recursal/Fanatic-Fandom huggingface dataset:
Wisp

Wisps are Caster Tokens that specialize in subtle assistance. Wisps go off of normal stats.

Basic Passive - Meld - The Wisp can meld into surfaces. While Melded, the Wisp cannot cast spells, use abilities, or attack, but also cannot be targeted or affected by spells. The Wisp also cannot move. The Wisp will be considered in the wall it melds into for all purposes.

Basic Spell - Envigor - 3 AP - 3 MP - The Wisp restores 1d4 HP, AP, and MP to either an ally within 5m or its master. If Overcast, restores 1d8 instead. OC: 16.

Basic Passive - Link of Vitae - While the Wisp has remained within a unit for at least a full turn, the Wisp becomes linked to that unit. That unit remains linked until it goes 10m or more away from the Wisp. Linked allies receive +1d4 restoration from all HP, AP, and MP restoration. If the Wisp is damaged, all Links will be broken. Linked enemies are bound to the Wisp, causing all the Wisp's movements to be mimicked by the enemy.

Ultimate Ability - Shine - Upon use, the Wisp begins to radiate Powerful Light from itself. Enemies that see the Wisp become blinded for as long as they are targeting a unit in the wisp's general direction, making them unable to target units. Allies ( not self ) within 10m recover 1d20 HP, AP, and MP each turn. The Wisp is drained of 1d20 Hit Points each turn while using Shine.

Basic Spell - Traveler's Embrace - 3 AP - 5 MP - During the Wisp's next turn, if the Wisp hasn't been damaged since this spell was cast, the Wisp and all linked units will teleport up to 1 mile away, to a location that the wisp has already traveled. This can be used to ( most likely ) teleport anywhere on the battlefield, or to escape from an encounter.
One Handed Weapons

One skilled in One Handed Weapons is proficient in the usage and specialties of smaller weapons. Whenever you deal damage with a One Handed Weapon, you gain +1 XP in OHW. Whenever you get a Critical Hit with a One Handed Weapon, you gain +5 XP in OHW instead.

The following graphic illustrates the One Handed Weapons Skill Tree. You start at the bottom of the tree, and can only get the top skills by getting all of the point slots filled for all the previous skills.

 You are more agile with one handed weapons, and can perform tasks requiring great dexterity with them. (/1)
Basti Valderama

Val Marciano (future step-mother)

**Basti Valderama** is one of the main characters in *Till I Met You*, and is portrayed by James Reid.

## Character

Basti is rebellious and free-spirited. He grew up, being distant to his dad, that's why he wants to be independent. While reaching for his dream to be independent, he will find love. To get "Always", can he turn his back on the life he sought to have?

## Appearances (22/22)

1. Love Begins
2. Friends in Love
3. Hello Greece
4. Meet Basti
5. Third Wheel
6. Signs
7. The Dugdug Moment
8. The Admission
9. The Confession
10. It's Complicated
11. The Pact
12. Santorini
13. Closer
14. Chance
15. Unfriend
16. In Denial
17. Concerned
18. Rooftop Kiss
19. The Unexpected
20. Go Get Her
21. Fight For Love
22. Amend

## Quotes

Main page: List of quotes by Basti Valderama
Thieving

Thieving is a great source of money making. What makes it even better is that the loot you receive is a casket which can be opened for coins, so no more traveling back and forward from shops. This is excellent an excellent start for users wanting to make quick money for skilling equipment or combat gear.

[1]Five thieving stalls

Level requirements:

First stall (Banana) : 1 Thieving                            Full inventory loot: 200k +

Seconds stall (Crafting) : 50 Thieving                    Full inventory loot: 350k+

Third stall (General) : 65 Thieving                         Full inventory loot: 400k +

Fourth stall (Runes) : 75 Thieving                         Full inventory loot: 400k +

Fifth stall (Scimitar) : 95 Thieving                         Full inventory loot: 500k +

Note: Each casket gives random amount of coins and at times you will get nothing. So profit could be different from above. Caskets are also dropped by monsters all over Misthalin-PK.
Bosses

## **Misthalin Noteable Bosses**

1. Dagganoth Kings
2. Tormented Demons
3. King Black Dragon
4. Chaos Elemental (Wildly)
5. Slash Bash
6. Nomad
7. Kalphite Queen
8. Phoenix
9. Bandos Avatar
10. Glacors
11. Corporeal Beast
12. Nex
13. Scorpia
14. Cerberus (Wildly)
15. Abyssal Sire
16. Lizardman Shaman
17. Thermonuclear Devil (Wildly)
18. Venenatis (Wildly)
19. Kraken
20. Cakkisto
21. Zulrah
22. Skotizo
Woodcutting

Woodcutting, a skill simple to train which provides supplies for several other skills. To begin woodcutting, click on the woodcutting skill on your skill tab. You will arrive at Seers Village. Talk to Wilfred behind the bank to purchase an hatchet.

***Trees and Levels:*** ***Experience per log***

Level 1 Woodcutting: Normal tree 3823 (Well activated)

Level 15 Woodcutting: Oak tree 4900(Well activated)

Level 30 Woodcutting: Willow tree 6311(Well activated)

Level 45 Woodcutting: Maple tree 8303(Well activated)

Level 60 Woodcutting: Yew tree 8806(Well activated)

Level 75 Woodcutting: Magic tree 9549(Well activated)

Level 75 Woodcutting: Evil tree 17940(Well activated)

Note: It is recommended that you cut the logs that best fit your level and use the best fit hatchet until level 75 which you can either continue to chop Magic trees or move onto Evil trees.

Side-note: Make sure to pick up birds nest that fall, they contain seeds and rings which can be useful for later on.

### **Normal tree**

 Location/s:

All over Misthalin-PK

Experience per log: 3823 (Well activated)

### **Oak tree**

Location/s:

All over Misthalin-PK

Experience per log: 4900 (Well activated)

### **Willow tree**

Location/s:

•Usually found alongside shores/river banks

•Draynor

•Seers Village

Experience per log: 6311 (Well activated)

### **Maple tree**

Location/s:

•Seers Village

Experience per log: 8303 (Well activated)

### **Yew tree**

Location/s:

•South of Seers Village x4

Experience per log: 8806 (Well activated)

### **Magic tree**

Location/s:

South of Seers Village x2

Experience per log: 9549 (Well activated)

### **Evil tree**

Location/s:

• Where it feels like spawning! (Locations to come)

Experience per log: 17,940 (Well activated)
Gargoyle

Gargoyles are Tokens that are prepared to fight and die for their master, and do so on the grounds of honor, respect, and reverence. Gargoyles can only be males.

Basic Passive - Runic Energy - The Gargoyle will find Ancient Runes periodically. In combat, each turn, the Gargoyle rolls 1d20. For each value above 16 the Gargoyle rolls, he gains that many Ancient Runes. For each Rune in the Gargoyle's possession, he has +1 Spell Resist. The Gargoyle can spend these Runes instead of Mana, at a rate of 3 Mana per Ancient Rune. The Gargoyle can also fly.

Ultimate Ability - Stone Crusher - Upon use, the Gargoyle begins to slam his fists into the ground. Each turn, the Gargoyle rolls 1d4. He slams his fists into the ground that many times, each time, moving enemies within 15m 3m closer for each slam, then dealing 1d8 damage to each enemy within 5m for each slam. Enemies within 1m of the Gargoyle are stunned. Consumes 2 Runic Energy each turn used.

Basic Spell - Fissure - 4 AP - 5 MP - The Gargoyle slams the ground, sending a fissure out 15m in target direction. The Fissure is 5m wide around the center, and will Stun enemies hit and deal 1d6 damage to those enemies. This leaves a Ravine behind, which costs 10 AP to move accross for enemies. If Overcast, enemies cannot cross the Ravine instead, and enemies hit take 1d12 damage instead. Enemies hit are moved to a side of your choice. OC: 15.

Basic Spell - Pact of Stone - 3 AP - 3 MP - The Gargoyle makes a pact of stone with target unit. Both the Gargoyle and that unit cannot move for as long as the pact remains. All damage to pacted units deals -5 Damage, unless it is dealt by another pacted unit. Units can break the Pact by getting a Critical Hit or Overcasting a spell. Overcast also stuns your target this turn. The Gargoyle can end the pact at the end of one of his turns.

Basic Spell - Earthquake - 8 AP - 20 MP - The Gargoyle slams into the ground, causing massive, widespread earthquakes. The entire battlefield is affected, dealing 1d20 damage to each enemy unit. Overcast will also stun each enemy hit, and all Fissures on the battlefield will erupt with Magma, dealing an additional 1d20 damage to each enemy within 5m of those fissures.
Corporeal Beast

Corporeal Beast is a very popular group boss, but you're also able to solo it but the kills are significantly slower. It can be accessed trough the Boss Teleports (Page 4). Corporeal Beast's drops are very desired because of their functionalities & their price tags.

Known rare drops:

* Divine Sigil [Value: ~ 1.5b]
* Elysian Sigil [Value: ~ 1b]
* Arcane Sigil [Value: ~ 600m]
* Spectral Sigil [Value: ~ 300-400m]
* Pet Corp Beast [Value: ~ unknown]

Recommended gear:

* Helm: Pernix Cowl / Morrigan's Coif / Armadyl Helm / Robin's Hat / Archer's Helm
* Body: Pernix Body / Morrigan's Top / Armadyl Plate / Karil's Top /  Black D'hide Body
* Legs: Pernix Chaps / Morrigan's Chaps / Armadyl Skirt / Karil's Skirt / Black D'hide Chaps
* Boots: Glaiven Boots / Ranger Boots / Snakeskin Boots
* Neck: Amulet of Ranging / Amulet of Fury
* Cape: Ava's Accmulator
* Shield: Divine / Elysian / Spectral / Dragonfire Shield
* Weapon: Chaotic C'bow / Rune C'Bow
* Gloves: Barrow's Gloves / Black D'hide Vambraces
* Ring: Ring of Wealth / Archer's Ring (i) / Archer's Ring
* Ammunition: Ruby Bolts (e)

Recommended Inventory:

* Saradomin Brews: 23
* Super Restores: 4
* Overloads: 1
* Familiar: Steel Titan

Recommended Prayers:

* Prayer Book: Regular
* Prayer(s): Protect from Range & Rigour

Important Notes:

* There's no dark core
* You can't place a cannon in the Corporeal Beast's lair.

Basics & Advice:

* Corporeal uses all 3 attack styles, which the main one is ranged. To avoid him from using melee on you is to *keep a distance* and range it.
* To solo Corporeal Beast, take a zip of an overload & use only saradomin brews to heal up.
* It's very advised to bring *at least 1 or 2* friends with you for much faster kills.
* Corporeal Beast's lair is **SEMI-SAFE**. *(Your items stay dropped on the ground, you have to run back for them)*

**Guide retrieved from Hanf via forums.**

***Active as of 11/14/16***
Money Making

## Thieving

Thieving is a great source of money making. What makes it even better is that the loot you receive is a casket which can be opened for coins, so no more traveling back and forward from shops. This is excellent an excellent start for users wanting to make quick money for skilling equipment or combat gear.

Level requirements:

First stall (Banana) : 1 Thieving                            Full inventory loot: 200k +

Seconds stall (Crafting) : 50 Thieving                    Full inventory loot: 350k+

Third stall (General) : 65 Thieving                         Full inventory loot: 400k +

Fourth stall (Runes) : 75 Thieving                         Full inventory loot: 400k +

Fifth stall (Scimitar) : 95 Thieving                         Full inventory loot: 500k +

Note: Each casket gives random amount of coins and at times you will get nothing. So profit could be different from above. Caskets are also dropped by monsters all over Misthalin-PK.

***Active as of 11/14/16***
Julie Anne R. Benitez

Production manager

Executive producer

Supervising producer

Producer

Writer

Creator

TV business unit head

Developer

**Julie Anne R. Benitez** is the developer and the executive in charge of production of *Till I Met You*.

## Projects

### As an overall in charge of production

* 1 TV movie (2010)
* 1 TV series (2014)

### As an executive producer

* 1 TV series (2001)
* 1 movie (2010)

### As a supervising producer

* 1 TV series (2006)
* 2 movies (2012-2013)
Entropy

Entropy is a skill leveled by dealing damage with spells. Entropy itself is mastery of destructive spells, and the ability to utilize them well. You gain 1 XP per damaging spell cast, increased to 5 XP instead if you Overcast that damaging spell.

 You deal +( 1 / 2 / 3 ) damage with your damaging spells. (/3)
Tillimetyou.com

File:TIMYsite.png
Sumama na sa journey na magpapatunay na **love always wins**!

*(Come and join the journey that will prove that love always wins!)*

Always ka nang updated sa kwento nina Basti, Iris and Ali, always ka pang may access sa exclusive behind-the-scenes photos and videos from Till I Met You.

*(You're always updated on the story of Basti, Iris and Ali, you also always have an access to exclusive behind-the-scenes photos and videos from Till I Met You.)*

Plus, may bonus surprises pa!

*(Plus, there are even bonus surprises!)*

## Our Love Story

In a world full of “Maybes” and “Almosts,” mahanap kaya nila ang kanilang “Always?”
Sundan at kilalanin na sina Basti, Iris and Ali as they share their feels sa love at sa life!

*(In a world full of “Maybes” and “Almosts,” will they find their "Always?" Follow and get to know Basti, Iris and Ali as they share their feels of love and life!)*

To see the stories of Basti, Iris and Ali, check out tillimetyou.com / Our Love Story

## Captured Moments

Mula on-screen, masisilip mo na rin ang saya at kilig offscreen with these exclusive
behind-the-scenes photos and videos!

*(From on-screen, you'll get to take a peek at the fun and excitement off-screen with these exclusive behind-the-scenes photos and videos!)*

To see the photos and videos, check out tillimetyou.com / Captured Moments
Angel

Angels are strong, protective Tokens. However, Angels only have great offensive power against the mighty -- they refuse to use their full power against the meek.

Basic Spell - Smite - 3 AP - 2 MP - The Angel empowers his or her next attack, granting it +2 Damage to target for each 5 HP it currently has. The Angel recovers HP equal to half the bonus damage gained in this way. Overcast will restore full bonus damage as HP to angel. OC: 15. Does not stack.

Basic Passive - Angelic Guard - The Angel deals increased damage to targets with higher health than its Master, but lower damage to those with less health than its Master. The Angel also gains more Max Hit Points passively for how much higher its Max Hit Points without this buff are than its master. The Damage modifier works marginally around the 0, meaning that to find what your Damage Modifier is, you will take note of where you stand relative to the 0 point.

Ultimate Ability - Angelic Embrace - Upon use, the Angel grabs a target ( not self ) within 5m, or its Master from anywhere on the map. The Angel pulls the target to him or her, then restores the target to Full HP. The target becomes invulnerable and gains immunity to disables until his or her next turn.

Basic Passive - Forged of Divinity - The Angel can fly. Additionally, the Angel deals doubled damage to summoned units, Demons, and other Pit Spawn. The Angel takes Physical Damage like a normal unit.

Basic Spell - Ray of Light - 4 AP - 6 MP - The Angel calls down a ray of light which will go through all terrain ( but not destroy it ) at a location within 20m. On the Angel's next turn, the ray will strike, affecting all units within 5m of that location. Enemies hit take 1d20 damage, and are taunted if they are within 10m of the Angel. If Overcast, enemies hit are stunned instead. OC: 16.
Fucking Bounty Hunter

Mr. Cobb,

As you requested, I conducted an inquiry into the identity of your brother's killer. It is none other than (*PC Name*), the troublesome bounty hunter who is now employed by the NCR. As this person is disrupting my own interests, I have an offer: if you terminate (*PC Name*), I will forgive all outstanding debts owed by the Powder Gangers to the syndicate. Unless otherwise notified, I will assume this offer is accepted, and thus I eagerly await news of (*PC Name*)'s death.

Sincerely,

Mr. Fisk
Misthalin-pk Wikia

## Welcome to the Misthalinpk HQ!

**Misthalin is a quality server packed with talented developers and resources to ensure a great experience. Our team is a dedicated team that strives to professionally create a user-friendly and fun environment for our community. Not only are we dedicated to gameplay, we are also heavily invested into to the visual aspect of the server as a whole. We are striving not to be another server,but the server that everyone talks about! Misthalin has a very unique Staff team and Community that you wont find anywhere else!**
Accuracy

Weapons have Precision. When attacking, you roll 1d20 + Weapon's Precision against an opponent's 1d20 roll. If you exceed their roll, you hit them. Enemies can gain evasion to empower their roll in this interaction.

Spells have precision if they aren't AoE as well. You roll a Perception Roll against your target's Perception unless your target is willing to take the effects of the spell.
Items

**Helmets**

1. Serpentine
2. Vanguard
3. Battle-Mage
4. Armadyl
5. Virtus
6. Pernix
7. Torva
8. Robin hood

**PLATEBODYS**

1. Vanguard
2. Battle-Mage
3. Armadyl
4. Bandos
5. Virtus
6. Pernix
7. Torva

**PLATELEGS**

1. Vanguard
2. Battle-Mage
3. Armadyl
4. Bandos
5. Virtus
6. Pernix
7. Torva

**SHIELDS**

1. Spectral Sigil
2. Elysian Sigil
3. Divine Sigil
4. Draconic Visage
5. Spirit Shield

**GLOVES**

1. Battle-Mage

**BOOTS**

1. Dragon
2. Bandos
3. Ragefire
4. Glaiven
5. Steads
6. Eternal
7. Pegasian
8. Primordial
9. Battle-Mage
10. Ranger boots

NECKLACES

1. Blood Neck

**RINGS**

1. Ring of chaos
2. Berserker ring
3. Warrior ring
4. Archer ring
5. Seers's ring
6. Berserker ring(i)
7. Warrior ring(i)
8. Archer ring(i)
9. Seers' ring(i)
10. Onyx ring(i)

**WEAPONS**

1. Abyssal Whip
2. Abyssal Vine
3. Armadyl Cbow
4. Armadyl Hilt
5. Abyssal Dagger
6. Abyssal Bludgeon
7. Bandos Hilt
8. Dragon claws
9. Dragon W.H
10. Dark bow
11. Hand cannon
12. Korasi sword
13. Kraken tent
14. Sara Hilt
15. Saradomin Sword
16. Staff of dead
17. Toxic Blowpipe
18. Magic Fang
19. Trident
20. Zamorak spear
21. Zamorak Hilt
22. Zaryte bow

**PETS**

1. Dagannoth prime
2. Dagannoth supreme
3. Dagannoth rex
4. Black dragon
5. Blue dragon
6. Baby blue dragon
7. Green dragon
8. Frost dragon
9. King black dragon
10. Ice strykewyrm
11. Desert strykewyrm
12. Jungel strykewyrm
13. Nex
14. Bandos avatar
15. Phoenix
16. Tormented demon
17. Kalphite queen
18. Slash bash
19. Chaos elemental
20. General graardor
21. Kree'arra
22. K'ril tsutsaroth
23. Skotizo
24. Smoke devil
25. Cerberus
26. Lizard shaman
27. Abyssal sire
28. Venenatis
29. Zulrah
30. Kraken
31. Scorpia
Muse

Muses are the beautiful adventurers of Ohr, who inspire their allies onwards, and cause their enemies to drop to their knees and weep at the idiocy of their cause.

Basic Spell - Inspiration - 3 AP - 2 MP - The Muse inspires an ally ( not self ), granting that ally their choice of + ( Charisma x 0.5 ) Health Restored, Mana Restored, Attack Damage until the Muse's next turn, or Spell Resist until the Muse's next turn. If Overcast, provides ( Charisma ) bonus instead. OC: 16. Only one of each buff may be on any given unit at a time.

Basic Spell - Turn Away - 1 AP - 2 MP - The Muse attempts to make a target flee. The target must roll a Perception roll higher than the Muse's Charisma + 1d20. If they fail, they will begin to flee for up to three turns, or until they are dealt damage next. Overcast will guarantee the target to flee instead. OC: 17.

Ultimate Ability - Dance of Destiny - Upon use, the Muse begins to dance, stunning enemies within 15m and empowering allies within 15m. Enemies will remain stunned until they are dealt damage. Allies affected by the dance gain bonus damage on all their damage based on the Muse's Charisma. While dancing, the Muse recovers 1d6 MP each turn. Lasts until the Muse decides to stop the dance.

 5-11
 12-19
 20-29
 30-49
 50+

Basic Passive - Tragedy - Whenever the Muse is dealt damage by an enemy, make a roll added to your Charisma to determine the effects of your opponents' Regret. This is diminished by your target's Perception.

 0-4
 5-9
 10-14
 15-19
 20+

Basic Spell - Follow Me - 2 AP - 2 MP - The Muse beckons an ally within 10m to follow him or her. While that ally remains within 10m, they will gain +1d4 HP Regeneration. The Muse can deflect up to ( Charisma x 0.5 ) of the damage from damage that would be dealt to him or her to allies following the Muse. Overcast grants +1d6 HP Regeneration instead. OC: 15. Doesn't stack.
Padma Patil

**Padma Patil** was a character in the *Harry Potter book series*.

She was a witch who joined Dumbledore's Army. She was sorted into Ravenclaw when she attended Hogwarts School of Witchcraft and Wizardry and she had twin sister, Parvati Patil who was sorted into Gryffindor. In her fourth year, she attended the Yule Ball with Ron Weasley.

## Biography

Padma began attending Hogwarts School of Witchcraft and Wizardry in September 1991, and was sorted into Ravenclaw House.

## Notes and sources

1. ↑ *Harry Potter and the Philosopher's Stone*, Chapter 7
Imps

Imps are lackeys from the Underworld that have bound themselves as a group to a master. The Imps are loyal to their master not because of some form of honor or respect, but rather because they believe that it is better to be protected by something more powerful than themselves.

Basic Passive - Meek - You have three Imps. The Stats of your 'Imps' scale normally, but are divided in two on a per-imp basis. For each Dead Imp, your Max HP is decreased by 50%, down to, if two or three are dead, you will have 1 Max HP. However, your Imps' abilities do not share a cooldown -- meaning, your imps have three separate ultimate abilities.

Ultimate Ability - Rapacity - Upon use, the Imp leaps onto target unit within 10m, then leaps onto another target unit within 10m of that unit. When he or she leaps onto the second unit, the first unit is knocked 5m away from the second unit. The Imp can choose to just leap onto a target unit instead and have them count as the second target.

The Imp will then place a shield on his or her second target equal to the Imp's Max Hit Points. While the Shield remains on the target, the Demon will be clawing them. Whenever the target is dealt damage, the Imp will claw them for 1d4 damage. While the shield remains on the target, they can only damage the Shield on them. ( The Shield does not protect them from damage, it will instead take all the damage they would deal. Allies of the target can help in destroying this shield ).

Basic Spell - Mob Up - 2 AP - 2 MP - The Imp places a stack of Mob on target unit within 10m. Stacks up to two times for each Imp, up to a maximum of six. Targets take +1 damage from all sources for each stack of Mob on them. If Overcast, the target takes 1d4 damage for each allied unit, including the Imp, within 10m of the target. OC: 15.

Basic Spell - Dire Flash - 4 AP - 3 MP - The Imp blinks to another Imp within 10m of itself. The Imp will then deal 1d6 damage to target unit within 10m for each other Imp within 10m of itself ( not including itself ). If Overcast, the other Imp ( other than the target ) may replicate this spell as well. OC: 10.

Basic Spell - Resurrection - 3 AP - 3 MP - The Imp begins to channel on a target. If used on a dead Imp's corpse, will restore them to Full HP after two turns spent entirely channeling. If used on a Near Death ally, will restore 1d20 Vitality to them each turn spent channeling. If Overcast, will either instantly revive the target Imp from death or restore the Near Death ally to health. OC: 14.
Skills

Skills are proficiencies that your character gains over the course of your quest(s).

Each Skill has a Skill Tree, consisting of ten Perks that you can obtain over the course of leveling up that skill. Each Skill has a maximum of Level 10, with each level having 100 XP for that Skill. Certain actions gain you Skill XP. You gain one Skill Perk Point per Skill Level Up.

You also begin the game with ten Skill Points to distribute among the Skill Trees. These represent your experience prior to the events of the game.

You can have any number of perks from any number of skill trees; however, you can only be gaining XP for up to three different Skill Trees at any one time. Meaning, you must switch around the currently 'equipped' skill trees to gain skill in other trees than the previously equipped ones. You also gain +1 to rolls related to these Skills per level in that skill. Some races have basic bonuses to certain skills.

There are Primary Skills, and Secondary Skills. You have all Primary Skills active at all times, while you can only have up to three secondary skills ( marked with \* ) to level at any one time.

One Handed Weapons\*

Two Handed Weapons\*

Sharp Weapons\*

Blunt Weapons\*

Staffs\*

Wands\*

Shields\*

Firearms\*

Bows\*

Loadbearing\*

Healing\*

Arcane Scripture\*

Alchemy\*

Wilderness

Enchanting\*

Diplomacy\*

Leadership

Conviction

Tailoring\*

Engineering\*

Persuasion

Intimidation

Runecrafting\*

Unarmed\*

Entropy\*

Physics\*

Artist\*

Literacy\*

Allure\*

Sneak\*

B & E\*

Climbing

Swimming

Cooking\*

Nimble
Scout

Scouts run ahead of their allies to see what enemies have in store for them. Scouts are meant to annoy and distract.

Basic Passive - Spastic - At the end of each turn, you recover 1 AP for each 5 AP you lost this turn for each enemy within 10m, counting up to three enemies.

Basic Spell - Dodge - 4 AP - 2 MP - Dodge an incoming spell or attack if you can perform a roll plus agility that is higher than the oncoming damage. If Overcast, is guaranteed to dodge the spell or attack instead. OC: 15.

Basic Spell - Counteract - 6 AP - 3 MP - Counter target spell or attack within ( Meters Moved per Movement action )m. If Overcast, also stun the target. OC: 14. Can be used at any time.

Ultimate Ability - Mad Dash - Upon use, double your Max AP this turn, then recover Max AP.

Basic Passive - Evasion - Whenever you would lose HP or MP, you may choose to lose twice as much AP instead.
Untold Crusade Wikia

## Welcome to the Untold Crusade Wikia

Untold Crusade is the sequel to Endless Crusade. The Game Mechanics and statistics of Untold Crusade are redone and revamped as compared to Endless Crusade. The game occurs roughly one hundred years after the strife of the Dark Magics, in the Kingdom of Ohr. After the defeat of Demise, a slurry of once imprisoned souls were cast across the land. These souls were tainted with a final curse from Demise, and were forced to bind with the denizens of the land.

Nowadays, many are trying to kill others to claim these 'Tokens' that have bound themselves to the living, in order to claim more power.

If enough of the Tokens are reunited, it is possible for Demise to be reborn, albeit in a different form than he previously manifested.

If enough of the Tokens are commended to the gods to be trapped, Demise may forever remain trapped in his Final Curse.

Reference Pages for Gameplay are as follows:

Stats

Tokens

Skills

Classes

Items

Actions

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Enchanting

Whenever you disenchant an item, you gain the Aura Essence gained from that item in XP in Enchanting.

 Whenever you disenchant an item, you gain +(1/3/5) Aura Essence from that item. (/3)

You can Disenchant any item to gain +1 Aura Essence. When disenchanting an enchanted item, you gain Aura Essence equal to the Aura Essence spent on that enchantment. Additionally, whenever you Disenchant an item with an enchantment on it that you don't know, roll 1d20. You must roll that enchantment's Success Value to learn it. Additionally, while attempting to Enchant an item, you must roll that Enchantment's Success Value to enchant the item successfully. If you fail while enchanting an item, half that Enchantment's Aura Essence is returned to you. Your Success Value Rolls are improved by your Enchanting Level.

The higher your Enchanting Skill Level, the more Enchantments you can place on any one item. Level 1 = 1, Level 5 = 2, Level 10 = 3.

Simisil's Pocket Aura - 5 AE - SV: 10 - Enchanted item takes up no inventory space.

Weightlessness - 4 AE - SV: 8 - Enchanted weapon can be used as your Offhand weapon. While wielded as Offhand, you can instantly switch between that weapon and your primary for attacks.

Desecration Aura - 20 AE - SV: 15 - Each turn, all units ( including self, and allies ) within 10m take 1d20 damage.

Lucky Charm - 7 AE - SV:13 - When you enchant this item, name a roll. Rolls of that type get +1 for the wielder.
Yoohoo Mode! Sakura Change!

**Yoohoo Mode! Sakura Charge!** (ユーフーモード！ さくらチェンジ！Yūfūmōdo! Sakura chenji!) In known as english dub **Yoohoo Mode! Violet Flowers Transform It!**

## Sequence

### Yoohoo to Blue Sakura Yoohoo/Godness Blue Sakura Yoohoo

**Movie Only:** He has glitters in the body and he says "What this is!" and his friends wake up and see glitters on Yoohoo's friends and are all ready to transformation and "**Yoohoo Mode! Sakura Change!**"and glitters disapper and The tail goes bigger and better and his sakura crown appear with blue sakuras and he waits until friends transformed and Dark Pink,Pink Chocolate,Mousse Benetta,Bubblegum,Cleo,Princess,Lemmee,Roodee,Chewoo,Pammee,Angel Red and Yoohoo falls intro they own backgrounds and yoohoo is during his introces.

**Second Season****:** First, he opens Sakura Pact and he says "**Yoohoo Mode! Sakura Change!**" and he says the rainbow colors "Pink! Scarlet! Red! Orange! Gold! Yellow! Lime! Green! Nile Green! Blue! Purple!" and Jojo he says "Give Him To Power!" and blue aurora wawe comes glitter body has comes and the tail goes so bigger and he gets his sakura crown and falls down they own background
Bazclanthian

Bazclanthians were Titanic Constructs infused with Divine Magic in ancient times. Eventually, all the Bazclanthians ran out of sufficient energy to keep themselves powered, and faded into dust. However, through their Divinity, their essences prevailed, and are now returned to be made manifest as Tokens.

Basic Passive - Energy Core - The Bazclanthian is roughly 5m wide, and 10m tall. The Bazclanthian can be summoned or desummoned by channeling for a turn. While Desummoned, the Bazclanthian will be kept in an artifact on the Master. The Bazclanthian also has doubled Health, Mana, Critical Hit Bonus Damage, and Action Points of a normal unit, but cannot recover Action Points through basic regeneration. Instead, the Bazclanthian recovers doubled the regular AP Regeneration amount by doing nothing in a turn. The Bazclanthian can only wield two handed weapons. The Bazclanthian resists most forms of disables.

Basic Spell - Energy Barrage - 8 AP - 10 MP - The Bazclanthian launches a barrage of Arcane Missiles, launching a total of 1d8 missiles. Target a location for each missile. On your next turn, all the missiles land, dealing 1d12 damage each missile, increased to 1d20 damage if Overcast. OC: 15.

Ultimate Ability - Launch - Upon use, the Bazclanthian primes his or her rockets this turn, and cannot do any other actions this turn. Then, the Bazclanthian will take off next turn, launching 20m per turn in a target direction. If the Bazclanthian uses this to charge along a surface horizontally, any enemy units hit will be carried with the Bazclanthian, being dealt ( The Bazclanthian's HP ) in damage and being stunned when they hit an object. If the Bazclanthian uses this to fly into the air, he or she can then drop at any time, gaining AoE, damage, and effects the higher the Bazclanthian flies. The Bazclanthian must also take half as much time as he or she spent flying upwards returning to the earth.

Basic Spell - Power Grip - 5 AP - 6 MP - The Bazclanthian blasts his or her offhand out in a target direction. If an Offhand was being wielded by that hand, then it becomes unequipped until the hand returns. The Hand travels 10m per turn. The Hand can grab a unit for as long as it remains powered. The Hand has enough Power to remain powered for up to 50m of travel. If Overcast, the Hand instead travels 20m per turn and has enough power to travel up to 100m total. OC: 15.

Basic Spell - Forcefield - 4 AP - 4 MP - The Bazclanthian deploys a Forcefield around a target within 10m or self. The Forcefield has 1d20 Hit Points. Only one Forcefield can be deployed at a time. When an enemy gets a Critical Hit or Overcast spell that hits a unit with a Forcefield on it, the Forcefield will burst, dealing 1d20 damage to enemies within 10m of the shielded unit and knocking those enemies back 10m. If Overcast, will also place an additional Forcefield on the Bazclanthian ( two, if targeting self ). OC: 18.
Pugilist

Pugilists are seasoned fistfighters, who shun weapons in favor of stances and techniques.

Basic Passive - Grapple - As you deal damage to enemies and are dealt damage by enemies in melee range while unarmed, you apply Grapple to them, up to a maximum of 10 Grapple applied. At 5 Grapple, enemies are bound to you, making them have to mimic all your movements and making them unable to move otherwise. At 10 Grapple, you can perform one of the following on your target to remove all Grapple from them. Enemies lose 2 Grapple per turn while at least 5m away from the Pugilist.

Suplex - Deal your Current Hit Points in damage to your target. Can only be performed on targets that are under twice your size.

Chokehold - Stun your target, and instantly put three Grapple on them. Once your target reaches ten Grapple next, they are knocked unconscious, having to make an Enduring roll higher than each instance of damage dealt to them to wake up.
Chesty

Chesty without his headware

## Overview

Chesty was a caravan guard and known by all accounts to be an alcoholic.

## Biography

Chesty was apart of a caravan that got raided north of Vegas by two enclave remnants, Onada and Quantrill, whom used explosives. The trader of the caravan, Mike, was shot multiple times all over his body, but not before he managed to kill Quantrill, reducing him to ash and bones. Chesty survived the ordeal with a leg injury and managed to get a clear look at the assailants face. A bounty came up on those responsible. The Courier accepted the job, and followed up with Chesty at the Big Horn Saloon as to what had happened. According to him there wasn't much left to see at the attack site by then, the bodies had been cleaned up, except for Quantrill's remains, which were left to rot as retribution, he directs the Courier to that location.

## Appearances

1. ***New Vegas Bounties I***

* Quest - New Vegas Bounties
* Dialogue - Steven Randall
* Note - Bounty: Unknown (Onada)
* Dialogue - Chesty
Dr. Szeller (holodisk)

Brad,

I know that Commander Meston wants to deter us from going to sick call, but for fuck's sake, I wouldn't use that doctor even if I was on the verge of death!

A couple weeks back, Henderson went in for a toothache, and later I could hear him screaming in there, and all Dr. Szeller would say was, "Is it safe?"

What kind of shit is that? I hear he used to work for the Enclave, and that's why he's with Shadow Company now, but it's probably scuttlebutt.

So, the moral of the story is: don't get sick when you're working for Shadow Company!

- Jones
Valkyrie

Valkyries are the women of Ohr who carry the will of the fates -- that is to say, they hold faith and belief in powers beyond the gods, which govern all of existence.

Basic Passive - Portent - Whenever the Valkyrie is dealt damage, she gains one Portent. Whenever an ability of hers procs, ( Outlined with [] ) or she casts a spell, the Valkyrie may expend up to one Portent to copy that spell or action. If a spell is copied in this way, the Valkyrie must still pay that spell's AP cost.

Additionally, the Valkyrie has an additional equip slot reserved for her Aegis. The Aegis grants +1 Armor, with an additional +1 Armor granted per 20 Endurance. The Aegis has a total of ( Valkyrie's Endurance + 5 ) Max Condition.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Basic Passive - Resilience - [ Whenever the Valkyrie is dealt damage for the first time between any two of her turns, she recovers AP based on her current MP.]

 10-19
 20-29
 30-39
 40+

Basic Passive - Courage - [ Whenever the Valkyrie attacks, she deals a bonus ( Portent + 1d4 ) damage to her target, as long as that target attacked the Valkyrie since her last turn. If the target hasn't, she instead restores 1d4 MP to herself and allies within 10m and Taunts the target.]

Basic Spell - Wings of Destiny - 4 AP - 6 MP - The Valkyrie dives up to 10m. Units hit are carried to the end. Enemies are stunned, allies have all damage they would take this turn diverted to Valkyrie. OC also shields valkyrie for 1d20 HP. OC: 16. Can be cast at any time.

Ultimate Ability - Fates' Edict - Upon use, the Valkyrie causes a host of Spectral Valkyries to descend from the sky and rend her target within 10m. The host will attack the target ( Portent ) times, each dealing damage scaling with the Valkyrie's Resilience.
Armament

Armaments are Tokens that choose to manifest as weapons that the Master wields. Armaments have different stat scalings, which are represented as stats gained by the wielder. Armaments have a Base HP of 20.

The Weapon has an AP Attack Cost of 5, and a Precision of 2.

Half of the Armament's Charisma is granted as a bonus to you.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Ultimate Ability - Boon of Battle - Upon use, the Armament grants the bearer a bonus based on one of its highest attributes.

Endurance - Restores HP on bearer equal to the Bonus HP granted.

Strength - Doubles base weapon damage until end of turn.

Agility - Doubles Movement bonus until end of turn and restores AP equal to the Max AP bonus.

Intelligence - Doubles the Spell Effect Bonus until end of turn.

Charisma - Restores Max MP on bearer.

Insight - Doubles Spell Resist and MP Regeneration until you cast a spell next. You cannot be disabled while this is active.

Dexterity - Double the Roll Bonuses until your next turn.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_
Wands

Wands is a skill that correlates to your ability to use wands to cast spells. Wands are more heavily oriented towards Overcasting spells and using Minor Spells, and will therefore benefit more from the use of those. You gain 1 XP for casting a Minor Spell while wielding a wand, and 5 XP for overcasting spells.

 Your Minor Spells have +( 1 / 2 / 4 ) to their success rolls. (/3)
Actions

The following are basic actions that players may take.

Move - The player moves his or her meters moved per movement action ( at maximum ), at the cost of his or her Movement Action AP Cost.

Move Weapon - The player moves his or her weapon from one direction to another. Any enemies in the area moved into are attacked, given that the player is using a non-ranged weapon. The two areas must be directly next to each other ( For example, you can't move your weapon from in front of you directly behind you-- you must move it on top of you, under you, on you, or to one of your sides, then to behind you ). This action will cost AP based on how large or unwieldy your weapon is. Moving your weapon also allows you to attempt to parry / block attacks.

Attack - This action is only available for ranged weapons, or weapons that cannot use movement physics to attack. A base cost is paid to attack.

Change Equipment - The Player changes equipped items. Costs 1 AP per item switched, and requires an entire turn without action or taking damage to perform.

Use Ultimate Ability - All Players in a party share a stat called Collective Effort. There is no maximum to Collective Effort, but Collective Effort disappears at the end of each encounter. Ultimate Abilities have no maximum to the amount of times they can be used, but all require different amounts of Collective Effort to use.

You gain 1 Collective Effort for each point of damage your party deals.

You gain 2 Collective Effort for each Hit Point healed by your Party.

You lose 1 Collective Effort for each Hit Point lost by your Party.

You gain 1d20 Collective Effort whenever a Party Member is revived from Near Death.

Whenever your party defeats an enemy, you gain their Level in Collective Effort.

You can't gain Collective Effort from the damage or healing from Ultimate Abilities.
Bounty: Eileen

## Transcript

\*\*PROPERTY OF RANDALL & ASSOCIATES\*\*

Target: Eileen

Race: Caucasian

Allegiance/Faction: Fiends

Location: Fiend Territory, near Vault 3

Notes:

Eileen is suspected to have captured, tortured, and murdered at least a dozen NCR soldiers in the past year alone. She's skilled with a blade, and takes pleasure in mutilating the genitals of captured men. One source reports that she's made a "cock necklace" out of dicks taken from prisoners. Oh, and she eats her victims, too.

- Randall
Batalla de Alcatraz

La **Batalla de Alcatraz** fue un acontecimiento que significó el combate final entre los X-Men y la Hermandad de Mutantes. Este evento llevó al presidente a convertir a Beast en el embajador de mutantes ante la ONU.

## Proceso del Acontecimiento

### Antecedentes

Los Laboratorios Worthington introducen una vacuna que pretende erradicar el gen X, dando lugar a sublevaciones violentas de facciones (los X-Men y la Hermandad) mutantes que llevan a la destrucción del Golden Gate.

### Acontecimiento

El ejército de la Hermandad ataca la sede de los Laboratorios Worthington en Alcatraz, pero durante esto se enfrentan contra los X-Men. Los X-Men derrotan al ejército de Magneto, inyectándole a este la cura. Al final de la batalla, Wolverine asesina a Jean Grey, acabando con todo. Poco después, los X-Men ayudan en la re-construcción del Golden Gate y el Dr. Henry McCoy se vuelve el embajador en representación de los mutantes ante la ONU.
Near Death

You enter Near Death with 25 Vitality. Once you are restored to 50 Vitality, you are restored to 1 HP. Each turn while Near Death, you lose Vitality based on your Agility.

 4-9
 10-19
 20-29
 30-44
 45+

Whenever you take damage while Near Death, you lose Vitality. The Vitality you lose is increased based on the number of times you've taken damage while Near Death thus far. For every 10 Endurance you have, each tier takes another hit to progress to ( For example, at 30 Endurance, it would take three instances of damage before you will begin to lose more Vitality per damage instance ).

 Second
 Third
 Fourth
 Fifth Onward

Whenever Allies heal you, you recover Vitality. This Healing amount is increased based on your Charisma.

 4-9
 10-19
 20-29
 30+

Whenever allies assist you while Near Death, you recover Vitality. This amount is increased based on your Insight. Assistance takes 5 AP.

 5-11
 12-23
 24-34
 35+

After recovering from Near Death, you rebound in Mana and AP. The amount of Mana and AP you begin with after being restored is based on your Intelligence and Dexterity. ( Mana is Int, AP is Dex )

 4-7
 8-19
 20-31
 32+

Each time you enter Near Death in any given encounter, you enter with less and less Vitality. This reduction of Vitality is reduced by your Strength.

 0-4
 5-9
 10-14
 15-24
 25+
Bard

Bards are the musicians of Ohr, who influence and inspire with magically enhanced tunes that were already excellent to begin with.

Basic Passive - Harmony - The Bard deploys Passive bonuses to allies within 10m until his or her next turn after casting a chain of three spells in a given order. In order to chain spells together, they must be cast within a turn of each other ( meaning, you could cast two one turn, then one the next, and they would be chained ). See below for chart of combinations.

Basic Spell - Chord of Glory - 3 AP - 2 MP - Allies within 10m ( not self ) gain +1d4 Attack Damage until your next turn. Overcast grants +1d20 damage instead. OC: 25.

Basic Spell - Chord of Compassion - 3 AP - 2 MP - Allies within 10m recover 1d4 MP. Overcast restores 1d12 MP instead, and also affects you. OC: 20.

Basic Spell - Chord of Contrition - 3 AP - 2 MP - Allies within 10m will deplete +1d4 AP on targets on their next attack. Overcast also restores +1d4 AP to all allies affected. OC: 15.

Ultimate Ability - Divine Performance - Upon use, whenever the Bard casts a spell until end of turn, the bard and each ally within 10m recovers 1d4 MP. The Bard may then cast three spells for free. The final spell cast is guaranteed to Overcast.
Loadbearing

Loadbearing is your ability and comfort when carrying heavy loads. At the end of each day, you gain XP in Loadbearing for all that you are carrying. You gain 1 XP at the end of the day for each item in your inventory, and 5 XP for each item you have equipped.

 You have + ( 3 / 5 / 8 / 10 / 15 ) Inventory Space. (/5)
Stats

There are multiple 'Sets' of stats in Untold Crusade: Primary Stats, Secondary Stats, Skills, and Spells.

You begin with 10 Points to distribute, with 3 gained per level.

Primary Stats are Endurance, Strength, Agility, Intelligence, Dexterity, Charisma, and Insight.

Each point of Endurance increases your Maximum Hit Points by 1. Each point of Endurance also increases your Enduring Rolls by 1. The number of points of Endurance required to gain this roll bonus increases by 1 every time you gain a bonus to Enduring Rolls in this way ( i.e, 1 Point = +1 to Value; 3 Points = +2 to Value; 6 Points = +3 to Value )

Each point of Strength increases the damage you afflict with Critical Hits with Non-Ranged weapons by 1. For every point of Strength, you gain +1 Base Damage dealt with Non-Ranged Attacks; the number of points of Strength required to gain this Base Attack Damage increases by 1 every time you gain bonus Attack Damage in this way ( i.e, 1 Point = +1 Damage; 3 Points = +2 Damage; 6 Points = +3 Damage ).

Each point of Agility increases your Maximum Action Points by 1. For every point of Agility, you gain +1 Ability Point Regeneration; the number of points of Agility required to gain this Regeneration Bonus increases by 1 every time you gain Regeneration in this way.

Each point of Intelligence increases your Maximum Mana Points by 1. For every point of Intelligence, you gain +1 Overcast Roll Value; the number of points of Intelligence required to gain this Roll Value Bonus increases by 1 every time you gain Roll Value Bonus in this way.

Each point of Dexterity increases your Spell Effect by 1. Dexterity also reduces the AP costs of your Non-Movement actions, as denoted below. For every point of Dexterity, you also gain +1 Damage Dealt with Critical Hits with ranged weapons.

 20
 50

Each point of Charisma increases your Interaction Rolls by 1, scaling like the other rolls. Your Spells cost less MP, based on your Charisma amount and the above graph.

Each point of Insight increases your Spell Resist by 1. For every point of Insight, your Perception Roll Value is increased by 1. The number of points of Insight required to gain this Roll Value bonus increases by 1 every time you gain Roll Value in this way.

The Secondary Stats are Hit Points, Mana Points, Action Points, Attack Damage, Spell Effect, Movement, Critical Hit Bonus Damage, Armor, Spell Resist, Critical Hit Roll Value, Enduring Roll Value, Interaction Roll Value, Overcast Roll Value, and Perception Roll Value.

Events will have a Value that must be reached to succeed in that event, or achieve the desired outcome. You attempt to reach this outcome by rolling 1d20 and adding it to the appropriate value -- for detecting things, use Perception Rolls; For withstanding damage, use Enduring Rolls; For performing Magic that is a permutation of one of your Spells or Magical capabilities, use Overcast Roll Value.
Final Log

Something happened down there, the engineers can't explain it. The AI just "switched", and went crazy, started killing everyone. I knew something was wrong with it, something different. The scientists said Vulcan 4 would change everything, ensure our victory when we emerged. It could destroy us all.

Most of the garrison is gone. I've ordered the men to use our remaining explosives to seal off the lower levels and contain this thing.

May God have mercy on our souls.

Col. Dick Phillips

Commanding Officer, Outpost Linus