recursal/Fanatic-Fandom huggingface dataset:
Mercy SG3

The **Mercy SG3** is a shotgun used primarily by Assault-class soldiers. It is highly effective at close range, while retaining a modicum of accuracy even a few tiles off.

## Acquisition

The **Mercy SG3** becomes available to manufacture after completing the **Arthron Autopsy** research project.

## Usage

The Mercy fires an eight-round burst that deals, unmodified, over 350 total damage -- more than enough to one-shot any tier 1 enemy (Arthrons and Tritons). Its damage can be greatly reduced by armor, so it is recommended to shred armor off a target first before firing.

## Tips

The Assault's natural Dash ability allows a soldier to easily move to point blank range to line up perfect shotgun blasts.

The Weak Spot perk from the Sniper class allows shotguns to destroy a part they hit, and shred all its armor, allowing the rest of the pellets to deal unmitigated damage. For this reason, cross-classing Assaults with Snipers is a potent combo.

Nearly any enemy can be brought down by repeated point-blank shotgun fire, even tougher ones like Sirens and Chirons.
Athena NS-2

Sitting at the top of the line for Synedrion's paralyzing weaponry is the **Athena NS-2.** It is a Sniper-class rifle that fires paralyzing darts, dealing only minute damage but piercing through even the toughest armor to deal its incredibly potent Paralysis damage of **16.**

## Acquisition

The **Athena NS-2** becomes available to manufacture after completing the **Advanced Paralyzing Weapons** research from Synedrion.

## Usage

The Athena is the absolute pinnacle of non-lethal takedown weaponry. Even the toughest armor on a Scylla can't stop its incredible piercing capability. The sheer amount of paralysis damage it deals is enough to incapacitate a Triton, or take away half or more of an Arthron's action points.

## Tips

Be mindful of Arthrons or bionically enhanced foes with their shields deployed; a dart that hits the shield can neither damage nor paralyze the Arthron itself.

The Athena is a highly effective counter to Chirons. Any Chiron requires 3 action points to use its abdomen projectile launcher, which means it typically takes only 2 hits -- on any part of the Chiron -- to prevent it from firing.
Mindfragger

The **Mindfragger** is a small, skittering creature sometimes seen along with Arthrons and Tritons. It is weak, unarmored and easy to kill; but should it get close enough to a soldier, it can leap onto their head, mind controlling them until the Mindfragger is killed. Mindfraggers otherwise have no weapons or other utility beyond this ability, and their only real defense is their low profile; it can be easy for them to hide even behind half cover, and pop out to surprise the player at the worst possible moment.

## Mutations

None. Mindfraggers have no offensive or defense mutations, not even enhanced armor.

## Tips

Once a Mindfragger attaches to a soldier, it can be removed by a Technician's mech arms, or shot off with a gun. In the latter case, it is preferred to use a single-shot, low-penetration weapon like the Cypher HG handgun, in order to avoid accidentally hurting your soldier.

Fire can be instantly lethal to Mindfraggers trying to move through it, as they have no armor on any of their body parts that would otherwise reduce the damage. Purification Grenades can be very helpful this way, especially in a mission on a Pandoran Colony where a Hatching Sentinel has triggered, which can cause many Mindfraggers to charge at once.

If a Mindfragger has yet to attach to a soldier, it can be worthwhile to kill it using melee attacks like Bash with weapons to conserve ammunition. Be warned that Mindfraggers may take multiple hits, unlike Worms.

Mindfraggers cannot jump to high places. Standing on high ground can keep the player's soldiers safe.

## Trivia

The Mindfragger actually has more health than a single handgun shot should deal, but its head detaches from the rest of its body when it leaps onto a soldier, meaning it uses only the health of its head part from then on.
Mở đầu về hóa học hữu cơ

* Biết được một dố đặc điểm của hợp chất hữu cơ
* Biết cách phân loại hợp chất hữu cơ
* Khái niệm sơ lược về phân tích nguyên tố

I. KHÁI NIỆM HỢP CHẤT HỮU CƠ VÀ HOÁ HỌC HỮU CƠ
- Hợp chất hữu cơ là các hợp chất của C trừ oxit của C, muối cacbua, muối cacbonat, muối xianua.

- Hoá học hữu cơ là ngành hóa học chuyên nghiên cứu các hợp chất hữu cơ.

II. ĐẶC ĐIỂM CỦA HỢP CHẤT HỨU CƠ
- Hợp chất hữu cơ nhất thiết phải chứa C, hay có H thường gặp O ngoài ra còn có halogen, N, P...

- Liên kết chủ yếu trong hợp chất hữu cơ là liên kết cộng hóa trị.

- Các hợp chất hữu cơ thường dễ bay hơi, dễ cháy, kém bền nhiệt.

- Các phản ứng trong hoá học hữu cơ thường chậm, không hoàn toàn, xảy ra theo nhiều hướng thường phải đun nóng và có xúc tác.

III. CÁC PHƯƠNG PHÁP TINH CHẾ HỢP CHẤT HỮU CƠ
- Chưng cất: để tách các chất lỏng có nhiệt độ sôi khác nhau nhiều.

- Chiết: để tách hai chất lỏng không trộn lẫn vào nhau.

- Kết tinh lại: để tách các chất rắn có độ tan khác nhau theo nhiệt độ.

IV. ĐỒNG ĐẲNG VÀ ĐỒNG PHÂN
1. Đồng đẳng
- Đồng đẳng là hiện tượng các chất hữu cơ có cấu tạo và tính chất hóa học tương tự nhau nhưng thành phần phân tử khác nhau một hay nhiều nhóm CH2.

- Các chất thuộc cùng dãy đồng đẳng hợp thành một dãy đồng đẳng có công thức chung.

2. Đồng phân
- Đồng phân là các chất hữu cơ có cùng công thức phân tử nhưng cấu tạo khác nhau nên tính chất hóa học khác nhau.

- Cần chú ý phân biệt đồng phân cấu tạo và đồng phân lập thể (đồng phân cis – trans).

V. CÁC LOẠI CÔNG THỨC CỦA HỢP CHẤT HỮU CƠ
- Công thức tổng quát là công thức cho biết hợp chất hữu cơ chứa nguyên tử của những nguyên tố nào.

- Công thức đơn giản nhất là công thức cho biết tỷ lệ tối giản số nguyên tử mỗi nguyên tố trong hợp chất hữu cơ.

- Công thức phân tử là công thức cho biết số nguyên tử mỗi nguyên tố có trong hợp chất hữu cơ.

- Công thức cấu tạo là công thức cho biết thứ tự liên kết và kiểu liên kết giữa các nguyên tử trong hợp chất hữu cơ.
Môn học

**Môn học** là các đơn vị cấu thành của các chương trình giáo dục. Môn học là tập hợp những tri thức về một lĩnh vực chuyên môn cụ thể và là một đơn nguyên trọn vẹn được tổ chức giảng dạy và đánh giá nội trong một học kỳ.

## Các môn học

Toán học
Toán 1Toán 2Toán 3Toán 4Toán 5
Toán 6 (tập 1)Toán 6 (tập 2)Toán 7 (tập 1)Toán 7 (tập 2)Toán 8 (tập 1)Toán 8 (tập 2)Toán 9 (tập 1)Toán 9 (tập 2)Hình học 10Đại số 10Đại số và giải tích 11Hình học 11Giải tích 12Hình học 12
Vật lí
Vật lí 6Vật lí 7Vật lí 8Vật lí 9Vật lí 10Vật lí 11Vật lí 12
Hóa học
Hóa học 8Hóa học 9Hóa học 10Hóa học 11Hóa học 12
Sinh học
Sinh học 6Sinh học 7Sinh học 8Sinh học 9Sinh học 10Sinh học 11Sinh học 12
Ngữ văn
Ngữ văn 6 (tập 1)Ngữ văn 6 (tập 2)Ngữ văn 7 (tập 1)Ngữ văn 7 (tập 2)Ngữ văn 8 (tập 1)Ngữ văn 8 (tập 2)Ngữ văn 9 (tập 1)Ngữ văn 9 (tập 2)Ngữ văn 10 (tập 1)Ngữ văn 10 (tập 2)Ngữ văn 11 (tập 1)Ngữ văn 11 (tập 2)Ngữ văn 12 (tập 1)Ngữ văn 12 (tập 2)
Lịch sử
Lịch sử 6Lịch sử 7Lịch sử 8Lịch sử 9Lịch sử 10Lịch sử 11Lịch sử 12
Địa lí
Địa lí 6Địa lí 7Địa lí 8Địa lí 9Địa lí 10Địa lí 11Địa lí 12
Tiếng Anh
Let's learn English book 1 (2010)Let's learn English book 2 (2010)Let's learn English book 3 (2010)Tiếng Anh 6 (2010)Tiếng Anh 6 tập 1 (2015)Tiếng Anh 6 tập 2 (2015)Tiếng Anh 7 (2010)Tiếng Anh 7 tập 1 (2015)Tiếng Anh 7 tập 2 (2015)Tiếng Anh 8 (2010)Tiếng Anh 8 tập 1 (2015)Tiếng Anh 8 tập 2 (2015)Tiếng Anh 9 (2010)Tiếng Anh 9 tập 1 (2015)Tiếng Anh 9 tập 2 (2015)Tiếng Anh 10 (2011)Tiếng Anh 10 tập 1 (2016)Tiếng Anh 10 tập 2 (2016)Tiếng Anh 11 (2011)Tiếng Anh 11 tập 1 (2016)Tiếng Anh 11 tập 2 (2016)Tiếng Anh 12 (2011)Tiếng Anh 12 tập 1 (2016)Tiếng Anh 12 tập 2 (2016)
Tin học
Cùng học tin học (Dành cho học sinh tiểu học) quyển 1 (lớp 3)Cùng học tin học (Dành cho học sinh tiểu học) quyển 2 (lớp 4)Cùng học tin học (Dành cho học sinh tiểu học) quyển 3 (lớp 5)Tin học (Dành cho trung học cơ sở) quyển 1 (lóp 6)Tin học (Dành cho trung học cơ sở) quyển 2 (lóp 7)Tin học (Dành cho trung học cơ sở) quyển 3 (lóp 8)Tin học (Dành cho trung học cơ sở) quyển 4 (lóp 9)Tin học 10Tin học 11Tin học 12
Giáo dục quốc phòng - an ninh
Giáo dục quốc phòng - an ninh 10Giáo dục quốc phòng - an ninh 11Giáo dục quốc phòng - an ninh 12
Giáo dục công dân
Giáo dục công dân 10Giáo dục công dân 11Giáo dục công dân 12
Công nghệ
Công nghệ 6Công nghệ 7Công nghệ 8Công nghệ 9 (lắp đặt mạng điện trong nhà)Công nghệ 9 (trồng cây ăn quả)Công nghệ 10Công nghệ 11Công nghệ 12
Âm nhạc
Tập bài hát 1 (cũ-2010)Tập bài hát 2 (cũ-2010)Tập bài hát 3 (cũ-2010)
Tập bài hát 1Tập bài hát 2Tập bài hát 3Âm nhạc 4Âm nhạc 5Âm nhạc 6Âm nhạc 7Âm nhạc 8Âm nhạc 9
Thể dục
Tiếng Việt
Tiếng Việt 1 (tập 1)Tiếng Việt 1 (tập 2)Tiếng Việt 2 (tập 1)Tiếng Việt 2 (tập 2)Tiếng Việt 3 (tập 1)Tiếng Việt 3 (tập 2)Tiếng Việt 4 (tập 1)Tiếng Việt 4 (tập 2)Tiếng Việt 5 (tập 1)Tiếng Việt 5 (tập 2)
Tự nhiên và xã hội
Tự nhiên và xã hội 1Tự nhiên và xã hội 2Tự nhiên và xã hội 3
Khoa học
Khoa học 4Khoa học 5
Đạo đức
Đạo đức 1 (vở bài tập)Đạo đức 2 (vở bài tập)Đạo đức 3 (vở bài tập)Đạo đức 4Đạo đức 5
Priest

The Disciples of Anu's elite soldier class is the **Priest.** Given extensive, yet controlled mutation through the Disciples' technology, Priests possess supernatural psychic powers to rival those of the Pandorans themselves. They can directly manipulate the Willpower layer of tactical combat, disrupt or control organic enemies, and support the squad with a handful of defensive psychic abilities and beneficial mutations.

## Equipment & Skills

Priests are proficient in Viral weapons, which trade normal damage for the ability to infect targets hit with willpower-draining viruses. Enemies so infected can easily become panicked, and remain that way for multiple turns if enough viral damage is accumulated. Every Priest starts with the Redeemer "viral rifle", which fires armor-piercing darts that, in spite of their low natural damage, can still easily affect most Pandorans.

Defensively, Priests are not very well protected in terms of armor; however, every Priest recruited comes with two randomized Mutations. Each one is guaranteed to receive a unique head mutation, which must remain an active body part to enable the use of their psychic abilities.

Perks
 Induce Panic
 Mind Sense
 Psychic Ward
 Mind Crush
6 WP

*(1)* - Mind Control requires direct line of sight to the target, and has a maximum range of 10 tiles. In addition, it is unlike the similar ability possessed by Sirens, in that mind controlled enemies gain back their full AP count and can act immediately *(as long as they aren't panicked or otherwise incapacitated).*

*(2)* - Induce Panic requires direct line of sight to the target, but has seemingly no maximum range. Does **not** drain remaining enemy WPs.

## Strategy

The Priest's psychic abilities can turn the tide of battle in an instant; never underestimate the ability to selectively panic enemies, and mind control others to have them turn their fire on their own side. For this reason, Priests should be very well taken care of, and their AP and WP both managed cautiously. Also, if the Priest's head is disabled, all their psychic abilities become unavailable, so it is advisable to bring a Technician along that can fix their head just in case.

Their viral weaponry can be a powerful asset when used right. For instance, if you destroy the head of a Siren, thus eliminating their entire max pool of Will Points, panic them, then infect them with the virus, what happens is this:  the Siren tries to use the Recover ability on its next turn to end the panicked state, but the viral WP damage then applies, re-panicking them immediately. This can take enemies out of the fight for multiple turns at a stretch. *(Caveat: virus-infected enemies panicked this way will be useless for Mind Control.)*

## Trivia

Priests are near the top of the Disciples of Anu's rigid social hierarchy, holding positions of civil, religious, and military importance. This is in stark contrast to the other unique class available to the Disciples, the Berserker, who are rank soldiers at the very bottom.
Bash

**Bash** is an ability commonly available to all soldiers. It causes the soldier to attack an adjacent enemy by hitting them physically with whatever weapon or item they currently have equipped.

The amount of damage dealt is equal to the weight of the item times the soldier's Strength stat. For example, a soldier with 18 Strength bashing with an Ares AR-1 (Weight 3) will deal 54 damage, while one with the same strength bashing with a Hel II Cannon (Weight 5) will deal 90. If a soldier bashes with no item, they will simply deal their Strength in damage.

Bashing deals an equal amount of Standard and Stun damage, potentially dazing enemies not killed outright.

The weapon or item used in a Bash **may suffer damage** as part of the attack, which can cause it to break if used too many times. The calculations for determining the amount of item damage, or which items can be damaged at all, is not fully understood as of yet.

## Tips

Bash is wonderful for ammo conservation, allowing any soldier of any class to simply whack and rifle butt enemies to death. It is highly useful for killing already low-HP enemies like Worms; a single Bash with an assault or sniper rifle from a soldier of average Strength can easily deal the 50 damage necessary to finish them off.

Be careful about bashing machine gun Arthrons, or any other enemy with Return Fire; the retaliatory shot(s) at point blank can *slaughter* an unprepared soldier.

A popular tactic is to take an early game Heavy soldier, Jet Jump him next to an enemy, and use Bash. This already works well with their cannon's 5 Weight, but even better if they have the Brawler perk *(+50% bash and melee damage)*.

Note that any item damage taken from using Bash will be repaired at the end of the mission. As long as you don't break your items, you'll be fine. Just remember, weakening your items' HP this way can allow enemies an easier time breaking them on their own.
Assault

One of the three basic soldier classes is the **Assault.** They are focused on mid-ranged firepower and are good at adapting to changing conditions on the battlefield.

## Equipment & Skills

Perks
 Return Fire
 Ready for Action
 Onslaught
 Rapid Clearance
5 WP

## Strategy

* Return Fire triggers on *any* attack, not just ones that target the user.
* Ready for Action makes Assaults a good choice for carrying grenades and medkits.
ODI (Oneiric Delirium Index)

**Oneiric Delirium Index,** or ODI for short, refers to the "doomsday clock" that forms the Pandorans' win condition for the game.

It is revealed upon researching the technology of the same name, taking shape in the top right corner of the Geoscape as a percentage bar which slowly fills with red as it increments upward.
If the ODI level reaches 100%, the game ends in defeat for the player.

The ODI represents the hostile, intrusive psychic influence caused by high levels of Pandoran activity. This is reflected primarily through the establishment of Pandoran Colonies on the Geoscape, each of which increments the ODI proportional to the size/level of the colony. Destroying these colonies will cause the ODI to fall, and is thus essential to preventing the Pandorans' ultimate victory.

ODI was removed from the game in the 1.6 "Cthulhu" update.

## Actions

ODI increases with:

* Every day pass, as the mist spread.
* Every lost Phoenix Point base.
* Every new Pandoran Colony.
* Every Pandoran Colonies merge.

ODI decreases with:

* Every destroyed Pandoran Colony.
* Every successful Haven defence from Pandoran attack by Phoenix Point.
* Specific events, such as burning the experimental Pandoran haven, or informing the Disciples about it.

The console command "alien\_add\_sdi" can also increase or decrease ODI.

## Effects

High ODI levels will trigger scripted ingame events. Some of these are purely flavor messages, but others will have actual ingame ramifications, such as draining a number of Stamina points from all of your soldiers.

## Lore

The Oneiric Delirium Index was developed by Dr. Randolph Symes III, one of the leading scientists of the Phoenix Project, as a way to measure and quantify the unusual effects on the human mind caused by Pandoran activity. The research notes for ODI state that the overwhelming psychic activity of the Pandoran threat can cause humans to suffer a variety of psychological ailments, ranging from headaches, nightmares, depression, paranoia, hallucinations, and finally to brain seizures and death.

## Mechanics

The following numbers are extracted from Phoenix Point 1.0.57335.

ODI goes from 0 to 10000 (100%).
Thus, each 100 points = 1%.

When the game starts, two pandoran bases are spawned, which contributes to the starting ODI.
Afterwards, one base will be created every 10 to 30 hours (random).
When two bases are merged to a bigger base, the effect to ODI is the same as spawning a new base.
Ground Vehicles

Ground Vehicles are tough, big multi-tile vehicles that support a major faction's ground combat.

Most ground vehicles are mechanical, which means they are immune to many status effects and environment hazards.
Because of their physical size, vehicles are pretty good mobile cover that can reliably shield soldiers behind them from direct-fire weapons.

## Scarab

The PX Scarab is an armored personnel carrier used by the Phoenix Project. It is capable of carrying up to 4 people and mounts a powerful missile launcher for long-ranged artillery support.

Manufacture : 60 Tech, 420 Materials

Weapon : Gemini V Missile Launcher. Fires 2 missiles at once, ammo capacity 8 missiles.

**NOTE:** The vehicle data is outdated in the image shown. The Scarab's actual HP is **900.**

## Armadillo

The Armadillo is an armored personnel carrier used by New Jericho. It is capable of carrying up to 4 people and mounts a machine gun.

Manufacture : 75 Tech, 525 Materials

Weapon : Hailstorm Gauss Turret

## Gameplay

The Armadillo is a powerful asset. It boasts a significant health pool, heavy armor, and is very mobile.

### Sections

Front left wheel

* HP-
* Armor-
* Disable effects- Reduced movement

Front right wheel

* HP-
* Armor-
* Disable effects- Reduced movement

Rear left wheel

* HP-
* Armor-
* Disable effects- Reduced movement

Rear right wheel

* HP-
* Armor-
* Disable effects- Reduced movement

Turret

* HP-
* Armor-
* Disable effects- Weapon disabled

### Abilities

Fire Weapon- Fires the weapon mounted in the turret. Cost: 50% Action points

(Ram- The Armadillo drives in a straight line, destroying objects and heavily damaging units in it's path. This was only in the beta feature, the actual game Armadillo can not ram, it can drive over small objects and destroy them, but that's clearly not the same thing. A variant of the Disciple of Anu "vehicle" has an actual Ram ability).

## Aspida

The Aspida is a ground support vehicle used by Synedrion.

It is capable of carrying 1 man and has healing/repairing and paralyzing turret .

Ingame description says this is New Jericho gauss turret, but it actually is a pair of electric shock paralyzing tentacles.

It works as mobile hospital able to solve all possible medical problems.

Manufacture : 180 Tech, 360 Materials

## Mutogs

Mutog War Beast is a creature used by Disciples of Anu.

They are similar to armored vehicles of other factions but cannot carry people.

There a lots of variants of mutogs with different weapons and armors.

Manufacture: 600 Mutagen (Mutagen is a material extracted from captured live Pandorans in a special laboratory on your base)
The Pure

The Pure are a group of humans turned cyborgs that were a part of a project called Project Purity, started by New Jericho. The project was meant to confer total immunity to the Pandoravirus by replacing humans' organic tissue with bionic augmentations.

Despite success, Tobias West eventually scrapped the project due to concerns over trading one evil for another -- humans gaining immunity to the virus at the cost of their humanity. Those who underwent the augmentation procedure were slated for execution, but many of them managed to escape and found a new organization in their own right. They became **The Pure.**

## Encounters

The Pure can be encountered as hostile forces on Scavenging Site missions. They may also openly attack faction Havens, creating a defense mission against them.

## Tactics & Equipment

Every single Pure unit is a human who has received bionic augmentation in all three body parts -- head, torso, and legs. This makes them incredibly resistant to gunfire, often requiring special heavy weapons or armor shredding to properly tackle them.

Offensively, they use the same kind of weapons as other faction soldiers, including Assault, Heavy and Sniper variants.

Defensively, many of them come with head augments that confer total immunity to Mind Control, and the Juggernaut chest, which has an amazing **45 (!!!)** armor and the ability to project a very tough frontal shield to block attacks, similar to Arthrons. In addition, Pure soldiers' bionic augments confer total immunity to Bleeding, and resistance to Poison, Viral and Paralysis damage.

## Tips

Acid damage has **double the effect** on any bionically-augmented part, making it exceedingly useful for fighting Pure soldiers.

Heavy weapons such as the Hel II Cannon are ideal for fighting Pure. The combination of incredible damage and armor shredding makes for near-guaranteed limb disables and overall killing power.

## Trivia

Augmentation in all three body parts is normally impossible for the player to achieve on a single soldier, due to the "safety limit". This is likely a danger threshold where crossing would risk gravely compromising the soldier's psyche.
Hera NP-1

First among Synedrion's unique paralyzing weapons is the **Hera NP-1** pistol. It fires darts that inflict a respectable amount of paralysis damage per shot, allowing the player a chance to capture enemies while remaining at a safe distance.

## Acquisition

The **Hera NP-1** becomes available for manufacture after completing the Paralyzing Weapons research from Synedrion.

## Usage

This is the Neurazer in handgun form. It deals only 1 less Paralysis damage, but more than makes up for it with the ability to strike at range. This is often safer than getting right up next to enemies to stun them.

## Tips

The Hera deals pitiful actual damage, making it unsuitable as a tool for removing Mindfraggers from soldiers. You may want to carry an actual handgun like the Cypher HG as well as the Hera, for the times you actually need to kill them.
Nối vòng tay lớn

## Một vài nét về Trịnh Công Sơn

Trịnh Công Sơn (28 tháng 2 năm 1939 – 1 tháng 4 năm 2001), được coi như một trong những nhạc sĩ lớn nhất của Tân nhạc Việt Nam với nhiều tác phẩm rất phổ biến. Hiện nay chưa có thống kê về số tác phẩm để lại của ông (ước đoán con số không dưới 600 ca khúc), phần lớn là tình ca. Tuy nhiên số ca khúc của ông được biết đến rộng rãi là 236 ca khúc (cả lời và nhạc). Nhiều ca khúc của ông có thông điệp phản-chiến trong thời kỳ Chiến tranh Việt Nam và phần lớn bị cả Việt Nam Dân chủ Cộng hòa và Việt Nam Cộng hòa cấm đoán. Nhạc của Trịnh Công Sơn được nhiều ca sĩ thể hiện, nhưng thành công hơn cả là Khánh Ly. Ngoài ra, ông còn được xem là một nhà thơ, một họa sĩ không chuyên.

>>See more here!

## Nối vòng tay lớn

Play:

Rừng núi dang tay nối lại biển xa

Ta đi vòng tay lớn mãi để nối sơn hà

Mặt đất bao la anh em ta về

Gặp nhau mừng như bảo cát

Quay cuồng trời rộng

Bàn tay ta nắm nối tròn một vòng Việt Nam.

Cờ nối gió đêm vui nối ngày,

Dòng máu nối con tim đồng loại

Dựng tinh người trong này mới.

Thành phố nối thôn xa vời vợi

Người chết nối linh thiêng vào đời

Và nụ cười nối trên môi.

Từ Bắc vô Nam nối liền nắm tay

Ta đi từ đồng hoang vu vượt hết núi đồi

Vượt thác cheo leo

Tay ta vượt đèo

Từ quê nghèo lên phố lớn

Nắm tay nối liền

Biển xanh sông gấm

nối liền một vòng tử sinh.
Only a Model

**Only a Model**

**Story Text:**

*"Our operatives in the MANTICORE 1 have discovered what looks like an abandoned town.* *But it actually isn't a town at all. The roads are too perfect, the houses too empty. According to the archives, this is a test site for automated vehicles."*

## Only a Model

### Rewards

Tech +160, Materials +180

**Options/Outcomes:**

* Search the site
	+ Tech +160
	+ Materials +180
Home Improvement

**Story Text:**

*"Our operatives have set down outside an abandoned shopping complex. It looks like the main building here used to be a hardware store. There's bound to be some items and materials that we can use."*

## Home Improvement

### Rewards

Tech +60, Materials +140

**Options/Outcomes:**

* Search the site
	+ Tech +60
	+ Materials +140
Berserker

A unique class available to the **Disciples of Anu,** yet not an "elite" class like the Priest, **Berserkers** are zealous close combat specialists who wade into combat with special melee weapons as their prime focus, though they also carry handguns as a backup. Their abilities are designed to make them tough to kill, to soften up enemies for follow-up strikes, and inflict maximum punishment while staying active under extreme pressure.

## Equipment & Skills

Berserkers come equipped with melee weapons, such as swords, maces, and hammers. While archaic, they can inflict vastly more damage than most soldiers can by simply bashing with their guns, and most also have additional effects such as armor shredding or leaving enemies dazed. The tradeoff comes in increased AP costs to use them, however. In addition, all Berserkers are proficient in handguns, just like snipers, giving them a different option in case melee is not advised.

Until they gain enough experience to access their perks, Berserkers are well on the below-average side in terms of durability. Their armor is built to give them more speed and perception, but loses out even to sniper body armor for protection; you may want to give them tougher armor, or simply more mutations than the ones they already come with.

 Close Quarters Evade
 Bloodlust
 Ignore Pain
 Adrenaline Rush
5 WP

*(1)* - Armor Break applies even to explosive attacks or attacks that hit more than one enemy at once.

## Strategy

A Berserker's level 3 perk, Close Quarters, is like free armor forever -- and it works against anything and everything that comes within range. In any kind of tight space, especially buildings and underground areas, this can be extremely useful, especially against surprise ambushes.

Ignore Pain is an incredibly powerful counter-ability to Sirens and Terror Sentinels. Total immunity to panic and mind control ensures the soldier cannot easily be incapacitated, and can never be turned against you. Combined with an armored head mutation for immunity to Daze, there is almost nothing in the game that can stop their onslaught except a lack of Will Points to use their abilities.

Berserkers as a class, in general, tend to be more useful sub-classed than they are in their own right. Every class can benefit *immensely* from the ability to destroy armor for a simple cost of will points, or to have all of their actions cost a single AP for the entire turn. Berserkers alone can be difficult to manage as their melee attacks, while strong, cost more AP than weapon bashing, and require the soldier to put themselves at grave risk.
Research

**Research Projects** are the primary way to unlock new classes, vehicles, equipment, facilities, as well as improving existing technologies in Phoenix Point.
Research projects include developing new technologies, study and reverse-engineering of recovered equipment, autopsies on slain Pandorans, and more.

Research is assigned through the corresponding tab from the Geoscape.
Each project requires a fixed amount of research points to finish.
Each enabled Tech Lab facility in Phoenix Bases produces 4 points per hour,
and their output can be boosted by technology advancements.
Certain events give research points as a reward, which immediately goes to the current research project, or the next one if none is selected.

Each major faction has a tech tree, that is largely independent but interlinked with Phoenix Point's tech tree at a few key points.
Most non-plot game progress depends on these third-party technologies, including new weapons, new facilities, and other stat boosts.
Phoenix Point can access these trees by improving relationships to Aligned or above, or by raiding labs in their Havens to steal technology.

Here's a direct link to a full screen image: [1]
The Fire Within

**Story Text:**

*"At the Disciples of Anu haven of Kurda, a mutated worm infestation is causing serious problems. The locals had placed their hopes in Taxiarch Nergal, the Disciples' greatest military hero, but Nergal is said to be fighting a series of pitched battles against the Pandorans and has been unable to help.*

*We could eradicate the infestation ourselves, helping the haven and creating a good first impression with this faction."*

## The Fire Within

### Rewards

xp, faction attitude

**Options/Outcomes:**

* We'd like to know more
	+ ???
* We are not ready to put our faith in your dogma
	+ New Jericho attitude +5
Skills

## XP Cost

Class skills XP coast to purchase depends on the level of the skill.

Level 2 cost 10    Level 3 cost 15    Level 4 Multi-class cost 50    Level 5 cost 20   Level 6 cost 25    Level 7 cost 30

The 3 random skills to each individual unit cost 25 XP despite some being better versions of others and regardless of there level access requirement.

## Class Skill list

\*Mind Control cost willpower equal to the targets will power to gain control, then requires 2 willpower per unit on each following round.

\*\* Rage burst cost a number of actions equal to the number of action normally used to fire the active weapon.
Bulldog AR-50

The **Bulldog AR-50** is the primary armament of New Jericho's Assault-class soldiers. It packs substantially more damage per shot than either the Ares AR-1 or Deimos AR-L, while sacrificing accuracy and bullet count.

## Acquisition

The Bulldog AR-50 comes as standard gear for New Jericho Assault soldier recruits. The ability to manufacture it may be gained by obtaining **Gauss Weapons** technology from New Jericho, or reverse-engineering a single weapon of this type.

## Usage

Arguably better against armored opponents than others in its class, the Bulldog fares well against most opponents and can deal at least some damage to armor values 30 or over.
Weapons

This page will get updated as more weapons are discovered/found.

Weapons are listed as found (or as expected to be found, as not every weapon is known yet) in the 'Manufacturing' Tab.

## Stats

### Damage

The amount of damage dealt by each projectile in the weapon's burst.

### Burst

The amount of projectiles fired in a single use of the weapon.

### Effective Range

This stat determines the relative accuracy of the weapon. Effective range is the distance (in tiles from shooter to target) at which 50% of the shots in a weapon's burst can be expected to hit that target. Note that this refers to human-sized targets, and any larger enemy, such as a Chiron, will always be easier to hit.

### Ammo

How many individual projectiles, such as bullets, the weapon can hold. Divide this by the Burst value to get the amount of shots available before having to reload; for example, the Ares AR-1's ammo count is 36, and its burst is 6, so it has 6 total shots per magazine.

### Piercing

How much armor each projectile will ignore. Note that this is not valid for all weapons.

### Shred

How much armor each projectile will remove from the struck body part.

### Weight

The weight of the weapon in question. Heavier weapons require a higher encumbrance limit to carry without a penalty to the soldier's movement. In addition, the higher the weight, the more damage will be dealt when Bashing with that weapon. The formula for Bash damage is the item's Weight times the Strength of the bashing soldier.

## Weapons

### Assault Rifles

2-handed, 2 action points to shoot, 3 weight

### Sniper Rifles

2-handed, 3 action points to shoot, 4 weight

(1) works only on creatures with infected with the Pandoravirus - Pandorans, humans with mutations and mutogs. Virophage damage is added onto the weapon's standard damage for calculations (counted as one complete hit)

### Handguns

One handed, single shot, 1 action point to shoot*(1)*, 2 weight

*(1)* - Nergal's Wrath needs 2 action points to shoot.

### Heavy Weapons

Two-handed, 3 action points to use, 5 weight

*(1) -* Flamethrower needs 2 action points to use.

### Mounted Weapons

1 action point to use but can be used only once per turn, 2 weight. mounted on Heavy Body Armor

### Melee Weapons

One-handed, 2 action points to use, 1 range, 2 weight

*(1) -* 1 action point to use

### Class Specific Weapons

#### Turrets

Deployed by Technicians. Can fire automatically or manually. 4 weight, one-handed, 20 perception.

### Grenades

One-handed, 2 action points to throw, weight 1

(1) works only on creatures with infected with the Pandoravirus - Pandorans, humans with mutations and mutogs. Virophage damage is added onto the weapon's standard damage for calculations (counted as one complete hit)
Heavy

**Heavy** is one of the three basic classes in Phoenix Point. They are focused largely on close combat and sheer firepower.

## Equipment & Skills

Perks
 War Cry
 Boom Blast
 Inspire
 Rage Burst
5 WP

## Strategy

* The Heavy's lower level abilities work well with the Berserker's close combat focus.
* It's higher level abilities, on the other hand, work well with the Assault's. Ready for action can help fuel the Heavy's level five ability, the assault's general skill at dealing damage and killing enemies can synergize with inspire, and Rapid clearance can combine with the previous combos or even rage burst to great effect.
Fire from the Sky

**Fire from the Sky**

**Story Text:**

*"A sudden fire is threatening to engulf Fort Travis's training facilities. Commander Barboza already has her best people trying to put it out, but the blaze is unusually powerful."*

## Fire from the Sky

### Rewards

+8 haven leader attitude, +3 Jericho faction attitude, +20 research, squad takes 30 damage, squad loses 10 stamina

**Options/Outcomes:**

* Help out
	+ Haven Leader's attitude to Phoenix Project: +8
	+ New Jericho's attitude to Phoenix Project: +3
	+ Research: +20
	+ Squad takes 30 damage
	+ Squad loses 10 stamina
	+ The Haven TRAINING CENTER zone has suffered 250 damage
* Let it burn
	+ ???
Worm

**Worms** comprise three worm subspecies: the Fireworm, Poisonworm, and Acidworm. Each inflicts damage and status effects of their appropriate type in an explosion similar to a grenade. Worms are most commonly seen inside Pandoran Colonies, spawning from Eggs, but can also be delivered by Chirons with the appropriate Worm Abdomen mutation.

## Mutations

None. Worms have no mutations of any kind.

## Tips

Due to their exceptionally low health of 50, even a single Bash strike from a soldier's assault rifle is enough to kill them instantly. Melee them when you can to conserve ammo.

Priests can turn enemy worms from a threat into an asset. Due to their low Will Points, it can be easy to bring them down to 0, allowing a single Priest to mind control a number of Worms, then move them up to enemies and detonate for massive damage.
Neurazer

The **Neurazer** is a special melee weapon that becomes available for manufacture upon researching the ability to contain Pandorans in the Containment base facility. It is the primary method for paralyzing enemies so they can be captured and contained for study.

It inflicts a mild amount of actual damage, along with 8 Paralysis damage per hit, and costs 1 AP to use. Total paralysis is achieved when the level of paralysis is equal to or greater than the target's Strength; i.e., if a unit has 16 Strength, thus 160 health, it would take 2 hits to fully paralyze that unit. Paralysis damage wears off at a rate of 1 per turn, but further paralyzing hits can keep the target paralyzed longer.
Iconoclast

The **Iconoclast** is a shotgun used by Disciples of Anu Assault-class soldiers.

## Acquisition

The **Iconoclast** becomes available to manufacture after either reverse-engineering one, or obtaining the requisite research from the Disciples.

## Usage

This 10-gauge shotgun packs a ***brutally*** lethal punch at point blank, easily enough to kill most smaller enemies in a single blast. However, it loses accuracy with range even worse than the Mercy.

## Tips

The Assault's natural Dash ability allows a soldier to easily move to point blank range to line up perfect shotgun blasts.

The **Weak Spot** perk from the Sniper class allows shotguns to destroy a part they hit, and shred all its armor, allowing the rest of the pellets to deal unmitigated damage. For this reason, cross-classing Assaults with Snipers is a potent combo.

Nearly any enemy can be brought down by repeated point-blank shotgun fire, even tougher ones like Sirens and Chirons.
Axit cacbonic

**Axit cacbonic** là một hợp chất vô cơ có công thức **H₂CO**₃. Đôi khi nó còn được gọi là dung dịch cacbon dioxit trong nước, do dung dịch chứa một lượng nhỏ H₂CO₃. Axit cacbonic tạo thành hai loại muối là cacbonat và bicacbonat. Nó là một axit yếu.

## Trạng thái tự nhiên và tính chất vật lí

Nước tự nhiên và nước mưa có hòa tan khí cacbonic: 1000m3 nước hòa tan được 90 m3 khí CO2.

Một phần khí CO2 tác dụng với nước tạo thành dung dịch axit cacbonic. Vậy axit R2CO3 có trong nước tự nhiên và nước mưa. Khi đun nóng, khí CO2 bay ra khỏi dung dịch.

## Tính chất hóa học

- H2CO3 là một axit yếu, dung dịch H2CO3 chỉ làm quỳ tím chuyển thành màu đỏ nhạt, bị axit mạnh đẩy ra khỏi muối.

- H2CO3 là một axit không bền: H2CO3 tạo thành trong các phản ứng hóa học bị phân hủy ngay thành CO2 và H2O.

Pthh: H2CO3 CO2 + H2O
The Last Sacrament

**Story Text:**

*"Our operatives have set down outside a large abandoned building. It appears to have been a temple or church of some kind. Inside, there are dead bodies, still sitting in chairs and on the floor. There is a decayed corpse at the front dressed in battered robes - some sort of priest to these people."*

## The Last Sacrament

### Rewards

Materials, Food, -Stamina

**Options/Outcomes:**

* Search the site
	+ Materials +180
	+ Food +30
	+ Squad loses 10 stamina
* Let the dead rest
	+ ???
Gorgon Eye-A

The **Gorgon Eye-A** is a unique hybrid PDW weapon created by Phoenix Point, from combining technology obtained from both New Jericho and Synedrion.

## Acquisition

The Gorgon Eye-A becomes available to manufacture after completing the Advanced Laser Tech research, which requires the Laser Weapons tech from Synedrion and the Technician Class tech from New Jericho.

## Usage

This PDW is an incredibly powerful, top-of-its-class PDW weapon easily capable of matching or exceeding the damage of any Assault Rifle at short to lower-middle ranges, and all at the cost of a single AP.

## Tips

Recruiting soldiers with the Self-Defense Specialist perk in mind, all to make them able to wield the Gorgon Eye-A is an effective strategy—it can easily tear enemies to shreds, and holds plenty of ammo, making it both efficient and deadly.
Stealth

**Stealth** is an attribute for units, reflected as a percentage rather than an integer, that modifies the effective Perception attribute for units of a different side for spotting checks to locate that unit. For example, if a unit has 20 perception, and another unit to be spotted has a 50% stealth factor, the spotting unit will only see them if they come within 10 tiles.

A unit's stealth factor is determined by their body size, in which humanoid is considered the baseline 0%; by armor, in which lighter or specialized variants like Sniper-class armor increase it while heavy armor makes soldiers easier to spot; through mutation technology, acting in a similar manner to armor; and by certain perks and class abilities, like the Infiltrator class's entry-level perk.
Ex Aqua

**Story Text:**

*"Fort Dauntless is in crisis. There has been ongoing starvation for some time now, and to top it all off, the haven's overstrained food production facilities are breaking down. It looks like something may have gotten into the water, but the haven lacks a better filtration system. Could the Phoenix Project use some of its advanced tech to help track down the exact nature of the problem?"*

## Ex Aqua

### Rewards

leader and faction attitude, research, resources

**Options/Outcomes:**

* Help for free
	+ Haven leader attitude +13
	+ New Jericho's attitude +6
	+ Research +20
* Help for a price
	+ ???
* Appeal to the New Jericho leadership
	+ Haven leader attitude +15
	+ New Jericho's attitude +5
* Do not help
	+ ???
Cyalume Mic

L'Idol Time Mic est la quatrième mise à jour officielle des Microphones de performance. Ils sont utilisés par Idols pour fonctionner après avoir rempli son Idol Watch et obtient son joyau. Ils aident également l'Idol à effectuer Cyalume Change.

Alors que les Mics semblent généralement identiques, chaque Idol a sa propre coloration unique à leur Mic.

## Style

Le microphone est une base blanche avec la poignée en forme d'aile unique. Les dessins sont gravés sur la base et les ornements en or ornent le fond pour correspondre à la base qui réside derrière l'ouverture claire et en forme de coeur sous la bouche. Il est utilisé pour l'insertion de différentes bijoux. La plupart de la poignée est composée d'une zone lumineuse pour correspondre à la bouche et ornée de détails en or avec trois petits cœurs brillants. La lueur est différente pour chaque utilisateur.

## Utilisateur

* Laala Manaka - Rose
* Mirei Minami - Bleu pâle
* Sophie Hojo - Violet
* Shion Todo - Vert
* Dorothy West - Bleu foncé
* Leona West - Orange
* Gaaruru - Rouge
* Aroma Kurosu - Neon Violet
* Mikan Shiratama - Pale Écume vert
* Yui Yumekawa - Rose pâle
* Nino Nijiro - Lime
* Michiru Kota - Lilas

## Marchandise

Sortie le 1er juin 2017 pour 4 800 yen, Idol Time Mic est un jouet qui peut être acheté et utilisé pour interagir à la fois avec Arcade Game et Jewel. Il existe également une collection spéciale Idol Time Microphone de Coords que le joueur peut déverrouiller en le scannant tout en utilisant un joyau correspondant à la marque.

Il peut interagir avec Idol Time et Season 3 Jewels, et fera des bruits et des lumières pour correspondre avec eux.

Le Idol Time Mic comprend:

* Idol Time Mic x3

* Jewel x3 (Idol Laala, Laala et Idol Yui)

* Promo Ticket x1

* Instructions x1

## A propos

* C'est la première fois que le microphone gagne une touche dans la série.

* Les pièces sur la poignée du Mic sont en or, mais en forme de jouet elles sont en argent.
DLC

DLCs are official post-release packages that expand the game's features and contents.
Five DLCs were announced during the creation of Phoenix Point.

Three have been named so far, with the remaining two being a mystery.
Release dates of these three were labelled at within 2020, but has since been retracted.

## Blood and Titanium

“Expand the power and versatility of Phoenix Point operatives with cybernetic augmentations. Unlock new abilities for your soldiers, new research projects, and new approaches to tactical combat. But beware: enemies will bring cybernetics to bear against your team, too.”

"There will be no new classes pre-se in DLC one. (sig) There will be a number of different cybernetic sets (which work in a similar way to Anu mutations)." - UnstableVoltage (Community Manager), 7th Feb 2020, #phoenix\_point on discord.

Blood and Titanium will be released on 2020-03-04.

## Festering Skies

“ The skies darken with alien vessels, and Phoenix Point must rise to the challenge. An all-new interception mode, inspired by the original X-COM, lets players build and upgrade their own aircraft, fight aliens in the skies, and harvest tech from downed alien vessels. Festering Skies boasts an entirely new play style, new mission types, new vehicles, and much more.”

## Legacy of the Ancients

“ Discover an ancient human civilization facing down its own mutant threat, and harness their knowledge and tools in service of the Phoenix Project. New units, new mission types, new research, new maps, new weapons and armor, and a brutal challenge.”
Redeemer

The **Redeemer** is a special weapon with its own class—Viral Weapons—of which only the Priest enjoys natural proficiency for. It substitutes raw power for the ability to inflict horrific amounts of Viral damage on opponents.

## Acquisition

The Redeemer becomes available for manufacture after completion of the **Viral Weapons** research, which is obtained from the Disciples of Anu faction. Every Priest recruit may come equipped with a Redeemer.

## Usage

Perhaps king among the Disciples' esoteric set of weapons are its viral ones, due to their unique ability to inflict the Virus status effect on enemies. Viral damage from the Redeemer targets Will Points instead of health, draining them at the end of the enemy turn. The Redeemer can stack a *terrifying* amount of viral damage very quickly, making many enemies more susceptible to the natural abilities of Priests, or simply causing them to panic outright.

Redeemers deal only light standard damage, with just enough piercing factor to let their viral damage through light to medium armor. Any armor sufficient to stop the Redeemer's standard damage will prevent its viral damage from applying.

## Tips

Priests have no proficiency in pistols or other secondary weapons, and the Redeemer makes a poor bashing weapon in melee due to its measly weight of 2. It is advised to either support the Priest with other soldiers, or cross-train them in a weapon with actual killing potential for the times viral damage or psychic abilities are not enough.
Will Points

**Will Points** **(WPs)** are a core mechanic of the game. They represent an individual unit's willpower, and capacity to perform complex actions, ranging from class abilities to using certain items or equipment. WPs are used by both the player and any enemy forces they meet in battle.

A soldier's "Willpower" stat governs the total Will Points they have in every battle, at a 1:1 ratio of the stat to each WP. The player can increase this stat using skill points gained from level-ups and mission objective completion, allowing the soldier to use abilities for longer before having to regain WPs.

Should a unit fall below 0 WPs, they will Panic, becoming uncontrollable. Panicking units will usually try to move to a safer location, and use the Recover ability to restore their WPs and break their panic state.

There are a number of abilities and effects that can increase or decrease WPs in battle, but WPs can never go negative, and they cannot exceed that unit's maximum.

## Regaining Will Points

* Use the unit's "Recover" ability. This takes all four action points, and restores half of the unit's total Will Points. Units that are Panicked will automatically use Recover to break the Panicked state.
* Kill an enemy unit. This grants the soldier Will Points dependent on the power of that enemy; for example, an Arthron gives 2, a Triton gives 3, a Siren gives 5, and so on. Certain enemies like Mindfraggers are too 'low-level' and will not grant the soldier WPs.
* Reaching a strategic location/vantage point in battle, which are defined as glowing white borders with the Will Points icon in the center on some places around the map. Moving a soldier into one of these areas will immediately grant them and the rest of the player's soldiers WPs.
* Have a Heavy-class soldier *(or cross-classed with Heavy)* with the Inspire ability kill an enemy. No matter the type, whether it's a Mindfragger or a Scylla, all allies on the player's side EXCEPT the killing unit will gain 1 WP *(the killing unit gains the normal WP the kill gives).*

## Tips

Managing Will Point economy is very important in battle. All soldier classes have abilities that require WPs to use, and many of these can turn the tide of battle. Running out of WPs can leave the player missing vital tactical options at a critical moment.

Will Points are just as important to enemies as they are to the player. Depriving enemies of WPs can force them to panic, thus losing their turn. Every enemy killed saps a number of WPs proportional to the enemy's power level, which can stack up very quickly even against the very high WP pools most Pandorans have. To make panicking enemies easier, disabling certain body parts, especially the Head, can drain most or all of their WPs.