponents before whacking them with it.
Minocentaswordtaur

## Statistics

###

Sword - Melee

###

220 - 440

###

2.5 s

###

176

###

3.2 WM

## Additional Statistics

###

1.3 s

###

1,500

## Usage

###

 230

###

N/A

The **Minocentaswordtaur** is a Miscellaneous melee weapon. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Minocentaswordtaur is a large energy-based sword that can cause incredible damage with each hit. Due to its size, it is somewhat sluggish to swing. After attacking, it will have a slightly long cooldown before it can attack again.

The grand size of the Minocentaswordtaur gives a longer attack range than most melee weapons. Once within reach, units with the weapon will swing it from side to side, with the chance of taking out multiple targets at once with its thick plasma blade.

## Trivia

* The design of the Minocentaswordtaur seems to be based on the Doom Slayer's Crucible from the Doom franchise, which in turn is based on the African Ikakalaka.
* The name is also ridiculously long.
Medieval Bow

## Statistics

###

Bow - Ranged

###

###

1

###

1.2 s

###

190

###

8 s

###

23.75

###

30 WM

## Additional Statistics

###

1 s

###

30 WM/s

###

15

###

5 s

###

150

###

25

###

0

###

40

###

5 s

###

5

## Usage

###

 110

###

The **Medieval Bow** is a ranged weapon from the Medieval faction. It is used by the Archer.

## Characteristics

The Medieval Bow is a basic ranged weapon used by the Archer. It has great range and high damage, making it a good all-around ranged weapon until the introduction of firearms.

## Appearance

The Medieval Bow appears to be a stereotypical medieval longbow, a somewhat curved wooden stick with its ends held fast by a single thin yet strong thread, with a wrap for the grip. The arrow it fires consists of a brown wooden rod, with a sharp, dark grey arrowhead and team-colored fletching attached to the back.

## History

The longbow was created by the Celts in Wales in 1180 C.E, but not used by the English military up until the 14th Century. It played a key role for the English in the 100 Years' War as a long ranged weapon, as it was also more accurate than the crossbows used by the French. The arrows from a longbow could kill a soldier at 100 yards and wound one at 250 yards.

## Trivia

* It is debated whether a skilled archer with a longbow could fire 12 arrows a minute (1 arrow every 5 seconds) or 24 arrows in one minute. (1 arrow every 2.5 seconds)
Pirate Fist

## Statistics

###

Unarmed - Melee

###

15 - 30

###

1.5 s

###

20

###

1.2 WM

## Additional Statistics

###

40

## Usage

###

 0

###

The **Pirate Fist** is a melee weapon from the Pirate faction. It is used by the Headbutter and the Flintlock

## Characteristics

The Pirate Fist is a weaker variant of the Fist, having mostly similar stats but with lower damage per hit. It is not available in the Unit Creator.

## Gallery

The Pirate Fist used by a HeadbutterThe Pirate Fist used by a Flintlock
Storm the Fortress

## Unit Order

**Storm the Fortress** is the sixteenth level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

11 Squires in an inverted v-formation and 2 Knights on either side of the Squires. Behind them are two Catapults, each surrounded by six Archers. Finally, there are two Kings behind the group of Squires.

**Total units**:

11 Squires, 12 Archers, 2 Knights, 2 Catapults, 2 Kings.
Small Army

## Unit Order

**Small Army** is the tenth level of The Challenge campaign in Totally Accurate Battle Simulator.

## Survey

On top of the hill lies a small army; the frontline consists of nine Hay Balers curving around the hill, followed by eight Farmers in a curved line as well. Behind the lines are two Harvesters, with their flanks supported by a Potionseller. Hovering on the tip of the hill is a Scarecrow.

Total units: 8 Farmers, 9 Hay Balers, 2 Potionsellers, 2 Harvesters, 1 Scarecrow.
Surrounded

## Unit Order

**Surrounded** is the seventh level of the Pirate campaign in Totally Accurate Battle Simulator.

## Survey

The enemy has taken our ship, again! We're once again in a tight situation like before with those harpoons! Surely if you can get us out of this predicament once, you will be able to do it again, captain!

Two Flintlocks take every secondary passage from the ship onto the island whilst two Bomb Throwers take both main passages to shore. Two Harpooners take each side to surround us while both ships decks are loaded with Cannon!

**Total units**:

8 Flintlocks, 4 Bomb Throwers, 4 Harpooners, 4 Cannon
Infernal Whip (Weapon)

## Statistics

###

Whip - Melee

###

###

3 s

###

###

1.25 WM

###

10 WM

## Effect Statistics

###

4 s

###

12/s ()

###

0/s

## Additional Statistics

###

1.15 s

###

## Usage

###

 290

###

The **Infernal Whip** is a Secret melee weapon from the Fantasy Evil faction. It is used by a unit with the same name, the Infernal Whip.

## Characteristics

The Infernal Whip is a blazing whip-like weapon that will extend a great distance when swung forward. Its attacks are moderately slow, but deal moderately high damage at very long range, and they are performed with moderately little movement. An impact with its tip creates an explosion with good damage and burns adjacent enemy units. Its handle can also inflict damage on hit.

Burnt units can release fire particles that will spread the fire to nearby units, igniting other units or intensifying the burn damage of units that were on fire. If not affected by others, the fire will die out in 3 seconds.

Thanks to its extending properties when swung, the Infernal Whip has exceptional range compared to other melee weapons. After the swing, it has a 3 second cooldown before it can deliver another blazing lash. A good counter to this weapon are shields, which can block the whip as well as its flames.

## Trivia

* The Infernal Whip used to have unlimited range when possessed and can extend to the enemy on the other side of the map. It has since been patched in Full Version 1.0.1.
* The rope attaching the different parts of the blade whip is not visible in its Unit Creator icon.
Plague

*Back in my day...*This Page Is Displaying Info From a Long Time Ago. No Further Info Is Known.
The **Plague** is a unique secret feature exclusive to the Closed Alpha Sahara map.

## Overview

If any Unit falls into the hole at the top of the pyramid in the Closed Alpha Sahara map, a "living" black and blood-red mist will come out and destroy all the units on the field, within a certain amount of time. The Plague is very powerful, being able to one shot a Catapult. However, it will attack any unit on the field at random.

## Trivia

* The Plague is virtually uncontrollable.
* Multiple Plagues can be summoned.
* The Plague can sometimes get glitched and stick to a single unit for several seconds, if it has enough health to survive that long.
Sharpened Fear

## Unit Order

**Sharpened Fear** is the twenty-seventh level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

A cluster of twelve Skeleton Warriors, followed by three Vampires and then two Swordcasters. There is also a single Skeleton Warrior in the far back.

**Total units**:

13 Skeleton Warriors, 3 Vampires, 2 Swordcasters.
Pirate (Map)

## Overview

The **Pirate (Map)** is a large circular map for the Pirate Faction that has two pirate ships that are moored on both sides of an island: each with artillery batteries that can keep Cannons stationary. In the center there's a fairly big area of sand to fight on. In the background, you can see a decently-sized mountain covered in grass and trees as well as a waterfall.

## Secret Units

The following secret units can be found here:

* CLAMS: in a cave under the water that's in front of the ship with the angel on it.
* Bomb Cannon: on a platform by the biggest mountain on the side that (by default) is on the blue team's side.
* Blackbeard: behind the waterfall in a secret room.

## Trivia

* The artillery batteries cannot keep bomb cannons stationary.
Pit of Annihilation

## Level Order

**Pit of Annihilation** is the forth level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

A circle with a Death Bringer in the center, surrounded by two Void Cultists and four Exiled Sentinels.

**Total units**:

4 Exiled Sentinels, 2 Void Cultists, 1 Death Bringer.

## Strategies

### Artillery Battery

Place 3 Cannons on the far side of the map.

The first volley should take out the first line of cultists, second the Death Bringer, and finally the rest of the cultists with the third.
Spear Throw

## Statistics

###

Throwable - Ranged

###

###

1

###

0.7 s

###

200

###

8 s

###

25

###

17 WM

## Additional Statistics

###

1 s

###

20 WM/s

###

15

###

5 s

###

220

###

0

###

1

###

25

###

2 s

###

3

## Usage

###

 80

###

The **Spear Throw** is a ranged weapon from the Tribal faction. It is used by the Spear Thrower.

## Characteristics

The Spear is a weapon used by the Spear Thrower. It is a stereotypical looking caveman spear. Headshots inflict double damage.

## Appearance

It looks like a standard Tribal man's spear. Having long brown stick as it's base, with a sharp grey rock attached to it's end with a piece of peach coloured rope.

## History

Back in the prehistoric era, human tribes used these kind of spears as either thrown projectiles or melee weapons, giving them an advantage during fights or while hunting. Most of them had flint on it's end rather than stones though, due to it being sharper. Cultures like the clovis culture made changes to spears like adding new materials to tip of spears so they detached when striking something, so that way they could reuse the spears. They mainly used it to hunt.

## Trivia

* Back when the Spear Thrower was in Viking Faction, had a spear similar to the one's used by either Vikings or Medieval Slavic people.
* When the Spearunit was a thing, it used a shorter version of this weapon which is now the spear of the Raptor Rider.

## Gallery

It's like fishing fish in a river!The Spear Throw used to lobotimize the king
Righteous Paladin Shield

## Statistics

###

Shield - Melee

###

30 - 60

###

4 s

###

15

###

2.5 WM

## Additional Statistics

###

1.15 s

###

50

###

0.25x

## Usage

###

 120

###

The **Righteous Paladin Shield** is a melee weapon from the Fantasy Good faction. It is used by the Righteous Paladin.

## Characteristics

The Righteous Paladin Shield is a bigger shield capable of blocking all small projectiles, including ones that can normally pierce through the average shield. The Righteous Paladin Shield is still vulnerable to big projectiles from artillery. As a weapon, it inflicts low damage and has an extremely long cooldown period. Units will also lunge toward their enemies with this weapon.

## Trivia

* It and the Wall Shield are the only shield in the game capable of nullifying Musket and Winchester bullets.
Ritual

## Unit Order

**Ritual** is the eighth level of the Spooky campaign in Totally Accurate Battle Simulator.

## Survey

Encircled again, forces keep coming, stronger and stronger. Where do they go when they die again?

Three Skeleton Warriors, two Candleheads, and a Swordcaster surround you on every single side.

**Total units**:

12 Skeleton Warriors, 8 Candleheads, 4 Swordcasters
Shout

## Characteristics

Units with the Shout ability can shout menacingly to create a giant shockwave in one direction, blasting units away from them. The knockback is very intense, capable of launching units back over 20 WM, depending on the unit's stats. Despite the immense power, the shockwave is completely harmless and will cause no damage whatsoever.

Units will shout when an enemy is within 7 WM from them. The shockwave covers an area of 7 x 11 WM, where every enemy unit in this area will feel its full force. After the roaring shout, the unit will have a 6 second cooldown before they can shout again.

Certain attributes of the unit will make them more resistant to the Shout's knockback, most prominently is the units weight; the higher their weight, the less they are knocked back. Size plays a factor but only when it is scaled high enough, as the knockback depends on the unit center of mass, giant units where only their legs are affected will significantly reduce the knockback. Weapons also affect the unit's resistance in some way.

The Shout will become less effective if the enemy unit is right in front of the shouter. Still, it can be intensified by placing more units with the Shout ability together, increasing its knockback power.

## Trivia

* The initial shout is seemingly more intense and powerful; after the round gets reset, the shout will be weakened and will not fling units as much.
	+ The shout can be re-intensified by replacing the shouter every time the round is reset.
* This effect triggers the Cactus Explosion.
* The sounds for the shout sound very similar to the Berserker.