recursal/Fanatic-Fandom huggingface dataset:
Anti Armour Clagun

## Weapons

### Grenades

Upto four of:* FRG
* SMK
* STN
* TZR
* FRY
* G-
* G+
* G×
* ATM

## Defences

### Armour

* Graphene coating
* Deflectoplasic
* Deflectosteel internal support frame

### Shielding

* Repulsor field
* Hardlight projector

### Life support

* Biobowel
* Hazmat (option)

## Features

### Detection

* 6 VLORs
* Passive sonar
* LROM

### Repair

* Roll or duct tape
* 10 flexitarp paches

## Dimensions

### Height

2m (tendrils retracted)2.5m (tendrils extended)
Outer colonies

The outer colonies is a magic devoid area of Devnaar taking up a rough third of the galaxy on the east side.

Much like forgotten space, The outer colonies lack naturaly occuring magic. This is due to the zone retaining much of it's vœpon content from the time before the dark age. The vast majority of this vœpon is concentrated in the massive vœpon stars. The collective hypermass field coming off of this vœpon prevents souls form developing a magical charge. This prevents magic from natually generating, causing much of the outer colonies to believe it to not exist.

## Major Powers

Major powers span beyond the smaller interplanetary states or independent colonies, usually by acting as a binding glue and using the smaller states as supports for themselves. Often these factions are not open expansionists as othering themselves from collonies can create a united front agianst them that can permanently cripple them, if not dissolve them.

* Augid Military Corporation
* Zhævon-Tarr Covenant
* Xeet Alliance
* Krœmian Empire

## Minor Factions

Known minor factions

* Newbunbury
* Tsczárkzo
Recman-CO

## Weapons

### Primary

* SMG-15 Silence
* T3-Infusion (option)

### Secondary

* Grav-blade
* Pickups

### Grenades

Upto two of:* FRG
* SMK
* STN
* TZR
* FRY
* G-
* G+
* G×
* ATM

## Defences

### Armour

* Graphene coating
* Deflectoplastic

### Life support

* Biobowl
* Hazmat bowel (option)

## Movement

### Mobility

* Lev-mesh
* Grapple booties
* 0G flight harness (option)

## Features

### Detection

* 2 VLORs
* Passive sonar
* LROM

### Repair

* Roll or duct tape
* 10 flexitarp paches

## Dimensions

### Length

1m (tendrils retracted)2m (tendrils extended)
Rotor line

The Rotor line is an AMC product line of weapons rotating barrels. In augid space the name has become generisized, taking the place of the term gatling.

### The Cycle

Cycles are Rotors designed for ship to ship combat, but are also used as super heavy artillary in some cases.

The cycle has is comprised of ten berrels arranged in a circle set an armourd cillndar. The cillindar contains coolent pipes and structural support for the barrels.

The cycle fires 1 meter calibre ballistic rounds at a rate of 600rpm, with a muzzle velocity of 10000m/s.

Cycles are effecitve in visual range in space, and when deployed on a planet can effectivly fire at anything upto the horizon, but when on semi-auto, rounds can be launched to any location on an earth sized planet from any surface location.

### The Bicycle

Bicycles are a the direct upgrade of a cycle. They have two horezontally alined counter rotating cylinders instead of one single cylinder, and the barrel length is doubled to increase accurasy. The cylindar also rotates at half the speed of it's predecessor giving the weapon the same rpm.
Goldmouth

Goldmouth

**Goldmouth** (Japanese: ゴルトムント, *Gorutomunto*) is an area in *Xenoblade Chronicles 2*. It is the primary Titan of the Argentum Trade Guild, and looks like a flying whale. This Titan carries like a balloon the mercantile nation's ship above the Cloud Sea.

## Landmarks and Locations

### Landmarks

* Goldmouth Return Port
* Central Exchange
* Goldmouth Warehouse
* Lemour Inn
* Goldmouth Flight Deck
* Goldmouth Wheelhouse
* Bana's Bedroom
* Noponya Shrine

### Locations

* Argentum Bazaar
* Bower Lounge
* Chairman's Room
* Goldmouth Exit Dock
* Maelstrom
* Rumbletum Canteen
* Salvage Deck
* Goldmouth Res. Dist.
* Goldmouth Viewpoint
* Goldmouth Rooftop

## Shops

※ After finishing the game and installing Patch (Ver.1.3.0), the New Game Plus will be available and will unlock the Traveling Bard.
## NPCs

* Aft
* Amumu
* Bana
* Bonbon
* Budada
* Cedar
* Denden
* Etoto
* Falala
* Fleecyflossy
* Foorara
* Garram
* Gegebi
* Harghal
* Helehele
* Hirkham
* Karozze
* Kisasa
* Kitoto
* Kokoi
* Krujah
* Kux
* Kynon
* Kynthia
* Limuli
* Mamalu
* Max
* Melolo
* Motata
* Mumufa
* Murmur
* Naleeze
* Nalinali
* Noganga
* Nunui
* Panpan
* Pelala
* Periperi
* Pippin
* Pupunin
* Razzlydazzly
* Robodo
* Rumtumtum
* Rurui
* Sachair
* Sandrin
* Shoon
* Shynini
* Snikisniki
* Spraine
* Talulu
* Tipitapi
* Tiwitiwi
* Tonadon
* Tortor
* Utoto
* Ylouz
* Yox
* Ysolde
* Zubzub
* Zuzu

## Enemies

### Minor Enemies

* Esko Krabble
* Kattl Krabble
* Kran Crustip
* Morg Krabble

### Quest Exclusive Enemies

* Ankl Tirkin
* Pilum Tirkin
* Trent Krabble
* Sly Krabble
Administrative Pelican

Tree Mapping Hires needed a more fit for purpose design for their field than using the less focused Ad-Fal, so the disgners at TMH came up with the Administrative Pelican (or Ad-Pel for short).

The Ad-Pel's frond moduel contains all of it's hull mounted ship to ship weapons, and much like many smaller ships, has a propencity to explode. To prevent the entire ship going down with in this explosion, a blast resistant dome was fitted between the two modules to absorb and redirect the explosion, and serve as a forward armour plate in the absence of the front module.
Ryvylyynt

Image scaled to 6" to 1 pixel

The Ryvylyynt (/ɹɨ.vɨ.li.ent/) was the flagship of Syppyn fleet for well over 4 centuries.

## Design

The vessel was notable for the materials of it's construction. It was the first vessel constructed almost entirely from dreda wood rather than the more common (and far less expansive) Aksyl pine that was normally used to construct aksyly vessels. This made the ship's hull nigh inpenetrable to non magical weapons, but it came at the cost of taking an entire bridging to complete (about 60 years).
Augid Δ

Δ (Dalled delta after the greek letter) is the universal exchange currency produced by the ΔΔΔ banking branch of the AMC. The Δ symbol is usually written after the value e.g. 255Δ

## Value

Δ is a fiscal currency meaning it is not tied to any preciouse metals or physical substances to define it's value. Δ also does not rely on any cents or divisions so it's value compared to other currencies is notably low.

### Exchange into real currency

(Last updated at 5th of january 2019)

 UK £
 US $
 AU $
 EU €
 JP ¥
Radion

Radions are titanic multi-megameter automatons possessing numerous dishes and antennae on a tall geometric bodey.

Radions roam around the galaxy at sublight speed beaming radio signals back and forth between eachother looking for resources to use for reproduction. Once a suitable reasonably sized celestial body has been located, the radion will turn all it's forward facing dishes toward the target and begin bombarding it with high intensity radiowaves. Eventually the target will melt and the radion will use powerful tractor beams to consume the material to repair itself and construct nymphs that will spread out and infest nearby asteroid fields.
Augid Astro-aerialcraft

Astro-aerialcraft is a catigory of vehicles that includes aircraft spacecraft hybrids, able to operate in and out of a planets atmosphere.

## Craft by category

### Fighter-bombers

* Blacktip Aerial Fighter
* Blacktip Assault Craft

### Bombers

* Blacktip Advanced Bomber
* Warp Capable Advanced Bomber

### Dropships

* Blacktip Dropship
* Space to Ground Insertion Vehicle
* Space to ground Extraction Vehicle

### Landers

* Space to Ground Dropship
* Space to Ground Utility Transport
* Space to Ground Excavator
* Space to Ground Rapid Construction
* Express Rapid Repair Platfrom
Ferdinand class

## Affiliation

### Used by

* Koltoran Alliance
* Koltoran Remnent
* Orbix
* Kanoids

## Histroy

### Introduced

* BDA
* 256ADA (Orbix awoken by Tarr)

## Weapons

### Secondary

* 16 Curve beam photocannons
* 16 Holocannons (fire mode for photocannons)

## Defences

### Armour

* 4 45cm layers of interlocking Plontonium-Omnium alloy scale plates
* Flexitarp epoxy plate seperation
* 20mm bascal graphene lamination

### Shielding

* Condensed electron microtile shield
* Backup arcnet
* 160 Hardlight projectors

## Movement

### Mobility

* Gravity Chariot
* Hypermass mobility

## Features

### Control

* Orbix Jacks
* Consols

### Stealth

* Cloaking field
* Psychic frequency modulation
* Planes sheath

### Detection

* GPS array
* HROM
* Spectorscope array
* 4DPS

### Coms

* Digitet
* Spooky coms
* Omni-frequency

### Repair

* Nano repair
* Digitized components

## Dimensions

### Height

120m

First Koltoran warship commisioned in the god's war.
Augid Infantry

The AMC and it's subsidiaries produce a vast veriatey of cloned infantry units.

## Units by type

### Workmen:

* Nurse
* Workman-AT
* Workman-EN
* Workman-EX
* Workmen-RE

### Rangers:

* Marine
* Ranger
* Ranger-SO
* Sailer

### Footmen:

* Fieldmed
* Footman
* Footman-EX
* Footman-RT

### Fieldmen:

* Captain
* Doctor
* Fieldman

### Recmen:

* Firstmate
* Recman-SP
* Recman-CO
* Recman-SW
* Recman-XT
* Recman-HT
* Recman-DM
* Recman-ML
* Recman-SO
* Recman-SA
* Recman-BO
* Recman-GO
* Recman-IO
* Recman-BC
* Recman-AB
* Recman-AM
* Recman-PN
* Recman-SI
* Recman-AD
* Recman-RP
* Recman-TG

### Other:

* Engineer

* Lawyer
Fundamental forces

The are 8 fundimental forces that govern the universe:

* Gravity
* Electromagnetism
* The Stong Nuclear Force
* The Weak Nuclear Force
* The Veeloelectric Effect
* The Mind Force
* Soul Congealing
* Astral Friction

## Gravity

Gravity works simillarly in Tiielmaar as it does under general relativity, however what causes gravitation is different. The pulling force exerted by objects with mass is the resault of Tiielmaar's inbuild energy recycling system.

## Veeloelectric Effect

The veeloelectric effect discribes the interation between electrons(e) and veelons(в)
ZT-1

The Zipper type 1 (aka Zipper or Augid Frigate) was the premier interstellar vessel of AIMC. The vessel was cheap, low tech, and highly modular, allowing for mass production.

## ZT-1c

The augid did not anticipate the need for a combat capable vessel to come as soon as it did. As such, AIMC was forced to explore multiple solutions to space combat very quickly to avoid hostile elements from capturing and revers-engineering the Zipper's drives. One of these solutions was to refit some ZT-1s as torpedo boats by filling 8 of the hangers with guided megaton nuclear torpedoes (GuMNuTs).

The new weapon system's operation was simple. A mechanical rack would load the torpedo sideways onto a ramp. When released by 2 mechanical arms it would roll down the ramp and out of the hanger into space, at which point it would activate it's drive. Each hanger could hold 2 racks, each holding 25 torpedoes, for a total of 400 torpedoes per vessel. It takes 6 seconds for each torpedo to exit the hanger with the second rack in each hanger offset by 3 seconds giving a total 160 rounds per minuet.

The ZT-1c found considerable success in that it was almost indestinguishable from a regular ZT-1.
The Aardium

The aardium is a kiaƿru device that was stolen by Apen during the god's war. Apen disguised it by making it into a fully functional coffee machine. It's true purpose was to absorb the universe into a pocket dimension where it could be controled by the use of an arbitrary displacer.

## Consumed Realities

* Syvra
* Devnaar
* Wimaiser
* Infinitum
* Kayuras
Augid ammunitons

The AMC and, it's numerous branches, utilize a veriaty ammo types for their weapons to provide versitility on the battlefield.

## Ballistics

Ballitic weapons are weapons that use chemical reactions to propel projectiles. The term "Ballistics" is often used to refer specifically to shell based rather than missiles that are reguarded seperatly.

Penetrator: Most common rounds used. Solid slugs propelled at super sonic speed.

Explosive: A round with a C4 charge that explodes shortly after impact.

Fragmentation: A shell carrying what is essentially an impact detonated pineapple grenade.

Airburst: High explosive shell with a layer of ballbearings just below the surface. Detonation is timed.

High velocity: Longer and narrower than other rounds, cotaining more propellent.

Incendiary: A shell containing a white phosphorus payload that ignites on impact.
Recman-SP

## Weapons

### Secondary

* Still-11
* Pickups

### Grenades

Upto two of:* FRG
* SMK
* STN
* TZR
* FRY
* G-
* G+
* G×
* ATM

## Defences

### Armour

* Graphene coating
* Deflectoplastic

### Life support

* Biobowl
* Hazmat bowel (option)

## Movement

### Mobility

* Lev-mesh
* Grapple booties
* 0G flight harness (option)

## Features

### Detection

* 2 VLORs
* Passive sonar
* LROM

### Repair

* Roll or duct tape
* 10 flexitarp paches

## Dimensions

### Length

* 1m (tendrils retracted)
* 2m (tendrils extended)
Zipper-1

The vessel with it's airbrakes folded up

When the time came for the CEO to reach out into the galaxy, he did so with the Zipper-1. The name is derived form the Zipper's drive, the FTL system used by the vessel. The Zipper-1 is noteworthy as it was the first FTL capable starship build in over a million years.
Zhævon-Tarr Covenant

(Anglo 1.5%)(Slavic 5%)(Chinese 0.3%)(Japanese 0.7%)

* Derived human 1.3%
* Kanoid 0.8%
* Xeet 0.7%
* Other 0.2%

The Zhævon-Tarr Covenant is the colloqueal name for "The holy covenant between the godess zhævon and her symiotic spawn" The term "Tarr" was coined due to their association with being slimy and untrustworthy.

### Ships

* Dagger
* Trident
* Axe
* Halberd
* Club
* Mace
* Longsword
* Torch

### Smaller craft

* T-13 Kello
* T-20 Kello
* T-22 Kello

### Ground vehicles

* Dram
* Gun roller
* Subjugator
* T-21 Sleeper
* T-24 Sleeper
* Mobile Bunker
* Claw

### Infantry

* Acolyte
* Operator
* Power Warrior
* Range Master
* Commando
Kello Dropship

## Weapons

### Secondary

* Hull grid beam splitter
* 2 weapons emplacement slots

## Defences

### Armour

13mm Lead lined nanolaminant titanium armour

## Movement

### Mobility

* 3 articulated plasma thrusters (Air)
* levmesh (Air/Ground)
* 6 articulated legs (Ground)

### Max velocity

* Mach3 (space)
* 311m/s (Air)
* 8.9408m/s (Ground)

## Features

### Stealth

* Active camo
* Deforiming surface
* Radar absorbent coating
* Psychic dampener
* Electrum heat sync

### Detection

* HROM (Vsisble/Infrared)
* Spectroscope
* Psychic
AK-47

The Automatic Kalashnikov 1947 is the oldest know surviving automatic weapon in the universe. AK-47s have been dug up in droves accross the galaxy and even in some other planes of existance. Due to their extreem reliability and relative avalibility, thanks to pre dark age peoples producing so many, the AK-47 and it's varients are the most common guns in the universe.
All Purpose Clagun

## Weapons

### Grenades

Upto four of:* FRG
* SMK
* STN
* TZR
* FRY
* G-
* G+
* G×
* ATM

## Defences

### Armour

* Graphene coating
* Deflectoplasic
* Deflectosteel internal support frame

### Shielding

* Repulsor field
* Hardlight projector

### Life support

* Biobowel
* Hazmat (option)

## Features

### Detection

* 6 VLORs
* Passive sonar
* LROM

### Repair

* Roll or duct tape
* 10 flexitarp paches

## Dimensions

### Height

2m (tendrils retracted)2.5m (tendrils extended)
Augid Footman

## Weapons

### Grenades

Upto two of:* FRG
* SMK
* STN
* TZR
* FRY
* G-
* G+
* G×
* ATM

## Defences

### Armour

* Graphene coating
* Deflectoplastic

### Shielding

* Repulsor field
* Repulsor deflector grooves

## Movement

### Mobility

* Lev-mesh
* Grapple booties
* 0G flight harness (option)

## Features

### Detection

* 2 VLORs
* Passive sonar
* LROM

### Repair

* Roll or duct tape
* 10 flexitarp paches

## Dimensions

### Length

* 1m (tendrils retracted)
* 2m (tendrils extended)

## Economic

### Upkeep

Δ922 per month

Need an effective way to remove somethings kneecaps?
Kello Fighter

## Weapons

### Primary

* 4 wing mounted photocannons
* 4 wing mounted massdrivers (refit)
* 4 wing mounted rail-assisted chainguns (refit)

## Defences

### Armour

10mm Lead lined nanolaminant titanium armour

## Movement

### Mobility

* articulated plasma thruster (Air)
* levmesh (Air/Ground)
* 4 articulated legs (Ground)

### Max velocity

* Mach3 (space)
* 311m/s (Air)
* 8.9408m/s (Ground)

## Features

### Stealth

* Active camo
* Deforiming surface
* Radar absorbent coating
* Psychic dampener
* Electrum heat sync

### Detection

* HROM (Vsisble/Infrared)
* Spectroscope
* Psychic
Veeloelectric Annihilation Reactor

The Veeloelectric Annihilation Reactor (or VEAR for short) is the main generator of power for civilizations inheriting technology from the Koltoran Alliance.

## Description

A typical vear is a sphere of what are essentially concave solar panels inside a large heat sync. There are to entry ports at the top and bottom of the sphere that allow for two opposing beams to be fired into eachother.
Holography

## Overview

Holography (/ho.lo.gɹɑ.ɸi/ form the greek όλος (holos) meaning whole and γραφικός (graphikos) meaning graphic) is the field of contorting electromagnetic radiation to create images, or solid surfaces, in 3D space called holograms.

## Forms

The catch all term for holographic projections is hologram, though often this is used souly to refer to softlight projections with hardlight being refered to by its more specific name.

### Softlight

Softlight is intangible and usually used to when projecting images or nonphysical shapes.

### Hardlight

Hardlight projections are used to create physical objects.
Code Démoniaque

Le Code Démoniaque est un Code à suivre **absolument** ! Sans lui, tout le monde ferait n'importe quoi, et les démons disparaitraient peu à peu. En gras, le vrai code, en italique, le code sur le wiki.

## Code Démoniaque :

1. **Il faut s'occuper de ses démons tous les jours** - *vous n'êtes pas obligés de venir tous les jours !!*
2. **Les anges sont nos Ennemis** - *tout le monde est ami sur ce wiki !!*
3. **Vous pouvez avoir autant de démons que vous voulez, mais pas trop non plus, pour leur bien** - *il faut me demander pour avoir un démon, et aussi pour adopter un démon errant !*
4. **Si vous voulez un nouveau démon, il faut sois prendre le bébé d'une démone à quelqu'un, sois en prendre un errant. Il ne faut pas prendre un nouvel œuf, sans quoi votre premier démon disparaitra.**
5. je réfléchis !
Branch Liquidation Unit

A name that strikes fear into the very souls of even the bravest and stupid augid, the BLU is the CEO's unfathomable cosmic mass of pure capitalism made manifest to bring the inefficient and failing branches back into the stream of recourses marked for reuse. It is said it comes to take those who underperform and miss deadlines. Augid do not manufacture BLUs, they naturally construct from asset stocks when a branch reaches a cirtain size.
Anti Infantry Clagun

## Weapons

### Primary

* R-LMG
* Infusion T2-E
* FA-GL

### Grenades

Upto four of:* FRG
* SMK
* STN
* TZR
* FRY
* G-
* G+
* G×
* ATM

## Defences

### Armour

* Graphene coating
* Deflectoplasic
* Deflectosteel internal support frame

### Shielding

* Repulsor field
* Hardlight projector

### Life support

* Biobowel
* Hazmat (option)

## Features

### Detection

* 6 VLORs
* Passive sonar
* LROM

### Repair

* Roll or duct tape
* 10 flexitarp paches

## Dimensions

### Length

* 3.1m (including gun)
* 3.3m (including gun)
* 2.7m (including launcher)

### Height

2m (tendrils retracted)2.5m (tendrils extended)
Encyclopedia Tiielmaar

## Welcome to the Encyclopedia Tiielmaar

The gloriouse hord of information on the Tome of Tiielmaar universe.

Tome of Tiielmaar is a fictional universe created by robert penton (aka zeretulee or Apentulee). It has existed in one form or another since the mid 2000s, but started official use with the comencment of the development of Wargrade in 2018.

## Fundamentals

### Matter

* Magic
* Life force

## Useful categories

* Factions
* Characters
* Military vehicles
* Military Space craft
* Civillian vehicles
* Civillian Space craft
* Weapons

## Legal

Tome of Tiielmaar™ is the property of Robert Penton. The name has been trademarked since the 20th of July 2018.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
(α) Augid Military Corporation

The Augid Military Corporation (AMC for short) is an international megacorperation focusing on a veriaty of commercial sectors.

They operate as a tier 6 on the technological advancement scale, leaning heavily towards the mass production side, but do possess a few super units.

== History

==

### Origin

The first augid was developed on the Idris facility for research and development to be the successor to the old Orbix models of AI used by the Koltoran Alliance, prior to the galactic darkage.

When David-CEO-AMC-000 (or just the CEO) breached his containment, during a raid of the laboratory he was being stored in. Clambering across the floor from his cryonic tube, using memory to feel his way to an Orbix socket, David managed to take direct control of the functional systems in the facility before repelling the intruders.

David soon found a way to manufacture himself a biobowl and, not long after, returned the facility to working condition. Addopting a practiaclly religiouse obsession with capitalism as he rapidly absorbed the Idris facility's remaining data banks.

By the time of the facilities rediscovery by the Massai Institute, the intruders were met by a seemingly endless horde of Augid rangers and HL-SVs, cobbled together form on world recources.

After years of failed incursions, the Massai institute was forced to try and barging with the Augid. Before long a prosperouse business partnership had formed between the two, and the AMC was running a decent exploration and mapping business.

Tensions between the two continued to grow however, the institute was interested in the facility, the Augid were rapidly building over, for the artifacts and ancient knowledge it contained on the time before the dark age.

Eventually this tension culminated in a war that led to most of Massai's assets beeing seeded to AMC. This lead to AMC being the domeninet power in the sector.

## Names

Form early on, the AMC standardised their names as a measure to save disc space.

### Naming system

Standard first name:

* David 0
* Alan 1
* Bill 2
* Greg 3
* James 4
* Han 5
* Ethan 6
* Dan 7
* Liam 8
* Bob 9
* John 10
* Gavin 11
* Oliver 12
* Dominic 13
* Austin 14

Rank:

* CEO 0
* Poohbah 1
* Investor 2
* Executive 3
* Forman 4
* Fieldman 5
* General staff 6

Branch ID:

* AMC (NO ID)
* BZA 0
* TMH 1
* RMO 2
* ASO 3
* MRD 4
* VAD 5
* WSI 6
* REU 7
* RME 8
* ISP 9
* PMS 10
* AAA 11
* BBB 12
* CCC 13
* ΔΔΔ 14
* JAI 15

 Austin-Poobah-AMC-122
 Greg-Executive-AMC-300
FIVA World Cup 2018 Colombia

The **fiva World Cup Colombia 2018** was the 15th fiva World Cup, the tournament made by fivaTV, which took place in Colombia. The tournament started on November 9 2018 with a group stage match between Colombia and Turkey and concluded on November 15 2018 with the championship match between Brazil and Croatia.

## List of qualified teams

This teams have qualified for the final tournament (shown in parenthesis is teams fiva World Ranking before the start of tournament).

* Japan
* Saudi Arabia
* Iran
* Algeria
* Nigeria
* Ivory Coast
* Tunisia
* Italy
* Portugal
* France
* Serbia
* Spain
* Switzerland
* Belgium
* Russia
* England
* Denmark
* Turkey
 CONCACAF (3.5+1)
 * United States
* Mexico
* Costa Rica
* Panama
* Brazil
* Colombia
* Uruguay
* Paraguay
* Chile

## Draw

The draw took place live from Belgrade on March 05th 2018.

### Results

 Turkey
 USA
 Iran

 Japan
 Serbia
 Uruguay

## Final Results

Note: As per statistical convention in football, matches decided in extra time are counted as wins and losses, while matches decided by penalty shoot-outs are counted as draws.
Bloody Mary hero guide

Combat style: Wisdom user, spellcaster, magic damage

### Hero passive skill: Blood Spatter

Initial Energy is increased by 1( next tier level, 1.5) and energy recovery is increased by 0.1 for the first 10 seconds of the battle, Phantoms and Vampires in formation absorb an addtional 5% (next tier level, 7%)

My thoughts and experience -

This passive is just broken in my opinion, the higher you enhance your hero the more energy you will start a battle with (early on (even for beginners) the energy gap is a huge part of this hero, able to put out heavy pressure with her spells right of the bat. She is able to delete the entire enemy team before they even reach the middle to start fighting!

Undead Troops: Undead troops are probably the weakest units of all races (not bad by any means but they feel kinda floppy) but they have some amazing passives!

Tier 1:

Skeleton (physical damage)

Not so good unit, low hp, low defence and damage (use this as a meatshield if you dont have any better enchaned troop but this is not something i would put in marys team)
Orc Gifts

Orc Gifts are possible for Orc Heroes only. WARNING: All descriptions below are subject to change. Please always take the current in-game text as the only official, verifiable and up-to-date information. Comments represent subjective experience, suggestions, or opinions.

**Survival of the Fittest:** Deal 15% more damage to targets with lower Attack than self.

**First Rush:** Troops in formation have 50% faster Movement Speed and take 50% less damage from Heroes for the first 8 seconds of battle.

**Blood Boil:** Damage taken from High Morale enemy reduced by 25%.

**Battle Roar:** Troops in formation deal 40% more damage with their first attack.

**Beast Physique:** Physical attack damage from enemy soldiers is reduced by an amount equal to own (Hero's level x 0.5)%, max 16%.

**Orc Totem:** Each time enemy Hero casts a non-Physical Spell, there's a chance they will lose 1 Energy.
Sun Tzu

### Hero Specialty: Heaven's Army

Enemy units' attack temporarily drops by 4(+) when they are attacked by ally hero or troops. Defense of troops in formation increase by 2(+) for 5 seconds after taking spell damage

*Comments: Duration of Sun Tzu's attack reduction is ~8 seconds.*

### Stats:

Sun Tzu begins with average stats and +5 luck.

### Default Spells:

Plague, Rock Armor, Revive, Evil Curse, Cleanse, Hand of Death

### In-Game Hero Strategy:

Sun Tzu's specialty can decrease enemy's attack and improve survival rate of front units. Debuff spells and defense stats are highly recommended for him to accumulate the advantage gradually in battles.

This means a focus on physical defense and magic attacks are recommended. Use of debuffing spells such as the plague spells will also be very useful along with the curse spells.

**DISCLAIMER:** Remember that Titan Throne updates frequently, and all features, descriptions, and values are subject to change. Always take the current in-game information as the most correct.
Elizabeth

### Hero Specialty: Inspiring Moon

Ranged units damage +4(+) (High rank unit will get more). Melee defense +2(+). Casting Spells on ally units buffs their attack by +1(+) for 10 seconds.

### Stats

Elizabeth begins with a moderate strength stat and +10 luck.

### Default Spells

Bless, Heavenly Armor, Stone Skin, Hero Horn, Thorn, Supreme Armor.

### In-Game Hero Strategy

Elizabeth's specialty increases the attack of troops when she cast a spell on own troops. Self-supportive spells and physical defense equips are best choice for her.

This means buff spells such as the blessing spells are effective for increasing troop attack and defense. Magic Defense and Physical Attack are also recommended stats to increase.
Human Gifts

Human Gifts are only possible for Human Heroes. WARNING: All descriptions below are subject to change. Please always take the current in-game text as the only official, verifiable and up-to-date information. Comments represent subjective experience, suggestions, or opinions.

**Victory Roar:** When any troop in formation activates their special Skill, they grant +5 Morale to self, and increase the healing or attack effects of their Skill by 15%.

Comments: Previously known as Victory Horn. Name changed to avoid confusion with Hero Spell of the same name.

**Common Enemy:** When troops have High Morale, they deal bonus damage based on their Morale.

**Faith Guardian:** When troops in formation attack a target of a higher tier than themselves, they deal 10% more damage. If their own HP is lower than 50%, they deal another 10% bonus damage.

Comments: Useful in the early game when you can only recruit low tier troops, or if you are stuck in an Adventure level filled with Legendary (Tier 5) enemies.

**Armored March:** All ranged enemy units attack as if Attack -3. If they are Magic ranged units, Attack is further reduced by -1.

**Painless:** When Morale is High, Melee Defense +2, Ranged Attack +2.

**Battle Glory:** The first unit to successfully attack an enemy will have Morale and Luck boosted by +10, Attack and Defense boosted by +1 for the remainder of the battle.
Spell Cards

## **How to get Spell Cards:**

**Spell Tower Research:**

 Conduct Spell Research to get some Spell Cards every few hours. The higher the level of your Spell Tower, the higher quality Spell Cards you get. Researching Spell Cards is free; it just takes time. However, all the Spell Cards from Research are random.

Research also yields Magic Spar you can use to buy Spell Cards from the Magic Shop.

**Spell Tower Magic Shop:**

You can buy Spell Cards here with Gems or Magic Spar. However, the inventory is random.

You get some Magic Spar every time your Research in the Spell Tower, Donate Spell Cards to your allies, and get a small amount in Quest per day.

**Spell Card Donations:**

You can ask your allies to donate the Spell Cards you need a limited number of times per day.

**Normal Adventure Mode:**

You can some Spell Cards (especially for your starting Hero's core spells) whenever you pass another level of Normal Adventure.

**Monsters:**

Killing monsters on the World Map may drop Chests or Mystery Books. Open them to get random Spell cards.

**Quests:**

Some main Quests will also reward Spell Cards.

**World Map:**

 Rarely, You will see Mystery Books spawn randomly on the World Map. Attack them to collect Spell Cards.
Robin

### Hero Specialty: Forest Bandit

Physical attacks on enemies have a chance of Critical Hit, and dealing bonus damage equal to their critical bonus. Hero and troops critical damage is increased by 30%(+).

### Stats

Robin begins with a high strength stat and +5 luck.

### Default Spells

Entangle, Giant Hit, Bless, Forest Guardian, Mass Revive, Extinction Slash

### In-Game Hero Strategy

Robin's specialty provides high benefits for troops with high luck. Physical damage spells are recommended to improve damage as his strength growth is good

This means a focus on strength and luck will be very beneficial. Physical spells will deal high damage with the high strength. The luck combined with the increased critical damage results in in massive damage from critical hits which occurs frequently from the luck.
Resources

How to Get Resources:

1. Sawmill & Quarry: There's a Sawmill and a Quarry in your city, right behind your castle. They'll constantly produce Wood and Ore, but you need to remember to tap to collect frequently. Upgrade them or use Boost items to increase their production

2. Resource Mines: Temporary resource mines will spawn at random on the World Map. Occupy them to produce resources. You don’t need to leave an army gathering; you just need to march back occasionally to collect the resources produced before they get full. But watch out! Enemies can plunder or take over your resource mines.

Research all kinds of Resource Production in the College to help your mines fill up faster, and Resource Capacity so they can hold more before they get full. (Full mines will stop producing until they are emptied.)

Certain Alliance Skills can also give you a temporary boost to your mines' Production and Capacity!

3. Elite Mines: You can gather from Elite Mines, but ONLY the ones in your alliance territory. Elite Mines have a greater capacity than normal mines, but there is also a daily Load Limit to how much you can gather. They are also permanent, and will recover after a short cooldown period after they are exhausted.

Note: Elite Mines are limited in number. They cannot be spawned or upgraded, so choose an area rich in Elite Mines when you establish your alliance territory.

4. Adventure: Normal Adventure Mode yields quite a few resources for each level you beat. It will be an especially helpful source of resources in the early game.

5. Quests: Main Quests, Daily Quests, and Random Quests all frequently give resource rewards, which is also especially helpful in the early game.

6. Monsters: Monsters will often drop Resource Crates, which you can save in your pack and open when you need resources. Attacking a monster will cost 20 stamina.

7. Lootable Resources: Scrolling around the World Map, you will often find random Resources. You can Attack these to excavate them and get a quick resource haul. These will vary from hero cards, resources, chests, and spells. Looting this will cost 5 stamina

8. Plunder: You can Plunder other Lords' castles and resource mines! Just scout carefully first to make sure your haul will be worth your losses. There is a limit of how much you can plunder a day. To view your limit look at city details in the lower left corner.
Helen

### Hero Specialty: Aphrodite

The first Ice Arrow deal 50%(+) bonus damage. Whenever you cast a spell on your allies, there is a chance of casting a level 1(+) Ice Arrow on a random enemy.

### Stats:

Helen starts with high wisdom and +10 luck.

### Default Spells:

Ice Arrow, Goddess Blessing, Heal, Life Gift, Ice Bomb, Pray

### In-Game Hero Strategy:

Helen is a Hero with high initial luck. Her troops are easy to make critical hit. It's recommended to improve her critical damage bonus and focus on supporting troops damage.

This means the Ice Damage Spells should be used with the blessing spells to provide constant damage with her high wisdom, and keep troops dealing high damage. High luck will also help to provide critical hits from troops.
Nzinga

### Specialty: Earth Heart

Hitting enemies with an Earth Spell temporarily lowers their Magic Defense by 5(+) and delays their skills by 3(+) seconds. When allies are hit with an Earth Spell, their Luck and Morale are temporary increased by 5(+).'

Duration of Magic Defense lowering effect is ~15 seconds.

### Stats

Nzinga begins with a high wisdom stat and +5 Morale and Luck

### Default Spells

Magic Arrow, Thorn, Revive, Group Cleanse, Earth Shield, Rock Spike

### In-Game Hero Strategy

Wisdom and energy are most important for Nzinga. Casting earth spells to decrease enemy's magic defense and increase own troops' luck and morale is the key for victory.

This means you should focus on a high wisdom stat and use earth spells. The earth spells will deal large amounts of damage due to the high wisdom stat and decrease the speed of enemy troops.
Water Gifts

**Thought Freeze:** Every time an enemy troop uses their Skill, they lose HP equal to 30 times the current number of troops.

Comments: Damage from this Gift will show up under Hero Damage on your battle report.

**Ice River:** Water Spells reduce targets' Speed by 20%. For troops in formation, the Freeze effect of Ice Ring is reduced for 1 second.

**Water Master:** Water Spells are cast as if Wisdom were +4 points higher. Troops get Attack +3 when using Magic attacks on targets with reduced Magic Defense.

**Water Control**: Damage taken from Water attacks is reduced by 20%. Effects from Thought Freeze and Fatal Winter are ignored.

**Water Conversion:** Steal 2 points of enemy Hero's Magic Attack.

Comments: Most effective when paired with Magic Attack troops.

**Fatal Winter:** Casting Water Spells on a target without Water immunity will kill an additional troop.

Comments: Especially powerful against Legendary troops, since their troop numbers are small to begin with.
Elf Gifts

Elf Gifts are possible for Elf Heroes only. WARNING: All descriptions below are subject to change. Please always take the current in-game text as the only official, verifiable and up-to-date information. Comments represent subjective experience, suggestions, or opinions.

**Elf Interference:** Each time the enemy Hero casts a Spell, there's a chance they will be unable to recover Energy for the following 2 seconds.

Comments: Especially useful if you're being slammed with Spells against a certain enemy or Adventure level.

**Elf Rapport:** Critical Hit rate is 10% higher against targets that have been hit with slowing Earth Spells. If target has been recently hit by another Elf troop, Critical Hit rate is increased by another 10%.

Comments: Pair with Spells such as Entangle, Stone Piercing, or Rock Spike to activate the effect. Previously called "Elf Battle Cry."

**Ancient Law:** The first 3 Spells cast by Hero instantly restore +1.5 Energy.

Comments: Extremely useful for Spell Damage output Heroes, where rapid casting is key.

**Elf Luck:** Critical Hit damage is increased by 30%.

Comments: Especially suitable for high-Luck Heroes like Helen or Robin. (Luck increases Critical Hit rate, thereby increasing chances to apply this Gift.)

**Nature Shield:** Melee units receive Defense +2 and HP +3%.

Comments: Melee units are those with an Attack Range of 2 or below.

**Ancient Arrow:** If a ranged unit attacks the same unit, starting from the next attack, they will deal 3% more damage each attack, until they are hit by a melee attack, canceling the effect.

Comments: Ranged units are those with an Attack Range of 3 or above.
Fire Gifts

Fire Gifts are possible for all Heroes except Elves. WARNING: All descriptions below are subject to change. Please always take the current in-game text as the only official, verifiable and up-to-date information. Comments represent subjective experience, suggestions, or opinions.

**First Fire:** Fire Spells cast within the first 10 seconds deal 50% more damage.

**Fire Master:** Fire Spells are cast as if Wisdom is +4 points higher. Troops take 15% less damage from Fire attacks from Heroes.

**Flames:** Fire Spells deal 30% more damage to targets currently affected by the slow-down effects of an Earth attack.

Comments: This Gift is for building Earth/Fire Spell combos. For example, first cast an Earth Spell like Entangle, Thorn, or Rock Spike to slow down the enemy, then cast a Fire damage dealing Spell like Fire Ball.

**Lava:** If enemies are moving, they will take Real damage equal to 10 times the current amount of enemies every second.

Comments: You will see the damage inflicted from this Gift reflected in the Hero Damage in your Battle Report.

**Ignite:** When Hero's Fire Spells hit a Burning target, they deal bonus damage proportional to the number of targets.

Comments: Burning is a status effect inflicted by Spells such as Fire Arrow, Fire Ball, Fire Storm, as you can read in these Spell's descriptions. Open with one of these Spells then follow with another damage-dealing Spell to trigger this Gift's effect.

**Fire Conversion:** Steal 2 points of enemy Hero's Physical Attack.
Normal Gifts

Normal Gifts are possible for all Heroes. WARNING: All descriptions below are subject to change. Please always take the current in-game text as the only official, verifiable and up-to-date information. Comments represent subjective experience, suggestions, or opinions.

**Flash Command:** All units' first attack made has a 85% higher chance of Critical Hit, while first attack taken has 85% less chance of Critical Hit.

**Storm Blast:** In battle, army Movement Speed +20%, Attack +2, and troops are immune to speed-reduction effects of Earth Spells.

Comments: Useful when fighting Nzinga or other Earth-oriented builds.

**Strategy:** Allows Hero to adjust army formation.

**Army Commander:** All Tier 1 troops in formation have +3 Defense. All Tier 2 troops in formation have +3 Attack.

Comments: Especially useful in the early game when you only have low tier troops, or if you prefer a low-tier meat shield strategy (e.g. Tier 1 Ents + Tier 2 Archers for Elves; Tier 1 Orc Infantry + Tier 2 Centaurs for Orcs; etc.) Defense increase was +2 in a previous version.

**Take the Lead:** When unit's Morale is High, there's a chance to grant own Hero Physical Attack +1.

Comments: Can stack, but total duration is only 8 seconds. Recommended for High Morale Heroes (Joan, Constantine, Khan, etc.) with Physical Attack troops.

**Shared Luck:** When unit makes a Critical Hit, there's a chance to grant own Hero Magic Attack +1.

Comments: Luck increases Critical Hit chance, so this Gift works best with a high-Luck Hero with Magic Attack troops in formation.

**Train Melee:** Army's melee damage dealt is increased by 12%.

Comments: Melee troops are those with an Attack Range of 2 or less.

**Train Ranged:** Army's ranged damage dealt is increased by 12%.

Comments: Ranged troops are those with an Attack Range of 3 or more.

**Train Physical:** Army's Physical Attack increased by +2. Legendary troops are granted an additional Physical Attack +2.

Comments: Legendary Troops are Tier 5.

**Train Magic:** Army's Magic Attack increased by +2.  Legendary troops are granted additional Magic Attack +2.

**Ignore Physical:** Army ignores 10% of enemy's Physical Defense.

**Ignore Magic:** Army ignores 10% of enemy's Magic Defense.

**Resist Melee:** Army takes 10% less damage from Melee attacks.

**Resist Ranged:** Army takes 10% less damage from Ranged attacks.

**Resist Physical:** At battle start, troops in formation get Physical Defense +2. If hit with a Hero's Physical attack, Physical Defense is further increased by +4.

**Resist Magic:** At battle start, troops in formation get Magic Defense +2. If hit with a Hero's Magic attack, Magic Defense is further increased by +4.

**Vigorous:** Army HP increased by 15%.

**On Guard:** All troops in formation take 60% less damage the first time they are attacked.
Undead Gifts

Undead Gifts are only possible for Undead Heroes. WARNING: All descriptions below are subject to change. Please always take the current in-game text as the only official, verifiable and up-to-date information. Comments represent subjective experience, suggestions, or opinions.

**Eternal Bondage:** Undead units in formation have one chance to get 100% HP Absorb for 8 secs when their numbers drop below 50%. HP Absorb has no effect on Undead.

**Cold Bones:** All Undead troops in formation rebound 5% damage to their attackers when hit with Melee attacks.

**Suffocation:** Once an enemy unit has been attacked by Undead troops a certain amount of times, they will be Stunned temporarily and take 25% more damage.

**Death Curse:** All enemies Luck -10. When they kill any unit, they all suffer Morale -20 for 10 seconds.

**Cursed Hand:** When Hero casts a Spell on enemy units, it also imposes an Defense -2 effect.

Comments: Can stack, but has a limited duration time of ~10 seconds.

**Hopeless Attack:** Attack +4 against units with low Morale. Attack +2 against units with high Morale.
Troop Stats

You can review any individual troop's stats on the Troop Info screen, and long-press a stat to see it's description. Always take the in-game descriptions as the most up-to-date.

**Gender:** Troops can be Male or Female.

**Attack:** Damage multiplier added to this troops' base Damage. If a troop's Attack is higher than the target's relevant Defense, then damage dealt is increased by 5% additional damage for every point difference, up to a max of 300%.

**Damage Type:** The type of attack this troop deals. Can be Physical (represented by a hammer icon) or Magic (represented by a book icon).

**Damage:** The base damage this troop deals with each attack. Final damage dealt is increased or decreased by a multiplier of Damage, based on the difference between Attack and Defense.

**Attack Speed:** Should be understood as "Attack Interval," as a lower value is faster. An Attack Speed of "n" indicates that this troop can attack 1 time every n seconds.

**Troop HP:** How much Health Points this troop has, e.g., how many points of damage they can take before dying.

**Physical Defense:** Defense multiplier against Physical-damage dealing troop attacks and Spells.

**Magic Defense:** Defense multiplier against Magic-damage dealing troop attacks and Spells.

If a troop's relevant Defense is higher than the attacker's relevant Attack, then damage taken is reduced by 2.5% for every point difference, but only to a max of 70%. For troop attacks, the relevant Attack will be Physical Attack or Magic Attack. For Hero Spells, the relevant Attack will be that Hero's Wisdom or Strength value.

**Morale:** Each point of Morale above 0 grants troops an additional 1% chance of experiencing High Morale, while each point below 0 grants troops an additional 1% chance of experiencing Low Morale, but the max in either direction is 50%.

High Morale lets troops deal damage 2 times with every normal attack. Low Morale makes units temporarily unable to act. Undead troops are NOT affected by High or Low Morale!

**Luck:** Each point of Luck above 0 grants an additional 1% chance of making a Critical Hit. Each point below 0 grants a 1% chance of only dealing half damage on hit. The max in either direction is 50%.

**Attack Range:** The radius of the area within which this troop can attack. A range of "n" indicates this troop can attack enemies within a circle with a radius of "n", with self at the center.

**Destruction:** When attacking a Castle, the Destruction value of all the surviving attack troops added together will be inflicted as damage to the defenders Castle Wall.

**Speed:** How fast this troop moves across the battlefield. A speed of "n" indicates they can move "n" squares per second.

**Move Type:** How this troop moves (On Foot or Flying).

**Load:** How many resources this troop can carry.

**Leadership Needed:** The amount of Leadership needed for each one of this troop in formation. A higher value indicates you will be able to fit less of this troop in your army.

**Race:** Your troop's race.
Light Gifts

**Bright Healing:** Units' and Hero's healing effects increased by 35%.

**Light Master:** Light Spells are cast as if Wisdom is +6 points higher.

**Dark Resistance:** Damage taken from Dark Spells is reduced by 25%. Physical Defense and Magic Defense get an instant temporary buff of +1.

**Undying Light:** Units have a 50% chance of resisting the weakening effects of Dark Spells.

**Light of Hope:** All healing spells also grant targets +2 Attack and +5 Morale for 15 seconds.

**Unyielding Light:** After unit losses reach 50% or more, damage taken is reduced by 15%, and healing effects received are increased by 15%.
Shaka

Shaka is a Wisdom Orc Hero.

### Hero Specialty: Ancient Leader

Troops in formation process attacks taken from Physical units as if Physical Defense +X. Each time the Hero attacks an enemy unit with a Fire Spell, temporarily lowers that unit's Attack and Physical Defense by *X*, and Fire Spells' Burn effects (HP lost per second) are increased by a multiplier of *X*.

### Default Spells:

Fire Blade, Fire Ball, Berserk, Fire Storm, Mass Berserk, and Reckoning

### In-Game Hero Strategy:

Shaka needs to bring fire damage spells. Increase wisdom to boost his spell damage Use fire spells to eliminate enemy's troops and weaken them is Shaka's key to win.