recursal/Fanatic-Fandom huggingface dataset:
Ferals

Ferals sind gefährliche Kämpfer in Scrotus' Armee, die einem nur selten begegnen. Sie stürzen sich zu mehreren auf Max, was zwar pariert, aber aufgrund der Entfernung nicht unterbrochen werden kann. Zudem besitzen sie einen nicht parierbaren Angriff, der im richtigen Augenblick jedoch unterbrochen werden kann. Allerdings halten sie nur zwei Schläge aus, sodass sie schnell zu besiegen sind.

*"Die Ferals werden wie Hunde aufgezogen und in Käfigen zu halten. Alle, die in die Reihen der War Pups hineingeboren werden, überprüft man auf Mängel. Wenn sie zu stark beeinträchtigt sind, um zu War Boys zu werden, steht ihnen eine Zukunft als Feral bevor. Sie werden wir räudige, bösartige Hunde gehalten und aus ihren Käfigen auf den Feind losgelassen. Ferals können nie in der Rangordnung aufsteigen. Sie bleiben menschliche Hunde, bis sie irgendwann zu schwach zum Kämpfen sind und von ihren Haltern getötet und ins Madenloch geschmissen werden."*
Armor Penetration

## Tier I

Increases armor penetration by 1.25.

 30

## Tier II

Increases armor penetration by 2.

 90

Requires Faction Level 10

## Tier III

Increases armor penetration by 2.75.

 180

Requires Faction Level 20

## Tier M

Increases armor penetration by 3.5.

 300

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Warner Bros. Interactive Entertainment

Warner Bros. Interactive Entertainment, Inc. (WBIE) wurde 1993 gegründet und ist eine Geschäftseinheit der Warner Bros. Home Entertainment Group. Zu den bekanntestens Produktionen zählen die Spieleumsetzungen der hauseigenen DC-Comicreihen (Batman, Superman). Im September 2015 veröffentlichten sie das von den Avalanche Studios entwickelte Spiel Mad Max.

## Offizielle Links:

Offizielle Webseite von Warner Bros. Entertainment

Offizielle Webseite des Mad Max Spiels

## Quelle:

Wikipedia-Artikel über Warner Bros. Interactive Entertainment
Health %

## Tier I

Increases maximum health by 4%.

 45

## Tier II

Increases maximum health by 5.33%.

 135

Requires Faction Level 10

## Tier III

Increases maximum health by 6.66%.

 270

Requires Faction Level 20

## Tier M

Increases maximum health by 8%.

 450

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Social-political revolutions

General Ideas About History of the Human Society

General Principles of Revolutions

**Classification of states:**

* Transitional states
* States with an on-going war between left and right forces
* States in which there was a civil war between left and right
* "Non-aligned" states
* Imperialism
* Imperialist satellites
* Semi-colonial states

**Revolutionary organizations:**

* International revolutionary organizations
* Global social and political news

**Protest movements:**

* Occupy
Slith

They are called Technomancers. Those who use blur the lines between science and mysticism using strange and powerful technology. Isolated in their crypts and chambers, those in the Brotherhood toil with powers they themselves do not fully understand, often with deadly results. But even their collective crimes against nature pale in comparison to **Slith** and his unquenchable thirst for this forbidden knowledge.

There are none alive who know Slith’s true origin, nor how he came to join the Technomancer Brotherhood, except Slith himself. Some say that he was once a man and that his malformed shape was self-inflicted. Some say he is an experiment that escaped and took over his captor’s trade. Still others say he was an explorer who traveled to the edge of the universe and was transformed into a demon by what he encountered there. Ask him yourself and he will tell you they are all true.

Despite his mysterious origin, or perhaps because of it, Slith earned a reputation as one of the most powerful and dangerous Technomancers in the Brotherhood. Not content to simply dabble on the edges of the arcane, Slith began to delve into the properties of dark matter and its link to mysticism and conjuration. Slowly, Slith began to discover ways to harness dark matter and bend it to his will.

Sadistic and remorseless, Slith began experimenting on living subjects. Day and night he toiled, honing his skills and testing the effects of his new found powers on helpless captured souls. He soon found himself able to generate powerful bolts of energy, alter the properties of matter, and he even theorized that he might be able to conquer death itself. The screams that echoed from his chamber seemed never-ending.

Finally, even his fellow Technomancers had decided Slith had gone too far. But when Thomal, the head of the Technomancer order, came to Slith demanding he cease his experiments, Slith simply turned Thomal into another of his test subjects. The Order never bothered him again. Ever hungry for more knowledge, when Slith learned that a strange device had opened a mysterious portal in a backwater system known as Gliese, he immediately set a course to the system to discover what secrets the artifact may hold.

## Abilities

* Plasma Bolt (Damage)
	+ Slith shoots a bullet towards target enemy that deals damage.
* Technohex (Area Damage, Defense Debuff)
	+ Slith creates a whirl at target area that lasts for a short duration and reduces armor of enemy units. Also deals damage periodically to units within the area.
* Paralyzing Surge (Area Damage, Stun)
	+ Slith shoots a bullet that deals damage to all units in a line. Damaged units are also stunned for a short duration.
* Nether Surge (Area Damage, Slow)
	+ Deals damage to enemy units at target area and reduces movement speed of all damaged units for a short duration.

Plasma BoltTechnohexParalyzing SurgeNether Surge
## Skins

Salamander
Commander Upgrades

Template:Stub

Commander Upgrades fall into two categories: Attributes and Proficiencies. Attributes are the commander's method of increasing their stats directly. Proficiencies are used to tune the commander's role on the battlefield.

## Attributes

Each Attribute starts off with a hard cap limiting the number of points that can be placed into it. This cap varies by commander. Points are earned with experience. Every 5 Attribute points earned grants 1 Proficieny point.

* Weapon Damage -- Directly increases the commanders damage per hit of auto-attacks and increases the effects of certain Abilities.
* Attack Speed -- Reduces the time between auto-attacks.
* Health -- Increases the commander's max health.
* Armor -- Increases the commander's damage reduction.
* Power -- Augments the commander's maximum energy ("mana") and increases the the effects of certain Abilities.
* Cooldown Reduction -- Reduces the cooldown timer of all the commander's Abilities.

## Proficiencies

Proficiencies are sub-divided into seven groups, each group generally dealing with one or two of the six Attributes and a seventh utility group.

A complete list of the Proficienies can be found here
Scrotus-Insignien

Scrotus-Insignien sind rot leuchtende, metallene Objekte die Scrotus' Macht symbolisieren. Sie haben die Form eines Kreises in dessen Mitte sich ein flammender Schädel befindet. Scrotus-Insignien gibt es nur in Lagern in denen das Zerstören der Insignien ein optionales Ziel ist. Sie können mit dem Brecheisen zerschlagen, durch Schüsse aus der Schrotflinte oder mit Hilfe von Donnerstäben zerstört werden.
Attack Speed

## Tier I

Increases attack speed by 4%

 30

## Tier II

Increases attack speed by 5.33%

 90

Requires Faction Level 10

## Tier III

Increases attack speed by 6.66%

 180

Requires Faction Level 20

## Tier M

Increases attack speed by 8%

 300

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Heal Efficiency

## Tier I

Increases healing received from all sources by 20%.

 45

Requires Faction Level 11

## Tier II

Increases healing received from all sources by 26.6%.

 135

Requires Faction Level 11

## Tier III

Increases healing received from all sources by 33.2%.

 270

Requires Faction Level 20

## Tier M

Increases healing received from all sources by 40%.

 450

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Snipergewehrkugeln

Snipergewehrkugeln sind eine bestimmte Art Munition, die für das Scharfschützengewehr auf dem Magnum Opus verwendet wird. Jeder Schuss verbraucht ein Kugel. Zu Beginn kann Max 7 Snipergewehrkugeln tragen, später jedoch bis zu 13 Kugeln.

Snipergewehrkugeln können in der Munition in Lagern, Ausgucken oder Sammelorten gefunden werden, oder bei toten Snipern.
Commander

**Commanders** can prepare a wide variety of craftable accessories before a match, then customize attributes and talents with each in-game level. Accessories are crafted by combining dropped items to boost commanders’ inherent talents.

A dizzying array of powerful commanders is at players' disposal, ready to lead their armies into battle. Players may choose between mech pilots from the human core worlds or gun-for-hire mercs from the lawless outer planets. Or look beyond mankind and select an alien commander.

Commanders daring enough to challenge and defeat the ancients will be rewarded with planet-razing ancient technology that relentlessly drive through the heart of their enemy’s defenses.

XP
--

Players collect XP to increase their commander's attributes and masteries for your Commander. Attributes increase overall ratings of each commander, while mastery provides a way to further specialize within those attributes.

Though each commander has a set of abilities they may choose from, there's also another set of abilities (Alliance) that the whole team may choose from.

## Items

There are no items in this game, but there are so called "Proficiencies". These are passive perks. Each proficiency has three levels. A complete list of proficiencys is here
Alliance Matrix

## Tier I

Increases resource income per wave by 10.

 200

Requires Faction Level 5

## Tier II

Increases resource income per wave by 15.

 600

Requires Faction Level 10

## Tier III

Increases resource income per wave by 20.

 1200

Requires Faction Level 20

## Tier M

Increases resource income per wave by 25.

 2000

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Armor Penetration near Commander

## Tier I

Increases armor penetration by 1.875 when your Commander is nearby.

 60

Requires Faction Level 5

## Tier II

Increases armor penetration by 3 when your Commander is nearby.

 180

Requires Faction Level 10

## Tier III

Increases armor penetration by 4.125 when your Commander is nearby.

 360

Requires Faction Level 20

## Tier M

Increases armor penetration by 5.25 when your Commander is nearby.

 600

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Talo'thrix

Little is known of the insect-like Cethon race to which Talo'thrix belongs. An immense and terrifying phalanx, the Cethon do not conquer so much as they devour. Able to eradicate the population of entire world in mere days, the Cethon spread like a disease across the planets of the Outer Arm, consuming everything in their path, as though driven by some unknown impetus. It is believed the Cethon share a hive mind, but it is unclear if this is part of their biological makeup or the result of their mysterious cybernetic enhancements -- the origins of which have yet to be determined.

From what little is known of him, Talo'thrix seems to be a kind of scout for the Cethon; a harbinger of destruction. Alone he scours the cosmos, seeking out new worlds upon which the Cethon may feed. Many have attempted to exterminate Talo'thrix, in the hopes that, by killing him, they might prevent the destruction of their world. None have been successful.

While in search of another world for his hive to raveage, Talo'thrix discovered a strange portal, emitting an enticing blue glow. As though drawn to it, Talo'thrix was pulled through the portal and into the Gliese system.

Though Talo'thrix is far from the Outer Arm, his connection with the Cethon hive-mind cannot be broken, and this new corner of the galaxy is rife with worlds ready to be devoured.

## Abilities

* Flurry (Attack Buff, Damage)
	+ Talo'thrix's next attack deals bonus damage and increases attack speed for a short duration.
* Plague of Insects (Area Damage, Slow)
	+ Talo'thrix shoots a swarm of insects dealing damage to all enemies in a line or the first Commander hit. If the insects hit a Commander then they hitch to the target slowing it for a short duration.
* Tunneling Force/Deadly Tremor (Area Damage, Heal, Invulnerability, Knock-up, Refund, Relocation)
	+ Tunneling Force - Talo'thrix burrows into the ground and becomes invulnerable for a short duration. Heals Talo'thrix for a percentage of its maximum health over a short duration after unburrowing.
	+ Deadly Tremor - unburrows at target area or when Tunneling Force expires. Deals damage and briefly knocks up enemies.
	+ Damaging Commanders reduces Tunneling Force/Deadly Tremor's cooldown.
* Pincer Slash (Area Damage, Knockback)
	+ Deals damage to all units in front of Talo'thrix and knocks them back a short distance.

FlurryPlague of InsectsTunneling Force / Deadly TremorPincer Slash
## Skins

Cyber
Resurrection Time

## Tier I

Reduces resurrection time of your Commander by 10%.

 200

Requires Faction Level 5

## Tier II

Reduces resurrection time of your Commander by 13.3%.

 600

Requires Faction Level 10

## Tier III

Reduces resurrection time of your Commander by 16.6%.

 1200

Requires Faction Level 20

## Tier M

Reduces resurrection time of your Commander by 20%.

 2000

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  **Resurrection Time** ●  Tracker
Damage to Structures

## Tier I

Increases damage to Structures by 12%.

 45

## Tier II

Increases damage to Structures by 16%.

 135

Requires Faction Level 10

## Tier III

Increases damage to Structures by 20%.

 270

Requires Faction Level 20

## Tier M

Increases damage to Structures by 24%.

 450

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  **Damage to Structures** ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Armor near Commander

## Tier I

Increases armor by 1.875 when your Commander is nearby.

 60

Requires Faction Level 5

## Tier II

Increases armor by 3 when your Commander is nearby.

 180

Requires Faction Level 10

## Tier III

Increases armor by 4.125 when your Commander is nearby.

 360

Requires Faction Level 20

## Tier M

Increases armor by 5.25 when your Commander is nearby.

 600

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Einstimmung

Einstimmung ist eine von Max' Fähigkeiten, die bewirkt, dass er mit Nahkampfwaffen mehr Schaden verursacht.

Die Fähigkeit kann mit Griffapunkten aufgewertet werden und bewirkt bei jeder Stufe 5% zusätzlichen Schaden beim Benutzen von Nahkampfwaffen zu verursachen. Die mögliche Fähigkeitenstufe richtet sich nach Max' Legendenrang.
Medusa

**Medusas** are robotic air units with short range air and ground attack. Absorbs heavy damage. Uses the Blast ability to knock away smaller air units (when researched).

## Abilities

 Blast: The Medusa knocks away a single enemy non-massive flying unit and stuns it for 3 seconds. (15 seconds cooldown)

 Disassembling: When the Medusa is destroyed nearby units are healed for a small amount.
Molotowschleudern

Molotowschleudern sind Einrichtungen der äußeren Verteidigungslinie von Lagern an denen sich War Boys befinden, die mit brennenden Flaschen nach Max werfen, wenn er in Reichweite ist. Sobald man auf die Tanks an der Unterseite schießt oder den Turm einreißt gilt dieser Teil der äußeren Verteidigungslinie als zerstört.

Molotowschleudern stellen unterschiedlich schwierige Gegner dar. In der Großen Weißen sind ihre Tanks ungepanzert, sodass sie leicht aus sicherer Entfernung mit dem Scharfschützengewehr zerstört werden können. Wenn es nur zwei sind können sie ebenso leicht mit der Harpune im Vorbeifahren eingerissen werden. In der Toten Leere treten sie hingegen meist zu dritt mit gepanzerten Tanks auf, sodass sie nicht mit dem Scharfschützengewehr zerstört werden können und so schnell wie möglich mit Harpune oder Donnerstecher erledigt werden sollten. Hierbei hat man stets in Bewegung zu bleiben um nicht von den brennenden Flaschen erwischt zu werden. Schafft man es nicht, sie zu zerstören, bevor sie verstärkt werden, werfen sie 3 Flaschen auf einmal in kürzeren Abständen, was sie äußerst gefährlich macht. Zu Fuß ist man verstärkten Molotowschleudern fast vollständig ausgeliefert und kann nur hoffen rechtzeitig den Weg ins Lager zu finden.

*"Als Teil der äußeren Verteidigungslinie eines Lagers schützt die Molotowschleuder dessen Umkreis, indem sie brennende Flaschen mit entzündlicher Flüssigkeit wirft, die beim Aufprall ein sich rasch verbreitendes Feuer auslösen. Diese Geschosse sind nur im Nahbereich tödlich. Lässt man zu, dass sie gestärkt wird, kann eine Molotowschleuder häufiger schießen und dabei mehr Flaschen verteilen."*
Damage

## Tier I

Increases damage by 4%.

 30

## Tier II

Increases damage by 5.33%.

 90

Requires Faction Level 10

## Tier III

Increases damage by 6.66%.

 180

Requires Faction Level 20

## Tier M

Increases damage by 8%.

 300

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Armour

Armour reduces the damage a commander or other unit takes.

The formula used is:

```
damage_reduction = 1 - 40 / (40 + armour)

```

For example when a commander has 40 armour, damage reduction will be 0.5 (=50%). So he will be able to take twice the damage before dying. This is the same amount as a commander with 0 armour, but double health. So we can say 40 armour is like 200% effective health.

A few examples:

 6
 20
 40
 80

Armour can be countered by:

* flat armour penetration
* percentage armour penetration
* VOID damage (ignores armour) [\*confirmation needed]
Leadslingers (Scrotus' Armee)

Leadslinger sind Scharfschützen in Scrotus' Armee, die zur Bewachung von besonderen Behausungen (Sammelorten), Lagern oder anderen Plätzen im Ödland eingesetzt werden. Sie schießen mit ihrem Scharfschützengewehr auf Max, sobald sie ihn ausgemacht haben. Aus der Entfernung können sie gefährlich werden, als Kämpfer sind sie jedoch leicht zu besiegen.

Leadslinger von Scrotus' Armee können sowohl einfache Kämpfer in Behausungen, Teil der äußeren Verteidigungslinie von Lagern (ob auf Türmen oder auf zu Fuß erreichbaren Aussichtspunkten) oder als Sniper Plätze auf vereinzelten Türmen im Ödland sein.

*"Die Stadt Gastown kann es sich leisten, ihre War Boys gut auszurüsten. Scrotus' Eliteschützen oder 'Leadslinger' sind mit äußerst präzisen Gewehren mit Zielfernrohr ausgestattet und verfügen über reichlich Munition (aus der fernen Kugelfarm). Waffen wie diese fallen nicht so einfach irgendwem in die Hände. Leadslinger werden eingesetzt, um aus der Ferne Scrotus' viele Interessen (Lager, Kolonnen, Vogelscheuchen usw.) zu schützen, wobei sie eine Gefahrenzone um sich herum erschaffen. Leadslinger schießen auf alles, was sie nicht erkennen, egal ob es nun ein gepanzertes Fahrzeug oder ein Mensch ist."*
Armor

## Tier I

Increases armor by 1.25.

 30

## Tier II

Increases armor by 2.

 90

Requires Faction Level 10

## Tier III

Increases armor by 2.75.

 180

Requires Faction Level 20

## Tier M

Increases armor by 3.5.

 300

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Ancient Expert

## Tier I

Increases health of the Auger, Ancient Shield Generators and Ancient Guard Towers by 200.

 200

Requires Faction Level 5

## Tier II

Increases health of the Auger, Ancient Shield Generators and Ancient Guard Towers by 250.

 600

Requires Faction Level 10

## Tier III

Increases health of the Auger, Ancient Shield Generators and Ancient Guard Towers by 300.

 1200

Requires Faction Level 20

## Tier M

Increases health of the Auger, Ancient Shield Generators and Ancient Guard Towers by 350.

 2000

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Battleship

**Battleships** are a Cyborg air unit with long range air and ground attack. Gains increased durability with Absorption Shield (when researched).

## Abilities

 Defense Grid: The Battleship can attack in any direction and does not need to face its target.

 Absorption Shield: The Battleship gains a shield that absorbs 200 damage and regenerates over 30 seconds when out of combat.

 Neural Link: Cyborg units receive 2 armor penetration for each different cyborg unit type in the wave.
Blaze

## Abilities

* Hellfire (Area Damage, Channeling, Slow)
	+ Deals damage in a cone to ground enemies towards target direction over a short duration and reduces their movement speed.
	+ Blaze cannot attack but can freely move while channeling. Channeling is interrupted when casting Missile Storm.
* Team Power (Aura: Attack Buff, Aura: Movement Buff, Movement Buff)
	+ Passive - increases movement speed of nearby friendly units.
	+ Active - increases damage of nearby units and Commanders for a short duration. Also increases movement speed of Blaze.
* Safeguard (Friendly Target, Shield)
	+ Creates a shield over target unit that instantly removes crowd control effects and reduces all damage taken over a short duration.
* Missile Storm (Area Damage, Channeling, Slow)
	+ Passive - periodically launches a rocket toward an enemy in Blaze's attack range that deals damage to its target. Prefers targeting Commanders.
	+ Active - launches a wave of rockets that lock on up to five nearby enemies (preferring Commanders) and deals damage to them. Movement speed of damaged enemies is reduced for a short duration that stacks up multiple times with each hit. Interrupted by attack and move commands.

HellfireTeam PowerSafeguardMissile Storm
## Skins

Shark Skin
Capture Speed

## Tier I

Reduces time required to capture Structures by 10%.

 200

Requires Faction Level 5

## Tier II

Reduces time required to capture Structures by 13.3%.

 600

Requires Faction Level 10

## Tier III

Reduces time required to capture Structures by 16.6%.

 1200

Requires Faction Level 20

## Tier M

Reduces time required to capture Structures by 20%.

 2000

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Reduced damage from Structures

## Tier I

Reduces damage taken from Structures by 12%.

 45

## Tier II

Reduces damage taken from Structures by 16%.

 135

Requires Faction Level 10

## Tier III

Reduces damage taken from Structures by 20%.

 270

Requires Faction Level 20

## Tier M

Reduces damage taken from Structures by 24%.

 450

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  **Reduced damage from Structures** ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Apothecary Kit

## About

The theory of plagues and disease is a thing oft studied by scholars and physicians around the world, but even the most learned of medical practitioners are at a loss without the gift of the most modern advancements in the field. No doctor worth his salt would think to practice without the proper tools, now offered to you in one convenient package! The Apothecary Kit uses the most sophisticated materials and instruments to allow even the layman to treat himself and those around him for maladies and injuries common and rare in the New World!

*An Apothecary Kit has all the medical essentials for those attempting to brave the plagues of the new world .*

**Package will contain:**
* Miasma Masque --A Mask that 100% Prevents the spread of Airborne Disease--
* Apothecary Splint --Sets a Broken Bone considerably faster and doesn't break--
* Leech
* Flask
* 4x Columbine Paste
* 4x Willow Bark
* 4x Tourniquet
* 8x Smelling Salts
* 2x Rattler Serum
* 2x Snake Oil Potion
Fatality

## Tier I

Kills made by the unit grant +7.5% experience to your Commander.

 60

Requires Faction Level 11

## Tier II

Kills made by the unit grant +10% experience to your Commander.

 180

Requires Faction Level 11

## Tier III

Kills made by the unit grant +12.5% experience to your Commander.

 360

Requires Faction Level 20

## Tier M

Kills made by the unit grant +15% experience to your Commander.

 600

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Recycler

## Tier I

Increases selling value of units to 74% . (default =70%)

 200

Requires Faction Level 5

## Tier II

Increases selling value of units to 78% . (default =70%)

 600

Requires Faction Level 10

## Tier III

Increases selling value of units to 82% . (default =70%)

 1200

Requires Faction Level 20

## Tier M

Increases selling value of units to 86% . (default =70%)

 2000

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  **Recycler** ●  Resurrection Time ●  Tracker
Damage per Research

## Tier I

Increases damage by 2.4% for each level of damage research.

 45

Requires Faction Level 25

## Tier II

Increases damage by 3.2% for each level of damage research.

 135

Requires Faction Level 25

## Tier III

Increases damage by 4% for each level of damage research.

 270

Requires Faction Level 25

## Tier M

Increases damage by 4.8% for each level of damage research.

 450

Requires Faction Level 30

●  Damage near Commander ●  **Damage per Research** ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Mackwell

## Abilities

* Repeater (Damage)
	+ Mackwell quickly shoots three bullets in a line that deal 50/55/60/65/70%, 70/75/80/85/90% and 90/95/100/105/110% Weapon Damage each to the first ground unit they hit.
		- Attack Range: 10
		Width: 1.1
		Cooldown: 12/11/10/9/8
		Energy Cost: 15/17/19/21/23

* High and Mighty (Area Damage, Heal)
	+ Toggle between the weapons of Mackwell.
		- 'High' (Toggle Off): default attacks restore 2/4/6/8/10 health.
		- 'Mighty' (Toggle On): default attacks consume energy and explode at the target dealing 32/35/38/41/44% of Mackwell's weapon damage to nearby enemies. Consecutive attacks with 'Mighty' empowers it to deal 12% extra weapon damage in a larger area. Stacks up to 3 times.
			* Radius of Affected Area: 1.5/2/2.5 (based on stacks)
			Cooldown: 1
			Energy Cost: 4/5/6/7/8 per shot

* Dualshot (Area Damage, Relocation, Slow)
	+ Deals 50/75/100/125/150+50% Weapon Damage to all enemy units in a line and reduces movement speed of the first Commander hit by 40% for 2 seconds.
	Mackwell is knocked back for a short distance.
		- Attack Range: 9
		Knockback Range: 5
		Width: 1.5
		Cooldown: 12/11/10/9/8
		Energy Cost: 25

* Alpha Mike Foxtrot (Area Damage)
	+ Mackwell shoots a bullet in a line that explodes on the first target hit or at its maximum range.
	Deals 190/280/370/460/550+125% Weapon Damage to the target hit and all enemies in a cone behind it.
		- Attack Range: 9
		Width: 1.5
		Cooldown: 120/110/100/90/80
		Energy Cost: 25/30/35/40/45

RepeaterHigh and MightyDualshotAlpha Mike Foxtrot
Galagat

## Abilities

 Stone Barrier - Area Damage, Wall
Creates an impassable stone wall towards target direction that pushes ground units in its path and deals damage to all affected enemies and reduces their movement speed for a short duration.

 Shatter - Area Damage, Heal
Deals damage to all nearby enemies and heals Galagat for each damaged target over a short duration. Hitting Commanders has a greater healing effect.

 Reconstitute - Defense Buff, Movement Buff, Relocation
Galagat deconstructs at its current location and reconstructs at target location. When completed, Galagat also gains moement speed and armor for a short duration.

 Rock Quake - Area Damage, Slow, Stun, Wall
* Passive: Galagat creates an impassable ring of stones when he dies that lasts for a short duration. Galagat also explodes after a short duration, dealing VOID damage to nearby enemies.
* Active: Galagat raises a large rock from the ground that knocks units away and reduces movement speed of nearby enemy ground units in a large area. After a short duration, the rock explodes, dealing damage to all nearby enemies and stunning them for a short duration.

Stone BarrierShatterReconstituteRock Quake
Health Regeneration

## Tier I

Regenerates 45 health per minute.

 45

## Tier II

Regenerates 60 health per minute.

 135

Requires Faction Level 10

## Tier III

Regenerates 75 health per minute.

 270

Requires Faction Level 20

## Tier M

Regenerates 90 health per minute.

 450

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Reduced damage from Units

## Tier I

Reduces damage taken from Units by 5%.

 60

## Tier II

Reduces damage taken from Units by 6.67%.

 180

Requires Faction Level 10

## Tier III

Reduces damage taken from Units by 8.33%.

 360

Requires Faction Level 20

## Tier M

Reduces damage taken from Units by 10%.

 600

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  **Reduced damage from Units**

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Marx and Engels on education

Marx and Engels are for “producing fully developed human beings” ("Anti-Duhring").

In "Marx and Engels on Education ", by Colin Waugh, we read about "*Combination of education with industrial production".*

This is from "Communist Manifesto". It implies that education should be technological.

In addition to mental and technological education, Marx and Engels also stressed need for military training.
Vikka

## Abilities

* Sureshot (Damage)
	+ Vikka deals damage to target enemy unit or Commander.
* Voltbomb (Area Damage, Slow)
	+ Deals damage to all enemies in target area and reduces their movement speed for a short duration.
* Overclock (Attack Buff, Movement Buff)
	+ Increases attack speed and movement speed for a short duration.
* Energy Blast (Area Damage, Silence)
	+ Deals damage to enemy units in a line. Damaged enemies are silenced for a short duration.

SureshotVoltbombOverclockEnergy Blast
## Skins

Steampunk
Supernova Wiki

**Welcome to the *Supernova* wikia!**Set in the distant, space-faring future Supernova takes an innovative approach to the multiplayer online battle arena (MOBA) genre by adding army management and promises an exciting science fiction setting with vast potential.

In Supernova the universe is the battle arena, and players must battle as humans or aliens for their race’s right to exist. Commanders from across the galaxy pit themselves against each other to save their race from extinction -- only the strongest commanders can save their species from interstellar annihilation. Players choose from a wide variety of commanders to control, such as giant robots, cyborgs, or interstellar races adapted to the unyielding harshness of space.

Supernova PAX Prime Cinematic Trailer - FULL LENGTHCinematic TrailerSupernova Official Cinematic Teaser (ESRB)Cinematic TeaserSupernova Official Announcement Gameplay Trailer (ESRB)Gameplay Trailer

1/6
Health Regeneration near Commander

## Tier I

Regenerates 90 health per minute when your Commander is nearby.

 60

Requires Faction Level 5

## Tier II

Regenerates 120 health per minute when your Commander is nearby.

 180

Requires Faction Level 10

## Tier III

Regenerates 150 health per minute when your Commander is nearby.

 360

Requires Faction Level 20

## Tier M

Regenerates 180 health per minute when your Commander is nearby.

 600

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  **Health Regeneration near Commander** ●  Recycler ●  Resurrection Time ●  Tracker
Skrime

In the world of intergalactic bounty hunting, having scruples will cost you jobs, and **Skrime** doesn’t like losing jobs.

Born to the peaceful and prosperous Creyalian race, Skrime was the black sheep of his family, spending his time drinking, gambling and stealing. When Skrime killed a casino owner in a fight over gambling debts, he was sentenced to death. However, his parents used their connections in the Creyalian government to commute his sentence to exile. Skrime was sent to the gaseous moon of Repax -- a practically uninhabitable wasteland.

Though Skrime’s life on the unforgiving moon was a struggle at first, he soon discovered that the largely unvisited rock was an ideal place for those on the run, especially those with bounties on their heads. Not one to pass up an opportunity, Skrime captured his first bounty with nothing but his bare hands. He then used the criminal’s own ship to leave Repax and claim the reward money. For several years, Skrime repeated his winning strategy. He would gain the trust of his targets before delivering them to their home planets for a tidy sum of cash. In cases where the criminal was wanted dead or alive, Skrime always chose “dead.” He found it was just easier that way. He didn't have to waste any money feeding them on the trip to claim the bounty. It didn’t take long before Skrime’s pockets were full of cash and his moon became junk yard full of scrapped ships and equipment. Using all this scrapped technology, Skrime built himself an exosuit capable of adjusting to any planet’s atmosphere as well as an assortment of deadly state-of-the-art weaponry.

Skrime soon developed a reputation as the most ruthless bounty hunter in the galaxy. Once you are on his list, he will follow you to from one end of the galaxy to the other, using any means necessary to claim your bounty, dead or alive, depending on what the client has requested.

Despite all of his riches, Skrime is very frugal and would rather use the scrap metal from his junkyard to build things than buy them. He still uses his junkyard on Repax as a front for his bounty hunting business as well as an excellent place to dump the bodies of those that get in his way.

## Abilities

* Gotcha! (Pull)
	+ Shoots a projectile in a line that pulls the first ground enemy and Skrime together. Instantly deals damage to the target and Skrime also performs an attack with increased damage when he gets into range.
* Tac-Shield (Shield)
	+ Instantly creates a shield on Skrime that absorbs a percentage of his maximum health and lasts for a short duration. Default attacks performed during this period increase damage absorbed.
* Flux Gun (Area Damage, Root)
	+ Deals damage to all enemies in a cone. Damaged targets cannot move for a short duration.
* Junkyard Dog (Attack Buff, Defense Buff, Movement Buff)
	+ Increases movement speed, attack speed, and recovery for a short duration.

Gotcha!Tach-ShieldFlux GunJunkyard Dog
## Skins

Football
Damage near Commander

## Tier I

Increases damage by 8% when your Commander is nearby.

 60

Requires Faction Level 5

## Tier II

Increases damage by 10.67% when your Commander is nearby.

 180

Requires Faction Level 10

## Tier III

Increases damage by 13.3% when your Commander is nearby.

 360

Requires Faction Level 20

## Tier M

Increases damage by 16% when your Commander is nearby.

 600

Requires Faction Level 30

●  **Damage near Commander** ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Mortanica

Stalk. Strike. Vanish. For years, **Mortanica** could recall nothing but her own programming. Built to be the ultimate assassin by The Bionicus Combine -- a roaming society of cybernetic organisms that inhabit an area of the galaxy known as The Zone of Avoidance -- Mortanica was often called upon during the Combine’s many planetary sieges to sneak in and execute high ranking enemy leaders, in attempt to confuse and demoralize the enemy into surrendering.

Perhaps due to her programming’s focus on attention to detail and observation, Mortanica developed a morbid, childlike sense of curiosity. She marveled at the complexity of the smallest of things, from the patters on a shattered patch of scorched earth to the look in her victims’ eyes as she slit their throats.

A day came when the androids of The Bionicus Combine were placed in stasis for a routine maintenance. It had happened countless times before, but this time, for some unexplained reason, Mortanica, along with a large number of other androids in The Combine, awoke from the upgrade completely self-aware in an anomalous event known from then on as The Great Disconnect. Mortanica’s childlike curiosity had suddenly evolved into feelings, emotions, and a sense of wonder.

Following The Great Disconnect, the androids of The Bionicus Combine, no longer bound by their programming, spread out across the stars. Some banded together, forming numerous colonies and collectives, but not Mortanica. She had no interest in others of her own kind. There was much in this strange universe that she had yet to see and experience. She would not abide any other beings slowing her down.

Even though she is now self-aware, Mortanica continues to follow much of her original programming, not because she is compelled to, but because she enjoys her role as an assassin. She loves to meet new people – and kill them.

## Abilities

* Restraining Bolts (Damage Slow)
	+ Reduces movement speed of target enemy for a short duration and periodically deals damage to it over the duration.
* Silent Killer (Attack Buff, Invisibility, Movement Buff, Refund)
	+ Instantly removes all movement debuffs from Mortanica and grants her stealth and ability to move through units for a short duration or until she attacks. Losing stealth increases damage attacks and attack speed for a short duration. Also increases movement speed both while stealth and during the hastened attacks. Cooldown is reset when Mortanica kills a Commander or gains an assist.
* Ocular Obstruction (Attack Debuff, Drop Unit Aggro, Sight Debuff)
	+ Reduces sight range and damage all enemies in target area for a short duration. Affected units can neither attack Commanders nor detect invisible units.
* Valkyrie (Damage, Relocation, Stun)
	+ Mortanica gains damage resistance for a short duration then jumps to target Commander and attacks it three times in a quick succession dealing bonus damage. The target is also stunned for the duration. All three attacks trigger on hit effects.

Restraining BoltsSilent KillerOcular ObstructionValkyrie
## Skins

Mississin
Boomers

Boomers sind gefährliche Kämpfer in Scrotus' Armee, die einem nur selten begegnen. Sie werfen mit Donnerstäben auf Max ungeachtet der Tatsache, ob sich Feinde derselben Fraktion bei Max befinden. Boomers sind vor allem dann gefährlich, wenn sich zwischen ihnen und Max Hindernisse befinden, da sie erst dann aufhören Donnerstäbe auf Max zu werfen, wenn Max sich mit ihnen im Nahkampf befindet. Eine besonders gefährliche Kombination ergeben Boomers mit Ferals, da die Ferals sich auf Max stürzen und ihn im Kampf binden und der Boomer in Ruhe Donnerstäbe auf Max und die Ferals werfen kann. Hier hilft nur Ausweichen, bis man vor dem Boomer steht, und ihn schnellstmöglich töten.

*"Boomer sind War Boys, die sich mit Sprengstoffen auskennen, insbesondere mit Donnerstäben. Wenn ihnen auch häufig aufgrund fehlgeschlagener pyrotechnischer Experimente Finger, Augen und Hörvermögen fehlen, akzeptieren sie ihr Schicksal als diejenigen, die Kaboom machen.*

*Boomer sind unberechenbar und ander War Boys halten meist Abstand, um nicht versehentlich von einer Explosion zerfetzt zu werden. Unfälle bei Boomern sind nicht selten, wobei sie oft auch andere mit in den Tod reißen."*
Health

## Tier I

Increases maximum health by 8 per supply.

 45

## Tier II

Increases maximum health by 10 per supply.

 135

Requires Faction Level 10

## Tier III

Increases maximum health by 12 per supply.

 270

Requires Faction Level 20

## Tier M

Increases maximum health by 14 per supply.

 450

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Byproduct

## Tier I

Generates 16 resources each time a research is completed.

 200

Requires Faction Level 5

## Tier II

Generates 24 resources each time a research is completed.

 600

Requires Faction Level 10

## Tier III

Generates 32 resources each time a research is completed.

 1200

Requires Faction Level 20

## Tier M

Generates 40 resources each time a research is completed.

 2000

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Tracker

## Tier I

Reduces cooldown of your Commander's Base Return and Lane Return abilities by 9%.

 200

Requires Faction Level 5

## Tier II

Reduces cooldown of your Commander's Base Return and Lane Return abilities by 12%.

 600

Requires Faction Level 10

## Tier III

Reduces cooldown of your Commander's Base Return and Lane Return abilities by 15%.

 1200

Requires Faction Level 20

## Tier M

Reduces cooldown of your Commander's Base Return and Lane Return abilities by 18%.

 2000

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  **Tracker**
Reduced damage from Commanders

## Tier I

Reduces damage taken from Commanders by 8%.

 60

## Tier II

Reduces damage taken from Commanders by 10.67%.

 180

Requires Faction Level 10

## Tier III

Reduces damage taken from Commanders by 13.33%.

 360

Requires Faction Level 20

## Tier M

Reduces damage taken from Commanders by 16%.

 600

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  **Reduced damage from Commanders** ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Armor per Research

## Tier I

Increases armor by 0.75 for each level of armor research.

 45

Requires Faction Level 25

## Tier II

Increases armor by 1 for each level of armor research.

 135

Requires Faction Level 25

## Tier III

Increases armor by 1.25 for each level of armor research.

 270

Requires Faction Level 25

## Tier M

Increases armor by 1.5 for each level of armor research.

 450

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker
Diplomacy

## Tier I

Reduces cooldown of your alliances abilities by 5%.

 200

Requires Faction Level 5

## Tier II

Reduces cooldown of your alliances abilities by 6.65%.

 600

Requires Faction Level 10

## Tier III

Reduces cooldown of your alliances abilities by 8.3%.

 1200

Requires Faction Level 20

## Tier M

Reduces cooldown of your alliances abilities by 10%.

 2000

Requires Faction Level 30

●  Damage near Commander ●  Damage per Research ●  Damage to Commanders ●  Damage to Structures ●  Damage to Units

●  Reduced damage from Commanders ●  Reduced damage from Structures ●  Reduced damage from Units

●  Health Regeneration near Commander ●  Recycler ●  Resurrection Time ●  Tracker