recursal/Fanatic-Fandom huggingface dataset:
Tempa

> The flying armor, ready to destroy anything that stands in its way with its fists.
>
>

The Tempa is a flying, single-target melee troop with moderate hitpoints and moderately high damage. A Tempa card costs 3 Oom to deploy.

## Strategy

* Unlike the Punch Box, another glass cannon, the Tempa is vulnerable on offense alone if you were to counterpush after trading some. The Tempa, however, excels at defense and should be mostly used as a defensive card as it has a high damage output but is slower than Hastee. However, it is often used on the offensive as a support card, being able to clear out low-medium hitpoint units and deal significant damage to everything else.
* Its high damage and moderate hitpoints allow it to be able to defend relatively well against many ground-based pushes. Its defensive value is even greater since no spell can take it out for a positive or even neutral Oom trade, unlike the Mezaa and Hastee. However, it can't deal with swarms very effectively due to its slow hit speed.
	+ Also, unlike its cousins, it can also counter area damage units such as the Orannoran, Voyan without being destroyed.
* Alck can distract the Tempa long enough for a Tower to defeat it.
* To defend against a Mezaa, the player can place this card in the middle of his/her side so the horde will be pulled to the center, increasing the length of their way to the Crown Tower and distracting them. The Tempa will take out 2 or 3 Hastee while your Tower continually attacks. However, it is likely that you will still suffer some damage so it is best to use splash damage troops or spells.
* If ignored, the Tempa will be able to reach the Tower and attack once, dealing a fair amount of chip damage. However, this rarely happens since it can be distracted very easily and a Thunderous Spark or a Numbing Boulder will allow the Tower defeat it for a positive Oom trade.

## Statistics

Air: Ekkric
Tank: Formidator, Burrier
Melee: Docker
Luna

> Nanny of the Montak race, restoring health to surrounding friendly units, an original Luna that makes your capital never drop.
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The Luna is a single-target, melee troop with high hitpoints and moderately low damage. She has a continuous healing effect that takes effect when she attacks, having four healing pulses with a 0.25 second interval. When she is not fighting any unit for 5 seconds, she will begin healing herself. The Luna hovers, meaning she is targeted as a ground unit, but travels akin to air units. A Luna card costs 4 Oom to deploy.

## Strategy

* Although she has low damage per second, her healing effect and high hitpoints will allow her to take out over half of a Sub Tower's hitpoints when left ignored, so she must be addressed.
* Strong counters to a lone Luna include mini tanks and swarms. The former will be able to out-damage her healing effect and survive with most of their health left for a counterpush, while the latter will overwhelm her due to her slow attack speed and low damage per hit. The Burrier cannot counter her due to its inability to attack units. However, in a larger push, it can be useful to kite her and other support troops into the other lane to separate them from the large tank and take advantage of the other Sub Tower's damage.
* Air troops like Hastee are effective counters to the Luna, since she cannot attack air. Furthermore, these air troops can deal more damage than the amount she can heal herself. Be careful, though, because your opponent may bring spells like Thunderous Spark or Piercing Rain to take out these counters.
* On defense, the Luna works best with troops that are not immediately defeated from most spells. Her healing effect will gradually build up as the push is taken care of, negating most of the spell damage dealt to the unit, allowing for a powerful counterpush.
* She is best placed at the front of a push due to her health pool and the fact that her area heal only takes place when she is in combat.
	+ She can also be placed behind another tank. She will engage slightly later, but her surviving time will be longer and allow her to heal other troops longer.
* If the player has air units such as Mezaa that they'd like to counterattack with, they should be mindful of where they are on the map before deciding to use the Luna. She moves at a Medium speed, meaning Hastee will outpace her fairly quickly, and may end up going in front of the Luna and reducing the effectiveness of the push.
* Her self heal is unaffected by status effects, meaning that it works even when frozen but isn't improved by Berserk Beast.

## Statistics

Mage: Luna
Ranger: Cokoum, Hymedae
PVE

###### \*The gameplay and functions will be adjusted during the game development period.

PVE feature is the player's journey to lead the tribe through the lands, battle against the army of the Akhah (the Pureblood) species, and face Amoik (The Mother Insect) to regain possession of the Source Tree.

PVE mode is divided into many stages. At the end of each stage, players have to defeat the stage’s final boss. Players will receive direct resources when first defeating an enemy or a treasure chest with random rewards instead of replay times. After passing the boss stage, the player can go to the next zone. It is expected that there will be 5 zones in the current version.

The number of times to farm will increase gradually according to the zone level. Players have to wait until the next day to reset after reaching the limit.
Genetics

Each hero has four body parts and a body shape.

For each part, a hero possesses four genes: Primary gene (P), Support Gene (H1), Supported Gene (H2), and Counter Gene (H3).

The primary gene is what determines the body part that is physically present on the hero. When breeding, each gene has a chance to be inherent to the next-gen:

* Primary Gene (P): 37.5% chance of inheriting this gene to nextgen.

* Support Gene (H1): 9.4% chance of inheriting this gene to nextgen.

* Supported Gene (H2): 2.4% chance of inheriting this gene to nextgen.

* Counter Gene (H3): 0.8% chance of inheriting this gene to nextgen.

Counter Gene does not affect the hero's phenotype.
Mezaa

> Antuk flying alone is useless Antuk. Antuk flying in groups is a disaster. One is weak; six is strong.
>
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The Mezaa is a card that deploys six single-target, short-ranged, flying Antuk with low hitpoints and moderate damage. A Mezaa card costs 5 Oom to deploy.

## Strategy

* The Mezaa is a high risk, high reward card. It is a powerful defensive card and can easily be turned into a threatening counterpush. However, area damage cards will easily destroy the Mezaa, so placing them at the bridge alone to attack is not recommended.
* Despite their massive DPS, a Mezaa can't always destroy a unit before it reaches the player's Tower. The player should keep this in mind when facing similar threats and respond accordingly by placing a ground unit like Alck or a building to distract them
* The Mezaa is extremely vulnerable to splash damage — most area damage troops that target air and spells can eliminate it efficiently for a positive or neutral Oom trade.
* Due to its high DPS and low hit points, the Mezaa is an excellent bait card for Spell Cards and in some cases, Building Cards.
* The player can hide a fast moving troop underneath a Mezaa so that when the opponent defeats the Horde, the troop beneath might take them by surprise.

## Statistics

Mage: Luna  | Spell: Berserk Beast, Power Glint
Breedings

New heroes in OKG are created by breeding two heroes the player already owns. To minimize inflation, heroes will have a limited time of breeding; heroes will not continue to breed once the limit is reached.

The breeding process will consume a certain amount of in-game tokens, details as follows:

Breeding Cost Formula: **KAB fee HeroA + KAB fee HeroB + 1200 (OKG)**

The output of the breeding process is **a cocoon** containing a baby hero inside. **After a period of time**, the full-grown hero will break the cocoon and come out, ready for action.

**The hero used for breeding will require a time-out period before being available for breeding again.**

**Notes:**

* Breeding will take place for 72 hours. Users cannot use two heroes for breeding during this time.

* Characters who want to breed must be removed from the team in the game.

* Characters that are breeding cannot participate in in-game features.

* The OKG fee has been increased from 800 to 1200 after a patch from (30/12/2022)
PVP

###### \*The gameplay and functions will be adjusted during the game development period.

The PVP arena is where players show off their skills against opponents who are other players. The player is not limited to the number of times he participates in PVP per day, but each battle will reduce the player's stamina by 1 point. PVP points decide the rank in the arena; for each win/loss, the player will add/subtract a certain number of PVP points.
Currencies

Ookeenga has two fungible tokens that fuel all operations: OKG and KAB.

* $OKG: OKG is the governance and utility token. It has a fixed supply

* $KAB: Tokens received from game activities with no supply limit. Players can trade $KAB to receive $OKG. $KAB is used in most game features such as breeding heroes, enhancing items, crafting equipment, etc.
Ookeenga Wiki

## **Welcome to the Ookeenga Wiki!**

Welcome to the Ookeenga Wiki, the community site all about the game! Ookeenga is a 3D NFT gaming project which combines blockchain technology with breath-taking graphics, appealing world-building, and addictive gameplay to create a uniquely immersive play-own-earn experience.

## About Ookeenga

5 Hero RacesCombat SceneAntukMontakMantahMuuKrakee
* Gameplay
* All Troop Cards
* All Spell Cards
* Building Cards

*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.
Armok

> Don't mess with the Antuk gang. They have a shield in front and up to 2 rangers ready to spit in your face.
>
>

The Armoks is a card that spawns a single-target, melee Armok with high hitpoints and low damage output in front of 2 single-target, medium-ranged Armok with low hitpoints and moderate damage output. A Armoks card costs 5 Oom to deploy.

## Strategy

* Left alone, this card can inflict massive damage towards, if not completely destroy, a Tower. Always aim to destroy the medium-ranged Armok first, as they deal much more damage per second than the Armok .
* Knowing this, it is not a bad idea to use the Armoks with other spell-vulnerable cards, as the opponent may be forced to spread their spells thin.
* The Armoks can be split if they are placed in the middle of the Arena. An Armok will leave the group and go towards the other lane, helping to defend. The lone Armok will get 1 hit on the Tower, and her respectable damage output means putting a cheap tank in front of her is not a bad idea to force a response out of the opponent.
* They are great counters against tanks (along with the help of a Tower) for a positive Oom trade, as the melee Armok will absorb all the damage while the ranged Armok will continuously hit the tank.
* It is always a good idea to separate the the melee Armok from the the ranged Armok to prevent the s from getting killed by area damage. This can be done by putting a large tank amid the Armoks. In defense, the Armoks should be placed slightly earlier to allow the melee Armok to separate from the ranged Armok so that any area damage support behind the troop that the Armoks are defending against would not gain value by hitting the ranged Armok.
Body Parts and Rarity

### The body is the most crucial part of the hero; each body will have different phenotypes and stats. At the same time, the body is also a factor that determines which tribes the hero belongs to.

The body parts of a hero will be divided into four different rarities, the higher the rarity, the higher the effect on the stats and skills the part gives:

* Common
* Rare
* Epic
* Legendary

Each part affects them in different ways; the specifics are as follows:

* Head: Troop type 1
* Antennae: Stats
* Eyes: Passive skill
* Wings: Active skill
* Legs, arms: Troop type 2

 Rare
 Epic
 Lengendary
Main Tower

### Summary

* Destroying Main Tower automatically grants the player who destroys it the remaining Stars and ends the game.
* The second Hero in your deck will be refered as the main Tower. The power of the player's Main Tower scales with that hero's Level. The Main Tower' hitpoints and damage are increased by approximately 8% respectively per level up to level 9. From level 10 onwards, both of these statistics are increased by roughly 10% per level.
* The Main Tower is not able to attack until it is damaged or either of the player's Sub Towers are destroyed.
* The Main Tower can target both air and ground troops.
* The Main Tower is classified as a building and will be targeted by building targeters, such as: Burrier, Taradae and Formidator.
* The Main Tower is affected by Berserk Beast, just like the Sub Towers.

### Strategy

* An activated Main Tower will being targeting and attacking troops, helping the opponent defend attacks more easily. However, if your opponent's Main Tower is already activated, hitting it with spells to damage it along with any nearby troops that you are targeting is free chip damage, though this strategy is inefficient as the Main's health is higher than the Sub Towers.
* Activating the Main Tower early can be worth the tradeoff in specific scenarios. For example, when the Tornadator try to approach your Sub Tower, you can cast Razor Vortex to change their target to your Main Tower and activate it.
* When using area damage spells like the Ook Blast and Venomous bite, you should generally avoid hitting the Main Tower, as doing so will activate the Main one before destroying a Sub Tower.
* Some cards, typically ranged units, are largely unaffected by a Main Tower activation due to never getting in its attacking range. Decks centered around using Mortar may attack the Main Tower with a spell if the value they gain from hitting other units alongside it is significant.
* On the contrary, some cards are much less effective when attacking against an activated Main Tower. For example, Mezaa will be quickly destroyed when faces with an activated Main Tower.
* If 2 buildings are placed in front of the Main Tower, a building-targeting troop such as a Burrier will target the Main Tower after destroying these 2 buildings.
Frederick Jenks

**Inspector Frederick Jenks** is a character who appears in *Contradiction*. He is portrayed by Rupert Booth.

## Throughout *Contradiction*

He was hired to investigate the murder of PhD student Kate Vine in the small town of Edenton in one night. He gets tangled up in the lives of the villagers as he uncovers their dark secrets.

## Appearance

Jenks is bald and elects to wear his signature cowboy hat at all times.

## Personality

He's very eccentric but clever and easily able to put elements together to help him solve his case. Even though he is an annoyance to many of the village's residents with his constant questioning, he is also persistent and very focused on his goal of uncovering the truth about the death of Kate Vine.
Wize

> A mage can knock back enemies in front of him. No one knew if it was magical power or pure muscle.
>
>

The Wize is a medium-ranged, area damage troop with high hitpoints and moderate damage. The Wize uses magic boulders, damaging and knocking back his target and any other units in the boulder's path. A Wize card costs 5 Oom to deploy.

## Strategy

* The Wize's knockback effect functions identically to a Ook Blast, pushing back small to medium sized ground units, and minimally damaging heavy units. Troops vulnerable to knockback will have their attack animations reset and they are knocked back. (causing troops with slow attack animations or troops with charges to be incredibly less efficient)
* The Wize has a linear attack that passes through all troops, allowing him to damage support troops behind a tank and clear swarms with ease. Maximize his damage potential by lining up enemies with the Razor Vortex.
* His high health, linear attack, and knockback effect makes him a strong defense against pushes, damaging both a tank and the support units behind it. As an added bonus, his inability to knock back tanks means he can separate the tanks and the support units, making them easier to deal with individually.
* The Wize is one of the best counters against spawners. He can one-shot Tuboc, Glairon, and Alck. He can also take out Tornadator since he constantly delays them with his knockback, giving himself enough time to take them out. This also makes him a very strong counter against the Orannoran since he can easily tank her attacks and will destroy any Alck she spawns.
* Hastee can take out a Wize without facing retaliation. Despite his splash damage, his slow attack-rate means that he can still be taken out by swarms if he is surrounded.
* He has a slow hit speed and low damage per second, so he may need to be supported by troops with a faster attack and higher damage output such as the Hymedae and the Orannoran.
* He can counter Tornadator with the help of an Tower due to his knockback ability and high hitpoints, preserving most of his health for a counterpush.
* He is not very good at countering tanks due to their high health, their inability to be pushed back, and his low damage per second.
* While a player is defending against the Wize, they should try not to place troops between the Wize and their Tower, as his boulder rolls for a long distance and could lead to unnecessary Tower damage.
* Unlike most support troops, the Wize has far higher health and a knockback effect. This means that the Wize cannot be countered by most Mini-Tanks such as the Docker. He is also spell-resistant, able to survive an equal level Deadly Blossom. These factors make him a powerful support troop. However, he also costs more than most support troops, and his slow attack rate makes him prone to being overwhelmed.

## Statistics

Ranger: Cokoum
Mage: Luna
Classes

There will be five other character classes. Each character class will take on a different role and directly affect players’ tactics

* Melee: Close-range damage dealers.

* Tank: Front-line damage absorbers.

* Range: Long-range damage dealers.

* Mage: Back-line supporters and long-range AOE damage dealers.

* Air: Aerial long-range damage dealers. Immune to close-range ground units.
Berserk Beast

> Use sacrifices to create an area of crazy blood and drive the player's troops berserk. Berserk troops gain movement speed and attack speed.
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The Berserk Beast is an Legendary card. It is a spell that temporarily increases the attack speed and movement speed of troops and buildings by 35% in the spell's area of effect. A Berserk Beast card costs 2 Oom to deploy.

## Strategy

* The Berserk Beast can be used to increase the movement speed of slow troops, such as Wize, Taradae, and Formidator .
* Berserk Beast can be used to help fast attacks, and with its low cost to destroy a Sub Tower. It is particularly effective when the opponent's best counter to the attack is out of hand, forcing them to quickly react with a different card.=
* The effect of Berserk Beast falls off after a maximum of 2 seconds after something has left its radius, and will always expire once the spell's duration ends. This matters the most on short-ranged cards as they would not be able to take full advantage of the spell, restricting the spell's placement as a result.
* Berserk Beast does not affect retargeting speeds, animations occurring after set periods, nor can it influence anything irrelevant to movement or direct attacks.
* It is effective when the player is defending their Towers since it will be able to affect both the defensive units and buildings.
* Inherently, the Berserk Beast is a high-risk, high-reward card that requires good timing in order to succeed. When using Berserk Beast, be careful to time it right or else an opposing counter attack will come unhindered due to the player's lack of Oom.
* Cast it on as many troops as possible to maximize its effect.
* Berserk Beast can be used to dodge slow-moving spells, especially the ones with a small radius, like the Deadly Blossom.

## Showcase

 0
Mezaa
Tornadator
Luna
Formidator

 14 | 10.0 sec
Tornadator

> "I'm as fast as a tornado.
>
>
> And I'm as strong as a predator.
>
>
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> We are Tornadator!!!"
>
>

The Tornadator is a card that spawns 2 single-target, melee, stronger, faster Mantah moderately high hitpoints and very high damage potential. An Tornadator card costs 6 Oom to deploy.

## Strategy

* Tornadator are most reliable as a defensive card turned into a threating counterattack, especially against tanks and troops that are easily shredded by a pair of Tornadator, like a Hymedae. This allows them to push for a lower cost than if they were just played at the bridge. This may also be a negative Oom trade sometimes, but the user will have two nearly unscathed Tornadator counterattacking.
* If the opponent is low on Oom or you know that the opponent's counter for the Tornadator is out of rotation, you can rush a lane with Tornadator. Their fast movement speed allows them to reach the Tower quickly and gives little time for the opponent to react. However, it is advised to have a damaging spell ready since cheap swarms will make short work of the Tornadator.
* Due to their fast move speed, the Tornadator be used to push slower troops like the Teetoum, creating an excellent synergy; the Teetoum eliminates the swarms while the Tornadator annihilate the tankier troops.
* Using Berserk Beast on Tornadator can be even more deadly, and toxic as it amplifies their already fast movement speed, making them even harder to react to. Despite the benefits, this strategy can leave the player with a huge Oom deficit, as this combo is still susceptible to swarm.
* Although Tornadator have high damage per second, their health is mediocre, so almost all swarms can counter it for a positive Oom trade. An Burrier with any other high damage support card (e.g. Hastee) can easily take down the Tornadator. Despite this, their mediocre hit points and high damage make them decent tanks for other troops, like Cokoum.
* Splash units like the Orac, Teetoum are amazing at countering Tornadator when paired with Alck, diverting damage from your counter. The same can be said for powerful glass cannons like the Punch Box. Those small troops can be protected by Burrier , as well.
* A Deadly Blossom can completely destroy Tornadator for a neutral Oom trade. However, due to their fast movement speed coupled with the Deadly Blossom's slow travel time, it can be difficult and risky to use it successfully. Alternatively, you can use Light Burst to cripple the Tornadator and 1 supporting card, if possible.
* Mini tanks such as Docker, Burrier , and Teetoum can pull the Tornadator to the center, allowing both towers to whittle them down for a positive Oom trade.

## Statistics

Melee: Glairon
Air: Hastee, Ekkric, Mezaa, Alck, Tempa
Tank: Armok
Tank: Teetoum
Altar of Stone

> Altar of Stone is built in a fixed position, capable of shooting boulders straight at the target
>
>

The Altar of Stone is a Epic card. It is a single-target, short-ranged defensive building with moderate hitpoints and damage. It fires stones toward ground troops but is unable to target air troops. An Altar of Stone card costs 3 Oom to deploy.

## Strategy

* The Altar of Stone can be used defensively behind or beside Towers to help defend against melee troops.
* As with any defense, it is generally not wise to play the Altar of Stone proactively, as this may, for example, allow an opposing Peppa or Hymedae to out-range it, destroy it, and then attack the player's tower. The player can, however, place the Altar of Stone while the ranged troop is in the range of the Altar of Stone to prevent ranged troops from out-ranging it.
* Since Altar of Stones cannot attack air troops, ranged units like Dolore can destroy it somewhat safely. However, given its low 3 Oom cost, the Altar of Stone can be used as a distraction against air troops, which gives your tower more time to shoot them down.
* The Altar of Stone is often best placed in the radius of the user's Towers, to prevent flying troops such as Hastee from destroying it without any issues. As such, if an Altar of Stone is ever placed out of range of the Towers, the attacking player can use air troops to destroy the Altar of Stone unhindered.
* An Altar of Stone combined with a Mini P.E.K.K.A. can wreak havoc on high-hitpoint troops.
* It is best used against tanks; place it 4 tiles away from the river and two tiles away from the Arena Tower to pull it with the maximum distance.
Contradiction: Spot The Liar Wiki

**Welcome to the...**
**Contradiction: Spot The Liar Wiki**
**29 articles • 5 files • 199 edits**

**About the wiki**

This is a wiki about the video game *Contradiction* that anybody can edit. It plans to document all of the content that can be found in the game.

**HELPFUL LINKS**

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Venomous Bite

> An area of poisonous plants appears and deals poison damage 8 times. All troops and towers in the poison zone are damaged. Reduces damage when the target is a tower.
>
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The Venomous Bite is an Common card. It is an area damage spell with a fairly wide radius and moderately high damage throughout its full duration. It creates a circular area in which enemy troops and buildings are damaged slowly over time. Enemy troops will also move 15% more slowly within it. A Venomous Bite card costs 4 Oom to deploy.

## Strategy

* Unlike the Ook Blast, the Venomous Bite's total damage is capable of fully defeating a Hymedae, Voyan. The Venomous Bite must be placed in such a way that the troop is in its radius for its entire duration while it is walking.
* Venomous Bite can be interchanged for Ook Blast in a deck if it is preferred to cripple anything in a larger radius. The main disadvantage is that the player will not be able to deal high damage to enemies immediately or push them back.
* The Venomous Bite's long duration allows it to deny swarm cards from being effectively used inside its radius. This can be useful on offense after sending in a troop that only targets buildings or a troop that can only attack 1 unit at a time, as the spell will often force a less practical counter out of the opponent. However, its damage on spawning units is not instantaneous, so swarms that can survive its first tick will still be able to land a hit or two.
* Venomous Bite’s effect stays with troops for slightly after they leave the spell’s duration. This is best seen when deploying the Venomous Bite on top of a fast flying troop.
* Venomous Bite cannot one-shot Alck 2 levels above it, so players should make sure their Venomous Bite is sufficiently upgraded. Venomous Bite also cannot one-shot Tuboc that are 3 levels higher.
* Venomous Bite is a hard counter against the Ghost Tribe. The spell's 8 second duration allows it to easily take out any Ghost Tribed troops and possible death spawns from them, while also dealing damage to the originals. It can also prevent the opponent from using their Ghost Tribe for the entire 8 second duration, which will allow the player to counter the original troops without having to worry about the Ghost Tribes.
* Venomous Bite is better suited for decks where you can expect your opponent to place defending troops close to their tower, and that those units will stay there for extended periods of time, allowing the Venomous Bite's full damage to take effect.
* Sometimes, it is a good idea to combine the Venomous Bite with other spells, particularly spells that can keep the troops inside it for longer, like Thunderous Spark, Crashing Chunk and Razor Vortex. These spells will allow Venomous Bite to deal more damage, as the added effects will keep them inside it for longer. It can also weaken troops enough to finish certain troops that can survive a lone Venomous Bite, such as a Orannoran.

## **Statistics**

Taradae
 1 sec
A220-100

**The smallest Airbus jetliner**

The extensive use of advanced materials – including composites in the wings, empennage and rear fuselage – reduces weight and increases resistance to corrosion, resulting in better efficiency and maintainability. These modern materials make up more than 40% of the aircraft’s primary structure, delivering weight savings for reduced fuel burn, with an accompanying reduction of up to 25% CO2 and up to 50% NOx emissions.

## Performance

### Max fuel capacity

21,805 litres

Powered by Pratt & Whitney PurePower PW1500G geared turbofan engines that are specifically designed for the A220 family, the A220-100 connects distant airports with its 3,450nm range and best-in-class airfield performance. The A220 Family is ideal for hot-and-high and city-centre airport operations. In fact, the A220-100 is the largest aircraft capable of operating in the constrained environment of London City Airport. From such challenging airports, the A220 Family’s performance and efficiency give it a built-in advantage.

**Enhanced passenger comfort**

In addition to delivering best-in-class economics, the A220-100’s configurable cabin provides two flex zones. This enables operators to benefit from fully customisable modular cabin elements tailored to their needs – including stowage areas and partitions – to deliver an exceptional passenger experience. A220 Family aircraft also are recognised for their low noise levels, providing a quiet and comfortable environment during all phases of flight.

Wide seats combined with ample overhead storage create personal space without compromising on headroom, and the cabin management system provides crews with easy, intuitive control of the aircraft’s interior environment – including entertainment offerings and mood lighting.
A330-200

## The A330-200

The A330-200 is a shortened, longer-range variant, which entered service in 1998 with Korean Air. Typical range with 253 passengers in a three-class configuration is 13,400 km (7,240 nmi; 8,330 mi). The A330-200 is ten fuselage frames shorter than the original −300, with a length of 58.82 m (193 ft 0 in). To compensate for the smaller moment arm of the shorter fuselage, the vertical stabiliser height of the -200 was increased by 104 cm (40.9 in). The −200's wing was also modified; structural strengthening of the wing allowed the maximum takeoff weight of the −200 to be increased to 229.8 tonnes (507,000 lb). The −200 is offered with three engine types similar to those found on the −300, namely the General Electric CF6-80E, Pratt & Whitney PW4000, or Rolls-Royce Trent 700. Airbus also boosted fuel capacity to 139,100 L (36,700 US gal) by adding the centre section fuel tank, standard in the A340.

A new vertical stabiliser was introduced in 2004 beginning with MSN 555. This newer fin is shorter in height by 50 cm (20 in) and was derived from the design of the vertical stabiliser of the A340-500 and -600, later becoming standard on all new A330-200s.

In 2008, Airbus released plans for a higher gross weight version of the A330-200 to more effectively compete against the Boeing 787 Dreamliner. The new-build A330-200HGW had a 5 tonne increase in Maximum Takeoff Weight, allowing a 560 kilometres (302 nmi; 348 mi) range increase and a 3.4 tonnes (7,500 lb) payload increase. Korean Air became the first customer on 27 February 2009 with an order for six −200HGWs. Deliveries of the first aircraft started in 2010.

In mid-2012, Airbus proposed another version of the −200 with the maximum gross weight increased by 2 t to 240 t. This version had its range extended by 270 nmi and carried 2.5 t more payload. It saw engine and aerodynamic improvements reducing its fuel burn by about 2%. In November 2012, it was announced that the gross weight was to be further increased to 242 t with the range extended by 350 nmi (650 km; 400 mi) over the 238 t version. It was certified by the EASA on 8 September 2015.

As of December 2020, 661 of the −200 had been ordered, 645 of which had been delivered, with 600 aircraft in operation. The 2018 list price is $238.5 million. The −200 competes with the Boeing 767-300ER and to a lesser extent the 767-400ER as well as with the new 787 Dreamliner. In 1998, a newly delivered A330-200 was valued $94 million, rose over $100 million in 2005 but lowered at almost $75 million in 2019 as the market favours the -300 and the A330neo.
Orac

> "Knock, knock!
>
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> Who's there?
> I'm K!
> K who???
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> K.A.B.O.O.M!!!"
>
>

The Orac is an area damage, medium-ranged, ground-targeting troop with low hitpoints and moderate damage. A Orac costs 2 Oom to deploy.

## Strategy

* The Orac is best used as a defensive troop, being able to take out Glairon, Tuboc, Cokoum and other ground swarms more effectively than most other cards, due to his moderate splash radius, moderate damage and low Oom cost.
* Even though he has low hitpoints, his survivability is good for his Oom cost, as he is able to survive any 2 Oom damaging spell of similar level. Therefore, using any spell that is more expensive is usually a waste of Oom, as a Ook Blast or Piercing Rain played to defeat a Orac results in an Oom advantage for the opponent unless the player can hit something else with the spell such as a Sub Tower or troops nearby. He has a lot of damage potential when placed safely behind high hitpoint troops such as a Formidator.
* A lone Orac can be countered with a Thunderous Spark, Numbing Boulder or Crashing Chunk alongside the help of a Sub Tower without the Orac doing any damage. The player should hold the Thunderous Spark ready, and when the Orac is within range of the Arena Tower, cast the spell. The Sub Tower's damage along with the Thunderous Spark's stun time of 0.5 seconds will prevent the Orac from throwing any bombs for a neutral Oom trade.
* An effective way to counter a lone Orac is to place a cheap unit like Alck followed immediately by another cheap unit like Glairon. The first unit will distract the Orac while the second unit destroys him. This is generally a negative Oom trade, but can used to make an counterpush.
* Surrounding the Orac with Alck can cause him to take them out in two hits instead of one due to the deploy stagger of the Alck, though this is somewhat inconsistent due to the Orac's area damage radius.
* The Orac cannot attack air units, making him vulnerable against Hastee and flying troops. However, when using the Orac, the player can place protective troops such as the Formidator.
* Since he is very light, the Orac can be pushed by almost any other troop in the game. In particular, fast units like the Glairon can provide the Orac with a major speed boost. Putting this card with Tuboc is a good idea since together they can engage targets within their comfortable range, making for a quick ranged point-target and splash damage backup for the player's other troops across the river, or even a quick and small push.
* If protected by an Burrier , the Orac can take care of mini tanks like the Tornadator, Docker, Punch Box and others due to his decent damage per hit.
* The Orac is interchangeable with the Voyan, based on the player's preference and tactics. However, he cannot attack air troops and has fewer hitpoints, meaning he can be one-shot by Ook Blast or Piercing Rain. The Orac is also better in desperate situations where the player's Oom is low, as he only costs 2 Oom, as opposed to the 5 Oom Voyan.
Gameplay

**The gameplay of Ookeenga is a combination of 3 genres that are common in the gaming community: Real-time Strategy, Collectible Card, and Tower Defense.**

Players will be placed with troops/active skills to attack the opponent on a battlefield.

**The match ends when:** The player destroys the opponent's main house.

Within 3 minutes, the match will automatically terminate the game and calculate the score based on the % remaining health of the Main-tower and Sub-towers. Whoever destroys the opponent's Main Tower shall immediately win the game. If time's up and the Main Tower still remains, which side destroys more towers will become the winner.

During the battle, there will be a mana bar (an **Oom bar**) which shows the amount of mana the player has in his/her hand. The player uses the Oom bar to deploy troops/active skills. Each type of troop or spell will have a different amount of mana cost depending on its strength.
Vexipedia Wiki

**Welcome to Vexipedia!**
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## Important articles

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Dolore

> All you need for a dogfight is here. An assassin who can fly, shoots long distances, deals significant damage, and...fragile.
>
>

The Dolore is a single-target, flying, ranged troop with low hitpoints and moderate damage output. The Dolore costs 4 Oom to deploy.

## Strategy

* The Dolore can be a suitable substitute for a Hymedae, as they generally have similar stats. However, the Dolore is airborne, moves more quickly, has less hitpoints, and deals less damage than a Hymedae. These characteristics can make it better at immediately supporting a push at the bridge.
* The Dolore is excellent at defeating spawners as well as most buildings. Due to its long range, it can pick off buildings near the middle of the Arena without being targeted by the Sub Towers.
* A Ook Blast or Venomous Bite will completely destroy a Dolore up to 1 level higher for a neutral Oom trade, but hitting other targets with said spell will make this move more advantageous. Using other Ook Blast-vulnerable cards, such as Ekkric, can allow the Dolore to survive for longer periods of time. Alternatively, the Dolore can be used to bait these spells so that the other Ook Blast-vulnerable cards can wreck havoc.
	+ A Light Burst or Deadly Blossom can also defeat a Dolore, however it is a negative Oom trade unless other units are caught in the radius with the latter not being advisible due to the Dolore's high movement speed.
* The Dolore is fragile and therefore will need to be supported with a tank such as an Burrier or a Formidator if it is used offensively.
* Unlike a Hymedae, it can't completely stop troops like Punch Box even with Sub Towers' support since it can't distract them. Because of this, the player should typically place a decoy unit like Alck to distract the units so the Dolore can finish them off.
* With the assistance of a Tower, a Dolore can defeat a lone Docker, or Teetoum before they reach the tower.
* A Dolore cannot be kited due to having an attack range identical to its sight range (i.e, if an enemy unit moves out of its attack range, it will not chase that unit down). When using a grounded unit to tank for a Tower in order to counter an opposing Dolore, players should place the grounded unit in the same lane as the Dolore to assure the grounded unit will not walk out of range.
* Due to its long range and fast initial hit speed, a Dolore will get a shot on a Tower before the Tower’s arrow can reach it. This makes the Dolore threatening even when it is only one attack away from being destroyed, as one shot deals only slightly less damage than a Ook Blast to a Tower. The player should either use counters which destroy it completely, like Tempa, or use units to block its attacks so that the Tower can defeat it, like with Skeletons.
Cast and Characters

This is a list of **cast** and **characters** in *Contradiction*:

* Rupert Booth as Frederick Jenks
* Paul Darrow as Paul Rand
* John Guilor as Ryan Rand
* Huld Martha as Simon Thompson
* Anarosa Butler as Emma Bowman
* Stephen Mosley as James Wilson
* Melanie Gray as Rebecca Rand
* Ellen Chivers as Lisa Blint
* Daniel Alfieri as Kyle
* Christopher Jackson as Drunk
* Sally Rowe as Sacrificial Victim
* Yvonne West as Kate Vine
Красный камень Эйша

Это незавершённая статья или статья-заготовка.Эта страница содержит неполную информацию. Вы можете помочь **Ripples of the Past (RU) Вики**, дополнив её.

## Красный камень Эйша

### Получение

Выпадает из руды Красного Камня (Редстоуна)

## Примечание

Вы не сможете поместить Большой камень Эйша в Каменную маску и стать Высшим Существом. Данная функция в моде не реализована на данный момент

## Информация

Есть две вариации Красного Камня Эйшы: Обычный Красный Камень Эйша и Супер Эйша. Единственное применение для них на данный момент заключается в том, что Мастера Хамона могут стрелять лазером солнечной энергии из Камня.

## Получение

* Оба камня могут быть получены путем добычи редстоуна, учитывая, шанс получить Супер Эйшу ГОРАЗДО меньше, чем у обычного камня.

* Еще один способ получить Супер Эйша — узучать хамон и на 20 уровне хамона выбрать путь "Гладкий как шелк".

## Мелочи

Супер Эйша — важный предмет из второй части "Невероятных приключений ДжоДжо"

Шанс выпадения Красного камня Эйшы приблизительно 2%.
Томми-ган

Это незавершённая статья или статья-заготовка.Эта страница содержит неполную информацию. Вы можете помочь **Ripples of the Past (RU) Вики**, дополнив её.

## Информация

Томми-ган—это оружие дальнего действия. Для стрельбы необходимо иметь в инвентаре порох и железные самородки.

## Мелочи

Томми-ган появился во второй части «Невероятных приключений Джоджо» под названием «Battle Tendency». Его использовал Джозеф Джостар в сражении со Стрэйтсом.
Храм Хамона

Это незавершённая статья или статья-заготовка.Эта страница содержит неполную информацию. Вы можете помочь **Ripples of the Past (RU) Вики**, дополнив её.
## Структура

Найти эту структуру можно горах (она может появиться в любом биоме). Структура состоит из самого храма в центре, окруженного каменными пиками с четырёх сторон. Внутри храма есть NPC - Мастер Хамона, если вы взаимодействуете с ним (по щелчку правой кнопкой мыши), он обучит вас технике Хамона.

## Достижения

**Чужеземец... Я вижу твое будущее...:** Найдите уединенный храм Хамона высоко в горах.

## Мелочи

Храм хамона является отсылкой к храму, в который Уильям А. Цеппели отправился изучать эту силу.
Нож

Это незавершённая статья или статья-заготовка.Эта страница содержит неполную информацию. Вы можете помочь **Ripples of the Past (RU) Вики**, дополнив её.

## Нож

### Получение

Крафт

Нож — это метательное оружие, обладающее невероятной точностью, но уменьшающейся в зависимости от того, сколько ножей вместе. Вы бросаете по одному, вы можете сложить их, чтобы бросить максимум 16 за раз, при этом получается целый стак. Чем больше ножей вы бросите, тем больше урона нанесете.

## Получение

4 ножа сделаны из одного железного слитка и одной палки.

## Мелочи

Этот нож является отсылкой к части 3 «Невероятных приключений Джоджо» под названием «Stardust Crusaders». Его использовал Дио в его борьбе с Джотаро, бросая в него несколько ножей.
Brazil

Brazil

Flag

### Appearance

A green field with the large yellow rhombus in the center bearing the blue disk, which is formed the celestial globe, depicted the starry sky of twenty-seven small white five-pointed stars spanned by the white equatorial curved band with the National Motto: "Ordem E Progresso" (Portuguese for "Order and Progress"), written in green.
Стенд

Это незавершённая статья или статья-заготовка.Эта страница содержит неполную информацию. Вы можете помочь **Ripples of the Past (RU) Вики**, дополнив её.

## Краткий обзор

Стенд — одна из трех способностей, которыми может обладать игрок. Эта сила является проявлением души пользователя, которая обладает особыми способностями и может быть видна только другими пользователями стенда.

## Получение

Чтобы получить стенд, нужно использовать Стрелу Стенда по щелчку правой кнопкой мыши и иметь не менее 30 уровней опыта.

## Использование Стенда

Для использования Стенда у вас есть следующие элементы управления ( горячие клавиши можно переназначить в настройках управления):

* **Шкала энергии Стенда:** Тратится при использовании атак и способностей, восстанавливается со временем (быстрее, если отзывать стенд). Чем меньше энергии остаётся, тем слабее атаки и способности Стенда.
* **Шкала решимости:** Заполняется при нанесении урона атаками враждебным существам или игрокам, при достижении максимума игрок переходит в режим решимости, в котором шкала энергии не будет влияет на способности стенда, атаки станут продолжительнее, а непрерывное нанесение урона будет продлевать режим. По истечению срока действия игрок снова переходит в обычный режим, а шкала сбрасывается.
* **Режим: Стенд (k):** Отображает HUD вашего стенда.

* **Призыв Стенда (m):** Вы вызываете свой стенд, и его атаки и способности появляются на HUD.

* **Дистанционное управление Стендом (o):** Игрок переключается на управление стендом (у каждого определенный радиус действия), в то время как тело игрока неподвижно.

* **Панель атак (v):** Нажмите эту клавишу и номер ячейки атаки, которую вы хотите выбрать для использования.

* **Панель способностей (b):** Нажмите эту клавишу и номер ячейки способности, которую вы хотите выбрать для использования.

* **Смена режимов (Обычно не назначен):** Убирает\заменяет на другой HUD стенда с экрана игрока.

* **Смена атак (Обычно не назначен):** Вы меняете свою атаку на ту, что в следующей ячейке.

* **Scroll Ability (Обычно не назначен):** Вы меняете свою способность на ту, что в следующей ячейке.

### Прогресс

Чтобы прокачивать Стенд и открывать новые способности, вы должны постоянно наносить урон враждебным мобам, пока не заполнится полоса решимости. После заполнения полосы вы перейдёте в режим решимости, в котором шкала энергии не влияет на способности стенда, а также открываются новые атаки либо способности Стенда. По истечению действия режима, шкалу придётся заполнять заново.

## Лист стендов

### Tier 5 (30 уровней опыта)

Hierophant Green

Magician's Red

Silver Chariot

Crazy Diamond

### Tier 6 (45 уровней опыта)

Star Platinum

The World

## Достижения

Достижения связанные со стендом:

* **Одержимый злым духом:** Овладейте стендом.

* **Он наконец показал себя!:** Пусть сила вашего стенда полностью проявится.

* **Мой стенд будет судьей!:** Убейте другого пользователя стенда

* **Моя решимость расчистит путь!:** Покажите свою решимость, сражаясь своим стендом.

* **Теперь я раскрыл силу своего стенда!:** Раскройте полный потенциал своего стенда

* **Удача покинула тебя?:** Проиграйте игру в камень-ножницы-бумага... свой стенд.