recursal/Fanatic-Fandom huggingface dataset:
Master of Lake-town

* Portrait
* In Game

"And all this talk of a change must be suppressed. We can’t afford to let the rabble band together, start making noises. The next you know, they’ll start asking questions, forming committees, launching inquiries."
—The Master of Lake-town

The Master of Lake-town was the ruler of Esgaroth, he was a corrupt, gluttonous leader consumed by the paranoia of losing his power. He agreed to allow Thorin's Company safe passage through Lake-town during their quest to reclaim Erebor only after he was promised a share of the wealth within the Lonely Mountain. A vengeful Smaug descended upon Lake-town and set it ablaze, the Master fled into the Wastes with his hoarded gold - eventually going mad with dragon sickness and dying of starvation alone.

In Age of the Ring, the Master of Lake-town is a recruitable hero in Reign of Oakenshield Erebor.

## Abilities

**Master of the Lake** - Modifier Type: Leadership. Grants +5% damage to nearby Lake-town units and increases by 5% per rank. Passive ability.

**Subtle Subterfuge (R)** - Place a Master's Spy on the map. The Master's Spy is stealthed and cannot move, and reveals a large amount of shroud. Left click icon then left click on pathable location.

**Underhanded Strike (T)** - Targeted enemy unit or hero is temporarily crippled. Left click icon then left click on target.

**Level 3: Call the Guard! (C)** - Temporarily summons a battalion of Guards of the Master. At rank 6, summons two battalions. Left click icon then left click on target area.

**Level 9: Ancient Statute (V)** - The Master of Lake-town and nearby Lake-town units steal resources when striking buildings. Passive ability. Can be cast on any resource structure to spawn a chest of 850 resources. Temporarily pauses resource production as a result. Left click icon then left click on target structure.

## Strategy

The Master is an early game hero that excels in Lake-town focused strategies due to his **Master of the Lake** and **Ancient Statute** abilities, which exclusively benefit Lake-town units with damage and resources per hit against structures. The Master of Lake-town is a slow moving hero that does not deal heavy damage to enemy units and so is particularly vulnerable if isolated from friendly units; however he is useful at catching other early game heroes off-guard with his **Underhanded Strike**, which can cripple and weaken an enemy hero for long enough for Erebor's units and stronger heroes to secure a kill. Whilst the Master is weak when fighting alone, he can summon reinforcements with **Call the Guard!**; if he is leveled up quickly enough, the player will have access to the powerful Guards of the Master without needing to research a level 2 Erebor Assembly (although they are temporary and do not have abilities). The Master of Lake-town is useful in the late game at improving Erebor's already strong economy by casting **Ancient Statute**: this ability coupled with Deep Delving and Balin's Dwarven Wisdom can finance Reign of Oakenshield's late game heroes, elite units and unit upgrades due to the significant boost in resources.
TheJeffShow Christmas Special

TheJeffShow Christmas Special (stylized as TheJeffShow: Christmas Special) is a special one off uploaded by TheJeffShow. It was made during the hiatus of Seasons 2 to 3.

## Plot (according to the events in the video)

Nacho and Snowy are on the bed saying "Happy Holidays" to each other and whatnot, when Dragonite comes and asks what they are doing. They proceed to tell him they're going to Jeff's Christmas thing.

Well, the problem is Dragonite doesn't know what Christmas is so, his friends help out by giving him a Santa Claus hat. He later finds a grinchy Sonic Hedgehog, talking about how his holidays were terrible, then proceeds to tell him that Christmas sucks and then he sucks. Dragonite later finds Jeff and he invites him into his Christmas party.

Then Dragonite finds Toad trying to be that green guy and steal presents then he gets kidnapped and almost dies then he finds the others and tell them that Toad is evil. When Toad and Sonic get into an epic fight, Snowy puts a "spell" onto the others (excluding Dragonite), that somehow puts a bomb into them and they all die off-screen. Then Dragonite (and Snowy) just sits with the fact the viewers will find the video rushed. Then Dragonite give up, while Coca-Cola sponsors over Charlie Brown.

## Trivia

Despite being mentioned several times, Santa Claus does not appear in the video.

Toad stealing the presents "like the green guy" is an obvious reference to The Grinch.

Sonic (in the "Christmas is terrible" scene), is most likely talking about Black Friday, not Christmas.

Many of the episode's score is from A Charlie Brown Christmas by the Vince Guaraldi Trio.

* The scene where Nacho and Snowy tell Dragonite about Christmas, "What Child is This" and "Greensleeves" play in the background. The scene after that plays a reversed version of Greensleeves.

* The dancing scene uses a part from "O Tannenbaum"

* The end scene has the original broadcast version of "Hark, the Herald Angels Sings"

In the dancing scene at Jeff's Christmas party, Snowy and Eric were originally going to dance to I Am Become Christmas by Lemon Demon, but it was changed. Charlie Brown felt more fitting.
The Lin Shu Side of Things! Wiki

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

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

## Important articles

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

*Need help building out this community?*

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

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

* Portrait
* In Game

"Beneath the great barrows of desolate Rhudaur dwell the restless dead, reanimated by wicked spirits sent forth by he who of old was the Lord of Angmar."
—Age of the Ring team

During the Wars of Angmar and Arnor, the Witch-king sent evil spirits into the barrow-mounds of Arnor. The spirits the bones within the mounds and haunted them, preventing any return to the lands of Rhudaur and Arnor. When the Witch-king returned north hundreds of years later to hunt for the One Ring, he roused the barrow wights to create another obstacle with which to trap the Ringbearer.

The Mound-Dweller of Rhudaur is a single unit that is recruitable from Auxiliary Camps by evil factions in maps in the Arnor region. It is also available for the Adventure: Angmar subfaction based off Dol Guldur and can be recruited from a Level 2 Arnorian Barrow.

## Abilities and Formations

**Lord of Wights** - The Mound-Dweller is immune to all fear and terror effects. Passive ability.

**Level 2: Touch of Ruin (R)** - For 20 seconds, the Mound-dweller reduces the armour of those they strike by 10%. Left click to activate.

**Level 2: Leeching Strike** - Attacks against living units restore health to the Mound-dweller. Passive ability.

**Level 5: Plague from Angmar (C)** - The Mound-dweller curses target area with fell sorcery. Enemy units within the radius take damage over time and become Risen Dead if killed. Left click icon then left click on target area.

**Level 2: Swift Recovery** - Regains health while outside of combat. Passive ability.

## Strategy

The Mound-Dweller is a powerful single unit that is best used against cheaper, spam units. This is because, as a single unit, it is vulnerable to being focused down by powerful units (such as upgraded archers or heroes). Dealing with weaker armies is more manageable. Once it reaches level 2, it has a high amount of survivability, being able to heal outside combat as well as healing while in combat against most enemies. **Touch of Ruin** is an effective ability, not just for improving the Mound-dweller's chances in combat, but also for helping the wider army in combat deal with stronger foes. Lastly, **Plague from Angmar** is a powerful AOE ability that is best used against hordes of weaker foes, dealing damage over time and boosting your own forces through the addition of Risen Dead. The other Auxiliary Camp units in Arnor maps are the Arthedain Sentinels and anyone using the Mound-dwellers should be careful of this threat as the Arthedain Sentinels will deal additional damage to undead units, allowing them to counter the Mound-dwellers.
Akira (direwolf)

### Second

Pack Mentality: Gain 5 cp per tier per member within your pack fighting as a buff. (passive)

### Third

[Howl]: Boost up to five allies increasing their next attack by your CP. (red)

### Fourth

[Overwhelm]: When one wolf attacks, active this to reinforce their attack, but taking up your active turn. (trigger)

### Fifth

[Bite] add 1/2 of damage as a bleed effect stack.

### Ultimate

Direwolf Alpha: An alpha grants 1/4 of his combat power to all of it's underlings.
Axe of The Merciful Fire God

## Effects

### 1

Flame of Mercy: When wilder reaches his death limiter he will regain half your hp and be surrounded in fire doubling sp for the fight.

### 2

Equalizer: Sp is shared on item. (Calculated)

### 3

Inner Strength: Gain +1 sp for every 3 strength.

### 4

Sharpened Edge: Doubles sp on the item. (Calculated)

### 5

Challenge of Flame: When Mercy of Fire is activated and you defeat the enemy that triggered death limiter you gain 1 sp.
Auron Ra'kem Thail

Holy King

Monkey Tail: Can make attacks with tail.

Kong Technique: Double benifit from martial arts

Kong Adapting: True Evolution chance at birth

Curiosity: Able to use your curiosity to discover something. (1d5)

[T1]Adapting: When you lose gain exp fast.

[T2]Training: Choose to +2 to any one stat.

[T3]Battle Endurance: Gain a 1%cp increase as the fight continues.

[T4]Training II: +3 to any one stat

Wolf Soul: +5 CP for every house that swears felty multiplied by tier, direwolf companion's power is also doubled.

Protagonist: +1 strength

Great Ape: turn into your kong form.
Bell Bolt

[X] Combat

### Perks

Genius of The Centuries: A genius, the genius will give them 3 of any skills they want at divine, it will grant them 25 Int, double Int checks, and a genius based evolution
Boosted Synergy Booster: Your synergy grants you triple stats from it.

[Yin/Yang] Bell Bolt: Ten Words of Yin: 9th Word
Angel Domain

### Type

Angel: The domain of the angels, protectors of spira and guardians of the spirit world.

### Rank

Rank increases amplifier by +1 for every rank above LWD, meaning that LWD get the amplifier for what it is, and if you have a rank beneath LWD you receive no divinity so no amplifier

### Amplifier

CP: Stat x 100 x AMPEP: CP: Stat x 100 x AMP

HP: CP: Stat x 1000 x AMP

### Miracles

Miracle: 1 (+1 for each rank above LWD)Grand Miracles: 1 (+1 for new god tier ranks)
Battle Enterprise

## Effects

### 0 Base

Guild gets stronger based off the total prestige of all the levels requiring a certain threshold to be met before leveling up, guild levels down when thresholds aren't met.* level 1: 5
* Level 2: 10
* Level 3: 15
* Level 4: 25
* level 5: 35
* level 6: 50
* level 7: 65
* level 8: 80
* Level 9: 100
* Level 10: 125

### First

Training Field: Spar with all your units in a simulation using practice weaponry all units gain 5 xp and the unit that wins gain 10 xp

### Second

Collective Training: Can train exterior lands 1 land's unit for each guild level base of three.

### Third

Special Training: Add special training to the training field upgrading the power to warefare simulation, this grants a special perk to each unit that is trained at the WS that levels off a point system when winning.

### Fourth

Battle Strategy: Each unit gains their own strategem

### Fifth

* Commander Strength: each commander gains power equal their soldiers prestige gaining x hp/cp/ep per prestiage of your warriors were X is equal to the guilds level, in addition gain 1 attribute point into any attribute you want per prestige level.

## Battalions Prestige's

Warsoul: 8

Warlord: 10

Fury Battalion: 4

Rainstorms: 4

Ragehunters: 3

Total: 29
Battle Blood

### Second

Last Strike; If your health is brought to zero, you get one last strike, if you suceed you will survive with 5% of your life remaining, this can not proc again in the same round reset.

### Third

Physical Power: +1 damage to physical melee attacks.

### Fourth

Weapon Master: +1 multiplier to weapons your wielding.

### Fifth

Duelist: Gain +25% buff to your cp/hp if you are in a 1v1 duel.

### Final

Strength Gains: All stats the gain sp or stats via strength gain an additional multiplier to it.
Arom Waycrest

**Arom Waycrest** was the military leader of the human settlers of Kul Tiras in the war against the native Drust thousands of years ago. Arom was the one to defeat Gorak Tul, the Drust king at Gol Osigr. For leading the victory, he became the first Lord of Drustvar, and as a Lord, the founder of House Waycrest. He befriended Athair, a white stag.

## Biography

The Drust war began when humans started to settle on the land of Drustvar. Little did they know that the land was already occupied by humanoid creatures known as Drust. Despite the human's intention of living in harmony with them, the Drust would not have it. The large humanoids attacked the human settlements and drove them away. It wasn't until the Order of Embers was born that counter-attacks began.

It is at this time that Colonel Arom Waycrest is first mentioned in history. He and his second-in-command, Captain Lilian Nottley, led the Drustvar Militia in the war against the Drust.

Arom would lead the final assault against the Drust. With his men pushing back against the Drust constructs, they would make the final push on Gol Osigr. While Captain Nottley led a defensive line, Arom led the direct assault on their leader, Gorak Tul. With one stab, the Drust king's armies faltered at once; he was presumed to have been killed by the blow. From this victory, Arom was made a Lord and became the founder of House Waycrest.

At some point after the war, Lord Arom was apparently on a hunting trip alone when he met the massive white stag, Athair. He found the stag injured after it had killed several Drust while defending himself. Despite his people being in need of food, Arom instead chose to heal him, thinking that someone who can fight the Drust is someone worthwhile to have roaming his lands. Once healed, the stag returned to the woods and Arom made camp for the night. That very night, he was attacked by ten Drust. Despite his best effort, Arom knew he couldn't win and resolved instead to take down as many as possible. All of a sudden, the stag he saved rushed in and helped Arom take care of his attackers. Arom thanked the stag and was utterly shocked when the stag responded with words, saying that he was simply repaying Arom's kindness. Introducing himself, Athair vowed to protect Drustvar's people should they come to him, for as long as he exists. With that, the stag disappeared in the woods again and since then, any valiant and true soul who wanders the woods may find shelter with the stag.

Arom would eventually pass on, but his descendants would live in fame and power for the next two thousand years to come. A statue of Arom can be found standing vigil in the town of Arom's Stand, down the mountain from Gol Osigr. North of it is the mountain pass of Arom's Crossing, also named after him. The statue at Arom's Crossing is accompanied by a plaque simply reading:

*Arom Waycrest*

*First Lord of Drustvar*
Art Awakening

### Fourth

Beauty: All art pieces you make that are non miracle based will gain double the bonus effect.

### Fifth

Reforged: As a miracle you can recreate something with the theme of your profession the selected object is random.

### Ultimate

Once In A Life Time: Create your once in a life time work of art, a true master piece that has no equal as a final miracle.
Blade Holder Art

### Nin

The user surrounds their Nin with their blades, it becomes an extension of themselves every time they pick up one of the weapons that belong to them they get an attack of opportunity. granting a +1 multipler

### Passive

Can use equipment slots and trinket slots to hold additional blades and use their stats, however they must be 1H.

Sol Clan
Absorption Gear

## Effects

### 1

Connect: The gear can shoot out a magical rope that will attempt to tie around the target you can use cp or ep to achieve this, each time you try to do this in battle it will cost an additional action reseting the amount to 1 at the beginning of round reset.

### 2

Magical Sap: You drain half their ep while connected adding it to your own.

### 3

Combat Sap: You drain half their cp while connected adding it to your own.

### 4

Power Sap: You can randomly use one of their powers as long as you are connected to them.

### 5

Sacred Treasure - Absorption Gear; You sap half of their defense adding it to your own.

Sacred Specialization: Boosted Combat Sap: You drain all their cp while connected adding it to your own.
Blood of The Gods

## Powers

### First

Godly Potential: +1 To rank grade if you have divinity within you, can not surpass your divine type, if you are already heavenly ranked instead gain a divine barrier that is equal to your hp.

### Second

Domains: Gain double miracles from godly domains if you have them.

### Third

Blood of Gods: This awakening will pass through the bloodline as a guarantee however if they don't have divinity, they do not gain this power.

### Fourth

Divine Grail: A sacred treasure that is filled with the blood of the god.

### Fifth

Divine Sight: You can sense if someone is being controlled, and their motives, and see through stealth.

### Ultimate

Divine Awakening: Grants someone a divine theme evolution as a grand miracle. (t5 or equal) (Grand Miracle.)

## Passive

### +1 Stat

+1 to all stats per tier, double if tier 5.
Arrow Emperor's Mark

## Powers

### First

Archer Piece: The pawn has infinite potential, they have the power to rise up beyond ones capabilities and become anything.
Max Pieces: 4

Bloodline Evolution: Random Archer

Agility Breaker: +25 Agility

Amplifier: +1 cp/ep/hp for every 5 Agility or Power

### Second

Sniper Piece: The bishop is the smartest of the pieces, they are the strategist and the brain behind the group, they are about improving and utilizing the group at 100%.
Max Pieces: 2

Strategic: Emperor's Sniper

Magic: Silver Sniper (all talents)

Amplifier: +2 cp/ep/hp for every 5 Agility or Power

### Third

Ranger Piece: The knight is the first reactor, the soldier who jumps to the front line to battle.
Max Pieces: 2

Sacred Treasure: Sacred Bow of The Ranger

Sacred Art: Flying Arrow

Amplifier: +3 cp/ep/hp for every 5 Agility or Power

### Fourth

Silver Sniper Piece: A rook gains a worldly artifact created from the emperor's mark as a summon and a privilege from the domain.
Max Pieces: 2

Sin: Arrow's Sin of Selfishness

Grace: Arrow's Grace of Loyalty

Worldly Artifact: Sacred Bow of The Ranger Lord

Amplifier: +4 cp/ep/hp for every 5 Agility or Power

### Fifth

Master Ranger Piece: The queen gains the domain of the mark granting them miracles, grand miracles, and final miracles for exchange of their life.
Max Pieces: 1

Spark: Arrow Spark

Sigil: Arrow Emperor's Sigil

Amplifier: +5 cp/ep/hp for every 5 Agility or Power

### Ultimate

Ranger Lord Piece: The king gains the domain of the mark granting them miracles, grand miracles, and final miracle for exchange of their life.
Max Pieces: 1

Domain: Arrow Domain

Sigil: Arrow Emperor's Sigil

Amplifier: +10 cp/ep/hp for every 5 Agility or Power

## Passive

### +1 Stat

+1 All attribute for each piece type filled not including the king

### Bonus

Queen: Gain 1 Cp for every 3 of the stat the king piece requires.King: Gain 1 HP for every 3 of the stat the king piece requires.

Rook: The rook and the king can switch places as a miracle.

Pawn: the pawn can promote himself to anything to use one of the powers as a miracle.

Knight: The Knight gains a misc summon that allows them to gain mobility, they gain no reductions for fighting on it.

Model:

Bishop: The Bishop Can communicate with everyone of the members and know their location.
Battle Judgment

## Effects

### 1

Hands of Battle and War:as 2 miracle grant divine combat to anyone you yourself has a divine and a +1 cp multiplier.

### 2

Flames of War: The flames of war surround your arms, when you release an attack the flames deal more damage adding +2 to your attacks.

### 4

Battle Victory: Gain +2 sp for every legendary character you defeat or help defeat.

### 6

Judgement of The Battle God: Transform yourself into a battle god gaining triple your cp and triple your hp.
Black Champion

### Second

Second Life: The yin champion is protected by the symbol of yin it a visible marking the covers like a tattoo over the chosen area, it goes over clothing when you put the clothing on, this is a proud symbol that one can always wield.

### Third

Recall: The champion of yin can always recall to the Yin Palace.

### Fifth

Conquest of The Empire: all conquest stat gainers are multipled.

### Ultimate

National Treasures: +1 Multiplier to all national treasures you have equipped.

## Passive

### +1 Stat

Conquest+5 to hp/cp/ep per land your empire controls per tier, double at tier 5.
Arcana Sin of Pride

### Second

Pride's Command: Those who stand before you with wanting to do battle will have their ep halved.

### Fourth

Magical Power: +5 power for each rank you are starting at LWD.

### Fifth

Arcana Control: You can load up spells as charges once a day per tier.

### Ultimate

Pride of Arcana: The more arcana you use the stronger your next arcana attack becomes, starting at level 1, the standard level you must cast 1 total spells to reach it, than your spell count resets however you are at level 2 which amplifier your attacks by x2 of the total damage, now you will require 2 arcana attacks to be used to level up, this repeats, once the battle is entirely done reset yourself to level 1.
Book of Sin

## Effects

### 1

Sin of Sloth: You dont like to work hard, when learning new skills go one rank above what you roll.

### 2

Sin of Greed: In combat take half of an ally's cp and add it onto yourself. (Black) Outside of combat, once per grand miracle gain platinum coins equal to: Status/10 (minimum of one)

### 3

Sin of Pride: Immunity to mind altering effects and if facing an opponent that is a higher tier than you gain 25% cp per rank above you they are.

### 4

Sin of Lust: By laying with as many women as possible, you gain +5 sp for every woman in your harem. If ever you should not be in possession of a harem however you lose 10 sp.
Aquilian Tempest

## Abilities

### Awakenings

Positive Ether Primordial EvolutionLight Elf Stone

### Skills

[X] Combat[X] Elvish Crafting

[GM] Elvish Senses

### Perks

Positive Gain: Light Elves can use + mana naturally.
Wind Attribute

Warlord Strength: +2 Strength

Beloved Elements: Random element gain double effectiveness.

Arcana Blight: Arcana toxicity is doubled.

Gaias Blessing: Magic attacks deal x1 more damage

Elvish Senses: All natural senses are trippled.

Swift Footed: Doubled Stealth

Social: Can Commune with gaia in certain situations. (1d5)

Begin with 1d4 mana. (fire,water,wind,earth.)

[T1]Mana Nature: Gain Elemental Nature Types.

[T2]Archery or Magic: +1 to staff, bows or blades.

[T3]Fast Reaction: +1agi and +100% reaction speed.

[T4]Elvish Skills: Double Cast is equal to casting one spell or 2 arrows per 1

[T5]Legendary Elvish Power: Chose a net 20, repurpose extra stats

## Inventory

### Inventory

Dragonblood HornHaleth, Bow of Light

Elemental Blade

Rage Time Armament
Blades Domain

### Rank

Rank increases amplifier by +1 for every rank above LWD, meaning that LWD get the amplifier for what it is, and if you have a rank beneath LWD you receive no divinity so no amplifier

### Amplifier

+1 CP/EP/HP for every 5 point of Strength

### Miracles

Miracle: 1 (+1 for each rank above LWD)Grand Miracles: 1 (+1 for new god tier ranks)
Black Festival

### Info

A celebration that is held within sol once every year these festivals are to bring the people of sol together so that the capital can bask in it's glory of different cultures, ideas, and events, each land must bring a piece of their culture as well as entertainment for the people of sol, in this period of time the capital city is opened to all citizens of sol, tickets can be sold all around the empire, the festival can last several days.
Battleground Privilege - Warbringer

## Powers

### First

Population Booning: For each city in your land add an additional 5 pop and for a town add 2

### Second

Training Yard: Create a Garrison each miracle period.

### Third

Unit Training: Each miracle age all soldiers from your land gain 10 xp.

### Fourth

Amassing Armies: Garrison take 1 less space add +1 in lot bonuses for each new garrison you make.

### Fifth

Level Up: Train an entire unit +1 prestiage every other miracle period.

### Ultimate

Call To Arms: The wind will carry your forces to the battlefield as reinforcements as a miracle, and a grand miracle if it's off the continent you are on.

## Passive

### +1 Stat

+1 hp and +1cp for every 10 legion of the land of wind, each prestige of the forces increases the value.
Ashan, Phoenix of Rebirth

## Powers

### First

Ash Flame Cloak: Cover yourself in the flames of the phoenix, until you control is at least half this is something that can only be activated when you in danger, the cloak works as perfect mana control however it controls the primordial force of the phoenix.
The more control you have over the cloak is the longer you can remain in the ash flame cloak form till you loose control of yourself, when you are 100% control you are able to stay in it permanently.

At base level the cloak manifest in flame damage of x1 and x1 regen, this increases after each 5 levels.

At level five the cloak allows the user to manifest the flame control of phoenix flames, gaining an ep multipler to the stats you bring in from the the entity.

At level ten the cloak allows the person to manifest the flame wings of the phoneix, Gaining double the hp from the entity.

At level fifteen the cloak allows the person to do phoneix flame release, allowing them to do the powerful phoneix flame release.

At level twenty the cloak becomes perfect gaining an awakening called 'Perfect Ash Flame Cloak'

### Second

Peak Rebirth: +50 power to the entity. (Calculated)

### Third

Phoenix Control: Allows the user to unlock several things at stages of control based off the being.
Level 0: Flames heal you.

Level 5: Double Ultimate Use

Level 10: True Fire Coat (Makes the fire you produce be able to burn anything)

Level 15: Immunity to all forms of fire

Level 20: Perfect Rebirth (Rebirth something into its perfect form Object or person.)

### Fourth

Phoenix Cloak: Upon death be reborn with a +5 into all stats. (Must have Control Level 10, Once per Grand Miracle Period.)

### Fifth

Phoenix Release: Twenty miracles that are unlockable with control.
Level 1: Phoenix's Feather - Restore your life to full once you reach zero life or do so to a fallen ally.

Level 2: Unknown

Level 3: Unknown

Level 4: Unknown

Level 5: Unknown

Level 6: Unknown

Level 7: Unknown

Level 8: Unknown

Level 9: Unknown

Level 10: Unknown

Level 11: Unknown

Level 12: Unknown

Level 13: Unknown

Level 14: Unknown

Level 15: Unknown

Level 16: Unknown

Level 17: Unknown

Level 18: Unknown

Level 19: Unknown

Level 20: Unknown

### Ultimate

The Great Flame: Deal x100 damage, the flame spreads out as far as it is able to starting in a cone and fanning out quickly, the flames consume it turning it into ash, anything destroyed by the flames will be purified. [Grand Miracle]

## Passive

### Bonus

Sealed Being: Gain 5% of the entities stats and for each 5 levels of trust starting at 0.
HP: 300

CP: 107

EP: 600
Battleground Pillar

⭐⭐ ⭐ 31/50

### King

The Battle king is given the blessing of war, they are granted the riight to construct 10 garrisons instead of 5 and the space for them is reduced by 1.
Air Getsu - Battle Master: Rage surges around you granting you +1 rage for every other action you use and +1 rage from all sources.

Byn Getsu - Battle King: When facing off in a duel your rage surrounds you making it so that your rage can not be removed gaining defiance.

Rosu Getsu - Battle King of War: On a battlefield your rage increases the strength of your men they deal double damage and are dealt double damage.

Dem Getsu - Battle Emperor: When you are about to loose, your dem getsu keeps you alive till your death limiter is reached and the limiter is doubled.

Fos Getsu - Battle God of The West: As a miracle you become the ultimate warrior, unpredictability, defiance, and twice over your stats and actions.

## Pillars

### First

Battle Privilege's: The first pillar has the domain of the battle to do everything below.1. Create T4 battle item (miracle)

2. Create T5 battle item (grand miracle)

3. battle evolution bestowal (miracle)

4. battle reforged (other miracle)

5. battle training (other miracle)

### Second

Spirit of Battle: Each clan member can summon a warrior spirit that is their soldier, it increases in power each time you kill someone it adds to their strength.

### Third

Way of War: Ability to create their own class, make miracles that build upon it.

### Fourth

Battle Trainer: skill to improve classes.

### Fifth

Blessing of Battle: +1 multiplier to all your items.

### Sixth

Battle Control: Each round the battle continues gain +5% increase

### Eighth

Battle Transformation: You transform the area into a reality marble were you dual one person, however long the battle takes is how long it takes to reset.

### Tenth

Battle Breathing Technique

2. **Warsoul**
3. **Trueshot**
4. None
5. None
6. None
7. **Adler**
8. None
9. None
10. None
11. **Blood**
Arcana Repulsion

## Tier Abilities

### Tier 0

Arcana Repulsion: Ability to expel arcana energy out of someone removing toxicity depending on the strength of the person and how deep it is more charges will be expelled, charges reset as a miracle gain a charge for each tier, double it for tier 5.

## Bonuses

### Effect

Spell Break: You can destroy a arcana spell being casted as a spell break charge.
Arathor

**Arathor** (or the **Arathorian Empire**, **Arathi Empire**, and the **Empire of Arathor**) was the first great human nation founded by the unification of the various tribes of the northern reaches of Eastern Kingdoms under the Arathi. Its capital was the city-fortress of Strom, now known as Stromgarde.

## History

Concerned that the trolls were becoming too great a threat, the Arathi tribe of humans embarked on a campaign to conquer their rivals through combat and politics. After victory, by offering equality and peace to the people they conquered, the Arathi were able to form a powerful nation, Arathor. The capital of Strom was built, and the humans in the continent that would later become Lordaeron traveled to its protection.

The high elves of Quel'Thalas, meanwhile, were in open war with the trolls. On the verge of defeat, they sent ambassadors to Strom to plead for assistance from the human king, Thoradin. In exchange for support, the elves agreed to instruct one hundred humans in the use of magic. Through the military might of Strom, and the magic wielded by the elves and new human mages, the trolls were soundly defeated. This great conflict, and first large scale war in the Eastern Kingdoms, was later dubbed the "Troll Wars". To thank Lordain for his sacrifice, the humans named the continent Lordaeron in his honor.

Caer Darrow has been the site of one or more human fortifications dating back to the days of the empire.

### Fracture

Following the defeat of the trolls, the human mages that had been instructed by the high elves eventually chose to leave Strom and found their own nation, Dalaran, dedicated to the study and use of magic. 2,600 years ago, the nathrezim Kathra'natir escaped from Dalaran to spread his misery across Arathor. In time, other city-states were founded: Gilneas, Alterac, and Kul Tiras. Much of the nobility decided to move from Strom to the fertile lands of the north, founding Lordaeron, while the heirs of King Thoradin traveled far south to form the kingdom of Stormwind. The few remaining loyal defenders of Strom renamed it Stromgarde thus creating the Kingdom of Stromgarde, a shell of what was left of a once-great empire.
Chaos Key

## Effects

### 1

Chaos Key: Ability to open any rift, portal, dimensional hole that opens, and the ability to close it so long as it is chaos in power.

### 2

Chaos Holder: The Chaos Key gains 5 sp for every Warlord and 10 sp for every Chaos King, if a chaos god is wielding the weapon these sp are doubled.

### 3

Raw Power: Doubles sp into the item. (calculated)

### 4

Chaosbane: Attacks done on any Chaos based creature are fatal and they are unable to be healed from.

### 5

Chaos Key: gain 1 sp for every 10 power within the primordial force of chaos.
Aragor Khir

## Effects

### Tier 1

Boosted Equalizer: Sp is added to all stats, also grants an additional +1 sp multipler

### Tier 3

Boosted Conquest: 2 sp for each land within your empire, +4 if your a house, +6 if your a king, +8 if your a royalty, and +10 if your the emperor, double if you conquered the world.

### Tier 4

Boosted Slayer: Gain 2 sp for every champion+ you kill with the sword, increases after each rank after champion by +2

### Tier 5

Flash Internal Cut: When the blade strikes it's target it strikes again internally dealing half the damage but as direct damage.

## Bonuses

### Bonuses

(From Silver's x3 Boost)This Item's base SP comes from Ari's Stats total/10 Making the base sp 39.

Doubled Origin SP

### Blessings

National TreasureSupreme Emperor

一意志成る一力
Arc of Three

## Effects

### 1

Power of The Angels: The raw power of the angels, it can be used by creatures that can tap into it's power for miracles, grand miracles, and final miracles at expense of the diamond.

### 2

Maximum Power: The nova infused power grants +100 sp into ep. (calculated)

### 3

Full Power: Triples EP SP on the item. (calculated)

### 5

Gift of Three: Each age the stone duplicates something within the world weather you want it to or not, it is a stone that is always seeking more.
Chains of Fate

### 3

Negate: You can make other action attempts to make the chains reach out an attempt to grab someone, if they do grab the target one of their powers will be sealed so long as the chains of fate are kept wrapped around them, each new round for every chain of fate wrapped around them another of their abilities are sealed.

### 4

Drained: All attempts and damage that the target makes while being drained are reduced by half.

### 5

Double Up: Doubles SP on item (Calculated)
Arrow Sight

## Effects

### 1

Arrow Summoning: When worn you can summon arrows in the sky for other actions that grant you sight and can be fired whenever.

### 2

True Sight: Once an arrow from the monocle hits an opponent you can track them never losing sight of them.

### 3

Combative Power: Triple SP on CP (Calculated)

### 4

Double Strength: Arrows shot from this Monocle deal x2 Damage and can be shot from blindspots for ambush attacks.
Art of The Flowing Blade

## Techniques

### First

splash: Uses water to propel your movement doubling your dodge and if you dodge critical gain a free-action counter attack. (instant)

### Second

Back Splash: Gains double-strike (passive)

### Third

The flow: When you attack after an attack is blocked, parrying, or dodged you gain advantage as it is also considered a counter, stance (Green)

### Fourth

Rain Dancer: Dodge skills that are gold allow double use. (passive)

### Fifth

Rain Drop: make a piercing quick attack at x1 damage. (piercing is harder to block)

### Sixth

Water Domain: Take a stance and dodge a attack. (black)

### Seventh

Rising Tide: make a upward strike that can lift defenses out of the way, then strike with a downward power attack dealing x3 auto critical if landing, the target can attempt to dodge the second strike, cost 2 turns to use this skill.

### Eighth

Into the Flow: Able to attempt to dodge as a freeaction, each round.

### Ninth

Liquid Strikes: move your sword in a way that is hard to read its movements, making you unpredictable. (passive)

### Tenth

Flowing Blade: Attack a target dealing 0.25 damage to up to 2 targets, than 2 more targets dealing x0.5 than 2 more targets dealing x1 damage, than 2 more targets dealing x1.5, than x2 damage to the final 2, you have to move one from the next person or the combo will fail. (black)

### Ultimate

Flood of the Age: make up to 10 x0.5 quick attacks multiplied by the amount of actions used for this skill (ex. 1 =10, 2=20 exc). (Black - gold)

## Talents

### Option 2

True Rain Dancer: When succeeding in a dodge with rain dancer counter attack.

### Option 3

Moon Tide: Rising Tide can now be used once per round as a 1 turn cost ability and does +1 damage.
Arrow-Borne

### Tier 2

Manifest Archery: Allows you the shoot an arrow each round at charged effect doing double it's effect.

### Tier 5

Mastery of Borne: +30 Agility and gain +1 cp/hp/ep per 2 Agility

### Weakness

2H weapons are reduced in stats by 25% in your hands Gw 50% and MW 75%.

## Skills

### Racial I

Birth of Archery: Bows gain a multiplier, resistant to all archery damage, Increasing sensory with archery and range.

### Racial II

Archery Focused: +1 to archery effects, +15 agility, +1 cp per 1 agility.
Book of Martial Arts

## Effects

### 1

Destiny of the Clan: The book can be taken to one clan in each land, The clan can study and create their own martial art adding it to the book. Miracle

### 2

Master of the Book: Any art placed in the book can be used by the wielder not adding to the class limit.

### 3

Taijustu: As a miracle can create a new technique that is martial based.

### 4

Strength Within: Gain +1 sp for each page in the book.

### 5

Endless Martial Arts: Grand Miracle. Create a new martial class.

* Judo
* Art of The Flowing Blade
* Stream of Blades
Beauty Domain

### Rank

Rank increases amplifier by +1 for every rank above LWD, meaning that LWD get the amplifier for what it is, and if you have a rank beneath LWD you receive no divinity so no amplifier

### Amplifier

+1 CP/EP/HP for every 5 point of genetics

### Miracles

Miracle: 1 (+1 for each rank above LWD)Grand Miracles: 1 (+1 for new god tier ranks)
Call of Arms Act

### Law

If the emperor orders a call to arm you must gather your forces and send them to the capital or the appointed area, there is not exempt from this order, if you can not provide soldiers you will provide royalty and house lords in their place, failure to send anything is treason and at bare minimal at least half of your military power must be sent or issued out for this war.

### Punishment

Removal of rank, possible harsher punishment
Almighty Pantheon

The Almighty Pantheon is a large collection of powerful gods that span multiple worlds. They continue to gain power and stretch their influence across several worlds and display their powers through their many creations such as the Titans.

## Origins

Not much is known about the origins of the Almighty Pantheon or how they came to rule many worlds as the reigning gods. However their power is inarguable despite the fact their origins being less certain. Very few confined to any single world can claim to know much about the galaxy spanning pantheon, from the most ancient mages & Scholars to the wisest most attuned priests and Graces, few know of the Pantheons pan ultimate goal or just how vast the groups influence is.

It is not just limited to the Physical plane but is believed to transcend many dimensions from the different realms of heaven to the spirit world and twisting nether. And it is for that reason so few others can compare themselves as gods known tied to a single world known as "Worldly Deities" have but a fraction of their true strength.

The Pantheon furthermore, also does not tolerate lesser gods attempting to subvert or harm their followers or attempt to manipulate the people on worlds they consider there's to their causes or faiths. To that end the Almighty Pantheon swiftly deals a end to such insurrectionists or any who question their power (the foolish few that would.)

## The Pantheon

The Pantheon numbers many gods of various domains and statuses. In addition to the main gods that lead the pantheon there are lesser gods beneath them working as lesser deities or those sworn to guard a single world.

The following is the list of the primary gods of the Pantheon known to us.

* Ashur, The God King
* Oenomaus, The God of War
* Ilithyia, Goddess of Heaven
* Crixus, The Golden Dragon
* Sun Kai: The White God
* Justice, Prime Archangel
* Thinker, Almighty God of Knowledge
* Rowa, Goddess of Time
* The Author, God of Law
* Izanagi, God of Oblivion
* Eydolon, The Fay King
* Babalon, Goddess of Apocalypse
* Savator, God of Speed
* Tano, The Emperor of Power
* Midori, Many Face God
* Tidus, Sea-King
* Joker, King of Deals
Book of Trade

### 2

Company Blueprint: As a grand miracle summon forth a blueprint of a company that can be built in a miracle period.

### 3

Money Maker: The book makes 10 funds scaling up for every miracle period while bound to a land. For every grand miracle period this gains an amplifier.

### 4

Funded: The book gains 1 SP for every 1000 income of food and funds from one land. If the book is ever moved from the land it is destroyed.
Centurion Forging

## Powers

### First

Centurion Craft: You can craft siege weapon like beings called golems, these golems that you craft are without a soul and you are able to craft one for each miracle period however you must place a soul within the golem in order for it to work.

### Second

True Forged Centurion Crafting: Once per grand miracle period you can upgrade a golem.

### Third

Forge Centurion: For the resource it would take for a divine item you can craft golems instead.

### Fourth

Centurion's Strength: You can bestow a power to a golem upon crafting it.

### Fifth

Strength Built: Grants the golem body your working on 5 strength for every 20 strength, same to toughness, power, and agility, this doubles if tier 5.

### Ultimate

Great Centurion: Once per grand miracle period you can make a golem war machine, a giant golem with the power of ten golems, you require a powerful soul to man it.
Card Scythe Collector

## Effects

### 1

Collect: After each kill, gain a card, allowing you to gain some form of power that the person wielded, they must have a power you have not previously collected to gain a card. You can swap cards as a black-gold.

### 2

Card Power: +1 sp per card collected in each slot.

### 3

Magic Card: For every 3 cards create 1 magic card that is able to be used as a black-gold in each fight.

### 4

Become You: You can use a card to take the form of a person you killed as a final miracle, the card is destroyed after the battle.
Builder Domain

### Rank

Rank increases amplifier by +1 for every rank above LWD, meaning that LWD get the amplifier for what it is, and if you have a rank beneath LWD you receive no divinity so no amplifier

### Amplifier

+1 CP/EP/HP for every 5 point of intelligence

### Miracles

Miracle: 1 (+1 for each rank above LWD)Grand Miracles: 1 (+1 for new god tier ranks)
0-Mask of The Nova

### 2

Nova Form: Transform into a Nova a being a pure destruction incarnate. Gain double EP but half CP while in this form. Once your life drops to 0 Drop out of this form.
Pure Destruction: Any attacks done with energy in this form are 5x in effect.

### 3

Power of The Nova: Ten powerful abilities that you can use.
1. Energy Blasts: 10 Energy blasts dealing x1 EP Damage. (Black)

2. Destruction: Fully Destroy any structure. (Miracle)

3. Haste: If someone dodges your attack gain an attack opportunity to attack them again once per turn. (Passive)

4.Control: Doubles your next Energy based attack. (Gold)

5. Regeneration: Able to regen any limbs lost and heal to full. (Black)

6.Bladed: Able to summon a blade that deals damage through EP. (Black)

7.Roar: Shout and fear all enemies nearby making them unable to move. (Black)

8. Rage Power: Once reaching 0 HP heal to full. (Black)

9. Explosion: 5x EP AOE damage. (Black)

10. Great Explosion: 50x EP Massive AOE Damage. (Miracle)

### 5

Spirit of The Entity: Wearing the mask allows you to tap into the power of the mask, gaining 10% of it's power added to the item.
Combat: 20

Power: 60

Body: 40

HP: 24

CP: 12

EP: 37
Campsite

## Effects

### Base

Used as the starting foundation of civilization, within your camp you can earn a small bit of funds.
Upgrade works as a miracle.

### Level 2

Can convert into a village at half of the cost

### Level 4

Can convert into a House at half of the cost

### Level 6

Can convert into a town at half of the cost

### Level 8

Can convert into a Garrison at half of the cost

### Level 10

Can convert into a City at half of the cost
Bookworms Cosmos

### Alteration

Able to read books at rapid speed and of any language, even encoded or enchanted books can be read in a manner of minutes. Also able to write extremely fast

### Weakness

Inability to speak verbally, unless reading aloud something.

## Cosmic Power

### T0

Paraphrasing: Placing your hand on a book allows you to instantly know the general content inside, the topic, the length, and even who actually wrote it. Any negative effects that may come from viewing/ holding the book are negated.

### T1

Well Read: Any Skills learnt through a book are gained at Divine Level regardless of your races potential. You may assist another as a Miracle learn a skill from a skill book.Classes learnt through books can be learned as though you were a tier 5, however you cannot assist another with this ability, additionally you must have the potential to actually use the classes abilities.

### T2

Collection: You may place up to three books in one equipment slot and gain the benefits the books provide. You may also chose to add books in the place of weapons.

### T3

Scribe: Once in a miracle you may create a skill book based off any skill you have at the rank you have it.

### T4

Boundless Skills: Any Skill books you have can be used again as a Miracle. Gain +1 to Skill limit

### T5

Writers Inspiration: As a Other Miracle gain the ability to create a Skill at Divine Level.As a Grand Miracle create a T5 Book based off whatever you wish to write about. It's effects vary depending on the topic and what can be done with the book.
Chains of Blade

## Effects

### 1

Bindings of Mortality: All Sp induces a negative effect on the wearer equal to x10 of the stats it gives.

### 2

Justice's ire: SP for the artifact is spread equally to all categories (Calculated)

### 3

Power Nullification: All statistics are halved.

### 4

Blade Blocker: One who has this can't use any sword skills and the more sword skills they have the more the negative stats are applied by +1 multipler.
Aimar, Keeper of The Forest

## Ability

### First

Restore: Heal target for x2, the heal will proc again when they are the victum of an attack.

### Second

Purify: Has the power to remove curses as either a gold, black, miracle, or grand miracle.

### Third

Forest Speak: Can sense darkness or abnormalities within the forest.

### Fourth

Power of The Forest: Double stats when fighting in a forest landscape or if fighting in a zone with a world tree, if you can

### Fifth

Miracle of Life; Perform a healing miracle at any level.

### Ultimate

Restore: Cure the land as a grand miracle or heal all alies to full life.