recursal/Fanatic-Fandom huggingface dataset:
Garrison

A **Garrison** is a spawn structure available for use by any friendly player. It can be placed by either an Officer, a Spotter, or a Commander.

## Placement

A **Garrison** may only be placed in friendly sectors, and will consume 50 supplies. It must be at least 200m away from any other friendly **Garrison**.

Only 8 **Garrisons** may exist at a single time. If this cap is reached, the Commander may dismantle them in person, or remotely for the cost of 50 Manpower Resources.

## Destruction

To destroy a **Garrison**, an enemy player must come up to it and dismantle it, this action takes 5 seconds.
While an enemy player is within 15m of a **Garrison**, players are not allowed to spawn on it.

When a sector containing a **Garrison** is taken by enemy forces, it is destroyed.

A **Garrison** can be destroyed by a Satchel in close proximity.
Fuel Node

The **Fuel Node** is a structure placed by an Engineer at the cost of 50 Supplies.

This node generates Fuel Resources which may be used by the Commander to spawn Vehicles. For every sector closer to the enemy lines that the node is placed, the resource generation increases by +5/minute, for a maximum of +20/min. Note that resource nodes may not be placed in your home sector and cannot be constructed in enemy territory.

An Engineer may place only 1 **Fuel Node**, while the team has a cap of 4 nodes.
57mm M1

The **57mm M1** is an American Anti-Tank gun, capable of damaging enemy armor from afar. When no armor is in sight, it can also be effective against infantry.

## Operation

The **57mm M1** can only be constructed by Anti-Tank infantry at the cost of 30 supplies.

Once constructed, the gun may be manned by up to 2 infantry, a gunner and a loader. Although the gun may be operated by a single player switching seats at a reduced fire rate.

The **57mm M1** consumes 5 Munition Resources per shot.

## Defense Strength

Enemy armor and AT can destroy the **57mm M1** in 1 shot.
Hell Let Loose Wiki/Section 1

Welcome to the Official Hell Let Loose Wiki**Welcome to the Official Hell Let Loose Wiki**
**We have moved!**
**Please go to the merged wiki for up-to-date info about Hell Let Loose!**

The Hell Let Loose guide for roles, vehicles, maps and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Hell Let Loose

*Hell Let Loose* is a World War Two first person shooter with open battles of 100 players with infantry, tanks, artillery, a dynamically shifting front line and a unique resource based strategic meta-game. In Hell Let Loose, the player chooses one of the 14 roles to play as and coordinate campaigns with their team in maps based on real-world locations.

[Read more...]
Assault

The **Assault** role excels in towns, where CQB action is frequent. Typically equipped with a rapid fire weapon and a plethora of grenades, you are a force to be reckoned with when storming enemy buildings.

## American Loadout

### Standard Issue

* M1A1 Thompson with 6 mags
* 2x MK2 Grenade
* 2x M18 Smoke Grenade
* 2x Bandage
* Hammer

### Veteran

Veteran is unlocked at level 3

* M1918A2 BAR with 6 mags
* 1x MK2 Grenade
* 2x Bandage
* Hammer

### Grenadier

Grenadier is unlocked at level 6

* M1A1 Thompson with 6 mags
* 6x MK2 Grenade
* 4x M18 Smoke Grenade
* 2x Bandage
* Hammer

### Raider

Raider is unlocked at level 8

* M3 Grease Gun with 6 mags
* 1x MK2 Grenade
* 2x M18 Smoke Grenade
* 1x Satchel
* Hammer
* 2x Bandage

## German Loadout

### Standard Issue

* Gewehr 43 with 10 mags
* 2x M43 Stielhandgranate
* 2x NB39 Nebelhandgranate
* 2x Bandage
* Hammer

### Veteran

Veteran is unlocked at level 3

* MP40 with 8 mags
* 2x M43 Stielhandgranate
* 2x NB39 Nebelhandgranate
* 2x Bandage
* Hammer

### Grenadier

Grenadier is unlocked at level 6

* Gewehr 43 with 8 mags
* 6x M43 Stielhandgranate
* 3x NB39 Nebelhandgranate
* 2x Bandage
* Hammer

### Raider

Raider is unlocked at level 9

* STG44 with 6 mags
* 1x M43 Stielhandgranate
* 2x NB39 Nebelhandgranate
* 1x Satchel
* Hammer
* 2x Bandage
Supplies

Supplies are one of the most crucial structures in the game. When placed, it allows other infantry to construct additional structures such as a Garrison or Resource Nodes to support your team. Supplies must be within 60m of the desired build location of other structures.
If the supplies are not fully used, enemies may destroy them, preventing their further use.

## Infantry Supplies

These are supplies which are placed down by the Support infantry role. When placed, 100 units of supplies will be available to use.
In order to acquire more supplies, the Support must respawn.

## Airdropped Supplies

These are supplies which can only be airdropped by the Commander infantry role. When dropped, 100 units of supplies will be available to use and 15 Munitions Resources will be consumed.
Do note, that this form of delivery will be obvious to nearby enemy, who may attempt to intercept the delivery and destroy it.
Airdropped supplies may be placed in any sector.
Airdropped Supplies have a 2 minute cooldown.
M4A3E2 76mm Sherman

The **M4A3E2 76mm Sherman** 'Jumbo' is an upgraded model of the M4 Sherman. With increased frontal armor and a powerful 76mm cannon, it can be a match even against a Tiger I.

## Armament

The M4A3E2 76mm features a 76mm Gun M1 for its main cannon, this gun is capable of engaging enemy heavy, medium, and light armor. The 76mm Gun can penetrate the frontal armor of a Tiger I. This is also true for the frontal armor of the Panther. Both AP and HE shells are available for use, with HE being more effective against infantry with its large splash damage.

The M4 also features two Browning M1919 machine guns, one mounted on the hull and controlled by the Tank Driver, and the other is fixed onto the turret, which is controlled by the Tank Gunner. They have an ammo capacity of 100 rounds before needing to reload with a total of 5 boxes of ammo , allowing you to put a steady barrage of suppressive fire on enemy infantry.

## Attack Strength

The main cannon is quite capable at knocking out enemy vehicles, the following is a list of the number of shots that it takes to knock out enemy vehicles. The tests were performed at a range of 25m with no deflection angle and AP rounds. A Repair Station, 57mm M1, PAK 40, or Garrison will be destroyed in a single shot.

## Defense Strength

The M4 has adequate armor for protection against light armor and infantry. Heavier armor is going to be your primary concern. A Tellermine 43 will destroy armor in one hit. The following is a table of the number of shots that it takes to knock out an M4.
Tank Commander

The **Tank Commander** is the lead member of your armor squad. While in this role, you have access to the Command voice channel, may kick players from your squad, lock your squad to prevent other players from joining, and place markers on the map for the Commander and your squadmates.

## Equipment

The **Tank Commander** may also use their Binoculars to gain intel on enemy troop movements from afar. However it is usually safer to assume the role of the Tank Spotter and use your vehicles' periscope from relative safety.

## American Loadout

### Standard

* M1A1 Thompson with 4 mags
* Colt M1911 with 4 mags
* 2x Bandage
* Westinghouse M3 6x30

## German Loadout

### Standard

* MP40 with 4 mags
* Luger P08 with 4 mags
* 2x Bandage
* Dienstglas 6x30
Crewman

The **Crewman** is one of the only roles which may man friendly armor. While any form of crewmember may man any station in a vehicle, they typically take the positions of Tank Driver and Tank Gunner, while the Tank Commander uses the Tank Spotter position to coordinate attacks with command.

## American Loadout

### Standard

* Colt M1911 with 4 mags
* 2x Bandage

### Mechanic

Mechanic is unlocked at level 3

* Colt M1911 with 4 mags
* 2x M18 Smoke Grenade
* Torch
* 2x Bandage

## German Loadout

### Standard

* Walther P38 with 6 mags
* 2x Bandage

### Mechanic

Mechanic is unlocked at level 3

* Walther P38 with 6 mags
* 2x NB39 Nebelhandgranate
* Torch
* 2x Bandage
Ducko

**Ducko** (#019) is a Poison Chainmon.

It evolves into Svania.

## Description

Ducko is a bipedal Chainmon, that is shaped similarly to a duck.

It's feathers are coloured blue except for the base of it's tail, the section between it's eyes, a line across it's neck, the tips of the feathers poking out of it's head and it's belly, which has blue spots all over it.

It also has orange eyes with white pupils.
Structures

**Structures** are more commonly built by players, or exist as permanent features on the battlefield. Some simple structures, such as mines, can be placed anywhere, while other more complicated structures require supplies to be nearby.

## Supplies

Supplies are required to construct most complex structures in the game. Stacks of 50 Supplies may be placed by the Support infantry role, crates of 150 Supplies can be dropped by a Supply Truck, or <TBD> airdropped Supplies may be airdropped by the Commander.

* Infantry Supplies
* Truck Supplies
* Airdropped Supplies

## Spawn Points

Aside from the 3 beginning spawn points behind friendly lines, additional spawn points may be constructed around the battlefield by the Commander, Officer, or Spotter role. Having a sufficient quantity of them place strategically will determine if a team will win or lose.

* Outpost
* Garrison
* Airhead

## Resource Nodes

Resource nodes are constructed by the Engineer infantry role. These generate resources that the Commander may use to fuel Large Caliber Weaponry, speed up the capture of a point, or spawn in Vehicles. Additionally, they give a cooldown reduction for the resupply of Supplies, the Small Ammunition Box, and the Explosive Ammo Box.

Each Engineer may construct 1 of each type of node, with a team limit of 4 of each type of node. Nodes may only be built within friendly territory.

* Munitions Node
* Manpower Node
* Fuel Node

## Fortifications

Fortification structures may be constructed by the Engineer role. These allow players to reinforce critical points of the map to prevent the enemy from overrunning your friendly forces.

* Barbed Wire Small
* Barbed Wire Large
* Belgian Gate
* Hedgehog

## Armor Support

These structures are spawned into the game behind friendly lines, while some may be also constructed around the battlefield. These are crucial in supporting your armor squads in the fray of a firefight.

* Repair Station
* Ammo Depot

## Large Caliber Weaponry

Large Caliber Weaponry encompasses both AT guns and artillery units. When used correctly, these can devastate enemy armor and infantry.

* 57mm M1
* PAK 40
* Artillery

## Mines

Mines are placed by the Engineer role, requiring no supplies, their wide variety of placement options can be a hazard for enemy armor and infantry alike.

* M2 AP Mine
* S-Mine
* M1A1 AT Mine
* Tellermine 43

## Misc

* Small Ammunition Box
* Explosive Ammo Box
* Medical Supplies
Infinite Fleet Wiki/Flex section

Guides

* How to play guide for Infinite Fleet
* Game support

Trailer

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*Infinite Fleet* Links

Official site
Communities

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[1AD] 101st Assault Division - NA Branch

EU
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716 Infanterie Division

[1AD] 101st Assault Division - EU Branch

91.PzG

CFr CorpsFranc

Communidad Espana (doscprd.gg/Smy5c7Q)

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Allied Imperial Force

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## Other

1st Battalion 505th PIR

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7th Cavalry Gaming

82nd Airborne Division

Easy Company

The Art of Warfare
M2 AP Mine

The **M2 AP Mine** is an American Anti-Personnel mine placed by an Engineer, these require no Supplies to construct.

When an enemy player makes contact with an AP mine, it will detonate, killing the player and anyone else caught in the blast radius.

An AP mine may be disarmed by being shot from a safe distance.
M1 Garand

**NOTE**: Some info on this page may be outdated and apply to Update 7

The **M1 Garand** is a semi-automatic American battle rifle used primarily by infantry.

## Roles

The **M1 Garand** can be used with the following American roles:

* Anti-Tank
* Officer (NCO)
* Rifleman
* Support

## Performance

The **M1 Garand** excels in medium to long range combat due to its accuracy and rate of fire.

### Bullet Drop

* 100m: 8.3cm
* 200m: 26.4cm
Polaris Hammer MK-6

*This article is a stub. You can help Infinite Fleet Wiki by expanding it.*

 Sub-Type | Mark 6

## DESCRIPTION

The **Polaris Hammer MK-6** is a spaceship from the United Sol Federation in Infinite Fleet.

It is a heavy assault ship equipped with many forward facing kinetic weapons that have the potential to unleash large amounts of damage to slow-moving and exposed targets. The Hammer MK-6 carries forward the Gatling Cannons and heavier armor from the MK-5 update, but pulls some of the energy from its shields to increase the range of its weapons. This gives the MK-6 a greater engagement range, increasing the zone of control it can establish on a battlefield.

## SHIP STATS

 RANGE
 HULL
 SHIELDS
 SPEED
 AGILITY

## TECHNICAL DETAILS

 ENERGY PRODUCTION
 LOCAL SENSOR RANGE
 ARMOR
 SHIELD
 MECHS
 WEAPON HARDPOINTS

## STRENGTHS

The Hammer MK-6 improves on the Hammer’s range, giving it more flexibility for positioning on the battlefield.

## WEAKNESSES

The Hammer’s primary vulnerability is its rear where its RIoT engines vent into space, leaving a gap in its otherwise robust armor.
Objects

*This article is a stub. You can help OhShape Wiki by expanding it.*

There are four types of objects, there are:

## Shape walls

These are blue walls with on of various shapes in them. To get through these wall you have to assume the pose of the hole in the wall.

## Dodge walls

These are orange walls that you have to avoid hitting with your head.
There are a five variations of this wall.

## Hit walls

These are red walls with a white circle on them that you have to punch to pass them.

## Coins

These are optional gold coins you can collect for a higher score. Missing these will not count towards you failing the song.
Support

The **Support** role is arguably one of the most important infantry roles in the game. Aside from supply drops from the Commander, and trucks**, Support** is the only source of supplies which are required in the construction of most structures.

## American Loadout

### Standard

* M1 Garand with 12 clips
* 2x MK2 Grenade
* 2x Bandage
* 1x Supplies
* 1x Hammer

### Ammo Carrier

Ammo Carrier is unlocked at level 3

* M3 Grease Gun with 6 mags
* 1x Supplies
* 1x Small Ammunition Box
* 1x Explosive Ammo Box
* Hammer
* 2x Bandage

## German Loadout

### Standard

* Karabiner 98k with 12 clips
* 2x M43 Stielhandgranate
* 2x Bandage
* 1x Supplies
* Hammer

### Ammo Carrier

Ammo Carrier is unlocked at level 3

* MP40 with 6 mags
* 1x Supplies
* 1x Small Ammunition Box
* 1x Explosive Ammo Box
* Hammer
* 2x Bandage
Polaris Carrier MK-5

*This article is a stub. You can help Infinite Fleet Wiki by expanding it.*

 Sub-Type | Mark 5

## DESCRIPTION

The **Polaris Carrier MK-5** is a spaceship from the United Sol Federation in Infinite Fleet.

It is a fortified vessel designed to withstand punishment and deploy mech squadrons efficiently into a battle zone. The Carrier MK-5 iteration offloads some of the standard heavy armor, allowing increased speed without loss of shields or firepower.

## SHIP STATS

 RANGE
 HULL
 SHIELDS
 SPEED
 AGILITY

## TECHNICAL DETAILS

 ENERGY PRODUCTION
 LOCAL SENSOR RANGE
 ARMOR
 SHIELD
 MECHS
 WEAPON HARDPOINTS

## STRENGTHS

The MK-5 Carrier still focuses on deploying small fighters en masse to the battlefield. It can deploy fleets of mechs from relatively safe distances, and has additional speed to keep out of range while its mech squadrons tear enemies apart.

## WEAKNESSES

Structural weaknesses on port and starboard sides to accommodate hangar bay doors.
Polaris Cannon MK-5

*This article is a stub. You can help Infinite Fleet Wiki by expanding it.*

 Sub-Type | Mark 5

## DESCRIPTION

The **Polaris Cannon MK-5** is a spaceship from the United Sol Federation in Infinite Fleet.

It is an offensive powerhouse equipped with an extensive arsenal of short- to mid-range weapons and a pair of massive main guns. The MK-5 iteration reflects an adjustment in the USF design philosophy shared by most late-model Polaris class ships, which adds additional armor, and pulls power from plasma beam focusing to thrust to maintain nearly the same speed; this results in a sturdier ship with a bit less range.

## SHIP STATS

 RANGE
 HULL
 SHIELDS
 SPEED
 AGILITY

## TECHNICAL DETAILS

 ENERGY PRODUCTION
 LOCAL SENSOR RANGE
 ARMOR
 SHIELD
 MECHS
 WEAPON HARDPOINTS

## STRENGTHS

The MK-5 has more armor than its predeccessors, allowing it to take more punishment and serve closer to the front lines of combat.

## WEAKNESSES

The MK-5 suffers from the same weakness as the MK-2 in that its frontal cannons are relatively delicate, and its lack of point defense turrets leaves it very vulnerable to mechs and missiles.
Polaris Envoy MK-3

*This article is a stub. You can help Infinite Fleet Wiki by expanding it.*

 Sub-Type | Mark 3

## DESCRIPTION

The **Polaris Envoy MK-3** is a spaceship from the United Sol Federation in Infinite Fleet.

It is a fortified vessel that applies its firepower through hangar loads of mechs while keeping to a safe distance, using enhanced sensors to identify weak points in enemy formations and directing the flow of the dogfight to gain every available advantage. The MK-3 iteration trades slower shield regeneration for increased shield capacity overall. The result is a ship that can more effectively resist bursts of damage, but is less effective under sustained fire.

## SHIP STATS

 RANGE
 HULL
 SHIELDS
 SPEED
 AGILITY

## TECHNICAL DETAILS

 ENERGY PRODUCTION
 LOCAL SENSOR RANGE
 ARMOR
 SHIELD
 MECHS
 WEAPON HARDPOINTS

## STRENGTHS

The Envoy offers non-Carrier commanders an alternative mech launch platform, or allows Carrier commanders to truly flood space with hordes of mechs. Envoy's mechs give it excellent range, and its balance between shields and armor gives it a sturdy defense against enemies that do manage to get close.

## WEAKNESSES

Structural weaknesses exist on the port and starboard sides to accommodate mech bay doors.
Infinite Fleet Wiki/Top section

Welcome to *Infinite Fleet* Wiki
the *Infinite Fleet* guide for spaceships, USF, Atrox and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Infinite Fleet

**Infinite Fleet** is a sci-fi massively multiplayer online real-time strategy game by Pixelmatic where the communities actions decide the fate of the galaxy.[Read more...]

Spaceships

Polaris Class Versa Mark I

Polaris Class Cannon Mark I

Polaris Class Carrier Mark I

XM-01 Lightning

XM-03 Hornet

Atrox Sagitta

Atrox Tenebris

Atrox Candens
Automatic Rifleman

The **Automatic Rifleman** role combines the range of a standard Rifleman role and the suppressive fire of the Assault role. This role excels in medium-range engagements.

## American Loadout

### Standard

* M1918A2 BAR with 6 mags
* 2x MK2 Grenade
* 2x Bandage
* Hammer

### Veteran

Veteran is unlocked at level 3

* M1A1 Thompson with 6 mags
* 2x M18 Smoke Grenade
* 2x Bandage
* Hammer

## German Loadout

### Standard

* STG44 with 6 mags
* 2x M43 Stielhandgranate
* 2x Bandage
* Hammer

### Veteran

Veteran is unlocked at level 3

* MP40 with 10 mags
* 2x NB39 Nebelhandgranate
* 2x Bandage
* Hammer
Infinite Fleet

*This article is a stub. You can help Infinite Fleet Wiki by expanding it.*

 Mode(s) | Multiplayer

**Infinite Fleet** is a sci-fi massively multiplayer online real-time strategy game where the communities actions decide the fate of the galaxy.

## Story

In Infinite Fleet, you are a commander in the United Sol Federation, a mighty military initiative charged with the defense of humanity. It is the mid-22nd Century, and for the past decade our widespread galactic colonies have been obliterated by the relentless Atrox; merciless aliens that have slaughtered billions. You have been given command of a fleet of next-generation space battle fortresses to defeat the enemy. You must equip your fleet, explore the galaxy and join your comrades to turn the tide of the war.

## External Links

* Infinite Fleet on Discord
* Infinite Fleet on Twitter
* Infinite Fleet on Reddit
Colt M1911

**NOTE**: Some info on this page may be outdated and apply to Update 7
The **Colt M1911** is a semi-automatic American pistol for use as a sidearm.

## Roles

The **Colt M1911** can be used with the following American roles:

* Commander
* Crewman
* Machine Gunner
* Medic
* Officer
* Sniper
* Tank Commander

## Performance

While lacking in ammo capacity or power, the **Colt M1911** reigns superior in close quarters compared to full-sized battle rifles.

### Bullet Drop

* 50m: 25cm
* 100m: 105cm
Polaris Lancer MK-2

*This article is a stub. You can help Infinite Fleet Wiki by expanding it.*

 Sub-Type | Mark 2

## DESCRIPTION

The **Polaris Lancer MK-2** is a spaceship from the United Sol Federation in Infinite Fleet.

It is a missile ship built to overwhelm Atrox point defenses with devastating missile swarms. A recent addition to the fleet, the Lancer’s design includes the implementation of the Rail Assisted Missile (R.A.M.) Launcher architecture, which reduces the time to target and greatly increases missile velocity, making the missiles much more difficult to intercept before impact.

## SHIP STATS

 RANGE
 HULL
 SHIELDS
 SPEED
 AGILITY

## TECHNICAL DETAILS

 ENERGY PRODUCTION
 LOCAL SENSOR RANGE
 ARMOR
 SHIELD
 MECHS
 WEAPON HARDPOINTS

## STRENGTHS

The Lancer offers excellent missile range and missiles less vulnerable to anti-aircraft defenses using the RAM Launch architecture; this makes it very dangerous to enemy armor.

## WEAKNESSES

The necessity of protecting large missile bays full of highly explosive projectiles consumes most of the ship's armor, leaving the rear thruster areas relatively unprotected.
Polaris Ballista MK-3

*This article is a stub. You can help Infinite Fleet Wiki by expanding it.*

 Sub-Type | Mark 3

## DESCRIPTION

The **Polaris Ballista MK-3** is a spaceship from the United Sol Federation in Infinite Fleet.

It is a long-range vessel designed to tear apart enemy shields with plasma beams before the enemy has an opportunity to strike back. For the MK-3 iteration, USF designers lightened the ship by removing some excess armor, and, believing it was already fast enough, transferred some of the reactor power from thrusters to shields leaving the ship just as fast, but with a more shield-based defensive posture.

## SHIP STATS

 RANGE
 HULL
 SHIELDS
 SPEED
 AGILITY

## TECHNICAL DETAILS

 ENERGY PRODUCTION
 LOCAL SENSOR RANGE
 ARMOR
 SHIELD
 MECHS
 WEAPON HARDPOINTS

## STRENGTHS

The Ballista offers excellent long-range anti-shield capabilities, and attacks with very high damage output, ideal for softening large enemy targets before allies commence a direct assault.

## WEAKNESSES

The large plasma beam weapons include relatively delicate magnetic containment and accelerators that run the length of the ship along the top side. These are vulnerable to direct attacks.
Polaris Versa MK-6

*This article is a stub. You can help Infinite Fleet Wiki by expanding it.*

 Sub-Type | Mark 6

## DESCRIPTION

The **Polaris Versa MK-6** is a spaceship from the United Sol Federation in Infinite Fleet.

It is a versatile capital ship teeming with weapon hardpoints. The new MK-6 iteration features improved missile and fighter defenses, and heavier armor, while devoting less of its energy resources to shield regeneration. The result is a ship better suited to tackling Atrox fighter swarms and missile barrages at a slight sacrifice of speed and energy weapon resistance.

## SHIP STATS

 RANGE
 HULL
 SHIELDS
 SPEED
 AGILITY

## TECHNICAL DETAILS

 ENERGY PRODUCTION
 LOCAL SENSOR RANGE
 ARMOR
 SHIELD
 MECHS
 WEAPON HARDPOINTS

## STRENGTHS

The Versa takes its name from its versatility. This well-rounded flagship vessel of the USF has tools for nearly any circumstance, and is capable of handling a wide variety of situations and threats.

## WEAKNESSES

The Versa’s design places many of its weapons and much of its defense capability on its top side, with the intent of flying beneath the enemy for overhead broadside attacks while retaining mobility. As a consequence, the underside of the ship is relatively vulnerable in its armor.
Infinite Fleet Wiki/Bottom section

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M5A1 Stuart

The **M5A1 Stuart** is an American light tank, with its light armament, this vehicle is suited to eliminating infantry, while being maneuverable enough to avoid heavier armor.

## Armament

The **M5A1 Stuart** features a 37mm Gun M6 for its main cannon, this gun is capable of engaging enemy infantry and light armor. Both AP and HE shells are available for use, with HE being more effective against infantry with its large splash damage.

The **M5A1 Stuart** also features two Browning M1919 machine guns, one mounted on the hull and controlled by the Tank Driver, and the other is fixed onto the turret, which is controlled by the Tank Gunner. They have an ammo capacity of 100 rounds before needing to reload with a total of 5 boxes of ammo, allowing you to put a steady barrage of suppressive fire on enemy infantry.

## Attack Strength

The following is a list of the number of shots that it takes to knock out enemy vehicles. The tests were performed at a range of 25m with no deflection angle and AP rounds. A Repair Station, 57mm M1, PAK 40, or Garrison will be destroyed in a single shot.

## Defense Strength

The **M5A1 Stuart** has thin armor, which will not protect you from enemy armor, your primary strength is in your speed and maneuverability as light armor. A Tellermine 43 will destroy armor in one hit. The following is a table of the number of shots that it takes to knock out an **M5A1 Stuart**.

## Performance

Top speed: 31km/hr

Turret rotation speed: 5 deg/sec
Pyragno

**Pyragno** (#005) is a Fire /Rock Chainmon.

It evolves from Pyrago and evolves into Pyragnaros.

## Description

Pyragno's main body is separated into a higher and lower body, both made of interconnected rocks with flames coming out from the seams of the higher body.

The grey disk in the middle of Pyragno's main body has been fractured since evolution with flames coming in between it's pieces as well, reaching to it's eyeball.

In comparison to Pyrago it's build is more "muscular" in comparison and it's limbs are at a more proportionate length and are made of multiple rocks instead of one per limb.
Opel Blitz

The **Opel Blitz** is a German truck, this vehicle is suited to supporting your army's logistics.
Trucks come in two variants, a Supply model which carries 2 crates of 150 Supplies and 1 passenger, while the other is a Transport model which carries 11 passengers.

## Supplies

The supply variant carries 2 crates of 150 Supplies for a total of 300 deliverable supplies. Once delivered, the truck must drive back to a friendly Ammo Depot to resupply the truck. Supplies cannot be delivered in your home sector.

## Defense Strength

The **Opel Blitz** has no armor will not protect you from enemy armor or small arms fire.
Puma

The Sd.Kfz.234/2 **Puma** is a German recon vehicle, with its light armament, this vehicle is suited to monitoring enemy movements and eliminating infantry. It is also capable of carrying two additional infantry at a time, allowing for rapid deployment onto the battlefield.

## Armament

The **Puma** features a 50mm KwK 39/1 for its main cannon, this gun is capable of engaging enemy infantry and light armor. Both AP and HE shells are available for use, with HE being more effective against infantry with its large splash damage.

The **Puma** also features a MG34 machine gun fixed onto the turret, which is controlled by the Tank Gunner. It has an ammo capacity of 100 rounds before needing to reload with a total of 5 boxes of ammo , allowing you to put a steady barrage of suppressive fire on enemy infantry.

## Attack Strength

The following is a list of the number of shots that it takes to knock out enemy vehicles. The tests were performed at a range of 25m with no deflection angle and AP rounds. A Repair Station, 57mm M1, PAK 40, or Garrison will be destroyed in a single shot.

## Defense Strength

The **Puma** has thin armor, which will not protect you from enemy armor, your primary strength is in your speed and maneuverability as a recon vehicle. An M1A1 AT Mine will destroy armor in one hit. The following is a table of the number of shots that it takes to knock out an **Puma**.

## Performance

Top speed: 31km/hr

Turret rotation speed: <TBD> deg/sec
Abilities

Abilities are the active actions a character can use during battle in Urtuk: The Desolation. For more, refer to Focus Abilities, Overfocus Abilities or Traits.

## Attack

Every Character has access to either a melee or ranged attack.

throw javelin

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## Swap

Swap is available to every character. It does not end turn in combination with the Light Foot trait.

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Machine Gunner

The **Machine Gunner** is a strong force multiplier, with their neigh unlimited ammunition capacity they can put out a steady barrage of firepower to suppress enemy infantry and limit their movement.

## American Loadout

### Standard

* Browning M1919 with 6 box mags
* Colt M1911 with 6 mags
* 2x Bandage

## German Loadout

### Standard

* MG42 with 6 box mags
* Walther P38 with 6 mags
* 2x Bandage
Unique Items

Unique Items are only obtainable once per campaign and are always guaranteed to be rewarded after fighting a specific Boss.

## Deathstone

The Deathstone is rewarded after killing Andur, the Judge. It allows to extract mutators from units that are otherwise unobtainable, but kills the unit in the process. The higher tier the absorbed mutator is, the higher the Max HP penalty.

## Mockers Mark

The Mockers Mark is rewarded after killing Baccayeek, the Deathcatcher. It grants the wearer access to throw mockers mark, which acts like an inverse assassins mark (enemies hit their allies with a crit when walking over it).

## Meat Shield

Meat Shield is rewarded after killing Osma and Asvage, the Conjoined Giant. The damage reduction also applies to player inflicted damage like the priests abilities costing Max HP.
Spearman

The Human Spearman is a human starting class that excels at standing on a frontline, tanking damage and crowd-controlling enemies.

## Abilities and Focus

 Spearwall (Ability)
 Provoke (Focus Ability)

## Traits

 Projectiles Blocker
 Stalwart
 Veteran
 Pierce That Armor
 Battle Hardened

## Tactics

The Human Spearman is rather formulaic, but very effective. He’s a big, beefy tank that controls hexes, taunts enemies, and soaks damage. He fits on every team comp and against all enemy factions, and every player should be familiar with using him.

There’s pretty much one right set of mutators to use on Spearman, with minor variations depending on your team and your enemy. Light Foot, Critical Counterstrike, and Pushing Criticals are mandatory, as they dovetail with the Spearman’s goal of shoving enemies away and keeping them away. Vigorous is highly recommended, as it helps convert your (low-damage) Crits into much-needed sustain. Next, you will need a good HP mutator (eg Strong Body or Overdose). The remaining slot (2 slots if you start with him on Desolation) is left to the player’s discretion. Spearman doesn’t really benefit from becoming an Urtuk - you would take a HP hit with only marginal power increase in compensation.

Spearman should level AGI to hit Stamina breakpoints of 72, 102, and 132. These allow for a Taunt (40 Stamina), multiple Spearwalls (30 Stamina each), and a Crit Counter afterwards. The remainder of the points should all be put in VIT. It is not exigent to rush to hit a Stamina target immediately, getting tanky is more important. Spearman also cares a lot about his Plate Armor: he needs it to score Counterstrikes (unless you use Shields or Aegis) and he gets % boost(s) to it, so make a priority to buy or loot the nicest Plate Armor you can find.

Playing Spearman is straightforward. Put him on your frontline and Spearwall and Taunt enemies away from your higher damage targets. He works best when he works in tandem with his teammates. It can be tempting (and sometimes useful) to run and Taunt an annoying archer, but be careful about doing this, because it’s not much help if enemy melee units run in and slaughter your remaining troops. In any case, Footman is better in a more offensive capacity, Spearman shines as a defensive frontliner.

As stated above, Spearman works well on most team compositions and against all enemy factions. He makes a good protector for a high-damage ranged unit like a Hunter Urtuk. You should bring another damage dealer as well, like a Forsaken Berserker or a Valdor Assassin, which can butcher taunted targets. Spearman doesn’t fear any enemy faction (though Valdor Crossbowmen can cause trouble with their high-damage blasts), and he particularly shines against Necroreavers due to their overall low mobility (except for a Spearwall-blockable jumping unit).
Urtuk: The Desolation

Windows

**Minimum**:

* **OS**: Windows XP, Windows Vista, Windows 7, Windows 8, Windows 10
* **Processor**: 2.0 Ghz
* **Memory**: 1 GB RAM
* **Graphics**: OpenGL 2.0 compatible video card with 256 MB
* **Storage**: 600 MB available space
* **Additional Notes**: Older Intel Integrated graphics (3000 and older) and Windows 10 won't run this game. Windows 7 works however.

**Recommended**:

* **OS**: Windows XP, Windows Vista, Windows 7, Windows 8, Windows 10
* **Processor**: 2+ Ghz
* **Memory**: 1 GB RAM
* **Graphics**: OpenGL 2.0 compatible video card with 256 MB
* **Storage**: 600 MB available space

Mac OS X

**Minimum**:

* **OS**: OSX 10.8
* **Processor**: 1.2 Ghz
* **Memory**: 1 GB RAM
* **Graphics**: OpenGL 2.0 compatible video card with 256 MB
* **Storage**: 600 MB available space

**Recommended**:

* **OS**: OSX 10.8
* **Processor**: 2+ Ghz
* **Memory**: 1 GB RAM
* **Graphics**: OpenGL 2.0 compatible video card with 256 MB
* **Storage**: 600 MB available space

Linux/Steam OS

**Minimum**:

* **OS**: Fedora 25, Ubuntu 16.04, SteamOS, Mint 18
* **Processor**: 1.2 Ghz
* **Memory**: 1 GB RAM
* **Graphics**: OpenGL 2.0 compatible video card with 256 MB
* **Storage**: 600 MB available space

**Recommended**:

* **OS**: Fedora 25, Ubuntu 16.04, SteamOS, Mint 18
* **Processor**: 2+ Ghz
* **Memory**: 1 GB RAM
* **Graphics**: OpenGL 2.0 compatible video card with 256 MB
* **Storage**: 600 MB available space

**Urtuk: The Desolation** is a turn-based RPG developed and published by Mad Sheep Studios/David Kaleta.

## Release information

Urtuk: The Desolation was first released for Steam Early Access on February 14, 2020.

## Game support

Urtuk: The Desolation Wiki is focused on creating the definitive guide to *Urtuk: The Desolation*. However, while we make an effort to be complete, we are not an official game support channel.

The official game support channels can be found here:

* itch.io Forum
* Discord
* Steam discussions

## Official pages

* Facebook
* Twitter
* Website
* Steam page

## See also

* How to play guide for Urtuk: The Desolation
Difficulties

*Urtuk: The Desolation* has three different difficulties that players can choose from:

* Exploration - For less experienced players in tactical RPGS. Quite challenging!
* Adventure - For those players which are good in tactical RPGS and already have experience with this game. Very challenging!
* Epic Journey
Quests

Quests are randomly generated events on the worldmap of Urtuk: The Desolation. While there is a varying degree of difficulty to them, some of them only come in one difficulty level. Reward type is predetermined, but reward amount and rarity often depends on quest difficulty and performance (for example how many traders you manage to save).

## World Scaling

In Urtuk the world will evolve and progress with time.

While the exact formula is unknown, the overall difficulty will depend on:

* Days passed - the later in the campaign, the stronger the enemies
* The average level of your highest 6 party members
* Number of units up to 6. If you have 3 units, the enemies will be just as strong, but less numerous. Does not scale higher than 6, so a full bench doesnt affect scaling.
* The current map. Map 1 scaling is capped at some point. Staying around and farming for a long time will make map 2 a lot harder and has a difficulty spike when switching zones.

Keep in mind, that this is only the overall world scaling. Your party might still be better equipped to deal with one faction over another.

Different quests (easy, normal, hard) also lead to a different difficulty.

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Attributes

Attributes define the strength and weaknesses of a character in Urtuk: The Desolation.

They can be seen on the Character screen:

There are four attributes in total, which can be leveled up by 3 points every time the character levels. It is possible to redo those points at any point at the cost of some life essence (each level will add 2 life essence to this cost).

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## Strength

Strength is the main source of damage increase. It is based on the weapon the character is using, since it is percent based: every point into it will increase this base damage by 2%.

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## Vitality

Vitality increases your HP by 32 for each point. Be aware that this increase is before any HP modifiers, meaning if the character is equipped with mutators that increase/decrease his HP (or has traits that have that effect) this amount will vary (e.g. if a unit had traits

and mutators that gave them +50% HP then each VIT point would give them 48HP).

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## Agility

Agility defines how often a character acts by defining his timeline value and gives him 2 max stamina per point to use his abilities. Once out of breath, a character is not able to attack or use any other abilities.

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## Concentration

Concentration increases the amount of focus generation. Reaching full focus will give you a charge of your unit's focus ability. Sometimes it will also grant other effects such as overfocus abilities, a critical hit with action man, another attack with sudden strike etc.

(see more in traits).

For more details on focus generation see Combat Mechanics.

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Class Guides

The following class guides are meant to give an introduction and starting point for each individual recruitable unit.
Keep in mind, that these are created by lots of different players with their unique playstyles - experimentation is always encouraged!

Click on the image for a link to the according guide. If there is no image, there is no guide for the class present yet. This is intentional to avoid frustration as well as show writers which classes are missing at a glance.
Priest

The Human Priest is one of the default Human starting classes, in Urtuk: The Desolation. It is a support class that assists allies with heals, shields, and damage-dealing.

## Abilities and Focus

 Lifesteal (Ability)
 Aegis (Ability)
 Sacrifice (Ability)
 Aegis (Focus Ability)

## Traits

 Light Foot
 Painful Healing
 Quick Learner

## Tactics

The Priest is an odd beast. Many players see the staff and robes and the heal/shield spells and assume he is a backline cleric, but he is instead played quite differently when his build is done setting up. The Priest gives up his own HP to support his team, and uses kills and later Critical Hits to regain it.

The Priest should initially be leveled up with a modicum of AGI to hit a Stamina of 82, which would allow Lead + another attack on a Strong vs. target, and still have enough for a counterattack later. Later you can go for a Stamina of 122. The overwhelming majority of points should be placed into VIT. VIT will both help scale Sacrifice and let you get onto the frontline to support your team and heal up with Rage + Vigorous.

2 good HP mutators (eg Strong Body and Overdose), alongside the Rage/Vigorous combination, are the core of a Priest’s mutator build, because they give you HP and a way to regenerate it. The other listed mutators are luxuries, but handy to have if you can swing it.

On Desolation, Battle Hardened and Mind of a Cleric make the Priest really shine. If the Priest is your Urtuk, then you can work in some CON mutas (eg Brilliant Mind, Improvizer), so you have an Aegis spam to supplement your healing. This makes the game so much easier.

Using a Priest takes a bit of finesse, especially earlygame. Be judicious in your spell usage and avoid ending turns with low health pools, for this can quickly lead to death, especially against ranged foes. One strategy to be aware of is that Crit charges (from Rage) stack and carry over. Thus, you can use Aegis as the battle starts to start generating Critical Strikes, then run in to hit enemies as the kills start coming in, regenerating large amounts of health through Feast and Vigorous.

Primarily, you should use your spells to set up plays with your high-DPS allies (eg: use Aegis on a Berserker to come out unscathed in a trade with a hard-hitting Valdor foe), and lategame you can use very large Sacrifices to take frontline melee units from the brink of death back into having a serviceable HP pool. As you progress towards lategame and amass many thousands of HP, your Priest will become more and more of a frontliner, and get more use out of Lead.

Priest competes with Shaman for a teamslot. The latter has more reliable heals and buffs and stronger focus gain, while the former becomes a better playmaker (due to his large, immediate ability effects that do not end turns) and frontliner (due to his HP pool and Lead). When using Priest, make sure you are playing to his strengths, and not simply using a worse Shaman.
Revenants

Revenants are stronger versions of Necroreavers and Valdors raised again by a necromancer with additional abilities. The drawback is the revenant trait, which doesn't allow them to get injured, but kills them instead.

If you start with the secret start after beating the game, all your characters gain a new trait:

All of your new recruits (even other revenants) will be instantly removed from your party. Keep in mind, you can still send your units to scout/scavenger if you send them on missions before the next world day ticks by.

Revenants wont have this trait, if recruited normally.

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## Revenant Trait

Revenants pay for their power with the price of the according trait: they only have a single life and can not get injured in combat. If they ever get injured, they will die instantly without any chance of saving them.

This also counts for injuries you receive from retreating from battles while not on retreat tiles. Any injuries while retreating are considered as a death in combat and will kill the character.

Since Urtuk is also a revenant with the revenant start, your campaign can end in any battle with a single death.

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## Revenant Start

The Revenant start is unlocked after beating the game on at least normal difficulty and lets you start the game with 3 incredibly powerful characters from a pool of currently 6 (see classes).

In addition to the revenant trait, every character also starts with the aggressor perk:

Your party will instantly banish anyone that is not "their kin", meaning you can never recruit any new character that is not a revenant. This start requires you to play with revenants from start to finish.

The banishment will happen the turn after you recruit the character, so a viable strategy is to instantly send new recruits to scavenge and/or scout, and they will still represent a benefit for the party.

Also it doesn't seem like armorsmiths / weaponsmiths get banished.

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## Transformation

Revenants can be transformed into vampires and werebeasts just like any other playable character. Upon transformation they gain 1 absorption slot.

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Bloodknight

## Tactics

This is a great damage dealer. His job is to charge towards low HP enemies (especially backline) and quickly eliminate them. Life leech gives him a lot of sustainability as long as you are in melee range and dealing a lot of damage.

Beware poison / bleeding especially from ranged units.

Once you get stamina to 90+ (charge + normal attack) put points on STR to maximize your damage.

Also remember that greatswords have mediocre shatter value, so armored targets should not be your priority until other team mates strip that armor.
Armour

Armour value is based on material, rarity and quality. Same as with weapons, one tier of armour comes in 3 subtiers (regular, rare and legendary). Only regular types of armour can be upgraded by armoursmiths, rare and legendary cannot however.

Quality for normal armour (excluding rares and legendaries) ranges from -2, mostly worn by new recruits up to +5 which is gained from quests, or crafted by highly leveled weaponsmiths in your party.

Rare armour bought in black markets will have one random trait attached to it, but if obtained otherwise they won't. Legendary tier armour will always have a trait from the following list:

Note that scalable traits will be of a random level between 4 and 10 (for instance quick reflexes can grant between 18 and 30 speed on any given legendary armour piece). Rare equipment traits can only be chosen from 22-44 life essence mutators (70% chance of a 22 life essence trait, 30% for a 44 life essence one). Furthermore, scalable traits on rare armour will always have the level 1 effect (e.g. tiring crits will only inflict -20 speed).

For other equipment, see Weapons.
Missions

Missions are available for single party members in Urtuk: The Desolation. They have a specific goal like training, looking for resources or curing an affliction and the character wont be available for the duration of the mission. Urtuk can't be sent on any missions.

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## Banish

Banish will remove your character from the group and send him out in the world, but not straight up kill him. Quests will have a chance to encounter him again in the future with the option to save him.

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## Training

Training will level your character up 1 level, regardless of current experience. This becomes more valuable for later levels, as the cost stays the same. There is also a catchup mechanism for characters with 2 levels below group average in fights, so consider bringing them first and using alcohol after that.

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## Scavenge

The chances for different outcomes are not well explored at this point. Possible outcomes are trilium, blood, flesh, infection with vampirism/werebeastism or an injury (or death, if the character was injured already).

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## Scout Area

Scouting the area reveals fog of war around the party and lets you plan your movement on the world map better. Since there is no negative outcome to this mission, it is highly recommended to have one character on constant scout duty.

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## Cure Vampirism

If your character was bitten by a vampire and infected with the vampire virus, this mission will cure him. Characters can no longer be cured, once they transform into a vampire - this usually happens 1-3 weeks after infection.

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## Cure Werebeastism

If your character was infected with the werebeast virus, this mission will cure it. Unlike vampirism, this does not have a timelimit and can be cured at any point.

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