recursal/Fanatic-Fandom huggingface dataset:
Mortal Kombat

## Mortal Kombat's first appearance

in this video, Mysterious Voice and Mophead (Richworth), play up the tournament ladder with intention of completing it with as many babalities as possible. But they are doing at double the speed, so the voices are squeaky and the action is fast paced.

## Characters and their players

P1- Cyber Sub-Zero: Mysterious Voice

P2 Raiden: Mophead

## Favourite moves

Mysterious Voice- Square Punch.

Mophead- lightning launch

## Participating Members

Mophead (Richworth)

Mysterious Voice
Mokor

Mascish (10%)

Olollin (3%)

### Government

Union-ed Countries primarily Democratic Republics. With a single Federal District in Wuanor.

### Districts

Wuanor DistrictLa-Biss UnionAqirra UnionBovi UnionLakashriaian Union

### Demonym

Mokorish

**Morkor** (Pronounced //; Arkorish //) is an cold world that is the sixth planet from the star known as Tatharor (//). It is part of the Interior. Known as the Planet of Ice or the Mother of Winter by old Bukorni text. It is inhabited by the native population of Bukorni of about sixty million. Some of its key cities are built into the cold earth and with ice that takes up two thirds of the planet year round it is a necessity. The planet is the capital of the INStI systems and due to its centralized location is the crossroads to the rest of the galaxy, a sling of systems known as the Heart Route runs through the system.

It serves as a stopping and selling point for merchants and is often flooded with elderly immigrants throughout the year. With its 45 degree tilt the planet suffers from serve weather and due to its distance from Tatharor it has an average temperature of 2 degrees Celsius.

## Description

### Overview

Mokor is a planet located in the Interior. Located along the Heart Route it serves as a pass through the star ridden Interior. The planet was created and expected 3.9 Billion years ago. It is believed that its 45 degree axis comes from the large impact known as The Dosi Impact with an asteriod nearly 2.7 Billion years ago. The planet suffers from harsh winters and long summers. The large plains around the equator are the central part of life in Mokor. With its temperature staying around 10 to 15 degrees Celsius and near the magnetic north pole the temperature reaches nearly -192 degrees Celsius. The cities of Vtok, Athamman, and Wuanor take up nearly half of the populations alone.

## Other Planets of the Morkori System

* **Tatharor**
	+ **Vogor**
	+ **Zakinas**
	+ **Aroon**
	+ **Une**
	+ **Satier**
	+ **Mokor**
	+ **Aspi**
	+ **Redhe**
Eonin (Species)

## Eonin

Dark blue

Light purple

Pale red

Blue green

Navy blue

White

Blue

Green

Cyan [Rare]

### Distinct features

Long beard like skin growth, skinny skin to bone ratio, small build, slightly longer fingers, no nose but a single hole.

### Lifespan

80-110 Average110-125 Rare

125-200 Very Rare

## Sociocultural characteristics

### Language(s)

Bo PakEnan

Veikish

On' Nirak

### Inhabbited systems

OttMokor

Voxi Aspay

Bisba

Morzmain

Tov-Nal
Morbus

## Summary

Morbus are the artillery pieces of the zombies. They have long range, low damage attacks that can damage stationary fortifications and soldiers if they are not killed quickly. They typically spawn in groups of one to two.

## Morbus

### Offensive:

Damage: 45-53Attack speed: 8

Weapon range: 31

Movement speed: 2.25

Detection range: N/A

### Defensive:

Life: 1200Life regeneration: 1

Armor: 0

Unit Type: Armored, Biological

## Engagement & Tactics

While the morbus may not be a very threatening unit, they can deal a significant amount of damage to stationary units and can weaken or destroy defenses if they are not dealt with. Due to the long range of the morbus, most MOS will need to leave base to kill it once it has been located. The Javelin Gunner and Squad Designated Marksman are very effective at eliminating morbus that have been located because of their long range attacks.
Let's Play: The Crew ep2

## The Chaos Begins!

This is the first video that includes Scorpiontorn and VaultLegend as all the participating members drive around the game world and muck around, finding glitches and "car wrestling."

## Events

VaultLegend makes Richworth do a wheelie in a Ferrari Speciale.

Richworth rolls said Ferrari.

VaultLegend honks back

Richworth smashes into a motorcyclist.

Richworth crashes the Ferrari Speciale in mid-air...

and VaultLegend flies to Mars

## Missions

Rattler- Richworth- Mini Cooper Countryman, VaultLegend- Dodge Charger, Scorpiontorn- Chevrolet Silverado.

???- Richworth- Ford Raptor, VaultLegend- Dodge Charger, Scorpiontorn- Chevrolet Silverado.

## The wrestling match

Scorpiontorn VS Richworth

Chevrolet Silverado, Mini Cooper S VS Ford Raptor, Nissan Fairlady.

## Participating members

Richworth

Scorpiontorn

VaultLegend
Eel

## Summary

Similar to the parasite, this unit spawns from special events rather than spawning at the edges of the map and has a **very small** life capacity. It moves moderately fast and slows the units that it attacks.

## Eel

### Offensive:

Damage: 30-35Attack speed: 0.8

Weapon range: 0.1

Movement speed: 3

Detection range: N/A

### Defensive:

Life: 85Life regeneration: 1

Armor: 0

Unit Type: Light, Biological

### Abilities:

Eel Bite: Attacks slow by 30% for 2.5 seconds

## Engagement & Tactics

While the eel is one of the easiest zombies to kill, it can swarm soldiers and severely reduce their movement speed which can make it easier for zombies to surround them. Eel spawn in large groups whenever a Gourmand or Grotesque is killed, which can be a nuisance to any who may be kiting them. Rifle butt and Area of Effect damage will prevent eels from overwhelming soldiers, but should still not be underestimated as a threat.
Krill

## Summary

Krill are fragile flying zombies that are invisible. They often kill soldiers by surprise, for their small size and invisibility make them very difficult to spot without flares or other forms of detection. They are probably the most despised and annoying zombie among the UAC community next to the licker. They spawn in small to moderate sized groups.

## Krill

### Offensive:

Damage: 32-57Attack speed: 1.2

Weapon range: 0.1

Movement speed: 2.8007

Detection range: 8

### Defensive:

Life: 155Life regeneration: 1

Armor: 0

Unit type: Light, Biological, Flying

## Engagement & Tactics

Krill are a good reason to have detection. If they are unnoticed, they can basically assassinate your allies by swarming them. Pinging krill and communicating with teamates where they are can help prevent unexpected consequences from their spawn. They often flank DPS positions from the north in the defend balaad bunkers mission, so keeping a flare gun on hand during that time could save a life or two. If they approach from the south the squad should be fine.
X-900

## General Information:

-0.05 Movement speed

The XR-900 is a late spawning marksman's rifle that increases attack speed as well as damage at a small cost to move speed.

### Pros:

-The increase into attack speed is more effective at killing lower health zombies then increasing damage as the designated marksman can kill most lower health zombies in one hit.
Horror

## Summary

The Horror is a large flying zombie that shoots acid at its targets, which create a puddle that slows and deals damage over time. Horrors can also use abduct to pull their target towards them when they have full energy. They typically have a spawn size of one.

## Horror

### Offensive:

Damage: 20Attack speed: 2.5

Weapon range: 6

Movement speed: 2.8984

Detection range: N/A

### Defensive:

Life: 6500Life regeneration: 1

Armor: 5

Unit Type: Armored, Biological, Flying

### Abilities:

Abduct: can pull a heroic unit towards itself. Requires full energy to use.Acid Puddle: attacks create an acid puddle that lasts for 5 seconds. The acid puddle slows by 30%, and does damage over time.

## Engagement & Tactics

Horrors have only 0.01 less base movement speed than most MOS and can slow in an area with their attacks which make them threatening when other zombies are nearby to surround and potentially kill their prey. However, Horrors are easiest to kill when they are not accompanied by fellow zombies so it is important that DPS classes prioritize firing at faster moving/high damage enemies that accompany the horror before killing the horror itself. Soldiers that kite the horror should be aware of their distance from DPS roles that can help take additional pressure off of the kiter. Kiting horrors can be easier if the kiter uses jump or sprint to avoid the slowing and damaging effects of its acid pool. If a Horror is completely alone, any MOS that is wearing Kevlar Body Armor can effectively tank the horrors attacks and receive insignificant damage from doing so by dropping and then immediately re-equipping the kevlar body armor directly after the Horror attacks. This restores the shields it grants to 50, which is more damage than the horror can deal in one hit. The damage you will take will be from the damage over time of acid pool from the short duration you are not wearing the armor.
Stalker

## Summary

Stalkers are invisible zombies that can charge a short distance which pushes units caught in its charge.They are moderately fast and spawn from special events in groups of two to four.

## Stalker

### Offensive:

Damage: 35-55Attack speed: 1.2

Weapon range: 0.1

Movement speed: 3

Detection range: N/A

### Defensive:

Life: 1400Life regeneration: 0.2734

Armor: 0

Unit Type: Armored, Biological

### Abilities:

Stalker Charge: Charges forward a short distance, knocking and damaging enemies in the way.

## Engagement & Tactics

This unit is dangerous mainly from its ability to disrupt kites with its charge while remaining invisible if it is not detected. While their life capacity is not too high, they are highly effective at ambushing soldiers and potentially causing them to be surrounded when other zombies are nearby. Concentrating fire on stalkers may be of highest priority depending on the situation at hand, especially when larger tier-1 zombies are close to the stalker in pursuit of an allied soldier. Flares are useful for revealing their position to the team and making them aware of their presence.
Dreamsedge Wikia

## Dream's Edge

The Azzue-Ithos Galaxy torn by war and power struggles between the great factions made up of diverse aliens, powerful knowledge, and most of all dangerous ways of the galaxy.

## Azzue-Ithos Galaxy

Locations, History, Factions, Characters, Species, Items/Ships, Conflicts, Organizations, and Other

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
RIVALKINGDOMS Wikia

<hero description="ライバルキングダムのゲームレポートや、城アート、アイテムの説明など" imagename="" cropposition=""></hero>

## ライバルキングダムWIKIについて

ライバルキングダムのゲームレポートや、城アート、アイテムの説明などをご紹介していきます。

## ライバルキングダムについて

世界中で500万ダウンロード（GooglePlay『「アクション」ゲームランキング 2 位』）突破！してるゲーム。

塀を囲い、兵を育成する都市をつくり、世界に冠たる最強の王国を築き上げ、強大な自然の力を授けられた神や精霊の化身、伝説の戦士『エンシェント』たちと協力して戦いを繰り広げる。

【ライバル・キングダムの特徴】

★MMO（多人数参加型）ゲームプレイ、同盟機能、グローバルチャットを実現

★300人のプレイヤーと革命的な戦闘を楽しめる

★『トゥームレイダー』の脚本家リアーナ・プラチェットが手がける引き込まれる世界観と壮大なストーリー

★最高クラスのマルチプレイPvP

★無料ダウンロード（アプリ内課金有）

## イベント情報

* 要塞レベル17こコンセプト
* 新ユニット！「アビサル」
* ストーリーキャンペーン「アンブラの小島」2016/07/14

建物部隊城アートバトルブースター
## 火属性　エンシェント

キング・ダークフォージラビノビッチダジアニールゴルゴックフオジンイローニカリス・サンスタッフジャアルエンバークロウナクティスルリック
## 氷属性　エンシェント

トラガードキャプテン・レノーラユキカフロスト神父孫悟空イェルザラベインモウシク司令官リーフォアヴイルビルナヘガル
## 緑属性　エンシェント

オレリアスウィフト・ウィングエルムスルピータヤグモギディアンアマーニジラーエラスムスヴィスカリアケストラ
## 雷属性　エンシェント

ジェイレックアランドライザボー・ド・エペタイラスアディーラエッセンスマスタータラシンイージスリリスアイロファル
## 死属性　エンシェント

ヴァローラチョー・モウマリオネットマリスクワンゾロニアブランドーモロックトキミナイラックスヤレナティ
## 編集について

※出典元：一部の画像やテキストは、公式サイトまたはgoogleplayのアプリ説明より引用してます。
Glutton

## Summary

A slow moving but durable zombie that spawns in small to large sized groups. Can sustain more damage than most zombies it's size.

## Glutton

### Offensive:

Damage: 55-63Attack speed: 1.8

Weapon range: 0.1

Movement speed: 2.1992

Detection Range: N/A

### Defensive:

Life: 750Life regeneration: 2

Armor: 0

Unit Type: Armored, Biological

## Engagement & Tactics

The glutton's slow movement speed makes them easy for soldiers to escape from, posing minimal threat for individuals. However, their high life capacity and spawn size can make them an effective meat shield, helping more fast zombies close-in on defensive positions. The time it takes to kill gluttons allows them to move closer to fortified areas than many other zombies of comparable size. The threat of glutton hoards can be reduced with concentrated damage (especially from the Heavy Gunner) and explosives, particularly HE rocket. While level 1 HE rocket may not kill the gluttons it hits, it will weaken them and make them easier to kill with more basic attacks.
Zombie

## Summary

The zombie is the most basic, and least threatening zombie in Undead Assault Chronicles. They are very common, spawn in larger groups, and can be killed easily with any weapon. Getting killed by Zombies is usually related to players not looking at their screen for longer than twenty seconds or receiving injuries from them.

## Zombie

### Offensive:

Damage: 25-35Attack Speed: 1.2

Weapon Range: 0.1

Movement Speed: 1.9492

Detection Range: N/A

### Defensive:

Life: 100Life regeneration: .2734

Armor: 0

Unit Type: Light, Biological

## Engagement & Tactics

While the Zombie is merely a threat, they cause the most harm to players by swarming or flanking them, preventing movement. This can be prevented with Rifle Butt, a well-timed jump, or a premeditated frag grenade or MGL. Generally, using abilities or explosives on Zombies is a considerable waste of energy, ammunition, and cool-down so they should only be used on Zombies when the situation demands it. Players using life-reducing Skill Identifiers should take the Zombie's reanimation ability into consideration while moving over Zombies that have been killed within the past 10 seconds to prevent that possibility of taking damage or receiving an injury.
Crab

## Summary

A small zombie that looks more like Crab Louse than the crustacean. It's attacks deal more damage than many Tier-3 zombies, and can inflict poison ailments when it attacks. Crabs spawn when certain Tier-1 zombies such as Darreus are killed.

## Crab

### Offensive:

Damage: 55-67Attack speed: 0.8

Weapon range: 0.1

Movement speed: 2.6015

Detection Range: N/A

### Defensive:

Life: 90Life regeneration: 1

Armor: 0

Unit Type: Light, Biological

## Engagement & Tactics

Crabs are barely a threat considering they spawn when a powerful Tier-1 zombie is killed and they have less movement speed than all MOS. As long as you are not attempting to kill yourself in game, the crab is unlikely to affect the team negatively.
Shredder

## Summary

A small flying unit that is very similar to the Gargoyle but with less life and damage. Spawns in small to moderate sized groups.

## Shredder

### Offensive:

Damage: 28-46Attack speed: 1.2

Weapon range: 0.1

Movement speed: 2.8007

Detection Range: 8

### Defensive:

Life: 155Life regeneration: 1

Armor: 0

Unit Type: Light, Biological

## Engagement & Tactics

Due to its small size and relatively quick movement speed, the shredder often injure or kill soldiers by ambush or surprise by attacking from areas that are not visible to the soldier. They spawn throughout the game, and can be a particular nuisance in early missions, especially on the Restore the BMDD network mission, where they will often force soldiers to halt repairs to run for back up. Due to their small life capacity, any MOS can easily kill shredder, and Area of Effect damage will counter them effectively. The shredder also has a fairly large detection range, which is important to note for MOS that have cloak.
Enforcer

Energy: 190

Energy Regen: 1.4492

Damage: 135-154 (small but strong AoE)

Attack Speed: 1.3

Range: 10.5

Armor: 3

Move speed: 2.879

Reload Time: 4.0

Mag Size: 25

Encumbrance: 15 Mags

### Abilities:

Soldier Skills - lvl 2 Soldier Skills ability is Concussion Shells and Hard Armor. Concussion Shells makes your attack reduce the target's move and attack speed by 16% along with increasing your damage by 5, Hard Armor reduces incoming damage by 12.5%Marksmanship

Defensive Tactics

Protect and Serve

Crowd Control

### Role(s):

DPS, AoE/Support DPS: Soldier Skills 2, 1 in Marksmanship, 1 in Protect and Serve, Alternate the previous two until both are maxedAoE/Support: Max Crowd Control, Max Defensive Tactics, Max Soldier Skills

### Changes from UA3

He didn't exist in UA3!

### DPS

With this build you can be an efficient dps and kiter.

Skill Build:

crit 2 or 4, ss2, crit 4 if you haven’t, max enforcer skills (or whatever it is called, for aura), max Soldier Skills

SI:

* MA, VT, BT
* DF

Items:

* ISS,
* AA, AP
* Armor

BT is very effective on enforcer because of his high base damage and splash, making it especially easy to get the +30% by killing small zombies. Defender allows you to be an especially efficient dps & kiter hybrid

### Tank

This build is especially efficient on PMC.

Skill Build:

Max enforcer skills, ss2, (crit 1),  if PMC max protect & serve else max SS, then max any of the remaining skills depending on your preference.

SI:

* DF, HA, TA

Items:

* Armor (Shield gen>spcs>bio>kev)
* Weapon (M1014>ISS-7)
* FAKs, QCs.
MAR M5

## General Information:

The M5 mar is a reasonably common rifle, though it increases damage less then any other rifle, it comes equipped with a grenade launcher and 3 grenades. The grenade launching capability of the M5 MAR is the the same as an MGL.

## M5 MAR

### Stats

+5 Damage+2 Range

"Unique"Is equipped with a grenade launcher.

### Pros:

-Comes equipped with a Multi purpose grenade launcher (MGL)

-Only weapon equipped with a grenade launcher
Drake

## Summary

Drakes spawn in groups of 5-6, and are considered flying units in that they move over terrain obstacles. They are often clumped together in one group due to a lack of separation radius, making them appear as if it is one drake at first glance. Drakes are usually frequent with the Outbreak Modifier activated.

## Drake

### Offensive:

Damage: 30-35Attack speed: 1.2

Weapon range: 0.1

Movement speed: 2.5

Detection range:N/A

### Defensive:

Life: 450Life regeneration: 2

Armor: 6

Unit Type: Armored, Biological, Flying

### Abilities:

Eel Bite: Attacks slow by 30% for 2.5 seconds

## Engagement & Tactics

Being hit by a group of drakes should deal approximately 180(not accounting for difficulty modifiers) damage and will slow their target long enough for the group to strike again, making their attacks lethal somewhat often. Drakes have fairly high armor making it difficult for classes without sufficient damage to kill them easily. Explosives, napalm and other forms of Area of Effect damage can significantly reduce the hazards of drakes.
Impaler

## Summary

A stronger, faster, less annoying version of the licker that pulls the targets it attacks toward itself. It spawns during various events in varying-sized groups. Impalers may be very deadly when they attack with other zombies near them.

## Impaler

### Offensive:

Damage: 50-55, 35-40 vs heroicAttack speed: 3

Weapon range: 7

Movement speed: 2.1992

Detection range: N/A

### Defensive:

Life: 600Life regeneration: 0.2734

Armor: 4

Unit Type: Light, Biological

### Abilities:

Attacks pull the target towards the impaler, stunning the target for a very short time.

## Engagement & Tactics

The impaler is relatively easy to kill, but can support other zombies by pulling its targets closer to them. Multiple impalers supporting other zombies(especially tier-1 zombies) can be lethal if they are not killed immediately. Three impalers attacking the same target can easily pull lone soldiers to their dooms. While their pulling attacks may not be as diabolical as being licked, they are still a serious hazard for soldiers that are near them. The Squad Designated Marksman should be on a lookout for impalers to pick off before they get close to the squad and become a threat.
UAC Commonly Used Abbreviations

## General Abbreviations

UAC = Undead Assault Chronicles

MOS = Class also   Military Occupational Specialties

Mini = A mini version of the MOS class can hold only 3 items and PL's are usually the only MOS that gets them  (more to explained on this later)  Replacement Soldier you get after dieing

LN = Local Nationals

PMC = Private Military Corporation  that have full MOS capabilities and come packing with tanks and thors and ghosts and nukes u name it

FT = Fire Teams (Squads)  Very Important  Allows squadmates to share some vision

Nader = grenade

CD = Cooldown

TK = team kill, killing players

Kite ­  Run in circles so the zombie don't hit you, but your team can shoot them

Druggie ­ Augmentation Medic

rez / rev  ­  Combat Medics revive Skills

DPS = Ratio between damage and attacks per second. (Damage\*(1/Weapon Speed))

## Item Abbreviations

AA = Aim Assistant

AP =  AP Rounds

DU = DU Rounds

PA = Projectile Accelerator

Kine = Kinetic Integrator

KI

SG,gen = Shield Generator

AM = Ammo Box/Case

Meds/FAK = First Aid Kits

MR, mus = Muscle Relaxant

Flash = Flashlight

Bino = Binoculars

40s ­  40mm Ammunition for MAR M5 or MGL

qc ­  Quick Clot

ac ­  Ammo Case

ec ­  Energy Cell

charge/echarge Explosive charge

## MOSes Abbreviations

PL = Platoon Leader

AR = Automatic Rifleman

SDM ­  Squad Designated Marksman MOS

JG = Javelin Gunner

jav

CE = Combat Engineer

FSS = Fire Support Specialist

HG = Heavy Gunner

Roflman/rofl = Rifleman MOS

Mando ­ Commando MOS

med / medic ­  Combat Medic MOS

Borg ­  Cyborg MOS

CS ­  Cavalry Scout MOS

FSS ­  Fire Support Specialist MOS

OSS ­ Orbital Support Specialist MOS

Enf ­  Enforcer MOS

LE ­ Laser Enforcer MOS

## Zombie Abbreviations

Arach/scorp ­  Arachnid Zombie Boss

Garg ­  Gargantuan Zombie Boss or Gargoyle (Flying Zombie)

Immu ­  Immusilus (Flying Zombie)

Grot ­  Grotesque Zombie Boss

Cacu ­     Cacuman Zombie Boss

Rais ­  Raisuli, Tanky Ranged Zombie
IDMR-2

## General Information:

The Improved Designated Marksmans Rifle-2 is a fairly common early game weapon the for squad designated marksman. The attack speed that this weapon provides is incredibly helpful at killing larger amounts of zombies with lower health.

## IDMR-2

### Pros:

-While increasing attack speed can lead to more bullets in the air at once often leading to bullets traveling to a dead target, the squad designated marksman has a slow enough fire rate to not be significantly affected by this.
Creeper

## Summary

The creeper is a basic zombie that is more powerful than a Mutant but slightly less powerful than Risen. It spawns in small to moderate sized groups.

## Creeper

### Offensive:

Damage: 32-45Attack speed: 1.2

Weapon range: 0.1

Movement speed: 2

Detection range:N/A

### Defensive:

Life: 225Life regeneration: 1

Armor: 0

Unit Type: Light, Biological

## Engagement & Tactics

The creeper is very rarely a threat, for the numbers they spawn in are usually inadequate to overwhelm most targets. Creepers may creep people out if they mistaken it for its colorful counterparts(Leaper, Licker, Wraith, Arch Vile) which are much more dangerous and might bathe in dye.
Private Military Corporations

## PMC Units

* RA Combat Medic
* RA Combat Engineer
* RA Flamethrower
* RA Ghost
* RA Automatic Rifleman
* RA Rifleman
* RA SDM
* RA Javelin Gunner
* RA Special Forces
* RA Sniper
* RA Squad Leader
* RA Grenadier

## PMC Vehicles

* RA AH-25 Hunter

* RA Battle Walker
* RA Combat Walker
* RA M1 Abrams
* RA M2 Bradley IFV

## PMC Bosses

* Ignis
* Ignis 2.0
* Vesania
* Vesania 2.0
Shock Paddles

#### Description:

Shock Paddles are a developer only tool, used as a revive. It has the icon of the common medic revive, except it is in the inventory and appears to have infinite usage. As of 4/16/16, it is currently unfathomable to even consider adding the shock paddles to public usage, although developers (notably DOOM), have used shock paddles during public games, proving their existence. However, shock paddles only serve as a function for developers in emergencies, and as for the public, they will have to rely on medics.

dev tend to only use this in pub games with new players.. to help the learning curve.
AA-12

+15% Reload/Unjam time

The Auto Assault-12(guage) shotgun is a late game shotgun that provides a large increase to damage output. This weapon provides a huge increase attack speed at the cost of damage, ammo efficiency and increased reload times.

### Cons:

-Increasing attack speed and reducing damage has a negative effect on ammo efficiency.

-Longer reload times can leave you defenseless for longer periods.
Nightmare Guide

Preface

Hello out there :)

This guide is to help you and your team to overcome the challenges of the Nightmare difficulty in Undead Assault Chronicles offers to you. This guide will cover all needed information and of course a detailed walkthrough of all missions in NM.

This is by no means a guide to 100% success. You will need a lot dedication and above average skills in controlling your character and decision making to succeed. But even the best Soldier is lost if his team is not working together and communicating as a team.

Good Luck out there soldier, dismissed.   -Andx
US MCR

+1 shot per burst in burst mode (total of 4 up from 3)

An early game rifle which provides a fair bonus to damage output by increasing attack speed and adding 1 shot to bursts with no cost to other stats.

###

### Pros:

-Spawns early

-Has no negative effects on any other stats meaning it simply allows you to deal more damage per second.

-With burst fire enabled it effectively increases damage by about 33% by adding 1 more bullet to bursts.

### Cons:

-Due to increasing rate of fire and shots fired in bursts without increasing damage per shot, the US MCR causes more of a drain on ammunition when compared to all other weapons in its class.
Combat Engineer

Energy: 190

Energy Regen: 1.4492

Damage: 135-154

Attack Speed: 1.3

Range: 10.5

Armor: 1

Move speed: 2.914

Reload Time: 4.0

Mag Size: 25

Encumbrance: 15 Mags

### Abilities:

Soldier Skills - lvl 2 Soldier Skills ability is Energy Aura, regenerates energy of friendlies near the CE (heros only)Cluster Rockets

Security

Engineering Skills

### Role(s):

Defense/"Disruption"/SupportCE has many different builds for different occasions and his skills allow him to accomplish a wide variety of tasksDefense: Cluster Rockets 1, Max Security, Max Engineering Skills, whatever you wantSupport: at least 3 in Engineering Skills, Max Cluster Rockets, whatever you want (throw two in Soldier Skills somewhere in there)

### Changes from UA3

Soldier Skills 2 ability changed from marksmanship to Energy Aura, Flamer Sentry does slightly more damage, IS bot costs less energy to make

The Combat Engineer is responsible for the Team's field fortifications and the well being of placed structures. He can set up autonomous operating turrets and barricades that attract zombies.

### Sentries + Cades

This build gives you everything you want from an engineer, at the right time. The first level in engineering helps you keep the bunkers during the 2nd mission alive, after that we rush for turrets. Once these are set up we get barricades and after that the Energy Aura with SS2.

Alternatively rush Security with LO si for better base DPS.

Avoid planting barricades prior to Thresher Maw spawn, as it has a tendency to directly bring them into the base.

Skillbuild:

1x Engineering, 4x Security, 3x Engineering, 4x Soldier Skills

SI:

* PU, IN, EN - for you energy hunger
* LO - MGL and Railgun turrets are pretty strong, and you get a third turret

Items:

* ISS7,AA-12 after the Enforcer have theirs
* KI - if the medic and fss have one/don't need it
* ECells
Arch Vile

## Summary

A powerful ranged zombie with fire attacks and an aura that regenerates nearby zombie's life very quickly. Spawns individually and can cast inferno, which deals damage in an area for 20 seconds. Arch Vile may also hatch from a Larva Cocoon that a Parasite has morphed into.

## Arch Vile

### Offensive:

Damage: 75-100Attack speed: 3.2

Weapon range: 6

Movement speed: 3.1015

Detection Range: N/A

### Defensive:

Life: 2000Life regeneration: 5

Armor: 0

Unit Type: Light, Biological

### Abilities:

Arch Vile Regeneration: Regenerates the health of nearby zombies by 100 health per second.Inferno: Creates a small firestorm at a target point that deals 40 damage per second and lasts 20 seconds. Requires full energy and at least 3 possible targets

## Engagement & Tactics

The Arch Vile deals high damage and can move approximately 0.2 movement speed faster than most MOS can. This makes it very threatening for individual soldiers trying to flee the arch vile. It has the ability to regenerate nearby zombie's life and cast inferno on groups of soldiers, which make it very effective at supporting zombie pushes on fortified defensive positions. Soldiers who are caught in the inferno should immediately fall back before it burns them to death. Concentrating firepower on the arch vile is one of the most effective ways of killing them as well as explosive traps and rockets. 40mm Grenades and Fragmentation Grendes cannot kill the arch vile immediately due to its above-average life capacity, which may expose the user to its weapon range, making them less effective at eliminating arch vile than the other colored creeper variants(Licker, Wraith, Leaper). The Squad Designated Marksman should try to spot and kill the Arch Vile from a distance before it reaches the squad and becomes a threat. It is also important to note that while you should only expect one of these at a time, it is possible for larger groups of them to be present if groups of Parasites manage to drain enough energy from soldiers attempting to restore generators on the Generator Mission.
Javelin Gunner

Energy: 190

Energy Regen: 1.4492

Damage: 39-45

Attack Speed: 0.3

Range: 15

Armor: 1

Move speed: 2.8984

Reload Time: 4.0

Mag Size: 60

Encumbrance: 15 Mags

### Abilities:

Soldier Skills - lvl 2 Soldier Skills ability is Burst Fire and Flak Jacket, Flak Jacket decreases explosive damage taken by 40%High Explosive Rocket

Anti-Tank Rocket

Javelin Skills

### Role(s):

AoE/Boss KillerHE rockets for T3s, AT rockets for T2-T1, simple.1 in HE, 1 in AT, 2 in Javelin Skills, 1 in AT, Max Javelin Skills, Max AT, Max Soldier Skills, Max HEif you are playing something like T1 mode, then you probably do not even have to get 1 lvl of HE.

### Changes from UA3

He got an SS2 buff - Flak Jacket, and, as of right now, leveling up HE and AT rocket does not decrease the energy cost or cooldown on them.

The Javelin Gunner uses a Rocket Launcher to deal with enemies at Range. He has two different rockets in his Arsenal, that focus on Area of Effect Damage (HE) or Single Target Damage (AT). The “Jav” can help the team deal with the fungus core missions and lessen the pressure on the other classes dealing with it.

### Max AT Build

This build aims for a high level AT Rocket in combination with the WK SI to deal huge amounts of Damage to bosses. The one level of HE Rocket can be skipped, but it helps to eliminate packs of smaller zombies when there is no boss around.

Skillbuild:

1x HE Rocket, 1x Javelin Skills, 1x AT-Rocket 3x Javelin Gunner Skills, 3x AT Rocket, 2x Soldier Skills

SI:

* WK - More Damage with your Rockets
* EN, IN - helps with your huge energy needs

Items:

* KI - helps with your huge energy needs
UAC Council Powers

Different users have access to different functions of the site. While anyone can do most things on the site, including reading and editing, **administrators** can access a few additional functions.

## Administrator abilities

These additional functions include:

* Deleting and undeleting pages, page histories, and uploaded files.
* Locking (protecting) a page so it cannot be edited or renamed by users without admin rights or autoconfirmed status.
* Blocking IP addresses or user names from editing; and very quick "rollback" of undesirable edits.
* Editing the interface by changing system messages and skins.

## Bureaucrat abilities

A **bureaucrat** can make other users into bureaucrats or administrators on their own wiki.

Bureaucrats can also give users the ability to "rollback" edits not made in good faith.

## Staff

Wikia staff members have full access to all Wikia. They will be shown in Special:Listusers/staff on any wiki. Please use Special:Contact to contact Wikia staff.

## Who are this wiki's administrators?

The "founder" of a wiki, the person who first requested it, is given administrator access automatically. Founders are also given bureaucrat access so they can make any other user on their wiki an administrator or bureaucrat. For a complete list of users with administrator access, see Special:Listusers/sysop.

You may also wish to list them on this page.

* User:Example

## How do I use administrator powers?

See Help:Administrators' how-to guide for a guide on using admin functions.

## Becoming an administrator

For you to become an administrator, someone with bureaucrat access must make you one. On larger Wikia, there will usually be a community page for requests, with a page name such as "Admin Sign-ups". or ask a bureaucrat directly on his or her talk page.

If there are no active bureaucrats, use the "Requests for adminship" page to nominate users to become admins or bureaucrats. Once a community decision has been reached (or if there is no active community to debate the decision), please leave a message at the wiki adoption requests page and Wikia Staff can provide the rights.

## What can administrators not do?

Administrators should not use their administrator powers to settle editing disputes; for example, to lock a page on a version he or she prefers in an editing dispute that isn't vandalism. Administrator powers should be used to help keep the wiki clear of vandalism, spam, and users who make malicious edits, but not for simple disagreements between users acting in good faith. Ideally an admin shouldn't be considered "in charge". The ideal admin is just someone who is trusted to have a few extra buttons and to use them for the benefit of the Wikia community.
Hopper

## Summary

The Hopper is a very fast but fragile zombie that can close-in on soldiers regardless of their elevation due the their ability to **hop**.

## Hopper

### Offensive:

Damage: 24-32Attack speed: 0.7

Weapon range: 0.1

Movement speed: 3.8007

Detection range:N/A

### Defensive:

Life: 125Life regeneration: 1

Armor: 0

Unit Type: Light, Biological

## Engagement & Tactics

Hoppers can be very dangerous to soldiers that are alone. However, they are not very threatening to squads unless they manage to flank their position. Rifle butt can buy a soldier that is being swarmed by Hoppers some time to move to safety or, in the case of the Cyborg, beat them to death mercilessly.
Buttons

tl- pings everyone that is alive current location

sa- saves all unlocks and experience points   (Important don't forget to hit before leaving game)

de- pings all dead players bodies locations

id- shows players Id's

w- turns on\off Autofire

sq- shows vital information about the squad ( hit twice to see everyone's inventory

ac- shows\hides achievements

un- changes camo

in- displays info about you (current exp,what exp needed for next lvl, etc)

cl- clears chat dialogs

si- Skill Identifier  (Important)
Skill Identifiers

Skill Identifiers are talents that can be selected during a game to enhance your MOS in a certain aspect. A maximum of 2 SI can be selected per game. Selected Si cannot be changed throughout the game run.

### Skill Identifier Overview

XP requirements will progress as Enlisted, Warrant or Commissioned. A 0 denotes the SI cannot be unlocked in the rank set, a 1 means it is unlocked immediately.

## MOS Nightmare SI & Special SI

Mos Nightmare SI are skill identifier that are unlock by doing nightmare run's or specific objectives. Most class specific SI are unlocked by completing campaign in nightmare difficulty using the MOS that you want to unlock them in. Some are unlock by demonstrating exceptional prowess and handling of said MOS i.e. Ghost Crysis Suit (CS) is unlocked by completing solo PMC survival & Enforcer Riot Control (RC) is unlocked by completing Solo PMC Survival with Tier 2 Modifier.
Larva Cocoon

## Summary

The Larva Cocoon is heavily armored and is morphed into by the Parasite when it reaches max energy. After 10 seconds, a Licker, Leaper, Wraith, or Arch Vile will be hatched from the cocoon.

## Larva Cocoon

### Defensive:

Life: 1000Life regeneration: 0

Armor: 30

Unit Type: Armored, Biological

### Abilities:

Hatch: after 10 seconds, will hatch into either a leaper, licker, wraith, or arch vile. Which unit it hatches into is based on chance. Chances are weighted towards the easier enemies.Super Tough Skin: This unit only takes 33% damage from all attacks

## Engagement & Tactics

Due to the damage reduction and armor of the larva cocoon, it is rarely ideal to kill the cocoon, but rather kill the unit that spawns from it. This can be risky though, because the units that it spawns are dangerous to individuals. Planting explosive charges, plasma mines, C4, claymores, or combinations of the latter on the cocoon and detonating them when the cocoon hatches can kill or weaken the hatched zombie.
Torrent

## General Information:

The M92 Torrent is a more powerful weapon for the designated marksman. While increasing damage per shot (additional against light enemies) the m92 improves ammo efficiency and helps reduce the amount of time spent reloading.

## M92 Torrent

### Stats

+110 damage(+135 against light)-35% Attack speed

-.15 move speed

### Spawn Timer:

Story: UnknownSurvival: 40+ minutes (unsure)PMC Survival: 40+ minutes (unsure)

### Pros:

-Increases ammo efficiency.

-Allows longer time firing without reloads.
Heavy Gunner

## Abilities

**Weapon Overheating & Barrels Spinning:** In order to attack, the Heavy Gunner must use the Spin Barrels ability(Z+H) and wait 1.25 seconds before firing. Having barrels spinning drains energy, and each attack will add an overheat buff that can be removed at a rate of 10 per 0.75 seconds if barrels are stopped. If 60 overheat buffs are reached your weapon will overheat and be disabled(attacking and cooling) for 15 seconds.

*-**Soldier Skills:***Each level increases Fitness, Dexterity, and Mechanical skills by 2 points and reduces Reload and Unjam time by 15%.

1. Unlocks Self Aid
2. Unlocks FMJ rounds which do not overheat the weapon, increase fire rate and Area of Effect, but reduce damage and do not deal extra damage to armored
3. Improves Prone. Increases movement speed by 0.1
4. Unlocks Slight of hand which reduces the time it takes to switch rounds by 0.5 seconds. Unlocks Enhanced Cooling System which decreases the energy cost of spinning barrels and increases the rate at which overheat buffs are removed when barrels are stopped.

*-**Marksmanship:***Unlocks a 12.5% chance to deal multiplied damage. Each level increases dexterity by 4, range by 1, and critical damage multiplier by (2x ,3x ,4x ,5x).

*-**Weapon Proficiency:*** Each level increases dexterity by 3 and range by 1.5, and reduces Round switch time by .25 seconds and Unjam/Reload time by 10%.

-***Belt Linking:***Increases ammo capacity by 100 per level, and allows the Heavy Gunner to use the Belt Linking ability to load 1 magazine/100 rounds into his ammo at the cost of energy. Reloading will use (2,3,4) magazines, which can be inefficient if ammo is not low enough. Each level also reduces cast time, energy cost, and cool-down time of Belt Linking and increases overheat threshold.

-***Precise Aim:*** Restricts movement speed and reduces range by 6 while increasing critical hit multiplier or chance for 15 seconds. Can be deactivated. Levels 2/4/6/8 required to learn this skill 1/2/3/4 times. Cool-down time is constant at 150 seconds.

1. +2 Critical Strike Multiplier
2. +2 Critical Strike Multiplier, +5% Critical Strike Chance
3. +4 Critical Strike Multiplier, +5% Critical Strike Chance
4. +4 Critical Strike Multiplier, +10% Critical Strike Chance

***-Bullet Storm:*** Requires 1 level in Precise aim and FMJ rounds to be activated. Increases attack speed and damage to light per level in precise aim. Restricts movement and drains energy when activated.

1. 1.25x Attack speed, +3 damage to light
2. 1.5x Attack speed, +6 damage to light
3. 1.75x Attack Speed, +9 damage to light
4. 2x Attack speed, +12 damage to light
Ranks

New ranks were added in order to have each XP tree end at an even number. That number being 500,000. In brackets behind the ranks are the MOS unlocked with that rank.

### Enlisted Ranks

-Private: 0 (Rifleman, Combat Medic)

-Private Second Class: 400

-Private First Class: 1,000 (Automatic Rifleman)

-Specialist: 1,550
-Corporal: 2,600 (Flamethrower)

-Sergeant: 3,800 (Enforcer)

-Staff Sergeant: 5,500 (Cavalry Scout)

-Sergeant First Class: 11,000 (Squad Designated Marksman)

-Master Sergeant: 17,000 (Javelin Gunner)

-First Sergeant: 25,000 (Combat Engineer, Cyborg)

-Sergeant Major: 65,000 (Fire Support Specialist, Heavy Gunner)

-Command Sergeant Major: 95,000

-Sergeant Major of the Army: 170,000 (Laser Enforcer)

-Command Major of the Army 1: 260,000

-Command Major of the Army 2: 375,000

-Command Major of the Army 3: 500,000

*\*Warrant and Commissioned Officer are both unlocked at 5500xp in Enlisted.*

### **Warrant Officer Ranks**

-Chief Warrant Officer 1: 0 [[[Rifleman]], Combat Medic, Automatic Rifleman, Flamethrower, Enforcer, Cavalry Scout, Javelin Gunner]

-Chief Warrant Officer 2: 8,000 (Combat Engineer, Cyborg)

-Chief Warrant Officer 3: 25,000 (Ghost)

-Chief Warrant Officer 4: 65,000 (Heavy Gunner)

-Chief Warrant Officer 5: 120,000 (Commando)

-Master Warrant Officer 1: 180,000

-Master Warrant Officer 2: 245,000 (Mech Operator)

-Master Warrant Officer 3: 315,000

-Master Warrant Officer 4: 400,000

-Master Warrant Officer 5: 500,000

### Commissioned Officer Ranks

-Second Lieutenant: 0 (Rifleman, Combat Medic, Automatic Rifleman, Flamethrower, Enforcer, Cavalry Scout, Javelin Gunner, Combat Engineer)

-First Lieutenant: 3,500 (Platoon Leader)

-Captain: 12,000 (Fire Support Specialist, Cyborg)

-Major: 18,000

-Lieutenant Colonel: 30,000

-Colonel: 65,000 (Heavy Gunner)

-Brigadier General: 100,000 (Commando)

-Major General: 130,000

-Lieutenant General: 180,000 (Specter)

-General: 250,000

-General of the Army: 500,000
SOFAR

## General Information:

The Special Operation Forces Assault Rifle is by-far the best rifle for damage on soliders with marksmenship and burst fire as it increases critical chance and adds an additional shot to bursts. This weapon is less effective on the commando due to the lack of burst fire which can increase damage per second by up to 33%.

### Pros:

-Largest damage increase on most rifle type soldiers.

-No negative stats.

### Cons:

-Adding additional shots to burst fire can decrease ammo efficiency by adding more bullets in flight at a time. (if 4 shots are on track to a target and the first 3 kill the target, the last shot is wasted.)

## SOF-AR

### Stats

+15 Damage+3 Range

+7.5% Critical strike chance (Must at least 1 rank of marksmanship)

+1 Shot to bursts

-15% Reload time
Charger

## Summary

A moderately fast, but relatively weak zombie. Spawns in smaller groups. Can detect invisible units.

## Charger

### Offensive:

Damage: 40-52Attack speed: 1.2

Weapon range: 0.1

Movement speed: 2.6992

Detection range: 4

### Defensive:

Life: 400Life regeneration: 1

Armor: 0

Unit Type: Armored, Biological

## Engagement & Tactics

Chargers may not be easy to kill for MOS without DPS skills, but can be destroyed fairly quickly. While they are not much of a threat, they spawn quite frequently throughout the game and can be a nuisance to cloaked units like the Ghost and Specter because of their detection. Their detection range is fairly small, which makes it easy to avoid being detected by them if the soldier is aware of their presence.
Atlas X-50

+.05 Movement speed

-Survival: 40min+

#### Frequency:

The Atlas X-50 is among the rarest weapons in the entire game, and thus, little builds exist for it, or plan for it, because of it's rarity. One cause of the rarity is its immense power, as it is considered the deadliest rifle in the entire game, giving excessive stats that peculiarly represent the Veteran SI. In this case, the Atlas next to never spawns in a scripted drop, and the only reported occurrences are the following, all late-game:

Beyond 40 Minutes in PMC Survival

Beyond 40 Minutes in Survival

After O'Reilly mission in Story Mode.

(Someone please fill in for BM)

Currently unknown in WAR.

#### Strategy:

In the highly unlikely event that the Atlas-X50 ever spawns on the map, the only possible course of action is to hand it over to the highest dps rifleman. No other class should use the Atlas-X50 (with the exception of Commando), unless the riflemen

A: Prefer their current weapon (Extremely rare)

B: Already have the Atlas-X50 (Extremely rare)

C: Are not picked, which in that case, goes to the next highest dps on the team that uses a rifle, preferably PL or Commando. (Rare)

#### Things to note:

The Atlas-X50 has an extremely high fire rate, thus, it burns through ammo exceptionally quickly. If the team is low on ammunition, this can be deadly to the team itself. As of 4/16/16, the changes to Rifleman burst toggle allow team ammunition to soon become a problem.

Some small minor bugs have been reported with the Atlas-X50, typically associated with the high burst volume. As of 4/16/16, the Atlas X-50 appears to be fully functional.
Spitter

## Summary

Spitters are ranged zombies that spit acid that deals damage over time. They also regenerate life faster than many other zombies. They spawn in groups of two to four, but usually spawn in a group of 3.

## Spitter

### Offensive:

Damage: 9-12 (4 attacks)Attack speed: 4

Weapon range: 12

Movement speed: 2

Detection range: N/A

### Defensive:

Life: 800Life regeneration: 35

Armor: 10

Unit Type: Armored, Biological

### Abilities:

Attacks inflict "spitter acid" buff. Spitter acid reduces movement speed by 5%, and deals ~12 damage over 5 seconds. Can stack 3 times.Acid Explosion: deals 55-70 damage up to 2.9 range and gives acid splash ailment. Can inflict poison ailments too.

## Engagement & Tactics

Spitters are mostly non-lethal zombies. They mainly make annoying sounds and will only deal a significant amount of damage if they are not killed for a long time. Concentrated firepower(DPS) and explosives are useful for killing this unit considering basic rifle attack damage is primarily negated by the Spitter's armor and life regeneration.
½ Inch Impact Wrench TL 1002

**½ Inch Impact Wrench TL 1002**

Used but in excellent condition. Works fine

Campbell-Hausfield brand

Has been tested by us - works fine

BUY IT HERE

Campbell Hausfeld Air Ratchet
This is a used but in excellent shape ratchet.
Finish automotive repairs faster and easier with this Campbell Hausfeld Air Ratchet It's ideal for maintenance and repair jobs such as oil changes, tune-ups and radiator work.
1/4 in. NPT (F) air inlet size
1/4 in. collet size
150 RPM (Max.)

Specification Description
Brand: Campbell Hausfeld
Air Inlet Size (NPT): 1/4 in.
Average Air Consumption: 4.8 @ 90PSI (25% usage)
CFM at Load: 19.2 @ 90 PSI
Collet Size: 1/4 in.
Performance Rating: Standard
Product Length: 11 in.
Product Type: Air Wrenches
Product Weight: 2.6 lb.
Speed: 150 Max RPM
Manufacturer Part Number TL050101AV

Package Weight: 2650 gr   Package Dimensions : 32 x 17 x 6 cm