recursal/Fanatic-Fandom huggingface dataset:
Clan convoy elite cargo

###

These chests are received for completing any clan convoy ("Doom Hammer", "Warrington", "Genofrost", "Warrior", or "Wrath of God") at Commander difficulty level. Note that while the reward chest for each of the different convoys has a different name, the contents are the same for all five convoys. Unlike regular convoys, for which the number of reward chests increases with difficulty, in clan convoys you always receive 2 reward chests, but the quality of the chests themselves changes with the convoy difficulty.

When you open the chest, you will receive the listed number of draws from each row:
Battle star

### Description

Using one of the most complex occult rituals, you can recruit a Crimson Blades troop. They appear at the ends of a huge pentagram, which gave them an this name.

### Rate of fire

medium

The battle star is a larger pack of Crimson Blades, consisting of five units, with the same properties and upgrades as your regular Crimson Blades. They can be built at the Hall of Call in Ardheim once it reaches level 5.
"Squall" walking machine

### Description

Iron Armada merchants kindly provided drawings of the metal machines. Some Empire factories selected them for mass production in order to complete garrison units of fortresses. This model is equipped with heavy machine guns model Stormfaust - 13.7 mm caliber. Suppression fire reduces the accuracy of attacked targets by 25.

### Healing cost

unknown

Despite the description of carrying heavy machine guns, the rate of fire of the Squall is only average. Still, it is capable of doing an impressive amount of damage, and its heavy armor makes it a tough target to bring down. The special ability is also very useful against dangerous enemies.
"Phoenix" defector

### Description

The Chancellor managed to lure many of his soldiers by promising a lot of money. He didn't lie, he paid a lot of money, but when life is on the second scale, money loses its appeal.

### Healing cost

1

Like the other defector troops, the "Phoenix" defectors are quite powerful. They are not invincible, though, and can be taken out by troops which have enough accuracy to overcome their evasion, so try to keep them protected by other troops.
Call Sign "Spirit"

### Description

Captain of the Ranger Squad. He's been in charge of raids into the enemy's rear over 15 years. He has more than a dozen sabotages and robbed convoys. He's spent less than 10% of his time on the job in the command center.

### Duplicate value

750 gold

Call Sign "Spirit" was initially released as a PvP reward in seasons 31-33. As you might expect from the description, he is primarily a sniper-type hero, but his rate of fire is significantly better than a typical sniper. In combination with his long range, this actually does give him a chance to destroy enemy squads before they can get in their range.

## Hero experience

Call Sign "Spirit" gains levels and skill points as follows, with a maximum level of 25.

## Hero training

The benefits and costs of training Call Sign "Spirit" at the Hall of Heroes are as follows. This does not include the effects of skins or equipment, which are detailed below. However, the last row in the table shows the maximum hero stats including all equipment at maximum level. Note that Call Sign "Spirit"'s accuracy is considered maxed, and cannot be trained further except through equipment upgrades. Upgrade costs also always include 1 skill point.

1The level 10 damage upgrade takes 3d instead.

## Hero skins

Call Sign "Spirit" does not currently have any skins available.

## Hero equipment

Call Sign "Spirit" can be equipped with five pieces of equipment, with the following costs and benefits. The benefits listed are already totalled (that is, the net increase in going from level 1 to level 2 of the Gunner's equipment is +10 damage and +1 accuracy). All costs listed are in gold.
Courageous Dimachaerus

### Description

They don't work well on the team, and they don't always understand orders. This makes it difficult to integrate them into the imperial troops. But it's always nice to look at their battles.

### Healing cost

8

These units are the special units from the Coliseum event that you can get to join your army. While slow, their high armor makes them difficult to bring down (and unusually for a regular unit, they have both armor and evasion values), and they are capable of doing staggering amounts of damage when they close. Their attack (although it's hard to say for certain) also appears to have some area of effect, as it can reduce multiple enemy units to ash simultaneously.
Chest of Field healing skins

###

- Opens instantly!

These chests were introduced as a reward in the Invaders events once there were no new skins to be released in these events. It contains a random selection of all the existing field healing skins, but with no guarantee that you won't get a skin that you already have.

When you open the chest, you will receive one of the following items, with the listed probabilities: 1 Experience of the millennium (20%), 1 Healers tent (20%), 1 Source of power (20%), 1 Devilry (20%), 1 Military First Aid Station (20%)
Chest with Power Cubes I

###

These chests are obtained in the Labyrinth event by completing maps; they appear as rewards for most of the early maps in regular mode, but do not appear in heroic mode (which always gives at least level II chests). They contain one Wolf cube, one Owl cube, and one Gorilla cube, all at level 1.

When you open the chest, you will receive one item from each of the following lines:

* 1 Small Power Cube with Wolf symbol (14%), 1 Blue Power Cube with Wolf symbol (15%), 1 Red Power Cube with Wolf symbol (14%), 1 White Power Cube with Wolf symbol (14%), 1 Yellow Power Cube with Wolf symbol (14%), 1 Purple Power Cube with Wolf symbol (14%), 1 Orange Power Cube with Wolf symbol (14%)
* 1 Small Power Cube with Owl symbol (25%), 1 Blue Power Cube with Owl symbol (25%), 1 Red Power Cube with Owl symbol (25%), 1 White Power Cube with Owl symbol (25%)
* 1 Small Power Cube with Gorilla symbol (25%), 1 Blue Power Cube with Gorilla symbol (25%), 1 Red Power Cube with Gorilla symbol (25%), 1 White Power Cube with Gorilla symbol (25%)
Chest of the Crimson Dominion

*Not to be confused with the much more common Dominion chest.*

###

The Chest of the Crimson Dominion is one of the rewards in the Superiority event. Despite the similar name to the Dominion chest, the contents are quite different: the regular Dominion chest contains map fragments for the abandoned laboratory map, but this chest contains map fragments for the "secret warehouse" map (and is indeed the only way to get fragments for that map).

When you open the chest, you will receive one item from each of the following lines:

* 1-2 Folder with drawings (13%), 1-2 Set of drawings (12%), 1-2 Occult seal (13%), 1-2 Occult sphere (12%), 1-2 Ampoule with genetic material (12%), 1-2 Capsule with genetic material (12%), 1-2 Ion indicator (12%), 1-2 Ionite battery (12%)
* 1-3 City plans (9%), 1-5 Key (8%), 1-5 Flywheel (8%), 1-5 Resonator (8%), 5-8 Artillery bombardment (9%), 2-4 Discharge (8%), 1-3 Landing (8%), 2-4 Mustard gas (8%), 5-10 Gold (8%), 5-7 First aid kit (8%), 3-5 Healing (8%), 3-5 Personal Shields (8%), 1-5 Unstable Ionite Core (0%)
* 1-2 Folder with drawings (1%), 1-2 Set of drawings (3%), 1-2 Occult seal (5%), 1-2 Occult sphere (6%), 1-2 Ampoule with genetic material (8%), 1-2 Capsule with genetic material (8%), 1-2 Ion indicator (9%), 1-2 Ionite battery (9%), nothing (50%)
* 1-3 City plans (1%), 1-5 Key (3%), 1-5 Flywheel (5%), 1-5 Resonator (6%), 5-10 Gold (8%), nothing (77%)
* 1 A1 Map fragment (4%), 1 B1 Map fragment (5%), 1 C1 Map fragment (5%), 1 D1 Map fragment (5%), 1 A2 Map fragment (5%), 1 B2 Map fragment (5%), 1 C2 Map fragment (5%), 1 D2 Map fragment (5%), 1 B3 Map fragment (5%), 1 C3 Map fragment (5%), 1 A3 Map fragment (5%), 1 D3 Map fragment (5%), 1 A4 Map fragment (5%), 1 B4 Map fragment (5%), 1 C4 Map fragment (5%), 1 D4 Map fragment (5%), 1 A5 Map fragment (5%), 1 B5 Map fragment (5%), 1 C5 Map fragment (5%), 1 D5 Map fragment (5%), nothing (5%)
* 1-2 Master Dominion Destroyer (25%), 1-2 Master-Deserter (25%), 1-4 Master Renegade (25%), 1-4 Master-apostate (25%)
* 1-2 Master Dominion Destroyer (3%), 1-2 Master-Deserter (5%), 1-3 Master Renegade (6%), 1-4 Master-apostate (9%), nothing (77%)
* 400-600 Steel (20%), 400-600 Fuel (20%), 400-600 Ammunition (20%), 400-600 Ionites (18%), 400-600 Recruits (22%)
* 300-450 Steel (3%), 300-450 Fuel (5%), 300-450 Ammunition (6%), 300-450 Ionites (8%), 300-450 Recruits (9%), nothing (69%)
* 12-22 Manual "Damage" (17%), 12-22 Manual "Armor" (17%), 12-22 Manual "Health" (17%), 12-22 Manual "Accuracy" (16%), 12-22 Manual "Skills" (17%), 12-22 Manual "Evasion" (17%)
* 9-15 Manual "Damage" (1%), 9-15 Manual "Armor" (3%), 9-15 Manual "Health" (5%), 9-15 Manual "Accuracy" (6%), 9-15 Manual "Skills" (8%), 9-15 Manual "Evasion" (8%), nothing (69%)
"Centurion"

### Description

Commanders combined their efforts for the Mechanics development and created a new effective model of the "Centurion" MK. III the walking tank. The combat machine has two autocannons, an innovative control system and an aiming system. "Centurion" is highly effective at medium distances as a fire support

### Rate of fire

medium (0.055)

     Centurions are a special clan squad and function rather differently than regular units. Unlike normal units, they are not consumed when used in battle. Instead, they have a finite amount of energy (5, to start with), which decreases every time it is used. Once it reaches 0, you cannot use the unit again until it recharges. The simplest way is to wait -- it will naturally recharge at the rate of 1 per hour. However, you can also accelerate this at the Engineer Academy by paying 10 fuel cells or 50 gold.

Centurions have their own special clan squad slot in your lineup and can be used in all missions in the game except for expeditions. They are also deployed separately -- rather than being part of the normal deployment queue, they have their own deployment area at the top-left of the screen, so you can deploy them at any time (assuming you have a sufficient number of deployment points).

Because they are clan units, Centurions are tied to your clan. As soon as your clan builds an Engineer Academy, everyone in the clan can use a Centurion. If you leave the clan, you lose the Centurion as well. The upgrade level of the Centurion also depends on the clan, not the player.

## Unit training

The following table lists the upgrades available to the Centurion. In addition to the regular costs, fuel filters and piston kits are also required for upgrades; these can be obtained from the Operation Basilisk clan expedition, as well as from end-of-season rewards. In addition to the regular upgrades, there are also some skills that can be upgraded, which are listed in the table below. Equipment for Centurions is not yet implemented.

1The time listed is only for the health upgrades; other upgrades always take 1h regardless of level.

## Unit research

This table summarizes all of the research that can benefit Centurions. For full details, see the specific research pages.

## Unit skills

The skills available for the Centurion are as follows. All research points required are mechanics. Note: The description for upgrades often does not match the actual effect of the upgrade. The values shown in the table below are the actual benefits of the upgrade.

     At level 7, the active skill of the Centurion, "Rapid fire", is unlocked. This skill activates every 30 seconds, and reduces the reloading time of all units within radius 1 by 0.005 seconds for 5 seconds.
Bloodletter

### Description

For Bloodletterers traditions mean much more than progress and its benefits. They prefer a sword to a rifle or a machine gun but woe to those who dare to underestimate them. These swordsmen turn into red lightning on the battlefield which sweep past the enemies cutting them into pieces in passing.

### Healing cost

unknown

Bloodletters are the faction special unit for the Red Monarchy. Unlike most special units, instead of being a sniper-type unit, they're fast melee units. Like most melee units, they rely on speed and evasion to get close to their target, and then can do significant damage once they reach the enemy squad. Their high speed also makes them an excellent point capturer.

## Unit training

The training costs and benefits are as follows. (Note that the level 1 damage upgrade only costs 250 recruits rather than 2000, but this is probably just a glitch in the system.)

The MAX row below in the Upgrades is the maximum stats with all standard upgrades and Red Monarchy faction research in place, not including skins or equipment pieces.

1The level 1 damage upgrade costs only 250 recruits.

## Unit research

This table summarizes all of the research that can benefit Bloodletters. For full details, see the specific research pages.

## Unit skins

There is one skin for bloodletters, which can be purchased in the faction shop when it is open. No upgrades are currently available for the skin. Note that the duplicate value of this skin is equal to the purchase price (so rebuying it in the store will simply get your spheres back).
Berserk

### Description

Berserks are the most powerful kind of therianthropes: humans that can transform into animals under effects of occult forces or genetic experiment.

### Healing cost

3

Berserk units can be built at your biology lab once it reaches level 3. At low level, berserks are a bad combination -- a slow unit that needs to get into melee range. Even if they do manage to get close to the enemy, their surprisingly slow attack rate means that they can quickly be overwhelmed by enemy forces. Once they are upgraded their armor becomes more effective protection and they can be useful tanks.

## Unit training

The following table lists the upgrades available to berserks from the biology lab. For information on the skins available, see Berserk skins. The available equipment for berserks can be found on the equipment page or in Category:Berserk equipment.

## Unit research

This table summarizes all of the research that can benefit Berserks. For full details, see the specific research pages.
"Throne Support Breastplate"

### Description

Only warriors from elite subunits of the Red Monarchy were allowed to wear this armour. They protect the Queen the same way as they used to protect her father - to the last drop of blood, never retreating and never giving up.

*Not to be confused with the "Throne Support Breastplate" (bloody vanguard) for Bloody Vanguards.*
Dark Preacher

### Description

Phantom #7. "I am reborn from the ashes of my comrades, forged in the agony that pursues the war. A trail of blood follows me and this race against death will never end. It seems that the only thing left for me is to confess my bloody faith to a crowd of infidels" Dark Preacher

### Healing cost

unknown

Dark preachers use an occult attack much like the bloody adept, but with a green pentagram that does even more damage, capable of wiping out entire squads in just a single attack, never mind the damage over time. This makes them one of the most powerful special units in the game.
Academy

Your academy is the main source of scientific research, and can be built when you reach player level 4. There are five branches of scientific research available to you: mechanics, tesla, genetics, occult, and gauss. Discovering new technology is a two-step process. First, you must research research items, in order to obtain research points of the desired type. (Gauss research points are instead obtained in the Labyrinth special event.) Then, you can spend those research points (along with ionites) in order to obtain the new technology. (Note that the academy can work on researching a research item and a new technology at the same time.) The academy is where you can also use doctrines that you have obtained.

The gallery below shows the academy at all different levels.

level 1level 2level 3level 4level 5level 6level 7level 8level 9level 10

For more details on how the research items work, see research.

For the specific technology upgrades available in each branch, see:

* Mechanics research
* Tesla research
* Genetics research
* Occultism research
* Gauss research

Once you join a faction, you can also conduct specific faction research. These use all four types of research points.

* Red Monarchy faction research
* Forgotten Legion faction research
* New Order faction research

Clans can also do research at the scientists board; see clan research for details.

Upgrading the academy is necessary to be able to research higher level technologies (in all cases, the highest level technology available is equal to the academy level). The costs are as follows:

Your journal has this to say about your academy:
*"Knowledge is a dangerous tool that can give great strength, but also destroy you. The history won't let you lie: The Iron Empire believed that an army of walking machines would protect them from any enemy and eventually lost the war to the Dominion which received the unprecedented power of the occult knowledge at the cost of turning the inhabitants into the cold-hearted possessed people. Today we have one chance to win and we have no right to make mistakes of our predecessors. Building of the Academy and the conduct of scientific research in the fields of Genetics, Mechanics, Occultism and Tesla Energy will enable us to create a powerful army capable of destroying any enemy". I have nothing to add to this scientists' note, commander. That's why they are scientists, so that they could express their thoughts clearly and understandable.*
"Destroyer" armor

### Description

Expansion, invasion, intervention - they may call military aggression many names, but at the core are always murders, robbery, violence, rivers of blood and cruel battles for every patch of land. All of the above doesn't sound very "safe", does it? That is why the "Destroyer" armor is considered an indispensable element of any invasion.
Clan squad

Clan squads are a new, special type of unit in Iron Rage. At the moment, there are four clan squads, the "Centurion", Mogran, "Tesla" project and the Prophet. They are unlocked by building the Engineer Academy, Institute of Genetics, Power complex, and Runic gates respectively -- once the building is built, every clan member immediately gains the ability to use the unit.

Clan squads work somewhat differently compared to regular units. Unlike regular units (more like heroes), they are not used up in battle; they always stay in your army, regardless of whether you win or lose the battle. However, they do have a finite amount of energy. Each battle consumes 1 energy, and when it runs out, you cannot use the unit until it recharges. It recharges at the rate of 1 energy/hour, and you can also recharge it immediately using fuel cells or gold. The maximum amount of charges that it can have is 5.

Clan squads are tied to your membership in a clan. If you leave the clan, you can no longer use the clan squads. Similarly, the unit's upgrade level is tied to the clan, so if you change clans, it will have the upgrades of the new clan.

Clan squads are also deployed separately from the rest of your army. When selecting your troops to use in a battle, they have their own special slot in the top right, as shown in the example screenshot. They also do not go into the same deployment queue as your regular units -- rather, they appear in the top left, where they can be deployed at any time (for the regular cost).
"Double rage"

### Description

Sometimes berserkers consumed by battle rage create brotherhoods of blood or origins, joining into deadly packs to defeat a common enemy.

### Healing cost

n/a

"Double rage" units can be built at your biology lab once it reaches level 9. The "double rage" is pretty much exactly what you would expect -- two berserk units for the price of one. Note that when you deploy a double rage, the units that you get are actually berserk units, so they will have the same upgrade level as your regular berserks. See the berserk page for more details about the training and skins available. Possibly because of this special behavior, you can't take them on expeditions.
"Throne" revolver (bloody vanguard)

### Description

"Brilliant weapon. Tell the gunsmith my sincere gratitude and admiration for the work he has done. Tell him that he finally managed to create a revolver worthy of the Queen. With its help I will return what belongs to me by right - my Throne." - Queen Anna-Maria.

*Note: equipment for faction troops normally includes the faction troop name in the title, but that is not the case for this equipment, so be especially careful not to confuse it with the "Throne" revolver for regular troops.*
"Emper" Ober sniper

### Description

In the darkest hour, when the hordes of the Dark Gods of Chaos seem innumerable and invincible, only the Emper sniper can change the outcome of the battle with a single shot through the enemy commander's heart.

### Healing cost

unknown

Although the ober-Emper sniper has a significant damage increase relative to the basic Emper sniper, the rest of the abilities increase only slightly, and it is still limited by the very low rate of fire endemic to all sniper units.
Champions of Begeroth

### Description

Soldiers who are tempted and defiled by promises of greatness and glory are ready to endure any test for the favor of their Gods. Only the most loyal and ardent followers get the title of Champions and taste all the fruits of the bounty of their patrons.

### Healing cost

3

The Champions of Begeroth are the main enemy heavy infantry unit during the Halloween event Night of the Damned, but you can also purchase them in the event shop for use in your own army. (Note that the stats displayed above are for the purchasable version; the enemy version seems to be somewhat weaker, at least at base level.)

The Champions, like most heavy infantry, are relatively slow and short range, but they are capable of doing a scary amount of damage when they do open fire, so it is critical to take them out quickly before they can start mowing down your troops.
Daredevil

### Description

Thanks to the mutagen, Daredevils can instantly respond to changes on the battlefield and quickly reduce or break the distance with the enemy. Captain Walker appreciated it and hire them into the resistance army.

### Healing cost

unknown

Like other Wasteland defector units, the Daredevils have stats that make them among one of the top stormtrooper units in the game, comparable to legionnaire units. However, their rate of fire, while still good, is not quite as high as some of the most dangerous stormtroopers, so they don't deal quite as much damage on the battlefield.
Catalyst spraying

The catalyst spraying is the second clan support unit available from the Special Arms Factory. Once the Special Arms Factory has been built by a clan, all clan members can use it to build catalyst spraying in the same way as you produce normal supports (although it comes in batches of 3). If you leave the clan, any clan supports you have produced will remain in your inventory, but they cannot be used until you join a clan again. (Upgrades also depend on your clan.) To produce a batch of three catalyst sprayings, you need 200 ammunition, 1 biological waste, and 6 gas flasks, and it will take 3m. These resources can be obtained by completing the Operation "Unloading" clan expedition.

The catalyst spraying works similarly to healing, but rather than all of the pulses taking place at the same location, they are spread out over a larger area. Initially, the catalyst spraying has 3 healing pulses, with the radius of each pulse relatively small. The number of pulses, radius, and healing of each pulse can be upgraded at the Special Arms Factory.

The upgrades available at the Special Arms Factory are as follows. As with other clan purchases, all clan members can contribute towards the cost of an upgrade. Unlike most support upgrades (but like most ordinary research), each upgrade has multiple stages that contribute.
Archive chest III

*Not to be confused with the Archive chest from the Knowledge Day Remastered event, which does not include a Roman numeral in the name.*

## Archive chest III

###

### Description

Can contain: - Manuals
- Materials

### Queue position

Priority

This chest is a reward in the Knowledge Day event for completing the third convoy battle on easy mode.

When you open the chest, you will receive one item from each of the following lines:

* 10 Ionite drive (100%)
* 15 Manual "Damage" (20%), 15 Manual "Armor" (20%), 15 Manual "Health" (20%), 15 Manual "Skills" (20%), 15 Manual "Accuracy" (20%)
* 5 Occult sphere (25%), 5 Capsule with genetic material (25%), 5 Ionite battery (25%), 5 Set of drawings (25%)
Award chest "25"

###

The award chests work specially -- they do not appear in your regular chest queue, but have their own position on your chest page, and unlock when you reach the appropriate level. You thus will only ever get one of each in the game.

When you open the chest, you will receive one item from each of the following lines:

* 5-10 Carbonite bomb (100%)
* 5-10 "Jericho" walking machine (100%)
* 15-25 Emper Infantryman (100%)
* 15-25 Emper Stormtrooper (100%)
* 1 Award chest "30" (100%)
"Order" walking machine

### Description

Discipline and obedience are the basis of the Old Reich and were valued by the Chancellor above all else. Those who did not agree with such a policy were quickly brought to life with the help of the mechanized fist of the Guard.

### Healing cost

unknown

The "Order" is the basic Old Reich walking machine, and so you'll normally face it as an enemy, but there are some cases where you can acquire some for your own army. It's a pretty basic walker, with a reasonably powerful but not very fast main gun, so overall, while it's somewhat better than a basic Hammer, it's still in the lower tier of walkers.
Clan convoy special cargo

###

These chests are received for completing any clan convoy ("Doom Hammer", "Warrington", "Genofrost", "Warrior", or "Wrath of God") at Veteran difficulty level. Note that while the reward chest for each of the different convoys has a different name, the contents are the same for all five convoys. Unlike regular convoys, for which the number of reward chests increases with difficulty, in clan convoys you always receive 2 reward chests, but the quality of the chests themselves changes with the convoy difficulty.

When you open the chest, you will receive the listed number of draws from each row:
Crusader skins

This page lists all of the skins available for crusader units. Some skins are purchased and upgraded with gold, while others require various tokens from event rewards to purchase and upgrade. For the skins which are not purchasable with gold, the "duplicate value" is the amount of gold returned if you obtain a second copy of the skin. (For skins purchasable with gold, the duplicate value is simply equal to the purchase price.)

Note that the benefits listed are the total benefit over all levels (that is, upgrading from level 1 to level 2 of the "Siege formation" skin is a net increase of 10  and 2 ).
Black knight-veteran

### Description

Black knights are secret and mystical Order of the Iron Empire stormtroopers, specifically created to fight the occult threat.

### Healing cost

unknown

As you might guess from the name, the veteran black knights are significant upgrade over the regular black knights. In particular, the substantially increased armor makes them considerably more durable. The increased range is also a benefit to their combat power.
Avenger veteran

### Description

Key figures of the loyalist movement. Heavily armored, well trained physically and mentally, and incredibly dangerous.

### Healing cost

unknown

The Avenger veterans are the third upgrade of the basic Avenger, and are fairly strong heavy infantry units, with both speed and range better than a typical heavy infantry unit, as well as an upgrade in armor.
"Northern Light" Submachine gun

### Description

"The forcing crystals of this assault rifle extracted in the mines of Thundergaard, in the very heart of the Northern Protectorate. The light that they emit reminds me of home. There is no better name for it than the "Northern Light"..."- Hammerer Magnus.

*Not to be confused with the "Northern Light" Submachine gun (bearers of the storm) for Bearers of the Storm.*
"Guardian" walking machine

### Description

Walking machine "Guardian" is a heavy fire support vehicle. The art of creating "Guardians" is considered forgotten. Nevertheless, the arsenals of "Ardheim" company held prototypes of pre-war types, so these mighty machines can still be found in the battlefields.

### Expedition success chance/patrol time

8%

The "Guardian" walking machine is probably the first heavy machinery that will be available to you, as it is more common in rewards than any other other heavy machinery in the game (although still fairly rare). It can be produced at the tank factory once the appropriate technology is researched, but as that technology is a Level 10 mechanics research, it will not be available for a while.

The Guardian is equipped with two cannons which fire at a decent rate. They also do explosive damage, making this an effective unit against groups of enemy troops.

## Unit training

The following table lists the upgrades available to the Guardian at the tank factory.

## Unit research

This table summarizes all of the research that can benefit Guardians. For full details, see the specific research pages.

## Skins

There is one skin available for the "Guardian", which is available from the Brenner event store or in the Monolith event. No upgrades are currently available for this skin. The "duplicate value" is the amount of gold returned if you obtain a second copy of the skin.

## Unit skills

There are several steps required to use skills.

1. Upgrade the unit to unlock skill slots: Level 12 (1st), Level 13 (2nd), Level 14 (3rd), Level 15 (4th)
2. Spend skill manuals at the Training Grounds to increase Veteran Level and get Veteran Medals
3. Research skills at the Training Grounds

Once you have unlocked a skill slot and researched a skill for the Guardian, you can equip it from the Tank Factory.
Cursed ruins

The cursed ruins are a new building added to your main base in April 2020. It does not have to be separately constructed, but becomes active once your barracks reaches level 10. In this building, you are assigned special tasks to gain various occult resources, which you can use to upgrade the building. Once the building reaches level 5, you can start using a new special unit: Dandar "The Stalker of Zaurus". For more details, see the official Telegraph post.

The gallery below shows the cursed ruins at all different levels.

level 1level 2level 3level 4level 5level 6level 7level 8level 9level 10

## Tasks

The first part of the cursed ruins is the tasks menu. This offers various tasks that you can do to gain new resources: souls , empty soul spheres , and filled soul spheres .

Tasks require you to kill a certain number of units. When the cursed ruins were first released, only units in PvP battles counted, but this was soon changed to kills in any game modes. Completed tasks will refresh every day, but uncompleted tasks will remain until completed. Note that the tasks are not always correctly labeled (as shown in the screenshot); in particular, since heavy machinery is not available in PvP and almost never appears as an enemy unit in PvE, these tasks are always actually something else.

## Production

The occult operations require two additional resources: obelisk shards  and weird obelisk shards . These cannot be obtained directly from completing tasks, but must be produced within the building. Soul spheres of both types can also be produced. The costs are as follows:

 Weird Obelisk shard | 250 | 400 , 3 , 1  | 13m

## Building upgrades

These materials can be used to upgrade the building as follows.

## Dandar

Once the building reaches level 5, a new unit is unlocked: Dandar "The Stalker of Zaurus". This is a special unit who is never consumed, but stays in your army forever. This also opens a new tab in the building, "Awakened", where you can view his status and train him in a manner similar to other units. For full details, see the unit page.
Dark gate

The dark gate is the fourth clan support unit available from the Special Arms Factory. Once the Special Arms Factory has been built by a clan, all clan members can use it to build dark gates in the same way as you produce normal supports (although they come in batches of 3). If you leave the clan, any clan supports you have produced will remain in your inventory, but they cannot be used until you join a clan again. (Upgrades also depend on your clan.) To produce a batch of three dark gates, you need 200 ammunition, 1 book of runic spells, and 6 items for rituals, and it will take 3m. These resources can be obtained by completing the Operation "Hope" clan expedition.

At base, the dark gate works similarly to a dark ritual, doing either 200 or 300 damage in an area of radius 5. At start, there is only one pulse, but this can be significantly upgraded.

The upgrades available at the Special Arms Factory are as follows. As with other clan purchases, all clan members can contribute towards the cost of an upgrade. Unlike most support upgrades (but like most ordinary research), each upgrade has multiple stages that contribute. Note: The description for upgrades often does not match the actual effect of the upgrade. The values shown in the table below are the actual benefits of the upgrade.
Betrayal

### Description

The Dark Gods can mislead anyone with their whispers. This spell makes the soldier think that allies are real enemies. Troops affected by treacherous witchcraft will attack their own till they die or until the spell fades off.

(Valid for one squad)

### Deployment cost

4

Betrayal does exactly what it says -- it will turn one enemy squad against the enemy. The duration of the effect is approximately 10 seconds, if the unit survives that long. Note that your own units will still fire on the affected squad, so be careful about using it on exposed squads.
"Deimos" cargo

###

This chest is a reward in the Victory Day event for defeating the "Deimos" train. The contents of the chest are entirely deterministic, and probably the chest exists because normally convoys can only have one item as a reward, so this is a way to give out both kinds of spheres.

When you open the chest, you will receive one item from each of the following lines:

* 200 Sphere of Liberation (100%)
* 1 Sphere of Great Victory (100%)
Chest of the Old Reich

###

The Chest of the Old Reich is one of the rewards in the Superiority event. It contains map fragments for the "Trading Guild Hideout" map in your journal, and is the only way to get these fragments.

When you open the chest, you will receive one item from each of the following lines:

* 1-2 Ionic drive (25%), 1-2 Retort with genetic material (25%), 1-2 Occult obelisk (25%), 1-2 Complete set of drawings (25%)
* 3-6 City plans (8%), 3-8 Key (8%), 3-7 Flywheel (8%), 3-7 Resonator (8%), 4-6 Discharge (9%), 3-5 Landing (8%), 4-6 Mustard gas (9%), 25-50 Gold (8%), 1-3 Carbonite bomb (8%), 10-15 First aid kit (8%), 4-6 Healing (8%), 4-6 Personal Shields (8%), 3-7 Unstable Ionite Core (0%)
* 1-2 Ionic drive (1%), 1-2 Retort with genetic material (3%), 1-2 Occult obelisk (5%), 1-2 Complete set of drawings (6%), nothing (85%)
* 3-6 City plans (1%), 3-8 Key (3%), 3-7 Flywheel (5%), 3-7 Resonator (5%), 25-50 Gold (6%), 10-15 First aid kit (7%), nothing (73%)
* 1 A1 Map fragment (4%), 1 B1 Map fragment (5%), 1 C1 Map fragment (5%), 1 D1 Map fragment (5%), 1 A2 Map fragment (5%), 1 B2 Map fragment (5%), 1 C2 Map fragment (5%), 1 D2 Map fragment (5%), 1 A3 Map fragment (5%), 1 B3 Map fragment (5%), 1 C3 Map fragment (5%), 1 D3 Map fragment (5%), 1 A4 Map fragment (5%), 1 B4 Map fragment (5%), 1 C4 Map fragment (5%), 1 D4 Map fragment (5%), 1 A5 Map fragment (5%), 1 B5 Map fragment (5%), 1 C5 Map fragment (5%), 1 D5 Map fragment (5%), nothing (5%)
* 1-2 Ober-betrayer of Old Reich (25%), 1-2 Ober-mercenary of Old Reich (25%), 1-3 Ober-opportunist of Old Reich (25%), 1-4 Ober-traitor of Old Reich (25%)
* 1-2 Ober-betrayer of Old Reich (3%), 1-2 Ober-mercenary of Old Reich (5%), 1-3 Ober-opportunist of Old Reich (6%), 1-4 Ober-traitor of Old Reich (9%), nothing (77%)
* 400-600 Steel (20%), 400-600 Fuel (20%), 400-600 Ammunition (20%), 400-600 Ionites (18%), 400-600 Recruits (22%)
* 300-450 Steel (3%), 300-450 Fuel (5%), 300-450 Ammunition (6%), 300-450 Ionites (8%), 300-450 Recruits (9%), nothing (69%)
* 12-22 Manual "Damage" (17%), 12-22 Manual "Armor" (17%), 12-22 Manual "Health" (17%), 12-22 Manual "Accuracy" (16%), 12-22 Manual "Skills" (17%), 12-22 Manual "Evasion" (17%)
* 9-15 Manual "Damage" (1%), 9-15 Manual "Armor" (3%), 9-15 Manual "Health" (5%), 9-15 Manual "Accuracy" (6%), 9-15 Manual "Skills" (8%), 9-15 Manual "Evasion" (8%), nothing (69%)
Captain Walker

### Description

Hero of Iron Empire back in the days of its existence and until its fall, then active resistance fighter. Thanks to his leadership qualities, he has great respect among comrades.

### Duplicate value

n/a

Captain Walker is the hero you start with at the beginning of the game, and (unless you throw a lot of money into the game) will be your only hero for a while. Although he doesn't have anything particularly flashy like some more advanced heroes, he is a solid unit especially once upgraded, turning into effectively a rapid fire long range sniper with decent toughness.

Your journal has this to say about Captain Walker:
*I had the honor to teach him when he was a rookie, commander. He is the hero of the Iron Empire from the time of its existence until the downfall. He took part in the resistance after that. Thanks to his leadership qualities, he commands respect and devotion to the brothers in arms. Besides, he's a great fighter who repeatedly proved his valor on the battlefield. He is able to destroy entire enemy troops with his own hands. Even the most experienced veterans of our army take the example of him and rookies dream of being like him. You can totally rely on him, commander. It's simply impossible to find a person more devoted to our cause.*

## Hero experience

Captain Walker gains levels and skill points as follows, with a maximum level of 30.

## Hero training

The benefits and costs of training Captain Walker at the Hall of Heroes are as follows. This does not include the effects of research, skins, artifacts, or equipment, which are detailed below. However, the bottom three rows in the table show the maximum hero stats including all equipment at maximum level, including the hero artifact also, and including all research also. Upgrade costs also always include 1 skill point.

## Hero research

Uniquely among your heroes, Captain Walker can benefit from research at your Academy. The table below summarizes the available upgrades; for full details, see the specific research pages.

## Hero artifacts

Captain Walker has one hero artifact, which was available in the event shop for the Monolith event:

## Hero equipment

Captain Walker can be equipped with five pieces of equipment, with the following costs and benefits. The benefits listed are already totalled (that is, the net increase in going from level 1 to level 2 of the Iron Empire Ribbon is +10 health). All costs listed are in gold.
"Throne" revolver

### Description

"Brilliant weapon. Tell the gunsmith my sincere gratitude and admiration for the work he has done. Tell him that he finally managed to create a revolver worthy of the Queen. With its help I will return what belongs to me by right - my Throne." - Queen Anna-Maria.

*This page is for the equipment for regular troops. The "Throne" revolver for Bloody Vanguards does not include the troop name in the equipment, as normal for faction troop equipment, so be especially careful not to confuse the two.*
"Hammer of Witches"

### Description

Not everyone is be able to resist the Darkness. The soldiers of the Order have been doing this successfully for decades. This is a set of rules, traditions, traditions and truths that supports and helps them not to sink into the darkness that instils the diamond core of faith in their mission in their souls.
"Control" walking machine

### Description

The result of the "borrowing" of several walkers of the Old Reich and a number of modifications of the Imperial Engineering Corps has become the latest model "Control". The Supreme Command has already noted the indispensability and trouble-free operation of a walker during hostilities.

### Healing cost

unknown

The Control is a pretty strong walker, with its high health and armor giving it a lot of durability. Its gun does good damage, but doesn't have any special features, making this not a good choice to deal with large numbers of enemy units.
Defector of Sand Snakes

### Description

The balance of power between gangs forces marauders to keep their bloodthirstiness in check. The resistance offered strong rear and protection - now members of this gang kill both the Dominions and their fellow marauders with equal pleasure.

### Healing cost

unknown

As with other Wasteland defector units, the Defector of Sand Snakes has stats that rank it among the top sniper units in the game, comparable to the legionnaire troops. However, like all snipers, it is limited to a low rate of fire, which means that it is best used only as a support unit.
Award chest "15"

###

The award chests work specially -- they do not appear in your regular chest queue, but have their own position on your chest page, and unlock when you reach the appropriate level. You thus will only ever get one of each in the game.

When you open the chest, you will receive one item from each of the following lines:

* 5-7 Renegade (100%)
* 3-5 Deserter (100%)
* 50 Key (100%)
* 10-20 City plans (100%)
* 1 Award chest "20" (100%)
AM-24d walking machine

### Description

The AM-24d walking Machine is an experimental model of the "Hammer" walking machine, created to destroy the enemy's manpower. Accelerated reloading and range of fire made the well-known military machine into a stationary weapon of fire support.

### Healing cost

unknown

The AM-24d puts out a truly impressive amount of firepower, with the twin long-range cannons capable of doing significant explosive damage to entire groups of units. It's also a little faster than the typical walking machine, allowing it to get into range that much sooner.
Ancient chest

###

These chests are rewards from the Biological Threat event. They are obtained by winning battles in the last five maps in the event.

When you open the chest, you will receive the listed number of draws from each row:

 2 | 10-15 City plans (1%), 12-17 Key (3%), 10-13 Flywheel (5%), 10-13 Resonator (5%), 30-75 Gold (6%), 15-17 First aid kit (7%), nothing (73%)
"Mongoose"

### Description

We found something interesting in the old "Ardheim" archives, including drawing of a maneuverable walking machine designed for a rapid distance reduction and defeating the enemy with a melee. This walking machine stands out against others owing to its speed and maneuverability.

### Healing cost

unknown

The "Mongoose" can be built at the research center in Ardheim. As the description says, it has a fairly high speed for a walking machine (although it's still not very fast) in order to quickly reach the enemy, because it attacks at melee distance by punching its opponent.

The following table lists the upgrades available for the Mongoose from the research center. Skins and equipment are not currently available for the Mongoose.

1 The level 1 accuracy upgrade uses 75 ordinary hinges instead.
Artillery bombardment

### Description

Bombarding enemy positions and troops from large-caliber artillery guns "Storm. 152".

### Deployment cost

2

The artillery bombardment is one of the basic types of support attacks available to you in Iron Rage. They can be produced at the artillery factory at a cost of 100 ionites and 100 ammunition and take 3m to produce. When used on the battlefield, they will bombard the targeted location with a number of shells (initially 4) over a short period of time; the precision of this bombardment is not very good.

Like your other basic units, the artillery bombardment starts out relatively weak but can be upgraded substantially to become considerably more powerful, increasing damage, accuracy, and number of shots per bombardment. These upgrades cost both Mechanics research points and resonators, however, so they become quite expensive at higher levels.

Note: The description for upgrades often does not match the actual effect of the upgrade. The values shown in the table below are the actual benefits of the upgrade.
Buildings

*See also Category:Buildings.*

Buildings are structures in your base that can perform various functions. Buildings can produce resources, units, or research, or improve your technology.

The buildings available are:

* Command center -- your main building and center of your main base

**Resource buildings**

* Foundry -- produces Steel
* Oil rig -- produces Fuel
* Armory -- produces Ammunition
* Ionite mine -- produces Ionites
* Quarters -- produce Recruits
* Treasury -- recovers some of your spent Gold
* Warehouse -- stores resources

**Production buildings**

* Barracks -- produces and trains soldiers
* Tank factory -- produces and trains vehicles
* Artillery factory -- produces and improves supports
* Biology lab -- produces and trains occult creatures
* Academy of Officers -- produces and trains officers
* Hall of the Elite Legion -- produces elite troops
* Weapon workshop -- allows you to produce equipment
* Arsenal -- produces Resonators
* Assembly workshop -- produces Flywheels
* Cursed ruins -- allows you to use and train Dandar

**Research buildings**

* Academy -- produces research points and researches technology
* Tower of Alchemy -- allows additional research
* Alchemy lab -- upgrades research items

**Other buildings**

* Design bureau (formerly construction bureau) -- improves machine gun and mortar positions
* Hall of Heroes -- allows training of your Heroes
* Clan tower -- allows you to create or join a clan
* Grotto -- exchanges resources for chests
* Fisherman -- provides random items
* Training grounds -- allows you to fight training battles
* Catacombs -- an extra challenge area for high-level heroes
* Temple (not available yet)

Once you have unlocked Ardheim, you can also build the following buildings there:

* Control center -- center of your buildings at Ardheim
* Production warehouse -- stores supplies used for Ardheim buildings
* Turret Factory -- builds and upgrades turrets
* Heavy Equipment Factory -- allows you to upgrade certain support units
* Research center -- produces "Mongoose" walkers and technicians
* Barracks of the Wasteland residents -- produces Wasteland Nomads
* Hall of Call -- produces Crimson Blades

Clans can also build these clan buildings:

* Council Hall -- like your command center, determines the maximum level of other clan buildings
* Scientists board -- allows research of clan technologies
* Communication Tower -- enables clan convoys
* Engineer Academy -- allows use and training of the "Centurion" clan unit
* Special Arms Factory -- used to produce and improve clan supports
* Military Operations Headquarters -- enables clan expeditions
* Institute of Genetics -- allows use and training of the clan unit Mogran
* Power complex -- allows use and training of the "Tesla" project clan unit
* Runic gates -- allows use and training of the Prophet clan unit
Cuirassier

### Description

A detachment of marines performing the role of a strike force for forcing the river and defending bridges located along the routes of convoys with provisions.

### Healing cost

unknown

Like the other Brenner units, the Cuirassier units are one of the most powerful stormtroopers in the game. They can easily win battles against lesser enemies singlehandedly, but they're not invincible, either, so against stronger enemies they will need to be supported.