recursal/Fanatic-Fandom huggingface dataset:
Versions/LU-354426

**LU-354426** is an update for *Oxygen Not Included* released on July 23, 2019. Official Release Notes

## Update Information

* Updated strings for colony initiatives
* Many strings bugfixes
* Icons show up correctly on the starmap screen
* Fix a crash when connecting pipes
* New artwork for saltwater geyser
* Fix for the monument generating too awesome of decor and crashing the game
* Further formatting for database entries, new entry for Priorities
* Updated artwork for Airborne Critter Lure
* Sandbox tools now have translatable strings
* "Rock Granulator" is renamed to the "Amalgamator"
* Fix an intermittent crash when pipes are merging contents
* Clean up some log warnings that were causing lag
* Guard against some crashes when a building tries to convert "nothing"
* Renamed Dr. McClintock to Dr. Broussard in the log messages
* Updated Chinese translations
* Algae Terrarium no longer crashes the game if modded
* Room types are now properly sorted in the Rooms overlay
* Aero Pot has its own positive decor now
* Tofu animation positioned correctly on Microbe Musher
* The conversion ratios of in-world saltwater and brine have been brought in line with their expected salinity
* Disabled a UI effect that was causing a lot of lag whenever a details panel or management window was open

You can join in the Discussion Topic here.

If you run into a bug, please visit the Klei Bug Tracker.
Versions/EX1-452481

**EX1-452481** is an update for *Oxygen Not Included - Spaced Out!* released on February 19, 2021. Official Release Notes

## Update Information

Hi friends!

Here's some fixes we wanted to get to you before the weekend, enjoy and stay safe!

### Changes

* Hooked up codex icons for aquatic and moo biomes.
* Move the Small Oxidizer Tank to the same tech as the Sucrose Engine since they're necessary for each other.
* Add the Large Oxidizer Tank and Scanner Module to the tech tree.
* Added a tooltip variation to the Fueled item in the launch checklist.
* Improved “All crew boarded” condition tooltip.

### Fixes

* Duplicants can now deliver resources to the Large Oxidizer Module
* Rockets would sometimes not notice they were ready (animations, button, etc) if the checklist was completed in a certain order.
* Under-construction rocket modules no longer appear to be constructed before they're finished.
* Crew are once again allowed to leave a rocket once it has landed (if the crew access is set to "All").
* Fixed rogue question marks on the starmap, as well as "landed" rockets appearing over planets.
* Fixed some worldgen failures related to the Water Moonlet.
* Fixed launch issue caused by having a warning state in “All crew boarded” condition.

You can join in the Discussion Topic here.

If you run into a bug, please visit the Klei Bug Tracker.
The Void

This article has not been revised for the current version (***U50-587362***). It was last updated for *U42-514967*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *U42-514967*. It may contain inaccuracies.

### Thermal Conductivity

0.000 (DTU/(m\*s))/°C

**Void** is an element that slowly siphons gas from its surroundings. Void can be found at the very top of the map and can be spawned with debug mode. Void has no direct effect on Duplicants.

## Trivia

* Void does not suck Gases in, but they actually try to fill the Void, meaning that the Void acts like a vacuum, but it is not destroyed when gases enter the tile.
	+ Therefore, whatever tries to fill vacuum will be removed when they try to fill it. This includes unstable solids that fall into Void such as Sand and Snow, any liquid and gases that spread into the Void.
* Although duplicants cannot interact with the Void directly, it can be removed by constructing Tile on it.
Versions/CU-273690

**CU-273690** is an update for *Oxygen Not Included* released on June 14, 2018. Official Release Notes

## Update Information

* Fixed some mismatched POI strings.
* Fixed typo in "Invalid Location".
* Shearing station can only be built on the floor.
* Refinery was only fetching the first ingredient for multi-ingredient recipes. Now it fetches all of them.
* Space art tuning.
* Mesh and airflow tiles no longer invincible to comets, now take proper damage.
* Sneezing now actually plays the full sneeze animation.
* Valves now say that they're manually operated.
* Kiln/Shearing station sound effects.
* Fixed crash when attempting to build wires outside the simulation grid.
* Updated thermal block art.
* Fixed a crash that could occur when harvesting hatches as they are being groomed.
* Fixed a crash that could occur when deconstructing travel tubes.
* Fixed a crash that could occur when you decided to keep all your Pacus at the edge of space.
* Kiln recipes now require coal.
* New egg cracker art.
* Fixed crash when using the sandbox sample tool outside the simulation grid.

You can join in the Discussion Topic here.

If you run into a bug, please visit the Klei Bug Tracker.
Versions/CU-272945

**CU-272945** is an update for *Oxygen Not Included* released on June 11, 2018. Official Release Notes

## Update Information

* Increase starting fertility values for wild creatures.
* Fixed flickering tooltip text when clicking on a Dupe and hovering over different errands.
* Fixed a crash that could occur when loading fairly old save files with old hatches.
* Increase fertilizer maker storages sizes, for less frequent deliveries.
* Base egg incubation time is now proportional to the lifespan of the parent creature.
* Pacu fry are smaller than adults.
* Egg cracker displays egg currently being cracked.
* Pyrite will now turn into molten iron instead of molten copper.
* "Transparent" string is no longer missing.
* Meteor season begins when you discover the surface.
* Conduit networks should no longer wrap-around connect through the edges of the map.
* Added a 2 cell border to the top of the map where you are unable to build but the simulation still runs.
* Increased methane geyser output.
* You can no longer debug spawn/teleport things outside the simulation grid.
* Fix some more cases where hatches are able to jump through closed doors.

You can join in the Discussion Topic here.

If you run into a bug, please visit the Klei Bug Tracker.
Aegis

Aegis

 **unit** (see more) (Prompt: blocks immediately)
 (Fragile: does not heal)

 Cost:

[data page]

**Aegis** is a very efficient Green defensive unit useful for late game defense.

## Strategy

**Aegis** is a fragile prompt defensive unit with heavy cost in green. It is mostly useful in the mid and late game as it does not absorb, so it should be bought only if your opponent must deal more than 5 constant attack.

Aegis is an extremely efficient defender when compared to blue units that absorb (costs less than Energy Matrix while providing the same HP). However, it requires many Conduits for it to be bought every turn.

Aegis is vulnerable to being exploited by offensive finesse due to its high HP.

Unlike Forcefield and Plexo Cell, Aegis does not consume any drones, so it doesn't hurt your economy.

## Change Log

* September 13th, 2014
	+ Cost increased from 5 to 6.
Tungsten

This article has not been revised for the current version (***U50-587362***). It was last updated for *LU-356355*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *LU-356355*. It may contain inaccuracies.

## Tungsten

(W) Tungsten is an extremely tough crystalline Metal.
 It is suitable for building Power systems.

### Properties

 Plumbable, Generic Buildable, Solid, Refined Metal

### Overheat Temperature

+50 °C

**Tungsten** is a refined Metal obtained by melting Wolframite. It has the highest melting point of any Refined Metal and the third-highest of any buildable material (after Insulation and Diamond).

## Usage

The main usage of Tungsten is for Thermium production in Molecular Forge. 5 kg Niobium + 95 kg Tungsten = 100 kg Thermium.

Tungsten may also be used for any other task that needs Refined Metal. This is generally not recommended, as Thermium is superior in all regards except melting point - Tungsten provides the same bonus to overheat temperature as copper or gold, but without a Decor bonus. Notable cases where using tungsten as a building material **is** recommended include:

* Power and automation wires exposed to Rocket exhaust.
	+ Rocket loaders and unloaders in Spaced Out!.
* Radiant Liquid Pipes meant to handle extremely high temperatures (e.g. Liquid Steel systems).
	+ Tempshift Plates and Metal Tiles can also be made of tungsten - however, Diamond (with Window Tiles replacing metal tiles) offers both a higher melting point and greater thermal conductivity, while being generally less valuable than tungsten.

It is recommended to build power wires and automation wires nearby rockets with Tungsten, as it won't melt by the extremely hot gases of rocket exhaust.

Tungsten can be used instead of Raw Mineral for Liquid Pipes and Insulated Liquid Pipes, though its relatively high thermal conductivity makes it a poor choice for the latter. Tungsten liquid pipes are inferior to every possible Radiant Liquid Pipe and use twice as much material, but can be a short-term option if Smelting is researched before Liquid Tuning.

## Production

* Metal Refinery can produce Tungsten from Wolframite with 100% efficiency. 100 kg Wolframite = 100 kg Tungsten.
* Smooth Hatch can eat Wolframite and excretes Tungsten. It is around 75% efficiency.
* Rock Crusher can produce Tungsten from Wolframite with 50% efficiency. 100 kg Wolframite = 50 kg Tungsten + 50 kg Sand.
* Abyssalite, can be melted at 3421.85 °C into Liquid Tungsten, cooling this down will produce Tungsten. Though this requires an exceptionally high temperature.
* Tungsten Volcanoes can be found on one planet, which can provide continuous tungsten production (on the same planet as Experiment 52B S).
* It can be harvested on rocket missions to renewable Space POIs:
	+ In Glimmering Asteroid Fields at a rate of 60 – 180 kg per cycle, as a molten liquid.
Emote

**Emotes** are displayable phrases and icons shown by clicking ones avatar during a match and selecting the desired emote. There are 9 slots for emotes that show up by clicking ones avatar, and emotes for these slots can be changed through the emote tab. You can also search in-game for any emote that you own. Most emotes can be won in the Armory, but certain emotes are only available to different kickstarter tiers or with the use of a promo code.
Versions/CU-270641

**CU-270641** is an update for *Oxygen Not Included* released on May 30, 2018. Official Release Notes

## Update Information

Hello space-friends!

Have your Duplicants ever wondered if there was more to life than just rocks? Have they been under a little more pressure than usual? Have they all had the unshakable feeling that there has to be something else out there? Well, as it turns out, they're right! The **surface of the asteroid** has finally been exposed, and it's chock-full of desolate, lifeless, soul-and-oxygen-sucking **vacuum**!

Well, that's not entirely true: It also contains deadly **metal-rich meteors**, and is exposed to harsh **high-energy solar radiation**. There's even enough room up there for some mysterious **mysteries**.

Meanwhile, back at the base, the Duplicants have developed new **advanced materials** for dealing with the realities of space living, and have further refined their **ranching** techniques.

If you're interested, you can help us test this new content for the next two weeks before it goes live. As always we appreciate your feedback, so please share your thoughts and opinions on the Suggestions Forum. Thank-you!

### What does this testing branch contain so far?

The following content is available in the testing branch:

* New Surface biome
	+ Solar light
	+ Periodic meteor showers with 3 kinds of meteors
	+ Vacuum regions which whisk away gases and liquids
	+ Duplicant sun basking and sunburns
* Solar Panels
* Window Tiles
* Bunker Doors and Bunker Walls
* Meteor Detector
* New material tech
	+ High-temperature ceramics, produced from Kilns
	+ Steel, produced from the Smelter
	+ Lime, created from egg shells and used for Steel
	+ Pure carbon, produced from Kilns
	+ Glass, produced from the Glass Forge
* Updated egg production economy
	+ Egg Cracker building to mark specific eggs as food ingredients
	+ Varying egg masses per creature type
	+ Stored eggs lose viability and eventually can't hatch
* Completed egg, baby, wrangling, and trapped artwork for all critters
* Automatic wrangling and pen limits added to Critter Drop-Off
* Updated Mechanized Airlock to change speed depending on if it's powered

You can join in the Discussion Topic here.

If you run into a bug, please visit the Klei Bug Tracker.
Cosmetics

There are many types of items gained during gameplay. They are all related to the cosmetics system of Prismata, and allow you to get new skins and emotes.

## Items

### Power Core

Power Cores allow you to play one round of the Armory flipping 5 cards.
Power fragments are 100th of a Power Core. When you have 100, they are automatically converted to a Power Core.
You can get Cores and fragments through Ranked play rewards. You can also get a full Power Core for your first and third win of the day.

### Omnipower Core

Omnipower Cores allow you to play one round of the Armory but with 2 extra flips, for a total of 7 flips.
There are no fragments for Omnipower Cores. You can get them as a rare Ranked Play reward, and as a raffle prize in some Events.

### Black Lab Card

Black Lab cards allow you to play one round of the Black Lab. You will get a Black card for every X points that you get in the Armory.

### Golden and Platinum Tickets

Golden and Platinum tickets will, respectively, double and triple the rarity score of the rewards from a single ticket of Ranked Play. See the Ranked Play rewards below. You can get them as a moderately rare Ranked Play reward, or buy them for Shards directly.

## Shards

Shards let you buy items directly, or let you increase your odds of winning in the Armory and Black Lab minigames. See Cosmetics Strategy for the optimal way of using your Shards. You can get around as Ranked Play rewards (~5-20 for each ticket), as a prize for some Events, and for your second win of the day (15).

## Infusions

Infusions let you customize the aspect and animations of your emotes. You can get the in the Armory and Black Lab.

## Units without skins

* Blood Phage
* Bombarder
* Borehole Patroller
* Colossus
* Energy Matrix
* Lancetooth
* Manticore
* Flame Animus
* Oxide Mixer
* Tantalum Ray
* Thunderhead
* Tyranno Smorcus
* Urban Sentry
* Valkyrion
Bloodrager

Bloodrager

 **unit** (see more)At the start of your turn, gain

 Cost:

[data page]

**Bloodrager** is a cost-efficient offensive Red unit that consumes attack at build time.

## Strategy

Bloodrager provides constant attack at the expense of damage at construction. As such on its own it is more of an econ unit than a tempo unit, since you lose out on an immediate advantage (of dealing damage) in exchange for increased damage output in the future.

If possible, you want to sneak Bloodrager in a situation where the attack it costs would have been absorbed anyway to negate that part of its price completely; that this is possible makes Bloodrager a counter to a very wide range of units who either give a lot of absorb or have both Lifespan and Block. Remember that a Bloodrager which costs only 1 or 0 real attack is actually *unbelievably* efficient (even more so than Shadowfang), thus it is often worth making significant sacrifices to get them out. The cost of a Bloodrager that does not deny Absorb and enemy defense doesn't play, is roughly as efficient as Tarsiers, since an Attack which is delayed is a loss of 2, less with efficient Attack and enemy with good Soak/bad Attack.

Beware of buying Bloodrager in cases where doing damage immediately is essential (i.e. low economy red mirror matches). When your opponent has little absorb, every point of attack matters; Bloodrager might just not be fast enough to pay back for itself before you get breached.

## Fast Bloodrager builds

Since it is so cost-efficient, it is usually tempting to try to rush the Bloodrager early. The setup required is more complicated than for most units however, since to be efficient you want to use all your  on turns you are buying them. Here is an example build for both players:

Player 1:

1. DD
2. DD
3. DDA
4. TTD
5. TR + ...
6. Bloodrager + ... // Just enough attack
7. Bloodrager + Bloodrager + ... // Again, all the Attack

It is difficult to get more than one instance though, since both sides may have rising Attack to address from this strategy.

Player 2:

1. DD
2. DA
3. TTD
4. TR + ...
5. Bloodrager + ...
6. Bloodrager + Bloodrager + ... // Will require saving some gold on previous turn

Those builds work exceptionally well against opponents going high econ and just getting defense without putting pressure back, since all the defense they will be buying will be useless before the 3rd Bloodrager hits the board.

Player 2 Perforator (1) rush.

1. A
2. T1
3. R1
4. Bloodrager
5. Bloodrager

Spends resources efficiently and defends.

Player 1 Immolite (1) and Blood Phage (2) rush.

1. A
2. 2
3. 11
4. Bloodrager
5. Bloodrager +E

Locked to the line until turn 4.

Player 1 Vivid Drone (1) and Electrovore (2) rush

1. DD
2. A1
3. T2
4. 122
5. Bloodrager (3R left)

## Change log

* September 18th, 2015
	+ Supply increased from 4 to 10
Lunarch Studios

Conceived in 2010, **Lunarch Studios** is a small Canadian-controlled gaming startup based in Waterloo, Ontario, Canada. Currently focused on free-to-play strategy games, one of their first offerings is Prismata, a hybrid-genre game borrowing elements from collectible card and real-time strategy games.

Some of the developers include:

* Elyot Grant *(Founder)*
* Will Ma *(Founder)*
* Alex Wice *(Founder)*
* Shalev Ben-David *(AI)*

* David Rhee *(UI)*
* Mike Fong *(Prose)*
* David Churchill *(AI)*
* Alexey Kozhevnikov *(Software Dev)*
* Dan Hunter *(Art)*
* Megan Brown *(Community Manager)*

1. ↑ http://lunarchstudios.com/#about
Gauss Cannon

Gauss Cannon

 **unit** (see more) (Fragile: does not heal)
At the start of your turn, gain

 Cost:

[data page]

**Gauss Cannon** is a Green unit and part of the base set. It's a relatively expensive attacker with high Fragile health.

## Strategy

**Gauss Cannon** is the green attacker unit from the base set. Its gold cost is high for only 1 attack, however its 5 Fragile health make it worth it to go against breaches. It is also the only unit from the base set that cannot be targeted by Apollo, as long as it has more than 3 health.

Gauss Cannon is a bit expensive for only one constant  attack (Tarsier provides only one less damage over the course of a game for a far lower cost), so it should usually not be your main source of damage, but it can be your best option when you already have  and don't need it for defense.

Gauss Cannons are especially useful when the game whittles down into the late-game and breach is imminent, or when going for a Breach me I don't care strategy; they will survive longer than most other attackers thanks to their high health. Beware that low health attackers, like Tarsier and Shadowfang, do not pair well with Gauss Cannon, as in a breach situation your opponent will focus your low health attackers. Thus Gauss Cannon are better paired with other high health units like Iso Kronus.

Gauss Cannons are also constructed by the Gauss Fabricator, which builds one Gauss Cannon per turn for eight turns.
Drone

Drone

**Colorless unit** (see more): gain 1

 Cost:

[data page]

**Drone** is a Colorless unit and part of the base set. It produces 1gold per turn.

## Strategy

The humble **Drone** is one of the most important units in Prismata. Their Ability to produce Gold is the key to building up your attack, your defenses, and everything else in between.

Drones cost 3Gold and Energy. This means that Drones will pay back its Gold cost in 3 turns. Buying an Engineer and then a Drone means that the Drone will pay that total purchase in 5 turns.

How many Drones you should purchase ultimately depends on the Random set. The most important factor to look for is the biggest blocker (also called the absorber) in the set. Bigger blockers can absorb more damage, which makes you want to avoid making attack too early - if you do, your attack will all get absorbed. This makes you want to buy more Drones before switching over to making attack, so that you can get over the absorb barrier more easily.

A common beginner mistake is to continue buying Drones in the mid and late-game. Once you are doing more damage than your opponent can absorb, you should be focused on buying attack and only buying Drones if you happen to have 3 leftover, and even then it might be better to buy an Engineer as Engineers have the same 1 for a lower cost.

Drones can also block in emergencies. If you don't click one of your Drones, you can use it as a 1 Health blocker. This can be a good play if you would otherwise be breached and want to keep a high-health absorbing unit. Alternatively, the green resource allows you to convert Drones into more efficient blockers such as Forcefield.
Bombarder

Bombarder

 **unit** (see more)2 (Stamina 2: can only be clicked twice)
: gain

 Cost:

[data page]

**Bombarder** is a Blue-red unit. It's an attacker and blocker with limited Stamina.

## Strategy

Bombarder offers extremely high attack for it's cost, making it a powerful pressure unit. It also has more defense than Wall, making it a good absorber after running out of stamina. Because of this value, Bombarder should be bought relatively early despite its higher tech cost.

## Change Log

* June 29th, 2018
	+ Added to the game
Versions/EX1-448916

**EX1-448916** is an update for *Oxygen Not Included - Spaced Out!* released on January 21, 2021. Official Release Notes

## Update Information

Hello, we're continuing to address bugs on the testing branch (thank for the bug reports!) along with some new art and a new music stinger!

### Hotfix Again 448916

* Fix for startup crash when loading saves with discovered warp conduits

### Hotfix 448886

* Fix for dupes not falling when digging underneath them.

### Original hotfix 448769:

* Oxidizer tank size and efficiency rebalance. Oxidizer tank capacities made generally smaller while oxidizer efficiency is higher.
* Fertilizer: 100% efficiency,
* Oxylite 200% efficiency,
* Liquid Oxygen 400% efficiency.
* Fixed issue causing all oxidizers efficiency variations to be ignored in range calculation
* Fixed issue sometimes causing rockets to miscalculate range by 1
* Large liquid fuel tank capacity slider begins at max instead of 0kg for new fuel tanks
* Fixed issue that allowed rockets to burn anything in place of their intended fuel type.
* Fixed unit error in rocket range calculation tooltip.
* Adjusted rocket launch checklist items for clarity
* Fixed some typos
* Fixed a bug where Duplicants would take suits from suit lockers to deliver them to other suit lockers.
* Oxygen Masks are now made with metal ores.
* Fixed issue with suits being made of Dirt
* Updated artwork for the Payload Opener building
* Updated size bridging art for several rocket modules
* Added New World Detected notification music

Mods:

* Moved the "Mover" and "Rover" ObjectLayers to the end of the ObjectLayer enum to prevent issues with mods.

You can join in the Discussion Topic here.

If you run into a bug, please visit the Klei Bug Tracker.
Exhaust

**Exhaust**, represented by the icon , can refer to either:

* The number of turns a unit's start-of-turn effect is disabled after it triggers.
* The number of turns a unit's click ability is disabled after that ability is used.

In addition to disabling the unit's start-of-turn and click abilities, exhaust also prevents units from being consumed. Units that consume a unit as part of their purchase cost (i.e. Forcefield) or click ability (i.e. Wincer) cannot use exhausted units. However units that destroy a unit as part of their click ability (i.e. Deadeye Operative) can be used to destroy exhausted units. Similarly, exhausted units can be destroyed by damage.
Hotkey

Hotkeys are keyboard shortcuts used to quickly complete an action in Prismata.

* 1-8 - Used to buy the corresponding unit on the random unit tab. Remember these units can be repositioned by dragging up or down with the mouse to change their order. Note that 1 always selects the top unit in the list, 2 selects the second, etc.
* [Shift] + (hotkey) - Buy the maximum number of (hotkey) units your resources will allow.

### Game Functions

* Q - Work with every Drone at once. When used during the Defense or Breach phases, Q will instead assign defense automatically (but not necessarily optimally!).
* [Tab] - Switch between the Base Unit and Randon Unit tabs.
* [Space] - Press to end turn, press again to confirm.
* [Shift] + [Click] - Select all units of that type at once. Very useful when dealing with piles of units that have the Chill ability.
* [Ctrl] (or [Command] on Macs) - While held down, you see your opponent’s remaining supply in the buy box (instead of your own). If chat is open, pressing ctrl expands chat.
* [Ctrl] + [Click] - During the Defense phase, defend randomly (or at least not necessarily optimally) with the clicked unit last. Similar to q but with a little bit more control. Very useful when you are defending for one more than the attack, because your only choice in this instance is deciding which unit you'd like to survive.
* [Ctrl] + [Z] - Undo.
* [Enter] - To chat.
* [Up]/[Down] - Switch chat channels.
* ' - Will bring up hud options allowing you to see total gold next turn, see maximum damage a player can deal during that player's turn and persistently see the opponent's unit supply.
Arms Race

Arms Race

 **spell** (see more)Spell: construct a Tarsier with 2, construct a Gauss Cannon, construct a Steelsplitter, and construct 4 Engineers for your opponent

 Cost:

[data page]

**Arms Race** is a Green-blue-red spell.

## Strategy

Arms Race is an extremely efficient way to increase your permanent attack. The resulting pile of Engineers will help your opponent little in the long run. Therefore, Arms Race is at its best when the long run is what counts: early in the game, preferably as your first attacker, or situations where your opponent already won't need the defense for a while (for example, because they have just fired an Antima Comet and will have plenty of defense for the next few turns anyway), because in those situations the Engineers are effectively having Build time added to them. Arms Race is a weak purchase when your opponent is already under pressure and can immediately make use of the Engineers as blockers (Being roughly 14 of Attack vs 4 Prompt enemy defense, about 9 on their turn, or 7 of Attack less for the user) though good if it forces inefficient Attack instead of Defense, or 4 Health is cheap anyway. It is also bad against opponents who are able to make use of the energy effectively (through Electrovores for example), and against opponents trying to get out greedy but powerful units such as Amporilla and Tatsu Nullifier as the free defense will help them achieve it. Redeemer is also a counter, since it makes the extra Defense very helpful to it.

## Openings

Player 2

1. DD
2. DDC
3. BA
4. Arms Race +D
5. Arms Race +T

Player 1 Chrono Filter

1. DD
2. C + Chrono Filter
3. Arms Race

Player 2 Mobile Animus and Auric Impulse (1)

1. D1
2. CB +Mobile Animus
3. Arms Race
4. Arms Race
5. Arms Race
6. Arms Race

Allows consecutive Arms Race

## Change log

* February 17th, 2016
	+ Added.
Militia

Militia

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

 Cost:

[data page]

**Militia** is an offensive Blue unit which can produce either 1 Gold or 1 damage.

## Strategy

**Militia** can provide you with either Gold or attack through its ability, giving you a measure of flexible attack. This makes it a good buy as a first attacker, since it will leave your opponent with two bad options: either lose an Engineer, or buy a Wall or other absorber that will not be immediately useful as you will then just take the gold instead of attack.

Militia is similar to Steelsplitter in cost and damage, but lacks its Block ability. As such it can be thought of mostly as fulfilling the same role, a support unit not efficient enough to be the backbone of your offense by itself.

Having a couple of Militias available in the late game can help you take advantage of larger gaps in your opponent's defensive granularity, allowing you to reduce your damage output with benefit when it would just be absorbed anyway.

Militia has very high health for its value, meaning it can be used as a breachproof attacker.

Militia's ability is strictly inferior to Auride Core's, but the Core by itself doesn't provide attack.

## Openings

Generally speaking, Militia should not be rushed; although it is good as a first attacker, it is still quite expensive for a single point of attack, and once you are over the absorb barrier you have the problem of being teched into an early Blastforge that will continue to buy inefficient attackers. Nevertheless, the openings below can be useful in some niche cases, such as games featuring Lancetooth or Drake.

### Turn 3 Build

1. DD
2. DB
3. DD Militia

This opening, available to player 2, lets you produce Militia and 2 Drones every turn from the 4th turn onward. As it is your first attacker you will likely force prompt defense, which will let you use its ability to your advantage.

There's a similar opening as player 1, 1/2 turn earlier but with one less Drone:

1. DD
2. DB
3. D Militia

## Change log

* May 23, 2015
	+ Health increased from 2 to 4.
Junkers (Expert Challenge)

Junkers is the very first mission of the first episode in Prismata. Complete all the missions of the episode to unlock the expert mission challenges. This mission is a puzzle of assigning the optimal amount of damage. The difficulty comes from the high uneven (and prime) Health values of the dumpsters and the numerous possibilities of progressing through the turns. Below are hints and the one solution.

**Victory window message**
*Most expert challenges admit a few different solutions, but this one is unique!*

## **Solution**

 You cannot always hit the perfect amount of damage in Prismata. Throughout this mission however, lose only 1 damage!

 Turn 2: deal 1 / 4 / 4

 Turn 8: kill all.
Advanced Defense Puzzle 6

**Advanced Defense Puzzle 6** is the eleventh level in the Prismata campaign.

## Setup

The player begins with 2 Energy Matrixes, 2 Walls, 2 Forcefields, 2 Engineers and 4 Tarsiers with 1.

The opponent begins with a Venge Cannon, 6 Gauss Cannons, 3 Gauss Charges with 2, and a Tarsier with 2.

## Solution

2. with Forcefields and Energy Matrix,  Tarsier, 2xGauss Charge and Gauss Cannon
3. with Energy Matrixes,  Gauss Cannon
4. with Wall and Energy Matrix,  Venge Cannon
5. with Wall and Energy Matrix,  Venge Cannons
6. with Engineer and Energy Matrix,  Gauss Cannon
7. with Engineer and Energy Matrix,  Gauss Cannons
8. with Energy Matrix,  Gauss Cannons
9. with Energy Matrix,  Gauss Cannons
10. with Energy Matrix,  Gauss Cannon
11. with Energy Matrix,  Gauss Cannon
12. with Energy Matrix,  Gauss Cannon
Breach

The breach phase is one of the three phases of Prismata gameplay. The other phases are the Defense Phase and Action Phase (which consists in Purchasing Units and Using Abilities, as well as the Breaching itself).

## Defense Value vs Attack Value

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

## Wipeout and Breaching

If a player has Attack Power greater than or equal to the other player's Defense Value, the turn player wipes out all enemy blocking units, losing Attack Power equal to the health of all units destroyed in the process. After this, if the player may freely assign the remaining Attack Power as damage to any enemy units. This is referred to as breaching.

When breaching the attacking player must decide how to best assign attack to the opponent's units. Optimal play will depend on a number of factors, but consideration should be given towards low health attackers (such as Tarsiers) and destroying economic units (such as Drones).

It is notable that after wiping out or breaching, players are not allowed to unassign the sniping of a blocking enemy unit and freezing an enemy blocking unit can't be unassigned unless lethal damage has been assigned to that unit while breaching. However, the turn may be rolled back to a point before the breach was made with Ctrl-Z as normal.

## Overkill

Overkill is a mechanic that occurs when the attacking player has destroyed all active units and still has attack value remaining. Units under construction (normally invulnerable) will become vulnerable and be able to be attacked once all active units are destroyed.
Centrifuge

Centrifuge

**Colorless unit** (see more)3 (takes 3 turns to construct)
At the start of your turn, gain 3, and sacrifice Centrifuge.

 Cost:

[data page]

**Centrifuge** is a Colorless unit which provides a burst of all resources. It is part of Antares.

## Strategy

**Centrifuge** provides you with a huge burst of resources (including all 3 colored ones) 3 turns after you buy it (giving back gold). As it gives you for a single turn access to technologies that would otherwise require a heavy investment in tech buildings, it is most useful when it lets you buy legendary units like Odin or Lucina Spinos; the main point of the unit is to use the blue and red immediately as they are discarded otherwise.

Keep in mind however that Centrifuge's cost will often go to build it in the early game. This will put you one turn behind an opponent forgoing Centrifuge. The payoff has to be impressive to compensate for the disadvantage.

As such, if the random set doesn't have relevant legendary units, going for Centrifuge is generally a bad play, as you would have been better off simply econing up into an economy letting you produce constantly the attackers and blockers you need. You can still consider it to get a one-off of an absorber such as Energy Matrix, but it's not a strong enough play to mandate cutting your economy early for it. On the same note, if the legendary you plan to get is a defensive one (Centurion, Defense Grid), it is best to plan your Centrifuge to make use of their high absorb as soon as they come into play. Going Centrifuge doesn't change the fact that you should go for offense over defense when you can.

### Build Order

The following build orders refer to the old centrifuge (pre April 2018).

For player 1:

1. D
2. Centrifuge

For player 2:

1. DD
2. Centrifuge

Those builds let you rush out Centrifuge in the early game for a quick legendary. You generally want to follow them by some Drones and the tech buildings (Blastforge, Animus) required for your target unit.

For player 1:

1. DD
2. DD
3. D+Centrifuge

For player 2:

1. DD
2. DD
3. DD+Centrifuge

Those builds are one turn slower on the Centrifuge, but leave you with four more drones. This is a slightly more balanced line, though it means no tech buildings until turn 4, which can be a problem against an aggressive opponent.

### Openings

Player 1

1. DD
2. DD (D +Centrifuge)
3. DD +Centrifuge

Player 2

1. DD
2. D + Centrifuge (+E for high econ)

### Change Log

* April 6th, 2018
	+ Cost reduced from 9 to 5.
	+ Output reduced from 12 to 3.
* December 9th, 2015
	+ Cost reduced from 12 to 9.
	+ Output reduced from 20 12.
Common Openings

Unlike chess and some other games of complete information, opening book study is largely ineffective in Prismata due to the random unit set present in each game. However, it can still be helpful to be aware of some common openings. Many aggressive builds are difficult or impossible to overcome if the opponent does not anticipate them and adjust accordingly. Familiarizing oneself with these builds is helpful in finding opportunities to use these tactics and, more importantly, learning to counter them.

The following notation is used for all build orders in this article. These apply to base set units. Random set units will be fully spelled out, unless otherwise noted.

* A: Animus
* B: Blastforge
* C: Conduit
* D: Drone
* E: Engineer
* F: Forcefield
* G: Gauss Cannon
* R: Rhino
* S: Steelsplitter
* T: Tarsier
* W: Wall

The majority of these openings are only available to Player 2, due to starting with an extra drone. In most cases, Player 1 will be one or two gold short when attempting a P2 opening. However, many of the openings do become available to Player 1 if Doomed Drone or, in some cases Wild Drone, is in the set. Examples of this include Delayed Tia Thurnax, Tatsu Nullifier Rush, and Double Scorchilla.

## General Tech Progressions

These openings do not focus on units from the random set, but are examples of common lines to efficiently build drones and tech structures.

### Natural Conduit

Player 2 has the first opportunity to build a Conduit without cutting Drones. This is particularly advantageous in sets with strong green units, and integral in many common openings.

1. ...DD
2. ...DDC

### Turn 3 Blastforge/Animus

Player 1 has the first opportunity to build Blastforge or Animus without cutting Drones.

1. DD
2. DD
3. DDB

or

1. DD
2. DD
3. DDA

### Big Blue

Player 1 can opt for a large economy while wasting very few resources. This is ideal for defensive sets or ones containing strong blue units such as Drake.

1. DD
2. DDE
3. DDD
4. DDDB

## External Links

* Common Openings - The Prismata Library, a blog post by 307th. *(January 20th, 2018)*
Action

The Action phase is one of three phases of Prismata gameplay. The other phases are the Defense Phase and Breach Phase. The action phase is comprised of the sub-phases Using Abilities and Purchasing Units.

## Using Abilities

During this part of the Action phase, you uninstall the game because it's garbage, but if you insist, the player will select which unit abilities to activate. Generally, activating an ability has a tradeoff or cost involved. For example Steelsplitter's ability to attack for one increases the player's attack value but at the cost of not having the Steelsplitter available for defense. The player must decide which abilities are appropriate to activate.

## Purchasing Units

During this part of the Action phase the player will use their Resources to purchase units. Unused Gold and Green resource will carry over to future turns, but unused Energy, Blue resource and Red resource will decay at the end of the turn. It is therefore best to plan your purchases in a manner that uses all of your Energy, Blue and Red resources whenever possible.

Considerations when purchasing units (to be expanded):

* Random Set Units - What is available in the random set?
* Position - If multiple lines exist in the random set, is one line more natural to your position as Player 1 or 2?
* Opponent's Play - What line is your opponent taking? Can it be countered?
* Economy - Drones and their variations. How much economy do you need to accomplish your build?
* Technology - Animus, Blastforge and Conduit. What technology do you need to accomplish your build, what timing is best?
* Attack / Defense - Balance and timing. Are you defending until a large unit comes online? Rushing attack?
Practically Legal (Expert Challenge)

Practically Legal is the 1st mission of the third episode in the Campaign. The mission presents the player with waves of enemies to fight off with a powerful attacking unit with intermittent availability.

**Victory window message**
*Wave-clearing missions like these have a strong "snowball effect". The first few turns are extremely important!*

## **Hints and solution**

### General hints and tips

 It is usually better to absorb on a prompt Rhino than on a Perforator which isn't clicked, as holding perforators is not cost effective; perforators should instead be used as defenders.

### Solution

The Photonic Rainmaker should be clicked on any turn where you have 13 or more Gaussite.
Comm-Net (Expert Challenge)

Comm-Net is the eighth mission of the first episode in Prismata. Complete all the missions of the episode to unlock the expert mission challenges. This mission is a an aggressive survival puzzle, where the enemy will overwhelm with numbers after several turns, if you do not succeed to do it first. Unlike similar previous missions, supply is added: As in regular play, a maximum number of the same type of unit can be build. For Walls that is a max of 10, so starting to deal damage early on is important. Below are hints and two winning builds.

**Victory window message**
 *The first version of this mission was created in 2013. The enemy was originally an evil robot named Vel'kar.*

## **Hints and solution**

*Info: Puzzles may have more than one successful strategy and solution. The two lines described (progressively) below either open with a strong economy, or with very early damage.*

 It's ok to lose a lot, but not all, Drones on defence, to keep having the ideal [[Absorb]absorb].

### Build 1

 Focus the enemy Giga Fragments and (Giga) Gunbots. When you have the damage, destroy the enemy forges.

 Turn 3: D G (Gilded Drone)

 Turn 12: EEEE W -- sacrifice one of your 5 drones. Wall supply is out
 Switch to Steelsplitters as defenders until you destroy the last of the opposing force.

### Build 2

**This is a very aggressive opening that likely only works in the mission. Try buying as much early offensive units as the game will allow.**

 Turn 4: TT

 Turn 6: B

 Turn 7: W
(from this point on there are various possible lines, depending on attack targets. Focus on keeping
 add a bit of damage towards a decisive win!
Advanced Puzzle: Countdown

**Advanced Puzzle: Countdown** is the twelfth level in the Prismata campaign.

## Setup

The player begins with 2 Walls, 6 Drone, a Blastforge, and an Animus.

The opponent begins with 4 Husks, 4 Tarsiers, and 12 Shadowfangs with 10.

Engineer, Wall, and Rhino are available for purchase.

## General Tips

* Notice that you can build exactly 10 Rhinos and your opponent has exactly 20 units, with 1 Health each. This means that you have to build all 10 Rhinos and each has to attack twice before dying or else it's impossible to win.
* Remember that once your Rhinos have attacked twice, they can defend too, so factor them into your calculations.
* Don't be afraid to sack a Drone on a key turn. Each Rhino costs 5 Gold and you start the challenge with 6, so even if you lose 1, you can still build a Rhino each turn.
* Think about your defense very carefully. You need a lot less Walls and Engineers than you think.

## Solutions

### Solution 1

1. 6 Drones, build Rhino
2. with Wall and Rhino,  6 Drones and Rhino, build Rhino and Engineer
3. with Wall and Rhino,  5 Drones and 2 Rhinos, build Wall
4. with Engineer, Drone, and Wall,  5 Drones and Rhino, build Rhino,  Husk
5. with Rhino and Wall,  5 Drones and Rhino, build Rhino,  Tarsier
6. with Rhino and Wall,  5 Drones and 2 Rhinos, build Rhino,  Tarsier and Shadowfang
7. with Wall,  5 Drones and 2 Rhinos, build Rhino,  2 Shadowfangs
8. with Wall,  5 Drones and 2 Rhinos, build Rhino,  2 Shadowfangs
9. with Wall,  5 Drones and 2 Rhinos, build Rhino,  2 Shadowfangs
10. with Wall,  5 Drones and 2 Rhinos, build Rhino,  2 Shadowfangs
11. with 3 Rhinos and Wall,  5 Drones and 2 Rhinos, build Rhino,  2 Shadowfangs
12. with Rhino and Wall,  2 Rhinos,  Shadowfang and Tarsier
13. with Wall, Rhino,  Tarsier

### Solution 2 (with no Engineers or loss of Drones)

1. 6 Drones, build Rhino
2. with Wall and Rhino,  6 Drones and Rhino, build Rhino
3. with Wall and Rhino,  6 Drones and Rhino with 1 stamina left, build Wall
4. with Wall and Rhino,  6 Drones and Rhino, build Wall
5. with Rhino and Wall this time letting rhino die, 6 Drones and Rhino, build 2 Rhinos,  Husk
6. with Wall and Rhino losing wall again,  6 Drones and 2 Rhinos, build Rhino,  2 Tarsiers
7. with Rhino with no stamina,  6 Drones and 3 Rhinos,  Tarsier and 2 Shadowfangs
8. with Rhino,  6 Drones and 2 Rhinos, build Rhino,  2 Shadowfangs
9. with Rhino,  6 Drones and 2 Rhinos, build Rhino,  2 Shadowfangs
10. with Rhino,  6 Drones and 2 Rhinos, build 2 Rhinos,  2 Shadowfangs
11. with 5 Rhinos,  6 Drones and 3 Rhinos, build Wall,  3 Shadowfangs
12. with Wall,  2 Rhinos,  Tarsier and Shadowfang
Prismata Wiki/Section 3

Resources[all]

Gold
Energy

Green resource
Blue resource
Red resource

Unit mechanics[all]

Attack
Ability
Blocker
Build time
Chill
Exhaust
Frontline

Fragile
Health
Lifespan
Prompt
Stamina
Self-sacrifice

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Gauss Charge

Gauss Charge

 **unit** (see more)At the start of your turn, gain , and sacrifice Gauss Charge.

 Cost:

[data page]

**Gauss Charge** is a Green unit. It can be built to increase attack for a single turn.

## Strategy

**Gauss Charges** activate only once the turn after you purchase them. Therefore buying Gauss Charges does not augment your constant attack, so it is mainly a utility or tech sink unit. For example, if you will lack 1 to destroy a Polywall next turn you can buy just one Gauss Charge to do so.

While Gauss Charges themselves can't be held, both ingredients (green and gold) for Gauss Charges can be stored, making them very similar to Cluster Bolt. However, they are far less efficient due to costing gold, so they should generally not be bought unless you have extra green and nothing good to spend it on.

Gauss Charges are also produced by Venge Cannons and Gaussite Symbiotes, as well as Cluster Bolts, requiring an investment of .

Gauss Charge (1) costs slightly less than Pixie(1). However Pixie can be saved for a later turn unlike Gauss Charge.