recursal/Fanatic-Fandom huggingface dataset:
Wild Soul

## Wild Souls

Wild Souls are the bread and butter of Rangers of Oblivion. They are one of its main features and can give insane buffs that allow the player to do devastating damage, or they can be used to quickly heal your entire party. At the beginning of the game Wild Souls wont have much use considering all you will typically need is a heal. The reason for this is new players can skate by on armor/weapon stats alone. Once you begin to fight higher level behemoths, the buffs that Wild Souls give you can be life-saving. The first wild souls that can be picked are honestly quite trash with their basic buffs, so don't fret over which Wild Soul to use seeing as all you really need is the heal. Later in the game it is better to worry about Wild Souls. All Wild Souls follow this base setup *Heal, Team Skill, and Solo Skill* or the alternate *Heal, Team Skill, Team Skill.* (Update this if you find a different combination, this is from what I have seen)

**Types**:

Titan- *Power and Life Leeching*, this is one of the purest forms of damage in the game and is extremely effective for players who use Greatswords because "Ain't nobody got time to heal', on a serious note, while on the battlefield healing can become cumbersome for an already slow hitting class. Therefore; the Titan Wild Soul.

Light- *Defense and Support*, this is the preferred type of Wild Soul for players who use Lances seeing as you can stack up a self-shield, team shield, and your own shield skill. Making the player practically invincible to most attacks.

Shadow- *Weaken and Status Effects,* this is a really effective type for offensive-support players. It is a well-rounded Wild Soul, so most classes can use it effectively. This Wild Soul primarily gives massive debuffs to a target, such as reduced defense and stamina, or increased damage to the target.

Nature- *Healing,* this type is a straight-out-of-the-box support Wild Soul. Nature will typically give the player three ways to heal themselves or the team. It can be something overtime like converting stamina to health, healing the team, dropping health crystals, etc. You name it, they have it. It is extremely effective for range classes who do not get up close, and personal with the action. So players that use Longbows or Staffs would find Nature Wild Souls quite effective.

Mystic- *Time Manipulation and Support,* this class is best used for players who deliver quick blows in a very short period of time seeing as you can literally slow down time to a crawl with this Wild Soul. This Wild Soul is very effective for Armored Gauntlets and Twin Blades.
Bordell Fuchshöhle

Das berühmteste Bordell im Umkreis von mehr als hundert Meilen gehört dem Illusionisten Lancorian. Der weiß getünchte Turm war Bestandteil des alten Ostwalls. Im Erdgeschoss befindet sich die Schankstube, in der die Huren anzutreffen sind. Mit den Freiern steigen sie durch eine Bodenluke in das erste Untergeschoss, wo sich einige aufwendig eingerichtete Zimmer befinden. Im zweiten Untergeschoss liegt das Purpurgewölbe, ein großer Raum, dessen Wände mit purpurnen Stoffbahnen behangen sind. Auf dem Boden liegen schwere Teppiche und Kissen. Hier werden Orgien gefeiert. Im ersten und zweiten Stock befinden sich die Kammern der Mädchen und Lustknaben. Das dritte Obergeschoss wird von Lancorian bewohnt, der hier auch Rauschmittel herstellt und seine Bücher verwahrt. Neben dem Turm liegt eine Reihe kleinerer Ställe für Kleintiere und Geflügel.
Flak

### Main use

The flak is a strong defensive weapon unlocked by the Armoury. After a set amount of time the shell bursts into multiple shells which can shoot down missiles/rockets along with mortars. A single flak can sometimes get rid of a whole missile swarm or several rockets at once, making it the best counter to these.

You can also use them to support your teammates, since they are better at AA then machine gunners.

Flak can be upgraded into a shotgun if a upgrade center has been placed.

### Other uses

These shells can also deal damage to any wood it comes in contact with. This can be a good offensive weapon if it wasn't for the fact that it isn't very accurate and more expensive then other early game weapons.

The flak can also be used to destroy gunners or mortars behind cover as the airburst distance can be adjusted. Multiple flaks are probably the best counter to mortars since they can destroy them even without line of sight.

Trivia

* The flak appears to be based on the "Flak 20mm MG quadruple"
Map Editor

The Forts Map Editor is the place where players can create, edit, and upload maps to the Forts workshop. Additionally, players can add scripts to a map by accessing the map's .lua file.

### Tutorial and Resources

The map editor can be difficult to understand, so the developers have created some resources to help:

* Forts Mapping 1 - Basics (YouTube video)
* The Forts Map Editor (Guide)
* Map Editor Style Guide (Guide)
* Capture Point Map Creation (Guide, MS)
* Forts Scripting API

Pinned messages in the Map Creation channel of the official Forts Discord can also help with some of the scripting parts of the editor.
Barbarians Greatsword

## **Barbarian Greatsword**

*Power, Ferocity, Strength*

Raw power in the palms of your hand

A Ranger modelling the Barbarian Greatsword

Those three words ring any bells? If the answer is yes then you most likely just stumbled across the Barbarian Greatsword. Out of the two beginner Greatswords (Not counting the recruit Greatsword) this one is the best. While it does have four less damage than its sleeker counterpart it does make up for it in its Critical Chance buff. Losing only four attack power for a 15% boost is an amazing trade-off and should be the first weapon any beginner swordsman tries out.

~*ND*
Beschwörung

Allgemein spricht man von einer **Beschwörung**, wenn man etwas herbei holen möchte, was sich in einer anderen Sphäre aufhält. Oft wird auch bei der Herbeirufung von Elementarwesen von einer Beschwörung gesprochen. Im Unterschied zur echten Beschwörung wird hier allerdings kein Wesen aus einer anderen Sphäre, sondern eines der Dritten Sphäre gerufen.
Die Kunst, einen Dämon in die Dritte Sphäre zu rufen wird als *Invokation* bezeichnet.
Tons of Guns

Tons of Guns is a free multiplayer update released on 20th of October 2017. It introduced several new weapons, technology buildings, mods, and a few miscellaneous additions.

It can be toggled on or off in the mods menu, and is enabled by default when creating new game.

https://store.steampowered.com/news/app/410900/view/5262975441861681194

### Weapons

The update added the following weapons into the game:

* Flak: An anti-air weapon, firing explosive fragmentation shells at incoming projectiles. Unlocked by the Armoury.
* Shotgun: A versatile weapon firing a buckshot of pellets, serving both as harassment and as precision anti-air. Upgraded from Flak.
* EMP: A launcher for electromagnetic pulse rockets, which temporarily disable all devices caught in their explosion. Unlocked by the Armoury.
* Rocket: A launcher firing pairs of heavy explosive rockets. Upgraded from EMP.
* 20mm Cannon: A burst-fire autocannon, peppering the target with a spray of low caliber shells. Unlocked by the Munitions Plant.
* Firebeam: An incendiary laser weapon, firing an energy beam which pierces through armour and sets everything in its path on fire. Unlocked by the Factory.

### Technology

Two new technology buildings have been introduced in the update:

* Armoury: A technology in the same tier as the Workshop. It similarly has no prerequisites for building. Building it unlocks Flak, EMP, and - just like Workshop - unlocks construction of the next tier technology - Factory and Munitions Plant.
* Munitions Plant: A technology building in the same tier as the Factory. Requires either a Workshop or an Armoury to be built before it's available. Unlocks the Cannon (which, with Tons of Guns, is no longer unlocked by the Factory) and the 20mm Cannon.

### Mods

The following mods have been introduced in the update (note that they do not require Tons of Guns to be enabled in order to function):

* Truce: Prevents all players from firing their weapon until predetermined amount of time has passed.
* Zero Gravity: Weapon projectiles, buildings, and fort structure are unaffected by gravity.
* Rapid Fire: Causes all weapons to reload nearly instantaneously.
Harpoon

The Harpoon is a utility weapon, utilizing two ammo types, each with a distinct purpose. It is unlocked by the Armoury technology. It has been introduced by the High Seas DLC.

## Overview

The Harpoon deploys projectiles moving along a parabolic path. It deals no damage on its own - its effects vary depending on the ammo type used.

As with the other High Seas weapons utilizing the ammo mechanic, ammo for Harpoon needs to be built in order for it to be able to fire. Upon firing a shot, Harpoon consumes one unit of selected ammo, and more will need to be built for continuous firing.

Currently the game contains two kinds of ammo for the Harpoon:

#### Decoy ammunition

Build time: 32 seconds Build costs: 100 metal, 2000 energy

Decoy ammo is used to redirect Swarm Missiles and Warheads back to the opponent. This is done by firing the Harpoon towards the opponent while their missiles are in flight. Affected guided missiles will follow the decoy and strike a spot where the decoy has landed.

In order for the missiles to be affected by the decoy, the latter must fly in close proximity to the missiles. Additionally, the missiles must first have traveled a minimum distance after being launched. Missiles are immune to the decoy for some time from launch.

The decoy can collide with other projectiles, including the missiles. When the decoy strikes the missiles midflight and explodes, the missiles will be stuck circling the point of explosion, in a similar fashion to being struck by an EMP Rocket.

#### Control ammunition

Build time: 20 seconds Build costs: 200 metal, 1500 energy

Control ammo is used for capturing neutral structures. When the control projectile hits a structure not controlled by any team, it will spawn a Mini Reactor, taking over the structure for the team and allowing remote control, like Shockenaugh's Explosive Barrel. The Control ammo also has the capability to assume control of enemy-controlled forts when a core is disabled by an EMP projectile.In the presence of an existing core in a neutral fort, the control ammo will directly transfer control to the existing core, omitting the creation of a mini core.

Unlike with the decoy ammo, the Harpoon loaded with control ammo will display a partial trajectory preview.

In multiplayer, control ammo is disabled by default and must be manually enabled on top of other High Seas DLC content.
Rope

The rope is a material that is flexible but can hold a lot of weight. It is able to be attached to any terrain, unlike other materials which need foundation terrain

Rope, unlike other materials, has the ability to bend. This means it cannot be compressed and instead will move out of the way. When placed, rope will have a slight amount of slack, meaning it will not secure its attachment point directly. Rope also consists of multiple segments which can be put on fire, extinquished or repaired independently. If one segment of a rope breaks, the entire rope breaks.

When placed, ropes do not cause cladding to appear. Ropes also do not carry control of the core to attached structure.

## Characteristics

### Pros

Long connection distanceCan hold a lot of weight, Can attach to any ground

### Cons

Low health pointsSusceptible to fire, Does not compress

### Main use

Ropes can hold a lot of weight, making them ideal to stabilize a fort. When a map requires a player to make a bridge, ropes are often a good material to use for support due to their high maximum length and ability to attach to any ground.

### Other uses

Featuring a high angular limit, ropes can be used to make disjoint platforms. Meaning any attached material can rotate along the rope joint very easily. This gives a player the ability to rotate or swing platforms that feature weapons or devices. This can be used to make T3s or swing your core to another location in your base.

### Countering ropes

Whilst ropes have no projectile hitbox, making it impossible to directly hit with projectile weapons, they do not have much HP. Any weapon that can hit ropes is most likely to destroy it. It is also susceptible to buzzsaws which instantly destroy a rope.

Ropes can also be lit on fire by various sources. These include but are not limited to rockets, firebeams and mortars. When not extinquished quickly, the small health pool of the rope makes it break after a few ticks of fire damage.
Barrier

The Barrier is a material that is indestructible to damage. It was added by the Moonshot DLC. It is not buildable and cannot be scrapped by players.

The primary purpose of the Barrier material is to protect Derricks from player projectiles in the Capture Points game mode.

While it is indestructible to damage, it is still possible to destroy the material by means not available in the base game maps with no mods. The material will still break when taking stress from weight or impact force, and it still breaks when colliding with terrain. In the built in maps however, the barriers are strategically placed to avoid being destroyed by the aforementioned methods.

## Trivia:

* The file name for the barrier's sprite is "tungsten.tga", which indicates that the material is likely to be tungsten.
Forts RTS Wiki

Forts is a 2D Real Time Strategy game. It revolves around building the eponymous forts, managing the available resources in order to outfit the forts with structures and weapons, with the ultimate goal of destroying the reactor core of the opponent's base, while defending one's own reactor.

The game was released on 19th of April 2017, and is developed and published by EarthWork Games, an independent video games company originating in Brisbane, Australia, founded by Tim Auld, Nick Smith, and Jeff van Dyck.

**To date, the game has received 5 DLCs.**

* Tons of Guns - a free multiplayer update released on 20th of October 2017.
* Moonshot - released on 18th of June 2019.
* Pro HUD - released on 24th of June 2020.
* High Seas - released on 25th of March 2022.
* Elite HUD - released on 2nd of February 2023

The game's official discord can be found here: discord.gg/forts

EarthWork Games' official website: https://www.earthworkgames.com/

## Main Categories

* Building Materials
* Devices
* Technology
* Weapons
* Game Modes
* Commanders
Stability tech

When players mention 'Stability Tech', they are referring to the method by which you can quickly and cheaply make your base much more stable, and much, *much* more resistant to collapsing.

## Standing Forts

Before making stability tech, it is important to lean your fort back first. This will allow the stability tech to hold a position where the fort isn't stressed much at all, and not one where weight has already added stress to the braces.

The best way to make stability tech for standing forts is to create a small triangle of wood and connect it to the frontmost foundation node. You then drag this new strut between the small triangle and the ground to the back. This creates another strut from the triangle to the ground, and also a 4-long strut overlapping your existing 2-longs struts.

   Once you have done this first bit, drag the other strut connecting the triangle to the ground towards the front. After that, drag the angled armor on the bottom half of the core downwards to finish the tech.

   Later in the game, once you have built up your base more, drag the 3-long struts that lead into the back part of your fort forwards to create 4-long struts that overlap your existing 2-long ones.

## Hanging Forts

The process is very similar for hanging forts as it was for standing ones, simply make the small triangle and then connect the triangle up to the ground on both sides. After this, connect the triangle below and drag the long struts you have just created onto the existing 2-longs.

## Additional Resources

Some helpful videos have been made for a more in-depth look at how to do stability tech on different maps:

* Stability Tech Tutorial by Vykro - https://www.youtube.com/watch?v=sCzHDqhl5S0
* Stability Tech Tutorial by Vykro (Polish version) - https://www.youtube.com/watch?v=Y-9yVEN\_Kco
* Stability Tech playlist by Salzwerk - https://www.youtube.com/playlist?list=PLE5F35R-02c5qVD2Y6E8mEQMl3PTU0ysC

## Conclusion

Stability tech is very useful regardless of what kind of match you're playing. Be it modded, a strange map, or just plain old vanilla, stability tech can help you build more stable and more efficient.

Hopefully you can find a use for it in your games, whatever that may be.
Incendiary Mortar

Mortars (aka incendiary mortars) are unlocked via the workshop. They deal harassment damage.

### Overview

The Incendiary Mortar fires an incendiary projectile in a high lob, arcing up and falling onto the opponent. They explode upon contact with anything on the fort they hit, sparking fire and dealing a small amount of damage. This makes Incendiary Mortars fantastic at hitting weak spots and devices, especially those that other weapons can't hit. Their arcing trajectory allows them to hit the top of forts, destroying the fort from above.

Incendiary Mortars by themselves have relatively low splash and direct damage, especially compared to heavy weapons. Despite their weak stats individually, they are very cheap to both build and fire. They also build and fire very quickly. To that effect, building groups of two or three mortars capitalizes on their cheap individual cost, and going up to six mortars can be necessary if they aren't landing enough.

When firing mortars, the position in the aiming cone matters. If they are fired at the beginning of the cone, they have very low velocity and do not go very far. Conversely, firing the mortars too far at the end of the cone will make the mortars go much further. The ability of mortars to fire with a controlled velocity and firing angle gives them a wide range of trajectories, and lets them hit a greater portion of the opponent's fort.

Mortars also have zero firing deviation, at least when fired manually every time. This allows them to hit the same spot repeatedly, continually damaging the same weak point.

### Strategies

When using Incendiary Mortars, the goal is not to destroy the opponent, but to delay and pressure them. Incendiary Mortars do little direct damage on their own, but the fires they cause can destroy devices and weapons that were only damaged.

Using a bait mortar or bait mortars increases the chances of the rest of the mortars landing. Firing mortars at angles that are completely different splits the focus of aa, causing the opposing machine guns to shoot at some mortars and miss the others.

Another strategy for mortars is horizontal portal mortars. Putting mortars under a portal and firing them out sideways at the opponent makes them much harder to shoot down. This is because they have a greater velocity and the angles are harder for the gunners to hit.

### Counters

Since mortar projectiles die to one machine gun bullet, they are the cheapest response to mortars. While they can be inconsistent, machine guns only cost 75 metal and shoot down the mortars more often than not.

Flak, being aa, is also a good counter to mortars. This is for two reasons: 1) they can shoot down a group of mortars and 2) they do massive damage to the weapon itself. Flaks can burst their shrapnel over a mortar pit or wall and destroy all of the mortars before they even get the chance to fire. This only works if the flak can burst close though, so a tall wall can mitigate the effects of the flak.
Adrias Visionen

Adria hat seit ihrer Kindheit Visionen. Als junges Mädchen sah sie immer wieder die Bilder, wie ihre Eltern starben druch einen Schleier aus Purpur. In den namenlosen Tagen ist dieses Bild ganz besonders intensiv.

In Ihrer Jugend sah sie sich selbst mit einem Rondrakamm. Diese hat Vision hat sie dazu gebracht, sich der Rondra-Kirche anzuschließen. Heute hat sie mit Alran' Kerab genau die Waffe aus ihren Jugendvisionen. Doch ließen Sie die Visionen nicht los. Weiterhin sieht sie einen Rondrakamm, der aber nicht von ihr geführt wird und einen anderen Knauf hat als Alran' Kerab. Nach intensiven Gebeten zur Leuin ist Adria sich sicher, dass diese Vision ihre Zwillingsschwester Ayla betrifft. Diese weigert sich aber, den Ruf der Leuin zu erhören.

Nachdem Sie Shenny von Kurkum getroffen hat, hat die junge Ritterin der Göttin weitere Visionen erhalten. Sie sieht die junge Amazone auf verschieden Schlachtfeldern und sich selbst, wie sie die junge Frau schützt. Daraus folgert Adria, dass die Jungamazone nochmal eine wichtige Rolle in Rondras Plan zu haben scheint und ihres Schutzes bedarf.

Seit ein paar Wochen tauchen auch Larielle, Arya und Amon in ihren Visionen auf. Adria sieht ihren Schild und Schildarm, den sie über die Gefährten hält. Rondra scheint mit den vieren noch etwas vor zu haben.
Subskin

Subskin is a material added in the High Seas DLC. It cannot be built by players. Its only purpose is to be a heavy material to create submarines in the Sinking Nemo mission of the High Seas campaign. It has a mass of 250 per grid length (50 cm), which makes it the heaviest material in the base game. For reference, Bracing has a mass of 12.5 for the same length.

In the Sinking Nemo mission, the match starts with the submarines underwater with this material pre-built on them. Over the course of the match, the AI replaces it with lighter materials in order to rise to the surface.
Welder

The **Welder** is a device that exists to add atmosphere to the High Seas campaign. They cannot be placed by the player, but may already be placed in the stage by the map designer.

Welders have no explosion and do not store any metal or energy, making them effectively useless to the player. Their only gameplay function is that they can be scrapped for 8 metal and 500 energy, meaning that they could be used for a slight headstart in the early game.

### Notes

* The welder device is the same as the welder seen inside the completed Workshop.
Devices

Devices are objects you can build that give you some bonus, like extra Resources, storage and such.

You need to keep in mind that you'll have to place those at some point in the game, for your developpment purposes.

## List of Devices

### Vanilla:

* Reactor
* Mine
* Turbine
* Metal Store
* Battery
* Sandbags
* Repair Station
* Explosive Barrel
* Derrick

### High Seas:

* Propeller
* Smokestack
* Mini-Reactor
* Shipping Container
* Communications Unit
* Welder
* Flag
Spook

Spook is a commander from the Iron Bear Alliance Faction. She revolves around information.

## Abilities - Passive

See enemy resources.

See the last device or weapon type built by the enemy.

Highlight the enemy reactor position.

See the enemy commander and their charge level.

## Abilities - Active

See the enemy fort.

Steal 200 metal and 2000 energy from each enemy team.

## Damage received or dealt required to charge the active ability

### Active ability duration

20 seconds

**Overview**

Spook's abilities are about information. She has the ability to see her opponents reactor position, current resources, active charge level as well as the opponents last placed weapon. Additionally, her active makes the internals of her opponents fort visible, stealing 200 metal and 2000 energy from each opponent, distributed equally to the team which activated the active ability.

**Playstyle**

Spook is usually played with heavy weapons, and a generic weapon timing, even though spook can sell all the metal, knowing if the opponent has a buzzsaw or not. In addition, Spooks active gives a boost to the players eco, as well as sometimes taking away the possibility for the enemy to fire, or even turning off energy shields, due to the stolen resources.

**Counters**

Against Spook, cannons are the best choice for Weapons. Earlygame rushes do little, as Spook can see the rush earlier. If the opponent knows that Spook is played, weapons and techs can be covered by placing another device (in most cases a sandbag) directly after the first one.
Elite HUD

Similarly to the Pro HUD, the Elite HUD is a paid addon for the game that was released on the 2nd of February, 2023. This DLC features only a small client-side addition in the form of a new HUD skin for the user. Owners of this DLC also receive an unique supporter badge next to their name. Since there is no new content outside of the HUD skin and the badge, this DLC is seen as a way for players to make a small donation to the developers.
Minigun

Miniguns are the upgrade of Machine gunners, and the fastest good weapon to rush.

## Characteristics

### Pros

Fast to get, deals good amounts of damage

### Special

Overdrive : twice faster to upgrade | Eagle eye : reload time : 5.8 seconds, damage : 192.5/137.5, flaming : 204.625/171.875

## **Overview**

Miniguns are often used in large amounts, to be able to deal constant damage to the opponent.

They can be rushed, 6 being a standard amount (2 groups, firing periodically). They are pretty effective if you can rush them fast enough to surprise your opponent.

You can also use them to support your teammates, or to help out a bit with your strategy, since they are good at destroying surface defense/anti-air.

## **Strategies**

Some people like to use mini-guns as anti-air because of their accuracy (low spread) and high velocity projectiles. The downsides being that they don't fire automatically, they have a fire delay, and they have a longer reload time compared to the Machine Gun.

They are very good at keeping map control, since they can easily destroy MG's, even when defended. Miniguns will go through a few layers of wood or a single door if fired constantly.

## **Trivia**

* The Mini Gunner looks to be based off of the m134 mini-gun but with a drum magazine
	+ The Mini Gunner is belt fed which means its transporting the bullets from the drum to the minigun on a metal belt
Workshop

The Workshop is the most used Tech building, it unlocks explosive/fire type weapons and is equivalent to the Armoury tier-wise.

## Characteristics

### Pros

Unlocks lots of possibilities, tech and weapons

### Main use

It is used to unlock various things. The Workshop unlocks 2 base Weapons, Mortar and Swarm Missiles, and also allows you to build the Munitions Plant and Factory.

You generally want to place it at the start of the game, so you can build the next tech or start making Weapons.

### Other info

Tech buildings are some of the most expensive buildings, but also the most expensive to repair. Because of their high HP, it takes a long time to repair, and because of their high cost, it takes a lot of metal/second to repair. In the end, it's extremely expensive.

Workshop is the most used tech, because of how easy it is to place on any base fort, because of its horizontal shape.

As all tech buildings, it takes a lot of time to build so you can make defenses before your opponent has weapons.
Upgrade Center

The Upgrade Center is the most unique technology building in forts. It give you the possibility to Upgrade things.

## Characteristics

### Main use

It can be used to upgrade many things into others. You can go to the Upgrading page for more detailed info.

### Other info

The upgrade center is very hard to bring fast in any game, unless you're doing a very well designed Rush. In those kinds of strats, you'll generally sell off the other tech you use in order to build the upgrade center.

It has a lots of uses in many strats, some of those being Rushes, some other being upgrading your economic production (Resources production) or a combination of both.

Upgrading also isn't very cheap, so you'll need some strong eco in order to be able to make your strat work.
Hurricane

## Abilities - Passive

Device, weapon and ammo build speed increased by 10%.

Device, weapon and ammo scrap speed increased by 300%.

Repair speed increased by 50%.

## Abilities - Active

Weapon reload speed increased by 100%.

Hurricane is a fast and energy hungry Commander.

He excels in rushes and DPS while also having a somewhat good comeback ability. But you shouldn't use energy hungry weapons with Hurricane since you wont be able to support them.

### Economy:

Since Hurricane is able to build and upgrade resource collectors faster every time he does so he gains a small resource boost. Since his repairs are faster his resource collectors will resume producing faster.

### Rush:

His increased build speed helps him keep up with other strategies while going for an economy focused build. On the other hand if he chooses to be aggressive he can come up with some of the fastest rushes.

### Aggressive:

The faster weapon reload speed is what makes Hurricane so energy hungry, because of that he needs more Turbines than other commanders, but in return gives him additional damage output, while also being able to get more out of less weapons. As soon as Hurricane is already winning his active makes it harder for the enemy to comeback putting you in a even better position.

### Defensive:

His active can also be used as an defensive ability to make his Gunners and Flaks shoot quicker. With his better repairs he can get his weapons back online faster after an attack when for example the Door/weapon needs to be repaired. His faster scrap speed helps him in returning the resources from an exposed weapon which would otherwise most certainly die.

### Comeback:

His active together with his faster build speed helps him to get his weapons back while loosing nearly no damage output for this duration.

### Counters:

Hurricane gets in trouble when his energy production gets attacked since he needs to keep it online. This makes commanders like Shockenaugh or Spook good against him since Spook steals energy and Shockenaugh deactivates his energy production.
Technology

Technology (often referred to as Tech) are buildings that you build which allows you to place Weapons once they are built.

### The different Techs

There are 5 tech buildings within vanilla forts, but much more in modded forts. Each one unlocks a set of weapons, except the Upgrade Center that unlocks the upgrade possibility.

The Workshop unlocks the Mortar and the Swarm Missiles.

The Armoury unlocks the Flak and the EMP Rocket.

The Upgrade Center unlocks the ability to Upgrade.

The Munitions Plant unlocks the 20mm Cannon and the Cannon.

The Factory unlocks the Firebeam and the Plasma Laser.

### The Tech Tree

You can't start the game by placing a Factory for 2 reasons : 1) you don't have the resources, 2) Tech tree.

In order to place a Factory or a Munitions Plant, you need to have a completed Workshop or an Armoury. If they are EMPd, they won't count either, same if you are selling them.

The Upgrade Center doesn't give access to tech, unless playing modded forts.
Flag

The **Flag** is a cosmetic device that appears on boats from the High Seas DLC. They are used to signify which faction a boat belongs to.

## Stats

### Main use

Flags cannot be placed by the player, only being available if they are already placed in the map by the map designer. The most prominent use they have is that they display which faction a team's commander belongs to. This allows players to decipher which commander an opposing team has chosen much more easily, as there are only a few possibilities for every faction:

* The flag for the **Eagle Empire** will be chosen if a team's commander is Firebird, Warthog, Eagle Eye, or as the default flag if no commander is chosen.
* The flag for the **Dragon Army** will be chosen if a team's commander is Architect, Hurricane, or Overdrive.
* The flag for the **Iron Bear Alliance** will be chosen if a team's commander is Pinchfist, Armourdillo, or Spook.
* The flag for **Black Penguin Oil** will be chosen if a team's commander is Shockenaugh, Seep, or Scattershot.
* The flag for the **Combined Forces** will be chosen if a team's commander is Moonshine, Buster, or Phantom.
* In the High Seas campaign, a purple naval forces flag will be selected for the player's forces. The opposing team's flag will display a skull, representing the pirates.

Flags will appear on boats in some official maps. Generally, any boat which is classified as a "frigate" will have a flag. The following official maps have boats with flags:

* Castaways
* Frigates
* Sun & Oil (1v1, 2v2)
* The Leviathan
* Three Frigates 3v3

### Other uses

Flags are uniquely able to be moved around the fort without the commander Phantom selected. To do this, either drag the flag to a new location on the fort or access the "Move" option in the context menu and relocate it from there.

Since they have a decent amount of HP (more than sandbags) and are quite tall, flags could technically be used defensively in the early game.

A flag can be scrapped for 25 metal and 100 energy.
Ammo

Ammo is a mechanic introduced in the High Seas DLC. These are a set of buildings, available from a dedicated tab in the build menu. Several weapons from the DLC require ammunition buildings to be placed in order to be able to fire.

Upon being fired, the weapon will consume one ammo building and it will need to be rebuilt for sustained fire.

Several ammo buildings can be placed at the same time. Unlike all other buildings in the game however, they cannot be built concurrently - only one ammo of a given type will progress construction, and the rest of the same-type ammo buildings will wait in the queue. For Orbital Laser ammo, upgrading from sweep ammo to focus ammo counts as same-type construction, thus it will not begin if other Orbital Laser ammo buildings are currently queued.

There are following ammo type buildings in the game:

* Thunderbolt - used by the Runway, unlocked by the Munitions Plant
* Nighthawk - used by the Runway, unlocked by the Factory
* Decoy - used by the Harpoon
* Control Ammunition - used by the Harpoon
* Orbital Sweep Ammunition - used by the Orbital Laser, unlocked by the Factory
* Orbital Focus Ammunition - used by the Orbital Laser, acquired by upgrading the Orbital Sweep Ammunition

If there are multiple ammo types currently available for a given weapon, ammo type used by the weapon can be selected in its right-click context menu.
Ironside

**Ironside** (also known as impregnable armor) is an almost indestructible armor added in the High Seas DLC. It has 100,000 HP. It is not buildable by players, but is instead placed on enemy structure in the High Seas campaign to create a practically impregnable defense against direct damage weapons.

Even though they are basically indestructible to damage, The insides of the enemy structure are still vulnerable to splash damage and fire.
20 Seiki Denki Mokuroku

***20 Seiki Denki Mokuroku*** (二十世紀電氣目録, ******20 Seiki Denki Mokuroku****** , lit. "20th Century Electricity Catalog") is a Japanese novel written by Hiro Yuuki and illustrated by Kazumi Ikeda, with art and backgrounds by Momoka Hase. The novel won an honorable mention in the full-length novel category at the 8th Kyoto Animation Awards in 2017, and was the only series to win an award that year. Kyoto Animation published the novel under their KA Esuma Bunko imprint on August 10, 2018 (ISBN 978-4-907064-88-4). On July 27, 2018, KA Esuma Bunko's Twitter account announced that an anime adaptation of the novel would be produced, and would be animated by Kyoto Animation. The status of the project is currently unknown.

## Publisher's summary

Meiji, Taisho, Showa, Heisei...

The era changes.

But love does not.

Meiji era. Kyoto, a Japanese city, just entered 20th century.

This is the era when Western culture began to become familiar, and electric street lights usage began.

Japan and West. The mysterious era where past and future are mixed.

What won't be recorded in history, is certainly lives of citizens who lived in that era.

This is not about war or politics.

This era. One love story, which hasn't left a trace in history.

## Plot

The story takes place in the summer of 1907, the 40th year of the Meiji era. 15-year-old Inako Momokawa lives in the Fushimi area of Kyoto, and is the second daughter of a sake brewer. Nothing she does ever comes out right, and she receives a scolding from her father every day. Her only relief is the trust she places in her prayers to the gods. One day while at Fushimi Inari shrine, she meets a freewheeling young man named Kihachi Sakamoto. He rejects the gods, and boasts of the incoming age of electricity.

The topic of marriage suddenly comes up in Inako's household. Her father is one-sidedly making all the decisions for her, and Inako is about to give up hope. It is then that Kihachi draws out Inako's true feelings of wanting to run away from her family. The only way to stop her marriage is to find an unusual book called the "Electricity Catalog." The book is a prediction book about electricity that Kihachi wrote when he was a child, but his older brother Seiroku took the book, and its current whereabouts are unknown. Inako and Kihachi together go in search of the book across Kyoto and Shiga prefectures.

## Media

### Novel

*See also: 20 Seiki Denki Mokuroku (novel)*

### Anime

*See also: 20 Seiki Denki Mokuroku (anime)*

## References

1. ↑ 1.0 1.1 Hodgkins, Crystalyn (July 27, 2018). "KyoAni Reveals Anime Adaptation of 20 Seiki Denki Mokuroku Novel". Anime News Network. Retrieved July 27, 2018.
2. ↑ "二十世紀電氣目録". *Kyoto Animation* (in Japanese). Retrieved July 27, 2018.
3. ↑ Translated from the official website.
Anti-Air

Anti-air, or AA, is a type of weapon which specializes at removing destructible projectiles (eg. missiles, rockets) from the air.

### Automatic

Most of the time, people talking about AA are referring to automatic anti-air. This means that the weapon will shoot at airborne projectiles on its own, and the player will not need to aim them. There are three weapons which act as automatic AA: machine gunners, flak, and energy domes.

Gunners and flak will shoot bullets at incoming targets. Flak excels especially against swarm missiles, while machine gunners are generally well-rounded; gunners are best when there are many on a fort. It should be noted that flak is very effective against weapons from the High Seas DLC.

Energy domes function differently than the other two forms of automatic AA. When a target approaches the dome, it will release a close-range barrier that will destroy the projectile if it touches it. They will automatically function, but may require the player to aim for the best results. They are exceptionally good at destroying projectiles from deckguns and orbitals lasers, but struggle against faster targets (rockets).

If the commander Warthog is chosen, shotguns can also be changed to automatic AA through the context menu. They will function just like machine gunners and flak, shooting bullets at incoming targets. The Eagle Eye commander does the same to Miniguns.

### Manual

Any weapon that fires a projectile which can collide with other projectiles can technically be a form of anti-air. However, if the game does not aim and shoot weapons at targets automatically, then it is a form of manual AA. Shotguns and miniguns are most often used as manual AA, as they are cheap to fire and can take down most targets with ease.

### Vulnerabilities

Machine gunners are usually only effective in large groups, and adding doors to them is usually too expensive. This means they are vulnerable to Snipers, Shotguns or even opponent's Machine Guns if they have enough of them. Trying to get rid of these to save your gunners should be a priority if the opponent uses weapons that can be shot down. Putting your gunners into a trench so that the enemy does not have line of sight to them is also an option.

Flak is quite expensive and takes longer to rebuild, so only place it exposed if you are sure the opponent is not actively trying to snipe your weapons using a Sniper. Using tiny doors is a preferred way to keep it alive. Smaller doors open and close quicker, increasing the reaction speed of your flak, and are also cheaper to build.
Val Cupid

### Rival

Hallow Eve, Jack Frost, Hazel Winter, Nicholas St. North, Toothiana, E. Aster Bunnymund, Sandy, Nightmare Order, Man in the Moon, Mother Nature

### Enemies

Pitch Black, Nightmares, Fearlings, Onyx Black (formerly), Corvus Black (formerly), Coal Black (formerly), Luna Black (formerly)

Cora Valentina Cupid (better known as Val or Cupid) is the film's version of Cupid.  She spreads love across the globe and is the guardian over it, whether it be romantic, friendship or familial.

## Relationships

### Allies

* Guardrians
	+ Man in the Moon - Leader
* Nightmare Order
* Mother Nature

### Enemies

* Pitch Black
* Nightmares
	+ Onyx
Longbows

The Longbow is one of the six weapons that a player can master. The Longbow is one of the best weapons for any new player looking to grind behemoth materials. The reason being the Longbow has a function unlike most weapons. This function is the ability to aim the weapon. Unlike most weapons the weapon can be used to target specific parts of the behemoth. Most weapons do not have this function and it can be quite hard to damage specific areas of a behemoth. The only other weapons to share this unique trait are Staffs. (Recommended for Beginners)

**Difficulty Rating:**

★★★☆☆

**Basic Attack Combo:**

* Arrow Shot
* Chargeable basic attack shot can shoot up to three arrows

**Advantages:**

* Aiming
* Able to attack from a distance
* Powerful attacks

**Disadvantages:**

* Low Maneuverability when shooting
* A far distance does less damage so you still have to remain close

**Skills:**

*Powershot*- Fires an arrow that can penetrate targets and does more damage than a regular shot

*Multishot*- Releases arrows in a wave pattern shooting anything in front of the player

*Rain of Arrows*- Exactly what it sounds like, a volley of arrows raining down on the opponent
Jacks

## Establishment

The town of Jackson is established by Connor Timothy Peterson in 1905

## 1989

The town of Jackson is renamed to Jacks by Connor Matthew Peterson.

## 1999

The town looses much money off Pinehearst and Mayor Connor Matthew leaves the town.

## July 2013 - December 2014

The town had a rather poor community during Mayor Connor's first few months, many payments had to be made to keep the town stabilized and trying to build popularity was quite challenging.

Eventually the town became quite a success and they even had a Bank made run by Eric Johnson.

## 2015

The town remained stable throughout 2015, the mainstreet shops had all been completed and the villagers thought of the town as a paradise.

## 2016

In November of 2016 a request was made by a Dog named Harvey that a Campsite should be made in the west side of the town, Connor accepted the request and the Campsite was hastly built, thus bringing some popularity back.

## 2017

Throughout 2017 the town started to settle down and it remained a calm place, tourists did come every now and again but the town's glory days were coming to an end.

## 2018

April 4th Connor meets Stephen

Mayor Connor celebrated his 5th year as Mayor with his secretary Isabelle and his villagers and friends.

In the year Connor and Stephen were met by Thot and suffered attacks from him, eventually they had come up with a way to defeat him.

## 2019

Upon the start of the year Stephen and Connor took their plan to action and managed to defeat Thot and his soldiers.

Connor found Navix the charm by his Town Tree one night and Stephen found the magic conch on the town beach, they hadn't realized what was about to transpire.

The news about a man named Arthur spread to the town and caused a panic, Connor stated that he would do everything in his power to protect the town and stop Arthur.
AP Sniper

The Armour Piercing sniper is an upgrade to the Sniper. While performing a similar function to the regular Sniper, the AP Sniper gains an ability to pierce a Armour, at the cost of longer reload and reduced accuracy.

## Armour Piercing Sniper

### Description

Can penetrate armour, best against weapons

## Characteristics

### Pros

Can damage or destroy weapons protected with a single layer of armour/door.

### Cons

Slower to reload. Worse accuracy compared to regular Sniper. Only penetrates 1 door.

### Special

Scattershot: 2 bullets, 8.5 seconds reload, Overdrive: 2x upgrade speed, Eagle eye: 4 seconds reload, Armourdillo: can pierce two layers of armour/door during the active ability at the cost of doubled time to reload.

## Overview

The Armour Piercing Sniper can be used to eliminate weapons that are protected by a single layer of Armour or an Armoured Door, or 3 layers of Bracing.

The AP Sniper deals double the damage of a regular Sniper against non-weapon targets - 30 damage as opposed to 15 damage of the regular variant. Against weapons however, the damage is the same - 130 points. An AP Sniper also reloads significantly slower than the regular variant - 5 seconds, compared to 2.1 seconds of the latter. Due to this, DPS is actually lower than that of a regular Sniper.

An exception is a Shotgun, against which the AP Sniper deals double damage, which is enough to destroy the Shotgun in a single hit. This makes the AP Sniper an effective tool for eliminating Shotguns, even without taking advantage of the armour piercing effect.

Armourdillo's active ability allows the AP Sniper to temporarily pierce 2 Armour plates for a single shot, at the cost of doubling the reload time. The extended reload effectively means that an AP Sniper can only fire once for the duration of the active ability.

Unlike a regular Sniper, an AP Sniper cannot designate a target for guided missiles (unless playing Buster). Combined with the lower fire rate, and a much worse accuracy in comparison to the Sniper, it overall makes the AP Sniper practical only in very specific situations, and it should not be considered a direct upgrade to the regular Sniper. These downsides can be slightly mitigated by playing Overdrive, as he has the unique ability to downgrade upgraded weapons back to the basic version, meaning it's possible to swap back and forth between stock Sniper and the armour piercing variant, as and when needed.

The Armour Piercing Sniper is effective at combating anti-air defenses. Because Doors are highly expensive, it is rare for players to defend all of their Machine Guns, Flak guns, or Energy Domes with a double door. This either allows the player to freely pick away at the opponent's anti-air defenses, or at least force the opponent to double door everything, which is a considerable resource investment.

AP snipers are exceptionally powerful against Forts' skirmish AI, as well as during most campaign missions, since scripted AI opponents typically protect the weapons with only a single Armoured Door.

## Trivia

* The visual design of the Armour Piercing Sniper appears to be based off of real life M82 Barrett anti-materiel rifle.
Special

## Special Behemoths

Special behemoths are typical behemoths that appear during the event "Behemoth Intrusion" and are not listed in the behemoth index seeing as **They Do Not Drop Materials.** Typically behemoths in this category are re-textured or recolored variants of original behemoths. (Ex. Centaur's variation "Knight"). They typically have their own special drops such as gold, silver, or food items (The Chef; ncc). In some cases Special Behemoths don't drop anything and are simply for extra experience.
Vile Saphros

This Behemoth is not yet released on American and European

Vile Saphros is another one of the new behemoths being added in the next update. It is the first and only known Saphros sub-species. Unlike most sub-species this behemoth lives in the same area as its close relative with it residing in the Stormfury Mountains. This is typically uncommon among behemoths, and it may be changed in the release. There is not any known information about its stats, drops, weaknesses, or any info pertaining to Vile Saphros. It is out on the Chinese servers for the game and will be added soon to the North-American and European servers.