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Age of Warscape Wiki/Intro

Welcome to the official wiki for ***Age of Warscape***; your one-stop resource for all things Uloff, housing articles for the many characters, races, locations, and more. Maintained and supported by the Age of Warscape developers, along with members of the Age of Warscape community.

We are currently hosting over 109 articles, 223 files, and over 2,598 edits. You can also contribute to our wiki by adding your knowledge by joining us now! Please feel free to contribute by creating new articles or expanding on existing ones.

Age of Warscape is a Massively-Multiplayer Online Role-Playing Game that puts you at the center of your own story revolving around the destructive war known as 'The Great War'. As the genocidal war between two superpower political factions, The Arbiters and the 2nd Legion, ravages the world and everyone on it, you must venture through the vast world of Uloff in an attempt to put an end to the War, with your chosen faction as the victor. Become the hero, or the villain, of your own, personal story as you team up with allies in order to put an end to the Great War and stop the Eternal Necromancer, Lord Jesavich.

On the planet of Uloff, ten different races grow hostilities between one another, especially the two major races: the Humans and the Jaar. However, after the assassination of the human king, the Humans believe that the Jaar are responsible for their leader's death and form a faction with their allying races, the Elves, Jin'tulu, and Dryads: The Arbiters. The Jaar take this as a declaration of war, and form their own faction with their allies, the Gnomes, Dark Elves, and Orcs, which became known as the 2nd Legion. These two factions both believe that the other is the aggressor, and desire to kill all of those who are affiliated with them. And so, the Great War begins.
The war between the two factions causes massive destruction, slaughtering of innocents, and hatred throughout the planet of Uloff. The two faction leaders, King Earnet of the Arbiters and Warlord Bjorin of the 2nd Legion, decide that they will not win the war without a game-changing asset. They then realize that an individual known as the Faction Champion could change the war, and both leaders call in new recruits in order to test and train to see which one will be worthy to become the Faction Champion. The leaders also hope that this individual will bring an end to the death, destruction, and hatred of the Warscape, and lead their faction to victory.

> More..
King Zilatican

King **Al'manalius Zebustian Zilatican** is a Latlazerian male who is the 15th and current King of the Latlazerian race. He is a secondary protagonist in 2nd Legion storylines, a secondary antagonist in The Arbiters storylines, and a major character overall in Age of Warscape and Age of Warscape: Origins. He is the reclusive and aggressive monarch with little tolerance to other races, and is a highly authoritarian leader. Zilatican tries to keep his people safe from the carnage of war by preventing interaction with other races, even if that means having to oppress them. He is also a leading member of the 2nd Legion.
High-Tinkerer Fizzra

High-Tinkerer Fizzra Hellstrike is a male Gnome who is a primary character of Age of Warscape and a member of the Gnome Council. He is one of the three leaders of the Gnome race, alongside Forgelord Feezlebor and Technoking Pinchblast. Fizzra specializes in creating weaponry, and fixing broken machinery.

His voice actor remains unannounced.
Blackfall

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Blackfall (also known as **Strog'ar** or **Homeland**) is one of the continents on Uloff. It was the homeland of ancient Jaar, and is said to currently contain the twisted Jaar that preform necromancy. The other continents are Moridahn and Gaderon. It is currently home to the Herasothians and Latlazerians, despite the fact that these two species are found on all continents (their capitals are located on Blackfall). Unlike Gaderon and Moridahn, Blackfall is a distance away from the other continents. (NOTE: The continent us un-accessible to all players. None have dared to venture back in over many many generations...)
Livingwood

Livingwood Elemental, or just Livingwood, is a term for a material only seen in a small variety of NPCs. They originate from The Livingwood Growth, although other small tribes can be found elsewhere. Livingwood can be found and fought in multiple locations in both Gaderon and Moridahn, especially in dense forests.

The most common form of Livingwood is known as a Denizen, a small humanoid creature.

## History

Livingwood elementals are a sentient group of creatures, seemingly entering the tribal stage of evolution. They produce villages and make weapons, trade with other elementals, and even have rivalries with other tribes. When a Livingwood elemental dies, they are absorbed by Uloff's lands and eventually grow into a tree, which will grow seeds that will fall, sprouting into new elementals (slightly similar to that of a Dryad). All Livingwood elementals can be traced back to what some of the elementals refer to as the Elder Tree, which is believed to be what remains of the first of their kind. The Elder Tree is a massive tree located at the heart of the Livingwood Growth, its size rivaling that of the Dryad captial, Esari.

## Physical Description

The usual Livingwood Elemental stands at around 3ft, and are mostly composed of wooden parts joined by vines and plantgrowth. They are slender, with slightly large head reminiscent of skulls. There are some exceptions, such as Livingwood Guardians or Livingwood Desecrators.

They will usually have markings on their skulls, which are unique to each tribe.

Livingwood itself retains the ability to adapt very well to climate changes, as seen in certain tribes. For example, the Smoldering Tribe, who are located near a volcano, have a composition that burns eternally without any form of decay or damage.

## Personality

The personality of a Livingwood elemental varies, based mainly upon their upbringings and location. Some tribes will greet strangers and attempt to make trades, while others will attack with the intent of killing.
Leveling

The Leveling system is one of the most important game mechanics. The Player's health, attack, and defense is increased when their level increases, along with unlocking new abilities and ability to use certain equipment. One's level can be increased by gaining enough EXP, and, once enough is gained, the player will move up one level. The required amount of EXP is increased every time the player levels up. NPCs also have a leveling system, altough it is mainly cosmetic and helps aid the player in what the recommended level is to defeat the NPC in combat.

There are currently 100 levels within the game.
Vienna La'fiere

**Vienna La'fiere** is a Zal'nier female who is the adopted daughter of Kaldren and a member of The Coalition. After being rescued from a brutal attack on her home island, Kaldren and the Coalition had taken her in and gave her a new home. Kaldren had decided to raise her as his own, treating her like his daughter. More over, due to the Great War of Uloff, the Coalition had given her training in assassination and marksmanship, allowing her to defend herself should the time come.

## History

Vienna was born in a Zal'nier village that was located within an island located off the coast of Nashar, Moridahn. Living with her parents and her older sister, she was given a normal life within her small village. However, when she was only 10, her village came under attack by Lord Jesavich, who carried out the attack singlehandedly. For no clear reason, the Eternal Necromancer burned the entire village, brutally slaughtering its inhabitants. Vienna and her family attempted to escape from the village, only to have the father killed while trying to defend his family.

Vienna, her mother, and her sister fled, only for her and the other two to be separated by debris. The young Zal'nier hid from the approaching Lord Jesavich, only to see her mother get caught within the Eternal Necromancer's lightning. While her sister's fate is unknown, Vienna had lost her entire family during the attack. However, after the attack, the island was investigated by the Coalition, who had rescued any surviving Zal'nier and brought them aboard their large ships.

Kaldren, the leader of the Coalition, had discovered Vienna, who was scared and alone within the rubble. He brought the young child aboard the Coalition's ship, and comforted the scared child. Wrapping her in a grey scarf, the Coalition leader had decided to take in the lone Zal'nier and raise her as his own daughter.

## Appearance

Vienna is a blue, two-tentacled Zal'nier with multiple dark stripes around her face. She has lavender/purple eyes and, like all Zal'nier, dark shadowing above her eyes. She wears light brown clothing, along with a grey scarf that was given to her by Kaldren.
The Blood Warden

- **The Blood Warden**

Electrostasis, normally under the alias **The Blood Warden**, is a male Zal'nier who is able to manipulate any type of energy around him, and will usually convert it into electricity, hence his name. He is an antagonist in Age of Warscape, as he made it his goal to cause a total extinction of all things living, and is responsible for aiding in the full establishment of the UMBRA Insurgency, along with resurrecting the Nazi scientist known as Jared Farlenefal. He is not physically seen in most storylines, and is only referenced and pictured.

## History

Electrostasis's complete origin has been shrouded in mystery, and anybody who has ever known him well is either dead or traumatized (whether this is coincidental or not is still unknown). He became more known during the time in which a decision for the new Emperor of the Zal'nier race came around. He ran for the position, and was competing against another Zal'nier named Biasniel, who was one of his best friends since childhood. However, the race ended in Electrostasis losing. Biasniel took the throne, and left Electrostasis behind.

Electrostasis, living away from the other Zal'nier, began to experiment with new things and stretch the limits of the Zal'nier knowledge. He invented a cybernetic implant that, when attached to his head-tendrils, will give him the ability to manipulate and control energy around him. He installed this implant on himself, and was anxious to show it to Biasniel. However, Electrostasis was unaware that he had violated multiple laws, including being forbidden to experiment on one's self. Upon showing his equipment to Biasniel, he was exiled due to the violation of several laws. Electrostasis was dropped in the middle of a wasteland, and was left there to rot. His name was put to shame, and was publicized for violation of Zal'nier law. This fueled his burning need for revenge, and lost all sense of shame and forgiveness.

In unexpected effect of the cybernetic implants shorted his brain, causing him to lose his sanity, and having him feel no regret or mercy. He then went under the alias of the Blood Warden, and traveled to Uloff. Blood Warden then helped birth the UMBRA Insurgency, and resurrected an infamous scientist named Jared Farlenefal. He then went into hiding, and was never seen by anyone again. However, it is believed that he is hiding in the shadows of the UMBRA Insurgency, and is helped kept hidden by Lord Jesavich.

## Appearance

Blood Warden has purple skin, along with dark purple (sometimes depicted as black) markings on his face and head-tentacles. His head-tentacles have cybernetic attachments implanted on them, which ranges from wires to small, box-like machinery. His eyes are a luminescent red colour. On some occasions, the area around his eyes is darkened out, resulting in only his iris being visible in that area.

He wears a black trenchcoat, which is tattered around the bottom. He also sports a black chestplate, dark grey pants, and black knee-high boots. He is also seen wearing a silver coloured steel-plate on his chest, which is attached to several wires and cables.
Heralds of Madness

Races | Unknown

The **Heralds of Madness**, otherwise known as the “**Cult of Vishnu**”, is a minor cult-based faction that serves as a mysterious group that follows and worships the God of Madness, Haed'Vishnu. Details about the cult are very obscure and based on rumors and conspiracies, as the cult itself has never shown itself publicly, nor has it done anything to result in massive attention. The location of the group is unknown, though it is suspected that it is located in Nashar, Moridahn.
Fjordinheim

Fjordinheim is a location in southern Gaderon, one of the main continents in Uloff. It serves as the homeland of the Jaar and the capital of the 2nd Legion.

Fjordinheim, as the name suggests, is a large fjord that contains dense forests, wet grasslands, and rolling plains. It is home to many types of wildlife, including the Livingwood in some regions. It also has a very mountainous region amoung the eastern side, and a dense forest amoung the western side. In the south, a large city known as Fjordinmiir spreads across the coast. The well-defended city is home to the Jaar race, and serves as the capital city of the 2nd Legion.
Ohm'Brahman

Portrayed by | None

**Ohm'Brahman** is the God of Order and Justice, a central figure within Human society, and a secondary protagonist of Age of Warscape: Origins and Age of Warscape. Ohm'Brahman is a being who is made up of pure light, and is said to keep the balance of Order within the universe. He is worshiped by the Humans as their god due to him saving their race from death. He never physically appears in Age of Warscape, and is only mentioned and pictured.

## History

Not much is known about Ohm'Brahman. He is seen as one of the most marvelous mysteries on Uloff, and a fascinating figure to those who wish to know about him. All that is known about him is that he controls and balances the order within the universe, and that he was the direct counterpart to Haed'Vishnu.

He became well-known after he saved a small group of Jaar, later to be known as Humans, from death at sea. They began to worship Brahman for saving them and their future generations, and seeing him as a saviour and the father of the Human race.

## Appearance

Ohm'Brahman's exact appearance is unknown, as nobody has ever seen the god physically. All that is known about him is that he is a tall figure made up of light with two white eyes.
Naming

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Naming the Player is crucial to the Character Creation process. Once the name is set, it cannot be changed (Unless certain items are purchased). The Player name is displayed to other users, which helps others identify the player. It is also used by some NPCs, and is displayed in the main HUD and Character Menu. While most names are allowed, some are prohibited and will not allow the name to be used (along with a message depending on what name is chosen). If the played is having trouble decide a name, a randomizer is available. Numbers, Underscores, Special Characters, and spaces are not allowed in names.

## Prohibited Names

Below is a list of names, and the message that is displayed when the user attempts to apply it.

(Any name that is already taken) - "That name is already being used"

(Name of any follower) - "Try to be more original"

Bjorin - "No."

Earnet - "Let's not, okay?"

Jesavich - "Hail UMBRA"

Mirage - "How about we don't use that?"

Kalcatt - "Nope."

Krono - "No..."

Lamporus - "Never."

Farlenefal - (using this name will cause the screen to go red for a split second, and crash the game. This is on purpose).

(Name of any Faction) - "Wow."

(Name of any race) - "Nice try."

Mordread - "Go die painfully."

Myro - "Please don't..."

(Name of any other significant NPC) - "That name is not allowed"

## Other Prohibited Names

Like above, except these names are unrelated to Age of Warscape, and are sometimes references to other content.

Prime - "Really?" - (Reference to one of the developers of AoWS and a member of ILMX Studios)

Warcraft - "MY DAD!" - (Reference to World of Warcraft, which is one of the games AoWS is inspired by)

Potter - "YOU ARE NOT A WIZARD, HARRY!" - (Reference to Harry Potter)

Mineman - "...What?" - (Possible reference to Minecraft)

Memes - "You are not a Meme Machine" or "Dank." - (Reference to Internet Memes, and possibly a character named Meme Machine)

(Any Profane Language) - "Language, son..."

AAAA (any number of A's) - "How Creative..."
Brahmism

Brahmism is both a religion and a social philosophy that revolves around the teachings and worship of Ohm'Brahman. Similar to the religion Judaism, Brahmism usually aims to have a society of complete order and peace amoungst all races. Those who follow Brahmism are known to be slightly pacifistic, and are known to believe that hatred and inequality are not something that should exist in the world. They are also known to never strike first or cause aggression, and only attack to defend themselves or others. This philosophy is normally practiced within Human societies.
Etah er Noht

**Location:** 2971,304 - Korden's Mine (Underground)

One of the oldest sayings, or should we say buzzwords, that has not changed its from throughout history, but its meaning has changed significantly. Today, it has more than a hundred meanings. However, not all of them can be enumerated due to the nuances of tribal dialects. Some of the meanings are: "Everything comes to he who waits", "more haste - less speed", "neither this, nor that", "nothing ventured, nothing gained", "what's mine is yours", "from dusk till dawn", etc. In short, the best time to use this saying is either when you run out of things to say, or when you're not sure of what to say.
Sorcerers of the Red Eye

The **Sorcerers of the Red Eye** (abbr. **SOTRE**; also known as the **Red Council**, **Cult of the Red Eye**, and the **Red Cult**) is a minor political faction that is a destructive cult worshiping The Red Eye as their deity. It is a multi-race faction that is comprised completely out of individuals that practice Dark Sorcery. The faction has multiple connections with the Faljaar Movement and the Umbristic State, and is aggressive to the 2nd Legion and The Arbiters.

The cult's controlled territory is unknown, and is possible that it does not control territory, unlike other groups. It does, however, hold control of a small area in Moridahn, where it is suspectedly headquartered in. Members are normally found hidden everywhere.

## History

The Red Council was initially created by a Human Dark Sorcerer known only as "The Negator" as a cult that worshiped The Red Eye as a god. Negator was known as the "Emissary to the Red Eye", acting as the creature's prophet and voice. However, he was discovered by King Ron's Task Forces, and was executed for practicing in Dark Sorcery, which was (and still is) illegal in Human society. However, Negator's apprentice, a Human male named Kallas Niate, became the Red Eye's 2nd Emissary and Prophet, and ascended to become the leader of the Red Council. Niate was also given the title of "Grand Sorcerer", and began to reform the cult to become highly destructive.

Niate's cult began to start sacrificing and lynching innocents, regardless of race, all in the name of the Red Eye. The cult had also incorporated cruel, inhumane methods to torture, murder, and sacrifice their victims. They had established a hidden headquarters somewhere in Moridahn, and had deployed multiple followers all over Uloff. The Red Council continues to sacrifice and lynch innocents throughout Uloff, and have also defiled and vandalized multiple monuments and buildings.
Moridahn

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Moridahn is a continent on the other side of Uloff, and one of the three continents on it. The other two continents are Gaderon and Blackfall. Moridahn is home to Elves, Dark Elves, Dryads, and Orcs. Next to it lies Gaderon, the continent of Jaar, Gnomes, Humans, and Jin'tulu.
Haed'Vishnu

Portrayed by | Ricky Chatell (voice)

**Haed'Vishnu** (otherwise known as the **God of Madness**) is a large, cyclopean creature who serves as a primary antagonist in Age of Warscape and as the God of Madness. As the polar opposite of Ohm'Brahman, Haed'Vishnu desires to drive the entire world of Uloff into total madness and chaos, and take the souls of innocents to build his kingdom. However, the dark god is currently imprisoned within the Realm of Madness, and is guarded by the power of Ohm'Brahman.

Haed'Vishnu is voiced by Richard "Ricky" Chatell.

## History

Haed'Vishnu was originally intended to help Ohm'Brahman balance the forces of Order and Madness. However, Haed'Vishnu had began to become tainted into a darker, more sinister path. Vishnu's original task was to help keep the souls safe and protected, but his mind became clouded by hate and chaos. He desired to take the souls of innocents, and use them to build his mad kingdom known as the Realm of Madness. Ohm'Brahman had realized Haed'Vishnu's dark intentions, and imprisoned him within the Realm of Madness, unable to break free from Ohm'Brahman's mystical barrier that he placed around the Realm. Haed'Vishnu, now unable to continue, awaits for the barrier to be released, and to continue taking lives and spreading madness throughout Uloff.

## Appearance

Haed'Vishnu's complete appearance is unknown, for he never physically appears in the stories or the game. He is often depicted as a large creature with two large horns protruding from the side of his head. His most notable feature is his large, yellow eye in the middle of his head. His left hand is depicted as a large claw, and his right hand is depicted as a long tentacle, split into three finger-like appendages. Haed'Vishnu is normally shown with a crystal in the middle of his chest, which is suspected to be his heart.

The lower half of his body is depicted with long, spider-like legs, which all have a slightly different appearance to one-another.
Perun

**Perun**, the father of true warriors and master of the sky. Legend says that he once dwelt among the people of Narr but returned to the sky, displeased by their sinfulness and lack of faith. His rage transformed into lightening bolts that split the sky and spewed flames that consumed the wicked and nearly wiped out life in the world. The few faithful locked themselves in the temples and did their best to appease him with precious sacrifices, while assuring the great god of their collective change of hearts and ways.

After getting Perun's forgiveness, they made a statue to forever remember his generosity and their covenant with him. The shield is the symbol of his protection and the lightening bolt is the sceptre with which he rules the world. All who displease him get consumed by the fire of his wrath. Perun grants deftness and dexterity to his favoured ones.

For such a divine being, Perun demands complete worship and adoration, yet does not hurry to fulfil the supplications of his followers. He enjoys watching them squirm with need as he decides whether or not to grant it. Though he has a mischievous streak and often triggers situations of extreme tension or danger among the mortals, for his own curious amusement, he is quite benign. The high priests teach would-be followers, the right way to stroke his vanity and claim divine favours. It has been written; all who walk with the great Perun on their side, shall be unbeatable and many attest that it is so.
Lock Runes

There are three sets of nine rune-stones used for most locks. The colours used for each lock are linked to the colours of the related God, Perun, God of Lightning (Blue-grey), Svarog, God of Smithing (Red) and Veles, Goddess of Nature (Blue-Green).

In addition, there are purple lock runes which are less common which have pictographs of equipment like weapons, ornaments and armour. There are also a set of lock-runes which are even less common coloured a slightly darker red than the Svarog Runes.

To use the runes, place the rune stones over the associated pictographs so that they join the two golden lock points whereupon they will "glow" and you can unlock the container
Justiciar Kaldren

Justiciar **Aurek Kaldren** is a Human male who is the leader of The Coalition. He serves as a secondary protagonist in all storylines, and a minor character overall in Age of Warscape: Origins and Age of Warscape. Once a former priest who was cast out by his brotherhood, Kaldren sought to research and discover the dark secrets of Uloff, primarily Haed'Vishnu and Lord Jesavich. Believing his destiny to discover and stop the horrors that the God of Madness and the Eternal Necromancer intend to do to the world, Kaldren formed a faction with his close allies, known as the "Coalition of Uloff", or just "The Coalition", with the intent to discover, research, and amass an army against the armies of Madness and the Umbristic State.

Kaldren's voice actor remains to be unannounced.
Cro'zak

-**Cro'zak**

**Cro'zak** is a large demon-like entity resembling a scarecrow. He haunts the Deadwood Forest and its surrounding areas, taking the corpses of those he slays and turning them into his minions, the Corpse Walkers.

Players first encounter him after entering the Deadwood and accepting the starting quest during the Halloween Event, at which point players are subject to hallucinations and fear effects. Cro'zak torments the player and their allies during a long quest line throughout the areas surround the Deadwood Forest. Players fight him as a final boss of the Heart of the Deadwood raid. His large stature, demonic abilities, and massive scythe make him exceptionally hard to beat. Upon defeat, he is banished from the mortal realm. Due to the nature of his summoning, he can never be permanently banished, and returns every year to haunt the living.

Outside of the Halloween Event, a large scarecrow resembling Cro'zak can be found in the center of the Deadwood Forest. During the weeks leading up to the Halloween Event, the scarecrow mysteriously disappears.

## History

Cro'zak originates from a foolish summoner attempting to make a minion out of him. Cro'zak proved to be too powerful to control, and soon after the summoner was found headless in the middle of a corn field, brutally reconfigured into a scarecrow. Cro'zak fled into the nearby forest, and with his mere presence, he began to corrupt it. Eventually, the once lively forest became what is now known as the Deadwood Forest, a haunted wasteland of what it once was.

Cro'zak also appears shortly in Age of Warscape: Origins, during which readers learn more about his personality and story.

## Personality

Cro'zak is a cruel and immoral creature. He plays on the fears and doubts of his victims, tormenting them for his own entertainment.

He has been known to makes deals with his victims, trading their life for a favor. Due to Corpse Walkers lacking things such as agility or stealth, he uses living pawns as a way to induce fear outside of his boundaries. Many crimes have been linked to those he makes deals with. However, Cro'zak doesn't always honor these deals, and slays the victim once the deed is done.

## Gallery

* The first sketch of Cro'zak, who was originally named Burlac
* The current design for Cro'zak
* Cro'zak, as he appears in Age of Warscape: Origins, from a leaked page
* Ditto, in a different panel

## Trivia

* Cro'zak's original name, Burlac, was a play on the word "Burlap", which was a material commonly used to make the bags that served as the head of generic scarecrows
* Cro'zak's original title was the Timberwood Terror, until a slight change to the lore corrected it to the "Deadwood Terror"
Chieftain Rhanakhed

**Chieftain Sla'zar Rhanakhed** is a Jin'tulu male who serves as the 7th and current chieftain of the Jin'tulu race. He is a secondary protagonist in The Arbiters storylines, a secondary antagonist in 2nd Legion storylines, and an overall major character in Age of Warscape and Age of Warscape: Origins. He is a powerful cheiftain, using unique combat moves not seen in any other Jin'tulu, and a highly-skilled Strategist. He is allied with The Arbiters, and one of the leading members of the faction.

Rhanakhed's voice actor is currently unannounced.

## History

Sla'zar has always been an aggressive fighter since he was a child. He used to join his father in hunting parties, and was taught many fighting techniques by fellow Jin'tulu. One day, his father died from illness, and left Sla'zar alone. He began to teach himself new techniques and new battle moves, which helped him become a brilliant strategist. Years pass, and the time where Jin'tulu fight to decide their chieftain rolls around, and Sla'zar enters the competition. He uses his self-taught strategies and battle moves, and won the fight against the current Jin'tulu Cheiftain. Sla'zar was then declared the new Chieftain of the Jin'tulu race.

More years pass, and whenever the time to fight for the Chieftain title came around, Sla'zar would win them with his strategies and battle moves. That is, until the Humans moved to Gaderon. The Jin'tulu watched them build up their civilizations, and encouraged Sla'zar to send them a peace offering. He complied, sent the offering, and the Humans accepted it. More time passes, and Earnet, King Ron's son, rises to the throne. Sla'zar and Earnet eventually meet, and begin to get along quite well. The two form a mutual friendship, causing the two races to become close allies.

When the First War of Gaderon came around, Sla'zar and the Jin'tulu became a war ally of the Humans, and remained their ally when the Great War began and The Arbiters was established.

## Appearance

Rhanakhed is a tall, brutish Jin'tulu with defining, elderly features. His armour, despite being sturdy and well-constructed, is old, worn, and scratched. He also wears a golden helmet-like piece on his head, along with fake horns and a loincloth-like piece emblazoned with the Jin'tulu emblem.

The Chieftain has pale-green scales, some being worn and crippled. He also has grey hairs above his eyes, forming eyebrows, and on his chin, acting as a beard. He also has a large scar across his left eye. Rhanakhed has worn finger and toenails, and a thin, slightly-damaged tail. His snout is also long, yet narrow, and has a long tooth protruding from the mouth.

He is often seen with a large, spear-like staff, which acts as his weapon-of-choice.

## Personality

Rhanakhed is noticeably aggressive, especially when it comes to fighting. He likes to strategize before a battle, and to ensure that his strategy will lead to victory. He typically gets along with allies. Rhanakhed is occasionally depicted to be slightly senile, as well, and having constant memory-loss. Whenever somebody points out his old age, he often loses his temper.

## Gallery

* Early Concept Art
* Concept Art
Grand Sorcerer Niate

Grand Sorcerer **Kallas Niate** is a Human male dark sorcerer who leads the Sorcerers of the Red Eye. He is a minor antagonist in all storylines, and a minor character overall in Age of Warscape: Origins and Age of Warscape. He is the current emissary to the Red Eye, and a master dark sorcerer.

His voice actor remains unannounced
Korden's Fall

Once a lively and wealthy village teeming with people in search of precious metals and gemstones that abound its surroundings, **Korden's Fall** is now a derelict shadow of itself. It sits on the edge of Ladeona Mountains, overlooking the great river Arno in the north of Narr. Helpless in the relentless grip of an invisible force, a mysterious darkness that has spread from the ancient battlefield of Ashglades; warping and poisoning every creature in it's path, creating bloodthirsty monsters.

This is your home. From here, you will set out on an epic quest.
How to play guide for Hill Climb Racing 2/fa

این صفحه به عنوان راهنمای اصلی **نحوه بازی برای Hill Climb Racing 2** عمل خواهد کرد.

## گیم پلی اساسی

گیم پلی اصلی Hill Climb Racing یک بازی مسابقه ای مبتنی بر فیزیک 2D است که در آن شما باید تا پایان مسابقه رانندگی کنید (در آزمایشات زمانی) یا تا آنجا که می توانید رانندگی کنید (در حالت ماجراجویی) با هواپیمای 2D ، در حالی که از اتمام سوخت یا ضربه به سر راننده جلوگیری می کنید.

## کنترل ها

پدال سمت چپ ترمز است که باعث کند شدن سرعت خودرو یا حرکت آن به عقب می شود و پدال سمت راست گاز است که باعث حرکت خودرو به جلو می شود.

این کنترل ها در مواقعی که هوا هوای اتومبیل را دارد ، قابلیت های اضافی به خود می گیرند:

* نگه داشتن پدال گاز (پدال راست) در حالی که در هوا است باعث می شود دماغه اتومبیل شما بلند شده و در محور مرکزی چرخش پیدا کند ، به طور بالقوه به شما امکان می دهد تا برعکس شوید.
* نگه داشتن ترمز (پدال چپ) در حالی که در هوا هستید باعث می شود که قسمت عقب اتومبیل بالا رفته و در محور مرکزی چرخش داشته باشد ، به طور بالقوه به شما این امکان را می دهد که جلو بزنید.
* برای فرود صحیح از روی پرش ها و اصلاح جهت خودرو در دست اندازها و شیب ها یا برای تحریک قطعات تنظیم مانند Landing Boost یا Jump Shocks باید کنترل های هوا تسلط یابد!

با نگه داشتن همزمان هر دو پدال ، وسیله نقلیه متوقف می شود.

بعلاوه ، بعضی از وسایل نقلیه و قطعات تنظیم اجازه می دهد تا با فشار همزمان هر دو پدال ، سطح دیگری از عملکرد فعال شود. اینها هستند:

* Thrusters - تجهیز این قسمت تنظیم به شما امکان می دهد تا با راننده موشک ، با هزینه مصرف زیاد سوخت پرواز کنید.
* Moonlander - این وسیله نقلیه به طور استاندارد به راننده مجهز است و برای استفاده از آنها نیازی به تنظیم قسمت اضافی نیست. از این نظر متفاوت است که اگر هر دو ویژگی BRAIN و Thrusters را به سطح 20 ارتقا دهید و Thrusters را در حالی که Moonlander ثابت است فعال کنید (فقط قبل از شروع آزمایش آزمایشی) ، "غلاف" اصلی Moonlander از چرخ جدا شده و خارج می شود شما با یک وسیله نقلیه پرواز یک عیب این قابلیت این است که وقتی وسیله نقلیه به چیزی برخورد می کند (اشیا، ، موانع ، زمین ، سقف) فوراً می میرید.
* شوک های پرش - تجهیز این قسمت تنظیم به شما امکان می دهد هر زمان که بخواهید یک پرش کوچک انجام دهید. توجه داشته باشید که پایین نگه داشتن هر دو پدال باعث پرش نمی شود. برای فعال کردن قطعه باید هر دو پدال را همزمان فشار دهید! این موارد همچنین به شما امکان می دهد بدون سوخت ، بیشتر رانندگی کنید ، به ویژه هنگامی که با Landing Boost استفاده می شود.
* Sledge ، Donut و Snowboard - این وسایل نقلیه (فقط در رویداد کریسمس موجود است) می توانند کمی افزایش جهش را فعال کنند. افزایش پرش قابل ارتقا نیست. مانند پرش شوک ، نگه داشتن هر دو پدال به روش دیگر باعث پرش کوچک نخواهد شد. برای فعال کردن این قابلیت باید همزمان هر دو پدال را فشار دهید!
* تراکتور - موقعیت اسکوپ تراکتور را می توان به 3 روش تنظیم کرد: شل ، جلو و سربار.

قابلیت دیگری که نیازی به ضربه زدن روی هر دو پدال نیست:

* Snowmobile - این وسیله نقلیه می تواند با ضربه زدن ساده روی بنزین یا هر دو پدال سریع روی سطح آب بلغزد. با استفاده از این روش حداکثر سرعت Snowmobile را به شما می دهد. Water Run Event بر اساس این ویژگی ساخته شده است.

## See also

* System requirements
* Release date
Aghul

A deadly monster from the depths of the swamps of Bah Jubal or Campanga Quagmire. It's habitat is any place with plenty of water. He squirts noxious saliva, comprising complex mixtures of various venoms, at his victims. In ancient times, when humans were slaves to dwarfs, it was a venerated deity, who received an annual sacrifice of a dozen humans. That led to the famous human mutiny that a hundred unsuccessful years later, escalated into a revolution and resulted in the liberation of human kind.

## Subspecies

* Aghul
* Venom aghul
* Great aghul
Sherwegnar

**Location:** 2986,259 - Mausoleum Basement, Korden's Fall (Underground)

A pejorative for human beings. All of its meanings are derived from combining the following expressions: dirty, shift, shit, ugly, disgusting... (You may create your own combinations). For instance, one might say: dirty, shifty, ugly shit. See, it's pretty easy with a little practice.
Golden Sword

**Location:** 1103,494 - Suraia Hills

Until the famous battle at the Field of Ohot in 255 b.G.e., king Wurpugh's sword served as merely a lavish golden decoration suitable for military parades. It wasn't customary for kings to take part in infantry scuffles and it's difficult to say why this particular ruler rushed into the fiercest fighting, half way through the battle. The entire event was most peculiar, since Wurpugh one of the most serene dwarven kings began to shriek and spread death all around him. The most bewildering thing about the king's sudden intervention, was his extraordinary movement. The soldiers watched in awe as their king moved as one drugged, following the sword's movement, instead of the other way around. It looked as though the sword was pulling him criss-cross through the battlefield, against his will. The dwarfs were suspended in disbelief when the enemy at first continued to advance and then retreated in panicked flight. After the battle, the king's mages tried all possible magical procedures on the sword for months until they accidentally guessed the password. They were rendered speechless, when the sword SPOKE! Soon the appropriate scrolls were found, wherein the history of this unique weapon was written, but a mistake was made. They decided to place the sword in a shrine worthy of holding the weapon, but the sword refused and with great speed "embarked" upon an unknown location. Its "words" were only later understood. The sentence "I seek a master worthy of me" fit into the story quite well. The Golden sword, as the weapon was called, was never heard of again. It is probably still searching for a master worthy of wielding it.
Unlocking

In order to prevent thieves from stealing their belongings, dwarves invented mechanisms operated by runes which allowed them to lock chests and doors. Over time, other races of Narr started using similar mechanisms until they became commonplace.

During your adventures you will likely find locked chests, closets, or doors. In order to unlock them you will have to place runes in the Unlock panel in order to connect two glowing fields. There are three kinds of unlocking runes, each one representing one god – Perun, Svarog or Veles. Collect the runes and you will be able to open chests hiding magical items and treasures.
Legends of Dawn Wiki

**Welcome to the Official Legends of Dawn Wiki!**

The Game
***Legends of Dawn*** is an upcoming action and adventure RPG from Dreamatrix Game Studios. It was crowd-funded through Kickstarter and is still in development. Discover the world of Narr as you leave the relative safety of your home in Korden's Fall to follow your foster father, battle monsters and discover the secrets of the Legend of Dawn.

The Races
Choose from five different races.

Danian
Dwarf
Elf
Human
Rizar

The Gods

Perun
Svarog
Veles

The Legend
The races of Narr share a tendency for stirring up trouble for themselves. They destroy what should be treasured and find themselves constantly on the verge of obliteration. Then they cry out for salvation; beg the gods to save them and promise to do better, be better. Once, the trinity of the gods listened. They gave the five races the keystone for the realisation of their great desire. The perfect gift to usher in the new era of harmony and mark the triumph of light over darkness. They gave mortals the Dawn.
The Dawn is a complex physical representation of the supernatural, comprising many pieces of various materials, that collectively harmonise the world. The purest essence of the divine remained within its depths and for the brief span of a millennium, peace and harmony reigned. The mortals got to enjoy a world where all resources were enough for everyone and reasons for dissatisfaction did not exist. The races grew wealthy and advanced at the same pace. But there was a catch. To preserve the divine gift and maintain eternal harmony, mortals had the responsibility of periodically opening the Dawn to the stars, in order for the elements within it to synchronise with the celestial bodies. They were warned that failure to to perform this task, would cause the harmonising effect to weaken over time.
Read more...

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Bezharal

Years ago, a researcher of old orbs Cule Kumara, came to the elven City of Recea from Goremea, to research the power of the Ruins of Koshk and the pure magical orbs that were discovered there. One night, something went wrong and he died in an underground magical blast. The Ungoras area became the Ungoras Wastes. The balance of magic changed and the land may never recover. The worst effect is the mighty fire golem Bezharal, reported by the few survivors from the area. Prior to the explosion, such dangerous creatures never roamed there. The devastating magical events probably attracted it. Scouts and researchers were frequently dispatched to Ungoras Wastes, to monitor potential golem activity and to learn more about it. But no one has returned.
Svarog

When Perun left for the sky, according to the scriptures, **Svarog** remained on Narr. Running the world with a firm controlled grip, he gave the strength and stamina needed for a new world to be rebuilt, while keeping a stern watch over all who stray. The no-nonsense god was formed by the pain in the tears of an oppressed blacksmith, that fell in the groove of a dungeon, awakening the resident spirit from within the bowels of the land. Eternal lava flowed through him and remedied the injustice. Svarog does not hesitate to wage war and defeat all who dare to cross his worshipers.

Tales of his aggression are legendary and Svarog derives great pleasure from being feared. Unknown to all but a select few, he is actually very shy and mortals, especially humans make him uncomfortable. He does not like his loyalty and protectiveness towards the blacksmiths and miners to be mentioned either. He rumbles in protest beneath the land whenever he senses disdainful acts but never strikes first.

The fire symbolizes his passion, although some blasphemers say he has a bad case of heartburn. The mallet shows his great vigour and the sword, justice. The great Svarog will grant you strength and stamina unless you make fun of his height. Then he will smite you with his mallet and swallow you into his fiery depths. Sacrifice to him regularly and you shall renew your strength.
Dreamatrix Game Studios

Dreamatrix is an independent company dedicated to the production and publication of fun games of all genre. Discovering new worlds and innovation is at the core of the Dreamatrix soul, whether it is in the creation of addictive games or trying out new business models.

Dreamatrix is a publishing house that encompasses a game development studio which unites artists and programmers from three continents under its aegis. It has numerous IPs and an advanced engine and toolset made entirely in-house, for the creation of cutting edge games.

Dreamatrix has produced many titles and established a worldwide presence alongside partners like Take 2 Interactive, Akella, EA, RTL Playtainment, Dreamcatcher, DTP Entertainment, JoWood, LogRus and others, spreading the thrill of advenurous gameplay around the globe.
Human

Humans are the most fascinating of the races because of their contradictory behaviour. They often indulge in pleasures to avoid unpleasantness, but are usually the cause of what they hide from. They have just as deep capacity for hate as they do for love and are able direct those emotions at anyone, regardless of race.

## Physical Characteristics

They live for about eighty years and vary physically. Some can be as brawny as elves, others as frail as reeds. Their physical prowess cannot be judged from their looks and they shield their females from external scrutiny.

## Distinguished Mannerisms

They have kings and ruling families whom the serve like gods even though some of the rulers rob their citizens. However they have installed successful institutions and grown in strength, since their liberation from dwarven slavery.

Some even show an affinity for magic and creation like the dwarves but their unpredictable nature makes them susceptible to positive and negative influences especially when young.

## Positive Attributes

* Humans derive enormous pleasure from frivolous pursuits like dancing, eating and drinking. It actually improves their mood and spread cheer to all they encounter.
* Humans display a strong sense of unity over a common goal especially where their common interests are concerned.
* They tend to show great courage in the face of hardship.

## Negative Attributes

* Humans are irrational and undependable. The easily get consumed by their emotions and act accordingly.
* It is easy to sow discord among their kind because of the said emotions. Attack their pride, property or personal insecurities and the human will lash out, often against the ones they claim to care about. They are only race that will turn viciously on their own.
* Humans cannot see past the object of their desires. They therefore misuse and contaminate their environment and then wage wars in an effort to expand into another's territory.

## Gallery

* Human druid
* Human fighter
Varr

Varrs inhabit all the forested regions of Narr. The most famous live in an area known as Korovia. Many travellers mentioned the existence of such dangerous magical creatures and they were accountable for destroying a great number of caravans. According to legend, the creature is so old that it saw the world before the Golden Epoch. Unortunately for these extremely powerful giants, their bulk made them sluggish and therefore vulnerable. One of the finest dishes is prepared from the flesh of these ancient animals - the scrumptious Varr goulash.

## Subspecies

* Varr
* Varrlus
* Varride
* Varrca
Activation

Some mechanisms in the game can be activated in a way similar to unlocking. You have to gather activation runes and use them to activate specific mechanisms. This can include complex doors or magical bridges. Activation runes differ from regular unlocking runes in a way that there is only one set of them.
Cliffs of Deception

**Location:** 1075,163 - Korden's Fall

It is a well-known fact that dwarves are the only race impervious to most spells. However, it is not that well known that dwarves are very vulnerable to well, let's put it this way - "natural" spells. The story of the dwarven infantry unit that entered a previously uncharted region dominated by steep cliffs while chasing their already defeated enemies, is renowned. At first everything seemed simple. Who, if not dwarves, could be better at finding their way on rocky terrains? After several hours, the leader established something completely impossible; they returned to the same place where they had entered. He also realized that half the warriors were missing. After a month, a sole, famished survivor came to the came and told the others, in a weak voice, how the rocks had enchanted them. How he became the only one to survive was unclear, but it was then established that he suffered from a severe sight disorder. An expedition comprising the finest dwarf magicians with detectors of magic were sent out. However, the detectors burst into flame for no apparent reason. The blinded magicians were saved by fire-repellent hoods and miraculously felt their way to the exit. From then the area, named Cliffs of Deception, was strictly forbidden to all dwarves.
Races

There are five **races** in the world of Narr, each adding vital components to the rich and delightfully complex blend of civilisations. However, these differences often become a source of conflict during inevitable interactions, raising the need for mutual understanding through knowledge of the mannerisms of each race. The five different races in *Legends of Dawn* are:

* Danians
* Dwarves
* Elves
* Humans
* Rizars