recursal/Fanatic-Fandom huggingface dataset:
Ruby Tennyson

> "*My name is Ruby Tennyson, and I'm the sort of guy who's story always have a start and end, no matter how many spoilers are there! I just move on with life,' cause you'll find out that as much you stop for other useless people except for the ones you care about, you'll always be asked to stay more. I may have made countless mistakes these 13 years, I may have created you, and I may have disappointed those who believed in me, but that was just the beginning. And I believe every innocent's life deserves a happy ending!(...)LET'S END THIS ONCE AND FOR ALL, CHRONODUPLICATOR!!! Just me and you, JUST ME AND YOU!!!!"*
>
>

*Ruby, shortly before destroying Chronoduplicator.*

> Benjamin"Ruby" Kirby Tennyson is the titular protagonist of the fanmade Ben 10 Predator World franchise. Unlike his other counterparts, he recieved the Maximatrix
>
>
A page about your topic

Hey,guys!
Thanks for viewing this website.
My name is Shivank Kumar and I am the creator of this wiki.
This is a fanmade wiki.
DO NOT THINK THAT ANY OF THESE EPISODES OR PAGES ARE REAL.MOST OF THESE PAGES AND WATCHES ARE INSPIRED FROM REAL ONES,BUT STILL IT IS NOT AN OFFICIAL WEBSITE.
I am a really big Ben 10 fan and i'm sure most of you are too.
I like to create fanmade aliens and transformations and episodes about Ben 10,and this one is one i have been planning to create for over a year.
I view other fandoms, and once I saw other fanmade wikis,I thought I can do so as well.
Anyway,
This is about another alternate version of the original Ben 10.
This Ben is 13 when he receives his Omnimatrix, which he decides to call the Maximatrix.
Instead of having DNA of Prime Ben's aliens, it gives all the predators of every alien Ben has and new aliens.
After discovering the Maximatrix and a secret alien underground world called Undertown, Ben teams up with Rook, a Plumber official, calls his cousin and her boyfriend-Gwen and Kevin, Ben struggles to help the Plumbers defeat evil foes while he himself discovers all about his other alternatives and everything other Bens know.
Whispershade

Whispershade is a warrior of MorningClan. She was one of the few survivors of the forest fire that killed the majority of the four clans in the mountain territory. She is a warrior with a tortie pelt and sage colored eyes.

## Whispershade

### Relatives

Palestar (mother), Batwish (offspring), Blissclove (offspring), Bluepaw (offspring), Luckspots (offspring)

## Family

Whispershade comes from a lineage of female leaders in MorningClan. Her mother, Warmstar, and her grandmother, Palestar. Her father is unknown, but it is suspected that he was not part of any of the clans. Whispershade went on to have two litters of kits, the first being Batwish and Blissclove, and the second litter being Bluepaw and Luckspots. Her first kin, Blissclove, had a litter of kits with an unknown father, being Oakchomp, Buckpaw, and Patchoulifish.
Feiticeiro

**Feiticeiro** é uma das quatro classes em *Evil Hunter Tycoon*.

Apesar de serem a classe mais difícil de desenvolver os caçadores, as habilidades que causam danos em área e, até mesmo, uma opção de criar uma variante com capacidade defensiva, os feiticeiros se destacam a medida que o jogo progride para dificuldades mais avançadas.

* **Raio**: Recarga 6 seg(s). Um raio inflige dano aos inimigos próximos. Ataque ADE que inflige 300~240% de DPS 1~5 vez(es).
* **Armadura de Gelo**: Recarga 16 seg(s). Inimigos que atacarem o caçador perderão VEL ATQ. Por 7 segs quando o Caçador é atacado, a Velocidade de ATQ do inimigo é reduzida em 30~50% por 5 segs.

#### Segundas Classes

1. **Arquimago**
	* **Nevasca**: Recarga 20 seg(s). Ataca inimigos dentro do alcance com uma chuva de gelo. Ataca inimigos dentro do alcance com 247~450% do DPS 3 vezes. A velocidade de ataque dos inimigos é reduzida em 50% por 3 segundos.
2. **Mago Sombrio**
	* **Maldição de Pedra**: Recarga 15 seg(s). Ataca os inimigos e os petrifica por um momento. Ataca inimigo com 950~2400% do DPS, e petrifica o inimigo por 2,08~4,4 segundos.
3. **Ignis**
	* **Meteoro**: Recarga 20 seg(s). Invoca um enorme meteoro do céu ao atacar. Ataca uma área ampla causando tanto dano quanto 1017~1800% do DPS.

#### Terceiras Classes

1. **Invocador**
	* **Invocar Familiar**: Evoca um familiar para imitar as habilidades usadas pelo proprietário. Ao usar Raio, Nevasca ou Maldição de Pedra, Meteoro, o familiar tem uma chance de 100% de relançar a habilidade, e a habilidade relançada infligirá 36,5~80% dano igual ao dano da habilidade existente.
2. **Lorde Sombrio**
	* **Polimórfico**: Transforme-se em Lorde Sombrio e destrua os inimigos. O ataque básico é substituído por um ataque de perto, a duração da Armadura de Gelo é dobrada e o ATQ dos inimigos próximos é reduzido em 13,4~25%.
3. **Ilusionista**
	* **Pesadelo**: Invoca um terrível pesadelo que faz com que o alvo e os inimigos próximos entrem em pânico. Ataca com tanto dano quanto 315~750% de DPS, e faz com que o alvo entre em pânico durante 1,1~4s.
Territory Information

## In the **mountains territory**:

MorningClan originated in the mountains, sharing borders with EchoClan and BorageClan.

## In the **mossy cave territory**

After the forest fire disaster, more commonly referred to by the clan cats as "The Sun's Wrath," the few remaining survivors of MorningClan were forced to migrate to new territory untouched by the terrors of that day.

Several days after aimless travel did the clan establish themselves once again. Despite the new found land seeming more mysterious and lacking of life in comparison to their old home, they decided to settle anyway, due to the slowly deteriorating health of the kits and elders.

EchoClan followed soon after MorningClan, thanks to the help of \_\_\_\_. The settled in the small cedar grove found nearby the mossy cave, after a small dispute over which clan would settle in the mossy cave. BorageClan never arrived in the new territory. It is unknown whether or not the clan disbanded or found home elsewhere.

1. ↑ Clangen by SableSteel
Terra

Terra, formally known as 'Earth', is a female character on the show SPADE.

***"The Blue Planet"***

## Bio

**Earth** is the third planet from the Sun and the only astronomical object known to harbor life. This is enabled by Earth being a water world, the only one in the Solar System sustaining liquid surface water. Almost all of Earth's water is contained in its global ocean, covering 70.8% of Earth's surface. The remaining 29.2% of Earth's surface is land, most of which is located in the form of continental landmasses within one hemisphere, Earth's land hemisphere. Most of Earth's land is somewhat humid and covered by vegetation, while large sheets of ice at Earth's polar deserts retain more water than Earth's groundwater, lakes, rivers and atmospheric water combined. Earth's land is part of Earth's crust, consisting of several slowly moving tectonic plates, which interact to produce mountain ranges, volcanoes, and earthquakes. Earth has a liquid outer core that generates a magnetosphere capable of deflecting most of the destructive solar winds and cosmic radiation.

https://en.wikipedia.org/wiki/Earth

## Personality

Terra is the most well known planet in the solar system. She's the intelligent one of the main solar system, and she puts her knowledge into building satellites and other probes to help her gain knowledge about her fellow planets, moons, etc. On top of that, her carefree and charismatic aura makes her very likeable among everyone, which let's her get to know even more about them.

## Trivia

* Terra's name used to be Earth, but it was changed to Terra in a styled intro video.
Nintendo

Nintendo is a warrior of MorningClan. He was originally a kittypet, until something terrible happened to his twolegs. He has not disclosed what caused him to leave his home. Nintendo is a tomcat with an agouti pelt and silver colored eyes.

## Family

Nintendo had no known blood related family prior to joining the clan. However, he was lovingly adopted by Skylake and Toadtuft.

He went on and had two litters with Whispershade, being Batwish and Blissclove in the first litter. The second litter was Bluepaw and Luckspots.
Abysmal Rooms Wiki

**Welcome to the Abysmal Rooms Wiki!**
idk what to put here

We're a collaborative community website about Abysmal Rooms that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Entities

GloobA-27A-40A-60

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Warmstar

Warmstar is the current leader of MorningClan. She is a light orange tabby with a speckled pelt and sage colored eyes.

## Warmstar

### Relatives

Palestar (mother)Pondtail (sibling)Burrpaw (sibling)Abyssbird (sibling)Bigmimic (sibling)Whispershade (offspring)

## Physical description

### Eye color

Sage

As a young warrior, she was often described as having a very blunt and sassy personality. Once she matured and was appointed leader after Palestar's death, Warmstar's attitude matured. She is considered to be a very confident and eloquent speaker among the majority of the clan cats. However, she has still managed to keep her fiery spirit.

## Family

Warmstar was born as Warmkit in a litter of two other cats, Pondtail and Burrpaw. Her mother, Palestar, had another litter of kits later on, named Abyssbird and Bigmimic. Her father is unknown, but it is suspected that he was from another clan.

Right after she became leader, Warmstar birthed a single kit in secret, who later became known as Whispershade.
Order of the Arachnids

Lurking in the shadows crawls the creeping beast master with a companion by his side. Those who dedicate themselves to the Order of the Arachnids learn to stalk, wait, and listen. Some level of control is needed, however the payoff is immense when prey cannot detect your frightening presence.

### Creepy

At 3rd level, you become proficient in Dexterity (Stealth) checks if you were not already. If you already were proficient, double your proficiency bonus in this skill instead. Your companion also gains this feature.

### Capture and Control

At 6th level, you are able to shoot a mass of thick, sticky webbing at a point of your choice. You can cast the web spell requiring no verbal or material components a number of times equal to your Wisdom modifier before needing a long rest to recharge.

### Wall Crawler

At 10th level, you gain a climb and crawl speed equal to your movement. Your companion also gains this feature.

### Crazy Eights

Starting at 15th level, you can operate as if you have four arms and hands.
Hades

Hades, formally known as '6th Giant' and 'Persephone', is a female character on the show SPADE.

***"The Lime Ice Giant"***

## Bio

The **Sixth Giant** may have been ejected along with the Fifth Giant during the migration of Neptune. It had to have been a lot less massive than fifth giant because if it was a similar mass to the Fifth Giant it would have been ejected and Fifth Giant would have maintained a stable orbit in the asteroid belt and it would've had a drastic effect on the inner planets.

https://thesolarsystem.fandom.com/wiki/Sixth\_Giant

## Personality

Hades is a very hardworking individual. She has her own kiosk where she works tirelessly to sell snacks and other mementos at the Megalos Mall.

## Trivia

* Hades was the first fictional character that the creator gave rings.
* Hades has gained more rings as her assets have been updated
	+ TOSS (1 ring)
	+ IC (2 rings)
	+ SPADE (5 rings)
* Up until her SPADE asset, Hades' asset was traced in similar variations to each other.

## Lore

Hades was originally born with the name 'Persephone', but in her 'adolescent' years, she earned the nickname 'Hades' due to her fascination over forensics.
Dagda

Dagda is a female character on the show SPADE.

***"The Big Green Planet"***

## Trivia

* Dagda has a British accent (it was originally Russian).

## Lore

* Dagda originally was a filler character, but made full-time cast during TOSS production.
* Dagda was almost named 'Morrigan', after the Celtic war goddess.
* Dagda is the only ***main*** Jovian in SPADE that doesn't have rings.
Mind Domain

Clerics of the mind domain channel the powers of the divine through psionic power, granted to them by their faith. These practitioners can call upon the magic of the divine, as well as project the authority of their faith's domain using their mind, rather than channeling their power for themselves.

### Mind Domain Spells

 1st
 3rd
 5th
 7th
 9th

### Bonus Proficiencies

At 1st level, you are proficient with heavy armor and martial weapons.

### Psychic Aura

Additionally at 1st level, the psionic energy channeling through you manifests as an aura, which bolsters you and your allies' abilities. This aura projects outward in a 10-foot radius around you, ignoring cover, and moves with you. The aura is disabled while you are unconscious. You and creatures of your choice within the aura can add your Wisdom modifier to their initiative rolls.

Also, when a creature within the aura other than you makes a Wisdom (Perception) check, you can use your reaction to grant a +4 bonus to the check. You can do so before or after rolling the d20, but before the outcome of the check is determined. You can use this reaction a number of times equal to your Wisdom modifier, and expended uses are replenished when you finish a long rest.

### Channel Divinity: Deity’s Mantle

At 2nd level, you can use your Channel Divinity to create a psionic mantle around yourself, infused with your prayers that beseech your deity for aid.

As an action, you don a mantle of flowing, intangible psionic energy for 1 minute. This mantle grants one of the following benefits of your choice when you use this Channel Divinity option:

• You have advantage on saving throws against effects imposed by celestials, fiends, and fey.

• You have a +5 bonus to Strength and Dexterity checks you make.

• Your weapon attacks become magical, and you can deal psychic damage with them, instead of their normal damage type.

• You gain temporary hit points equal to 5 + double your cleric level, which last until this effect ends.

### Mental Grace

At 6th level, your deity's mantle provides you with divine protection. While your Deity's Mantle is active, you can add your Wisdom modifier to all saving throws you make.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Improved Psychic Aura

At 17th level, the radius of your psychic aura increases to 30 feet and creatures of your choice within the aura can add a +2 bonus to their attack and damage rolls.
Furioso

**Furioso** é uma das quatro classes em *Evil Hunter Tycoon*.

Os Furiosos são conhecidos por terem um dos picos de danos mais fortes do jogo, o que é bom para modos posteriores do jogo, como o T1, onde os equipamentos de roubo de vida são difíceis de equilibrar.

* **Fúria**: Recarga 15 seg(s). Ataca rapidamente por um certo tempo. Por 10 segs, a Velocidade de Ataque aumenta em 2,38 vezes e dano de ataque normais aumentam em 10%.
* **Grito de guerra**: Recarga 16 seg(s). Atordoa inimigos. Por 7 segs, ao atacar um inimigo, carregue o ataque por 18% de chance, e atordoe inimigos por 3 segs.

#### Segundas Classes

1. **Duelista**
	* **Arma Dupla**: Pode atacar com armas em ambas as mãos. Ataca o inimigo com um ataque adicional. Ataque adicional inflige 30,7~80% do dano atual.
2. **Matador**
	* **Espiral da Morte**: Recarga 15 seg(s). Após atacar um inimigo, recupera o próprio HP. Ataca inimigos com 950~2400% do DPS que ignora a esquiva, e recupera o próprio HP em 62~120% do dano infligido.
3. **Guerreiro**
	* **Pulverizador**: A espada às vezes emite ondas de choque que danificam o alvo e os inimigos próximos. Durante um ataque básico, há uma chance de 15,5~30% de ignorar DEF e atacar inimigos de perto, causando tanto dano quanto 41~70% de DPS.

#### Terceiras Classes

1. **Bárbaro**
	* **Grito de guerra**: Recarga 20 seg(s). Amplifica o ATQ de aliados próximos com um grito. ATK de aliados próximos aumenta em 13,4~25% para 10 sec(s). (não duplicado)
2. **Santo da Espada**
	* **Aura da lâmina**: Ataque à distância dando uma aura à sua própria arma. Ataque básico se transforma em um ataque à distância e 15,2~50% de chance de atacar o inimigo, ignorando a sua DEF e Evasão.
3. **Destruidor**
	* **Ciclone**: Recarga 20 seg(s). Gira em alta velocidade para atacar inimigos próximos enquanto segura uma arma. Durante 3 s, causa tanto dano quanto 134~250% do seu próprio DPS, ignorando a DEF do inimigo e atacando todos a cada 0,25s. Reduz o dano recebido de 35% durante a conjuração.
Circle of Thoughts

Druids within the circle of thoughts gather to discuss important topics that hug the line dividing civilization and the wilderness. These small groups speak on natural philosophy, environmental preservation, animal categorization, and plant usage just to name a few areas of interest. A druid in this circle has a deep connection to thought and the unique role of ideas in the natural world; this connection can even manifest itself as great psychic power.

### Thoughts of Nature

When you choose this circle at 2nd level, your psychic potential allows you to communicate with the wilds like no other. You learn the Speak with Animals spell if you do not already know it and it does not count against your number of prepared spells. You ignore its verbal and somatic components and may cast it without expending any spell slots. While under the influence of this spell, you may telepathically communicate with beasts within 30 feet of you.

When you reach 10th level, you gain the same benefits with the Speak with Plants spell.

### Aberrational Wild Shape

Starting at 2nd level, you learn to use your Wild Shape to transform into aberrations with a challenge rating as high as 1. You ignore the maximum CR column of the Beast Shapes table but must abide by the other limitations there.

Starting at 6th level, you can transform into an aberration with a challenge rating as high as your druid level divided by 3, rounded down.

### Hardened Mind

Starting at 6th level, the lingering effects of your abnormal transformations begin to show. You are immune to effects that read your mind. Additionally, you have advantage on saves against being frightened or charmed.

### Gruesome Transformation

Starting at 10th level, you learn to transform your body in the most terrifying and unsettling way possible. When you use your Wild Shape feature to transform into an aberration, all creatures within 30 feet that can see or hear you must wake a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn

### Contaminated Blood

By 14th level, your unnatural transformations have left your blood permanently changed. As an action, you may expend 1 use of your Wild Shape feature to draw your own blood, dealing 1d12 necrotic damage to yourself, and reform the blood into an aberration which meets your CR limitation. The aberration is a part of you and can be controlled telepathically by you as a bonus action. You perceive anything that the aberration senses. Using your bonus action, you may move it up to its normal speed and let it take an action. The aberration does not have any bonus actions or reactions but may use a bonus action in place of its action. It may not be moved more than 60 feet away from you and cannot be controlled if you move past this distance. It lasts for as long as your Wild Shape feature lasts or until it drops to 0 hit points. You cannot have more than 1 aberration summoned at a time in this way.
The Warren

The Warren is a multi-floored megadungeon. Some sections are divided by traditional stairs while others may be behind secret walls or transported to through magical means. It seems to span the entire world and perhaps further into other planes considering the combined space of the mapped portions expand further than the confines of any map drawn of all of Detregar.

## Parallax Shards

Parallax Shards are the transportation system between various areas of The Warren. They act as an incentive to keep exploring so adventurers can transport back to safety if they are in dire need as well as teleport directly to where they were last exploring.

## The Crossroads

Descending down the polished stone stairs hidden under the wooden panel behind the bar reveals covered torches and a small landing below. Each step is stained with mud, slime, and blood with the bulk pooling in the crevasses at the bottom. Approaching the last step puts the large opening into perspective. Stone brick after stone brick lines the walls slowly converging to a rounded ceiling. The middle of the room has remnants of snuffed out fires from adventures past. A dark hallway continues ahead as the path forward, however a large, jagged hole off to the right has a length of rope tied to a stake next to it that continues the room unnaturally downwards. Light pours in from small slits in the ceiling.

There are friendly looking creatures here behind wooden stands: like makeshift markets. The Crossroads seems protected and strikingly orderly for a massive unforgiving dungeon.

The Crossroads is a hub like room in the Warren. It acts as a safe place for adventurers to rest, a meeting place for those that wish to convene, or even a place to set up a shop to sell to adventurers that want to dig deeper. This safety is due in part to its size and lack of hiding places for an ambush, but also isolation from the rest of the Warren as it is quite far from any danger. That is not to say an enemy won’t follow adventurers into the Crossroads if provoked, however.

## Worldly Connections

The Warren is a massive area that spans the world. Portions fade into the Underdark, others touch the ocean, or glimpse at rolling deserts. Though impractical to try to cross on foot, a combination of mapping and Parallax Shards could make for an easy way to travel between locations rather quickly.

### Portals to The Crossroads

Because of the central location of The Crossroads, there are plenty of portals that travel directly to the location. At the end of certain rooms lies teleportation circles, portals, and rifts that may lead back to the safe haven that is The Crossroads.

## Rumors

Legends tell of a warrior that traveled to the center of The Warren and survived to tell the tale. His accounts speak of a massive organic structure beating much like a heart: a cocoon suspended at the core of The Warren. He recalled the waves of energy he felt emanating off of the structure much like powerful pulses of ki. Humbled by the experience, he studied the flow of the pulses and developed a new martial art.
Playable Classes

## Artificer ERLW

* AlchemistERLW
* Armorer TCoE
* Artillerist ERLW
* Battle Smith ERLW
* Tinkerer HB

## Barbarian

* Ancestral Guardian XGTE
* Battlerager SCAG
* Beast TCoE
* Berserker PHB
* Path of the Dragon HB
* Psychorager HB
* Storm Herald XGTE
* Totem Warrior PHB
* Wild Magic TCoE
* Zealot XGTE

## Bard

* Creation TCoE
* Cuisine HB
* Eloquence MOoT
* Glamour XGTE
* Lore PHB
* Spirits VRGtR
* Swords XGTE
* Theory HB
* Valor PHB
* Whispers XGTE

## Beast Tamer HB

* Arachnids
* Aves
* Cryptids
* Insects
* Reptiles
* Ursas
* Pack

## Cleric

* Arcana SCAG
* Chaos HB
* Death DMG
* Forge XGTE
* Grave XGTE
* Knowledge PHB
* Life PHB
* Light PHB
* Mind HB
* Nature PHB
* Order GGtR
* Peace TCoE
* Tempest PHB
* Trickery PHB
* War PHB

## Druid

* Dreams XGTE
* Land PHB
* Moon PHB
* Shepherd XGTE
* Scales HB
* Spores GGtR
* Stars TCoE
* Thoughts HB
* Wildfire TCoE

## Fighter

* (Revised) Arcane Archer XGTE+ HB
* (Revised) Banneret SCAG + HB
* Battle Master PHB
* Cavalier XGTE
* Champion PHB
* Dragon Slayer HB
* Eldritch Knight PHB
* Psi Knight TCoE
* Rune Knight TCoE
* Samurai XGTE

## Monk

* Astral Self TCoE
* Ascendant Dragon FToD
* Drunken Master XGTE
* Enlightenment HB
* (Revised) Four Elements PHB + HB
* Kensei XGTE
* Long Death SCAG
* Mercy TCoE
* Open Hand PHB
* Shadow XGTE
* Sun Soul XGTE

## Paladin

* Ancients PHB
* Conquest XGTE
* Crown SCAG
* Devotion PHB
* Glory MOoT
* Mindfulness HB
* Redemption XGTE
* Vengeance PHB
* Watchers TCoE
* Oathbreaker DMG

## Ranger

* Beast Master PHB
* Drakewarden FToD
* Fey Wanderer TCoE
* Gloom Stalker XGTE
* Horizon Walker XGTE
* Hunter PHB
* Monster Slayer XGTE
* Swarmkeeper TCoE
* Astral Wanderer HB

## Rogue

* Arcane Trickster PHB
* Assassin PHB
* Inquisitive XGTE
* Mastermind XGTE
* Phantom TCoE
* Scout XGTE
* Soulknife TCoE
* Swashbuckler XGTE
* Thief PHB

## Sorcerer HB Expanded Spell list

* Aberrant Mind TCoE
* Clockwork Soul TCoE
* Draconic Bloodline PHB
* Divine Soul XGTE
* Shadow Magic XGTE
* Storm Sorcery XGTE
* (Revised) Wild Magic PHB + HB

## Warlock

* Ancient Dragon HB
* Archfey PHB
* Celestial XGTE
* Fathomless TCoE
* Fiend PHB
* Genie TCoE
* Great Old One PHB
* Hexblade XGTE
* (Revised) Undying SCAG + HB

## WitchHB

* Black
* Red
* White

## Wizard

* Abjuration PHB
* Bladesinger SCAG
* Conjuration PHB
* Divination PHB
* Draconic Magic HB
* Enchantment PHB
* Evocation PHB
* Illusion PHB
* Lore Mastery HB
* Metapsionics HB
* Necromancy PHB
* Order of the Scribes TCoE
* Transmutation PHB
* War Magic XGTE
Titan War Wiki

# **Welcome to the Titan War Wiki!**

## Explore the world of knowledge

### About Titan War Mobile Games

 Titan War Mobile Games is a captivating mobile gaming platform that offers an extensive selection of action-packed games designed for your mobile device. Whether you're a strategy enthusiast, an adrenaline junkie, or a puzzle solver, Titan War Mobile Games has something for everyone. Players collect and upgrade various heroes, each with unique abilities and skills. These heroes are often categorized into different classes and factions. Players can then strategize by forming teams of heroes, selecting the right combination of characters, and deploying them in battles or challenges. In Titan War our heroes can be leveled up, equipped with gear, and upgraded to become more powerful over time. There's often a progression system that rewards players for their achievements.

Join our discord community today!

The tangled warfare among six camps has begun. Human own peace and tranquility were at risk! Facing the void, the Titan War will break out at any moment!

SUMMON MASSIVE HEROES

Six camps, over 100 heroes are waiting for your summons. You can choose heroes freely, according to hero attributes and skill characteristics. Train them to be powerful or convert them into spirit material for evolving!

Some tips for newbie players.

We're a collaborative community website about Titan War that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
69 AR

* The Serpent Gods Zada and Zeda emerge from the earth and cause calamity for a short time.
* Yuan-ti cultists along with followers of the Gods ravage armies and destroy resources indiscriminately as they work towards total planar destruction.
* The title of Arbiter of Death exchanges hands once more from Madara Moskov to Pickle, the Trickster Demon.
Coven of Black Magic

The Coven of Black Magic embodies the darkest and most malevolent aspects of witchcraft. Witches who walk this path are masters of hexes that reach new heights of malevolence, inflicting curses upon their enemies that linger like ominous shadows. Their spells are imbued with necrotic energy, sapping the life force of those who dare to oppose them.

### Coven Spells

You gain coven spells at the witch levels listed in the Black Coven Spells table. Coven spells are always known, but not always prepared.

##### Black Coven Spells

 3rd
 5th
 7th
 9th

### Rotting Hexes

At 3rd level, necromancy spells and spells that deal necrotic damage always count as prepared for you. Additionally, spells you prepare can deal necrotic damage instead of their normal damage types.

### Black Magic Enhanced

At 6th level, your Witchcraft is bolstered by your black witch magic. Depending on your chosen Witchcraft, you gain one of the following:

* Black Familiar Focus: Your familiar can take on the form of a crawling claw. Additionally, when your familiar occupies the same space as another creature, that creature receives a -2 to saving throws.
* Black Potion Focus: You can create a 3rd potion and casting a spell into a potion with a hex does not reduce the number of hexes you can use in a day.
* Black Rune Focus: You can create a 3rd rune and gain the following option for rune creation:
	+ Rune of Corrosion: Creatures you choose within 5 feet of this rune can receive -1 to their AC and cannot regain hit points.

### Soul Binder

Starting at 10th level, hexes you place on one creature apply to another creature within 10 feet of the target.

### Hideous Curse

At 14th level, you learn the eyebite spell and it counts as a Witch Spell for you. The spell doesn't count against your number of spells known. When you cast eyebite, the spell gains additional effects:

* If you add a hex to this spell, each time you target a new creature and that creature fails their Wisdom saving throw, you may apply the hex as well.

If you do not apply a hex to eyebite, you may instead amplify the effects of the spell. The Asleep effect keeps a creature asleep until that creature reaches 0 hit points. Panicked continues to affect creatures up to 1 mile away. Sickened lasts until you take a long rest.
Order of the Insects

Though tiny as an individual, insects become deadly forces when working together. Plagues, famine, and destruction have all been brought by swarming insects proving there is strength in numbers. A beast tamer under the Order of the Insects will not forget this fact and can use this to band a group together.

### A Plague Upon You

Starting at 3rd level, you are able to imbue your attacks with diseased insects. You may choose to deal poison damage instead of bludgeoning, piercing, or slashing damage whenever you make a melee attack. This feature is also granted to your Bonded Companion.

### The Swarm

At 6th level, you may call upon a swarm of insects to change an area’s visibility. As a bonus action, you may heavily obscure a 15 foot cube area you can see for 1d6 rounds. You can use this feature a number of times equal to your Wisdom modifier before needing a long rest to recharge.

### Insectoid Adaptation

Starting at 10th level, being in the presence of insects for so long has increased your resilience. You become immune to all disease and advantage on saving throws against curses. This feature is also granted to your Bonded Companion.

### Buzzing Aura

At 15th level, you gain an aura of insects that follow you wherever you go. All allies within a 10 foot radius of you cannot be poisoned, diseased, or put to sleep by magical means. In addition, you may force creatures trying to pass within 10 feet of you to make a Constitution saving throw each time they try to do so (DC = 8 + your proficiency + your Wisdom modifier). Upon failure, the area is considered difficult terrain and they are poisoned within the radius.
School of Metapsionics

Metapsionics is the study of understanding and emulating the unusual abilities of psionics through magic. Wizards who master this arcane tradition gain a glimpse into the world of psychic creatures - often a humbling and enlightening experience which teaches them something fundamentally important about the makeup of magic and psionics alike.

### Psionic Study

Beginning when you select this school at 2nd level, the gold and time you must spend to copy spells that deal psychic damage or require Wisdom or Intelligence saving throws into your spellbook is halved.

### Extension of Mind

Also at 2nd level, your technique of marrying spellcasting and psionics creates a temporary area of psionic influence around you while you concentrate.

While you concentrate on a wizard spell, an aura of influence extends outward from you to a distance of 30 feet, ignoring cover, which moves with you. You can communicate telepathically with any creature inside the aura. A creature understands your telepathic speech if it speaks at least one language, and it can deliver telepathic replies in a way you understand. Creatures within this aura also have disadvantage on Wisdom saving throws against your wizard spells.

### Focus Reinforcement

At 6th level, your mental focus has increased, allowing you to remain concentrated through greater pain. When you fail a concentration check, you can choose to succeed instead and you do not need to make concentration checks for the rest of the round.

Once you've used this feature, you can't use it again until you finish a short or long rest.

### Sharpened Mind

At 10th level, your study of psionics subtly alters your mind such that you can easily perceive slight fluctuations in the minds of others. You can add your Intelligence modifier to Wisdom (Insight) checks you make against creatures that can't use psionics. Also, whenever you successfully discern that a creature is lying to you, you may choose to deal psychic damage to that creature equal to your Intelligence modifier. Finally, spells you cast that require Intelligence or Wisdom saving throws require no verbal or material components for you.

### Psionic Levitation

At 14th level, you gain a fly speed equal to your walking speed as well as the ability to hover. Additionally, if you are concentrating on a spell, you can phase through other creatures and objects as if they were difficult terrain.

If you end your turn inside an object or creature, both you and the target take 1d10 force damage. You are shunted to your starting position as well.
Detregar Wiki

**Welcome to the Detregar Wiki!**
Welcome to the world of Detregar: a fantasy setting for Dungeons and Dragons.

Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started! This is especially important if you have a character with an extensive backstory that warrants a page of their own.

## Important articles

PlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial ItemDetregar
## Categories:

* Classes and Subclasses
* Nations of the Material Plane
* Pantheon
* People

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Way of Enlightenment

Through deep meditation Monks that follow the Way of Enlightenment have unlocked the secret potential of the mind. They harness their mysterious psychic power to harm and debilitate enemies, as well as interact with the world through force of will.

### Psychic Awakening

Starting when you choose this tradition at 3rd level, you learn to wield your mind as a weapon.

Choose 2 cantrips from Mage Hand, Thaumaturgy, Vicious Mockery, Thorn Whip, and Friends. The chosen cantrips require no Verbal components. Your Cantrips create no visual or auditory effects if they require an attack or saving throw. The damage for these spells is psychic. Additionally, you may use Flurry of Blows after casting a cantrip that requires an attack or saving throw.

### Psionic Assault

At 6th level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your wisdom modifier to its attack and damage rolls. The attack uses your martial arts die and the damage is psychic.

After using such an attack, you may spend 1 ki point to cast a cantrip as a Bonus Action. Your cantrip's damage die is replaced by your martial arts die.

### Mental Fortitude

At 11th level, you gain resistance to psychic and force damage. Additionally, when you are subjected to a Wisdom, Intelligence, or Charisma Saving Throw, you can spend 1 ki point to gain advantage on the save.

### Unassailable Mind

At 17th level, when you are attacked by a creature you can use your reaction to cast a cantrip that would normally cost an action, replacing the damage die with your Martial Arts die. You may use this reaction before the attacker rolls to hit. Additionally, you are immune to the charmed condition and your mind can not be read unless you allow it. If a creature attempts to charm you or read your mind, it instead takes psychic damage equal to 5 + your Wisdom modifier.
Undying (Revised)

### Expanded Spell List

The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

 1st
 2nd
 3rd
 4th
 5th

### Among the Dead

You enter a pact with your patron that teeters your soul on the edge of undeath. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. Additionally, you have advantage on saving throws against any disease and gain resistance to necrotic and poison damage.

### Defy Death

At 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw.

Alternatively, you can use this feature to raise an ally. To do this, you may touch an unconscious ally as an action and they regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point).

Once you use this feature, you can't use it again until you finish a short or long rest.

### Undying Nature

Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, if damage would reduce you to 0 hit points, you may make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. If you succeed, you drop to 1 hit point instead.

### Improved Feign Death

At 14th level, your control over the souls of the living intensifies. You gain the feign death spell if you did not have it already and it counts as a warlock spell for you.

Additionally, when you cast feign death you may target an unwilling creature instead. The unwilling target must make a Constitution saving throw vs your spell save DC or suffer the effects of the spell. When under these effects, the unwilling target is immune to all damage.

### Indestructible Death

In addition at 14th level, you partake of some of the true secrets of the Undying. If you put a severed body part of yours back in place, the part reattaches.
Baltdane

The city of Baltdane is the capital of Canestead. The impressive Castle Korol stands in the north most point of the city as a symbol to all to look forward and march with passion. Guilds pepper the city with many of the most skilled individuals in each craft practicing here. One such guild is a schooling guild heard of by even those from far away lands known as The Aethercrux. Students learn from masters in areas such as warfare, weapon crafting, schools of magic, and subterfuge. Baltdane is a city of quality with a powerful, disciplined, and well trained standing army supplemented by the Royal Violet: an elite and prestigious group of guards set on the defense of the royal family as well as taking charge in the planning of troop and guard movement across the land. Cultural ties are strong in Baltdane too as shrines to gods are often built into the sides of houses and places of worship are filled with praying souls.
Path of the Psychorager

Psychoragers are naturally talented psionic barbarians who forgo any mental training in favor of letting their psionics run wild. These warriors are as unpredictable as they are powerful, for even with a low level of mastery, they can channel limited, but powerful effects while simultaneously posing great physical threat.

### Blank Rage

At 3rd level, your eruption of anger sends psychic ripples through consciousness. Whenever you enter a rage, you can choose up to a number of creatures equal to your Constitution modifier you can see within 60 feet of you. Each creature must make a Charisma saving throw (DC equals 8 + your proficiency + your Constitution modifier). On a failed save, a creature is tunneled into your psychic aura so all creatures other than you are invisible and silent to it for 1 round.

### Mindstorm

At 6th level, you unleash wild psionic energy while raging, which swirls around you like a frenzied storm. While raging, ranged attacks against you have disadvantage, and any creature that hits you with a melee attack takes psychic damage equal to your Constitution modifier.

### Seeds of Rage

At 10th level, you can convert your rage into a mental wave that draws rage out of others and inhibits their ability to focus.

As an action while you're raging, you can end your rage early to force any amount of creatures of your choice within 30 feet of you to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failed save, an affected creature takes 4d8 psychic damage, and it loses concentration on spells or other effects, as a growing rage inhibits its ability to focus. On a success, a creature takes half as much damage.

You may use this feature a number of times equal to your Constitution modifier before needing a long rest.

This feature increases to 6d8 at 14th and 9d8 at 20th level.

### Manifest Durability

At 14th level, your psychic energy holds your body together as you become more reckless. While raging, you can reduce any bludgeoning, piercing, or slashing, or psychic damage that you take by an amount equal to your proficiency bonus + your Constitution modifier. Additionally, while raging, you regenerate 4 hit points at the start of your turn, have advantage on Constitution Saving Throws, and severed limbs can be reattached to your body.
Order of the Aves

The Order of the Aves is one of freedom, movement, and control. Like birds in the sky, a beast tamer in this order seeks to survey their land and move around it freely. There is no feeling like understanding your territory and making it truly yours.

### Like the Wind

Starting at 3rd level, you may take the dodge, disengage, or dash action as a bonus action a number of times equal to your Wisdom modifier. You regain all expended uses after a long rest.

### Air Control

At 6th level, you can create a line of strong wind as a blast from you. You can cast the gust of wind spell requiring no verbal or material components a number of times equal to your Wisdom modifier before needing a long rest to recharge.

### Valkyrie

At 10th level, your avian expertise allows you to further adapt to your surroundings. You gain a fly speed of 30 feet. Your companion gains this feature as well.

### Eagle Eye

At 15th level, your vision becomes superior in every way. You and your companion acquire truesight up to 60 ft.
Detregar

A dimensionally simplified representation of Detregar

Detregar refers to the hyperspherical body suspended in the astral jelly. It comprises of the Material Plane, Feywild, Shadowfell, and Ethereal Plane as well as The Warren among other pocket dimension spaces.

## Travel

Travel throughout Detregar for most denizens involves traversal through 3-dimensional space. However, portal travel between various planes involves the breaching of the 4th spatial dimension in order to reach other 3-dimensional coordinates.

A consequence of this segmentation of a set of 3D coordinates (known as planes) orbiting inside a hypersphere is an increase or decrease of relative distance to one another over time. For instance, in 248 AB, an event known as the Arcane Convergence saw the Material Plane and the Weave share the same 3D coordinates separated only by a relatively close 4th dimensional point in space. This lead to large amounts of magic bleeding over into the Material Plane and a profoundly strong connection to the Weave for some time.

## Pocket Dimensions

Pocket dimensions, such as those created by bags of holding or portable holes, breach the forth dimension and set up a contained 3D space.
Coven of White Magic

The Coven of White Magic is a beacon of hope and benevolence in the world of witchcraft. These witches are dedicated to the sacred art of healing, their spells suffused with pure, radiant energy that mends wounds and restores vitality. Members of this coven are known for their ability to bring about good omens, casting protective wards that shield their allies from harm and guide them toward fortune's favor.

### Coven Spells

You gain coven spells at the witch levels listed in the White Coven Spells table. Coven spells are always known, but not always prepared.

##### White Coven Spells

 3rd
 5th
 7th
 9th

### Benisons from Curses

Starting at 3rd level, whenever you hex a creature, you can bless another. Whenever you use your Hexes feature, you may heal a creature within 30 feet a number of hit points equal to 1d4 + your intelligence modifier. This healing increases by 1d4 at 6th and 14th level.

### White Magic Enhanced

At 6th level, your Witchcraft is bolstered by your white witch magic. Depending on your chosen Witchcraft, you gain one of the following:

* White Familiar Focus: Your familiar can take on the form of an almiraj. Additionally, when your familiar occupies the same space as another creature, that creature gains +2 to saving throws.
* White Potion Focus: You can create a 3rd potion and potions you create have their durations doubled and/or effects triggered a second time when an ally drinks them.
* White Rune Focus: You can create a 3rd rune and gain the following option for rune creation:
	+ Rune of Protection: Creatures you choose within 5 feet of this rune can add +1 to their AC and 1d4 temporary hit points every 1 minute. These effects do not stack.

### Pure Omen

Starting at 10th level, during a short or long rest, you gain a pool of temporary hitpoint that you can distribute to yourself and allies. You and each ally resting with you gains 2 times your intelligence modifier in temporary hit points.

### Cruel to be Kind

At 14th level, you learn the heal spell and it counts as a Witch Spell for you. The spell doesn't count against your number of spells known. When you cast heal, the spell gains additional effects:

* You can also remove curses and hexes with this spell.
* When you remove blindness, deafness, and any diseases, hexes, or curses affecting the target, you may transfer these effects to a creature you can see within 60 feet.