recursal/Fanatic-Fandom huggingface dataset:
Light-Years From Home

**Light-Years From Home** est le premier épisode de la deuxième saison de *Krypton*.

## Synopsis

Seg-El est coincé loin de chez lui, où son grand-père mène une rébellion contre le général Zod.

## Casting

* Principaux
* Invités
* Secondaires

* Cameron Cuffe est Seg-El
* Georgina Campbell est Lyta-Zod
* Shaun Sipos est Adam Strange
* Colin Salmon est Dru-Zod
* Elliot Cowan est Daron-Vex
* Ann Ogbomo est Jayna-Zod
* Aaron Pierre est Dev-Em *(Juste cédité)*
* Rasmus Hardiker est Kem *(Juste cédité)*
* Wallis Day est Nyssa-Vex
* Hannah Wadddingham est Jax-Ur
* Blake Ritson est Brainiac
* Ian McElhinney est Val-El

- Emmett J. Scanlan est Lobo

- Sonita Henry est Raika

- Shobu Kapoor est Mama Zed

- Paul Kennedy est Tovis-Fen

## Notes

* Mentionnés : Doomsday, Kal-El, Mère de Nyssa.
* Première apparition de Lobo
* Objets : Pierre de soleil, Bêta-Zem et Codex
* Mort de Daron-Vex.

## Lieux

* Kandor
* Zone Fantôme

## Multimédia

### Vidéos

Krypton 2x01 Sneak Peek Clip 1 "Light Years From Home"Krypton Season 2 PromoKRYPTON Digital Comic SYFY
### Photos

* Comic Pré-épisode
* Photos Promotionnelles
* Photos
* Captures d'écrans
* Tournage

2. La Maison de El
3. L'Initiative Sang-rang
4. La Parole de Rao
6. Guerres civiles
7. Transformation

9. Un nouvel espoir
10. La zone fantôme

2. Ghost In The Fire
3. Will To Power
4. Danger Close
6. In Zod We Trust
7. Zods and Monsters

9. Blood Moon
10. The Alpha and The Omega
Alice in Wonderland (1951)

Alice in Wonderland is a 1951 American animated musical fantasy-adventure film produced by Walt Disney Productions and based on the Alice books by Lewis Carroll. The 13th release of Disney's animated features, the film premiered in London on July 26, 1951 and in New York City on July 28, 1951. The film features the voices of Kathryn Beaumont as Alice, Sterling Holloway as the Cheshire Cat, Verna Felton as the Queen of Hearts, and Ed Wynn as the Mad Hatter.
Scooby-Doo and the Monster of Mexico (2003)

Scooby-Doo! and the Monster of Mexico is a 2003 direct-to-video animated comedy mystery film; the sixth in a series of direct-to-video films based upon the Scooby-Doo Saturday morning cartoons. It was released on September 30, 2003, and it was produced by Warner Bros. Animation.[2] It is one of two Scooby-Doo movies released in 2003 (the other being Scooby-Doo and the Legend of the Vampire) that briefly brought back the original voice cast from the original 1969 series sans the late Scooby-Doo voice actor Don Messick (now voiced by Frank Welker, who also plays Fred).
Guard (NPC)

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Guards are defenders of an area and will attack mobs that approach them.

Guards can also be useful in locating other friendly NPC's by using the /where "npcname" command, they will turn and point in the direction of the NPC.
Tom and Jerry:Willy Wonka and the Chocolate Factory (2017)

Tom and Jerry: Willy Wonka and the Chocolate Factory is a 2017 American direct-to-DVD animated musical comedy film featuring the characters Tom and Jerry, produced by Warner Bros. Animation.

The film was critically panned for inserting Tom and Jerry into a popular classic film, its' inferior and strange animation, and the subpar Gene Wilder imitation voice for Willy Wonka (done by newcomer voice actor J.P. Karliak), so much that The Nostalgia Critic even did a review of it a few months after the film's release.
Mercy

**Mercy** est le huitième épisode de la deuxième saison et le dix-huitième de la série *Krypton*.

## Synopsis

*Dev et Jayna aident Seg et Nyssa à cibler la flotte du général Zod lors d’une découverte choquante.*

## Casting

* Principaux
* Invités
* Secondaires

* Cameron Cuffe est Seg-El
* Georgina Campbell est Lyta-Zod
* Shaun Sipos est Adam Strange (juste crédité)
* Colin Salmon est Dru-Zod
* Ann Ogbomo est Jayna-Zod
* Aaron Pierre est Dev-Em
* Rasmus Hardiker est Kem (dans rêve onirique)
* Wallis Day est Nyssa-Vex
* Hannah Wadddingham est Jax-Ur (juste créditée)
* Blake Ritson est Brainiac (juste crédité)
* Ian McElhinney est Val-El (dans rêve onirique)

- Aoibhinn McGinnity est la Membre de la guilde des sciences

- Kim Adis est Anda

- Shane Lennon est Commander Dahl

## Notes

* Mention de Brainiac, Jor-El, Jax-Ur et Adam Strange. A noter aussi que Val-El et Kem apparaissent uniquement dans le rêve onirique de Lyta créer par la Black Mercy.
* On découvre que Lyta est encore en vie, car la personne tuer par Jax-Ur n'était qu'un clone. Et Lyta est sous l'emprise de la Black Mercy où elle vit un rêve onirique dans lequel elle va se marié avec Seg avec l'accord de sa mère qui l'a aider a regagner un rang. Elle s'en sort et parle à Dru-Zod qui va la remettre dans le rêve onirique avec sa mémoire. Elle va réussir à s'en ressortir car la scientifique a besoin de cellule de la black Mercy pour pouvoir contrôler Doomsday.
* Seg, Nyssa, avec Dev et Jayna vont entré dans Fort Rozz opur tenter de détruire l'armada de Dru-Zod qui s’apprête à attaquer Wegthor. Mais Seg et Nyssa se font attraper. Dev et Jayna se font aussi interpeller mais ils sont secourus par Lyta. Dev qui est suspucieux apprnd ce qui est arrivé à Lyta et elle lui donne un plan à suivre pour libérer Seg et Nyssa de leur cellule.

## Lieux

* Krypton
	+ Kandor
		- Guilde des Législateurs

## Multimédia

### Photos

* Photos Promotionnelles
* Photos
* Captures d'écrans
* Trailer

2. La Maison de El
3. L'Initiative Sang-rang
4. La Parole de Rao
6. Guerres civiles
7. Transformation

9. Un nouvel espoir
10. La zone fantôme

2. Ghost In The Fire
3. Will To Power
4. Danger Close
6. In Zod We Trust
7. Zods and Monsters

9. Blood Moon
10. The Alpha and The Omega
Darg

**Darg** is a Merchant that is Located in Jordheim.

## Sells 1

Page 1
* asterite metal bars
* ebonwood wooden boards
* runed leather square
* nightshade cloth square
* nightshade heavy thread

## Sells 2

Page 2
* crow feathers
* hawk feathers
* gull feathers
* cockatrice feathers
* phoenix feathers
* pair of stirrups
* heroic armor mold
* sinister armor mold
* mystic armor mold
* spool of solid trim
* spool of triangle trim
* spool of square trim
* spool of scallop trim
* pair of reins

## Sells 3

Page 3
* netherium metal bars
* dyrwood wooden boards
* eldritch leather square
* wyvernskin cloth square
* wyvernskin heavy thread
* arcanium metal bars
* duskwood wooden boards
* tempered leather square
* silksteel cloth square
* silksteel heavy thread
Saison 2

La **Saison 2** de Krypton a été diffusée dès le **12 juin 2019** sur SyFy (USA) et sur SyFy (France) à une date inconnue.

## Synopsis

*Et si Superman n’avait jamais existé ? Deux générations avant la destruction de la planète natale de Superman, Krypton suit Seg-El, le légendaire grand-père de l’Homme d’Acier, en tant que jeune homme qui se bat pour sauver sa planète. La saison 2 nous ramène dans une Kandor transformée, au coeur d’une bataille pour sa liberté et son avenir. Le Général Dru-Zod est maintenant aux commandes. Il a pour mission impitoyable de reconstruire Krypton selon ses idéaux et d’assurer son avenir en conquérant l’univers. Face à ces sombres perspectives, notre héros, Seg-El, tente de réunir un groupe dispersé de résistants afin de vaincre Zod et de redonner espoir à leur planète bien-aimée. Cependant, leurs chances de rédemption sont menacées par leurs tactiques opposées, des alliances changeantes et des frontières morales incompatibles – ce qui force chacun d’entre eux à déterminer individuellement jusqu’où ils sont prêts à aller dans leur quête d’un avenir meilleur.*

## Casting

* Principaux
* Invités
* Récurrents
* Détails de Production

**Seg-El**
*(Cameron Cuffe)***Lyta-Zod**
*(Georgina Campbell)***Adam Strange**
*(Shaun Sipos)***Dru-Zod**
*(Colin Salmon)***Daron-Vex**
*(Elliot Cowan)***Jayna-Zod**
*(Ann Ogbomo)***Dev-Em**
*(Aaron Pierre)***Kem**
*(Rasmus Hardiker)***Nyssa-Vex**
*(Wallis Day)***Jax-Ur**
*(Hannah Waddingham)***Brainiac**
*(Blake Ritson)***Val-El**
*(Ian McElhinney)*

**Lobo**
*(Emmett J. Scanlan)***Araame**
*(Kae Alexander)***Doomsday**
*(inconnu)*

**Raika**
*(Sonita Henry)***Mama Zed**
*(Shobu Kapoor)***Tovis-Fen**
*(Paul Kennedy)*

**Producteurs :** David S. Goyer, Damian Kindler et Cameron Welsh
**Consultant exclusif**  :
**Distribution** : Priscilla John et Wendy O'Brien
**Direction artistique :** John Merry et Jelena Sopic
**Coordinateur des combats :**
**Décors :** Ondrej Nekvasil et Alec Hammond
**Costumes :** Bojana Nikitovic et Varvara Avdyushko
**Photographie :** Christopher Baffa, James Mather et Simon Dennis
**Montage :** Steve Haugen, Joel Griffen et Jeff Betancourt
**Musique :** Pinar Toprak
**Casting :**
**Pays d'origine :** Etats-Unis, Canada, Serbie et Irlande
**Genre :** Science-fiction
**Lieu de tournage :** Vancouver (Canada)
**Date de tournage :**
**En Amérique du Nord** : *inconnu*
**En France** : *inconnu*

**Diffusion :**
* (USA): 12 juin 2019
* (Canada): *inconnu*
* (France): *inconnu*

## Notes

* Alors que la saison n'a pas été encore diffusée, SyFy annonce qu'une série centré sur Lobo est en développement.

## Galerie

* Promo
* Personnages
* Comic Con

**Seg-El****Lyta-Zod****Adam Strange****Zod****Jayna-Zod****Nyssa-Vex****Brainiac****Lobo****Doomsday**

avec Brandon Routh (qui a incarnait Superman)avec Brandon Routh (qui a incarnait Superman)

## Références

1. ↑ SyFy développe un spin-off sur Lobo - *Comibook.com*

en:Season Twode:Staffel 2
Albion

From the rolling hills of Camelot to the mountainous peaks of Snowdonia, Albion is through and through the land of Arthur. Forged from his iron will, paid for by the blood of Knights and commoner alike, Albion encompasses the ideals, the laws, and the heritage of its most famous King. The people of Albion are a mostly homogenous lot - sturdy Britons, hulking Highlanders, graceful swift Saracens, and the tall intelligent Avalonians. The small, mysterious Inconnu along with the bestial Half-Ogres add a dash of the exotic to the Realm.

## Races of Albion

 Saracen | Following in the footsteps of the first Saracen Knight, Sir Palomides, many men and women from the nomadic desert tribes have found their home in Albion. They are a dark skinned people known for their feats of agility and stealth

## Class Guilds

The Church of Albion - The Church of Albion is the most public most recognized religion in the Realm. It's Holy Grail symbol can be found in all villages and towns in the Realm, for the Church is an important part of everyday life.

The Guild of Shadows - Made up of the underworld of Camelot, the Guild of Shadows teaches different classes pragmatic methods to dispatch their enemies. They are tolerated in Albion for the simple reason that they are very effective at what they do, so long as they practice their arts on enemy realms and monsters. Members of this guild are proud of the fact that they owe allegiance to no organization save their own and the Realm of Albion.

The Academy - The Academy is the school founded by the famous wizard Merlin, sage and advisor to King Arthur. Wizards, Sorcerers and Minstrels can all train at the Academy.

The Temple of Arawn - The Temple of Arawn will accept Disciples, for the sole purpose of advancing their studies of death and undeath, as well as Reavers, who are hybride Necromancers/Fighters.

The Defenders of Albion - The Defenders are the organization that makes up the Army of Albion - professional soldiers who specialize in finding the enemy and fighting him. Directly under the stewardship of Duke Bors, the leader of the Albion military, the Defenders are prepared night and day to take to the battlefield to route the enemy.
Bog of Cullen

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The Bog of Cullen is home to the Siabran Queen, Cliodna and is prime hunting for those between the levels 30 through 50. Venture not alone here unless you’re skilled, for the Gemstone Tower is heavily guarded by the queen’s loyal subjects. Friends can be found in the southeast corner in the settlement known as Alainn Bin.

**Adjacent Zones**

* Sheeroe Hills (North)
* Lough Gur (West)
Aylesbury

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Aylesbury is located on the South of the Albion housing zones with lot numbers ranging from 1001 - 1200.

## Points of Interest:

**Market**

In the center of the zone (approximate loc 33k,30k) is a market offering the following services:

* Market Return Tokens

* Market Search

* Tradeskill Trainers

* Taxidermist

* Stables

* Repossession Merchants

* Hastener

**Stables**

Stables dotted around the zone offer destinations between eachother as well as the markets of Dalton, Sherborne and Old Sarum.

* Annabeth's Stable - (loc 33k, 30k)

* Aille's Stable - (loc 46k, 9k)

* Melidia's Stable - (loc 49k, 49k)

* Inawen's Stable - (loc 11k, 28k)

**Adjacent Zones**

* Dalton (North)
* Sherborne (West)
* Old Sarum (East)
Dales of Devwy

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In the Dales of Devwy, towering trees give the forest an aura of heavy, eerie quietness. Many adventurers have stated that the trees hide secrets and shelter monsters of the darkest imagination. All travelers are advised to stay close to the forest path. Fort Gwyntell offers safety, supplies and training to the few who survive to reach it.
Bainshee

The Bainshee class is a cloth wearing class whose magic comes in the form of sound, and may only be played by female avatars. The class has three specialization lines, each line with spells focused in one of three areas: Point Blank Area of Effect, Ranged Area of Effect, and Frontal Area of Effect. The Bainshee is a class that debuts many unique magical abilities never before seen in the lands of Camelot. These include: a Befriend PBAE spell that will temporarily turn monsters into realm guards who will then attack any pursuing enemies for a short time; a ranged AE wail which, when sustained, can be used to reduce the visibility of enemies in an area; a Buffering Breath spell (a damage absorption buff) that will absorb a certain amount of spell damage for group members; and finally, is a PBAE shriek that causes nearby monsters to try and (temporarily) flee from the Bainshee until she finally stops to breathe.
**See also:** The History of the Vampiir and Bainshee

## Abilities & Specialization

Cloth
**Weapon**
Staves
Convoker Stormlord
**Sub Classes**Forester Guardian Magician Naturalist Stalker
Armorcraft
Basic Crafting
Bountycraft
Clothworking
Fletching
Gemcutting
Herbcraft
Leatherworking
Metalworking
Siegecraft
Spellcrafting
Tailoring
Weaponcraft
Woodworking

## Realm Abilities

### Realm Rank 5 Ability:

 Reuse
 Effect
Gripklosa Mountains

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The mountains and valleys of Gripklosa shelter the town of Bjarken as the only refuge in this snow covered land. From the Morvalt controlled city of Trollheim to the hidden Redcap town of Iss, adventurers from 30 to 50 will find foes to challenge them. In the northern reaches of the land, you may discover Mammoth Valley and see the Old Matriarch herself.

**Adjacent Zones**

* Delling Crater (East)
* Aegir's Landing (South)
Cliffs of Moher

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A cliff face stretches the expanse of the westernmost part of these lands and plunges to the sea. The Cliff Dwellers residing on the shore there pose more of a threat than the cliffs’ steep drop. A cluster of forest in the south hides Koalinth Caverns, a much safer choice for the mid-skilled adventurer.

**Adjacent Zones**

* Connacht (East)

## Trivia

Moher is a townland in the Parish of Tomregan, Barony of Tullyhaw, County Cavan, Ireland. The townland name is an anglicisation of the Gaelic placename “Mothar” which means ‘A cluster of trees’.

Source: http://en.wikipedia.org/wiki/Moher
The Peanuts Movie (2015)

The Peanuts Movie is a 2015 3D computer-animated film produced by Blue Sky Studios and released by 20th Century Fox Animation on November 6th, 2015 to celebrate the 65th anniversary of the comic strip franchise Peanuts and the 50th anniversary of the classic animated holiday special, A Charlie Brown Christmas.
Abandoned Mines (M)

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Deserted eons ago, the great Abandoned Mines stretch from one end of Midgard to the other, connecting all dungeons in the realm with rideable mine carts.

**Adjacent Zones**

* Kobold Undercity

## Lore

When Hallvaror and his people began the Undercity, they needed supplies to help them with construction. Hallvaror discovered a small opening in one wall of the cave. Once the opening had been enlarged enough for a Kobold to enter, Hallvaror went in and discovered a rich amount of ore and gemstones. Hallvaror knew that the ore would be useful in building the city, and both the ore and the gemstones could be used when the Kobolds needed to trade with the Dwarves, Trolls, and even the Norse. Soon tunnels were being dug through the earth to harvest the riches and the Kobolds celebrated.

Hallvaror would only let the Kobolds that dwelt within the Undercity mine the ore and gemstones found throughout the tunnels. But the Kobolds that lived on the lands above would not be denied their share of the riches within the mines. They dug their own entrances to the mines from other caves they found scattered through the land. Hallvaror was not pleased when he discovered what the other Kobolds were doing but he soon realized he was being greedy. He agreed to let the above-ground Kobolds take ore and gems from the mines also. A main entrance to the mines was built to allow the above-ground Kobolds to have easier access, and tracks were built to transport all Kobolds to the riches below.

Over the years, as Hallvaror grew old, the Kobolds continued to expand their mines, digging farther from the Undercity and deeper into the earth. What the Kobolds did not know was that the ground under the mines was not the most stable, and the active digging of the Kobolds was weakening that ground. Although the Kobolds would shore up the tunnels to prevent cave-ins, the weakened earth would shake from time to time and tunnels would collapse, trapping or killing a few Kobolds but still they continued to work the mine. It wasn't until a very strong earthquake caused one of the main tunnels to collapse that ancient Hallvaror ordered the mine closed. All work in the mine was abandoned and the entrances boarded up to protect all from the dangers of the mine.

It was with great trepidation that the current leader of the Kobold city, Hallvaror's descendant Odagi, ordered the mine entrance from the Kobold city reopened. Stone was needed to build the wall to protect the city from the evil forces poised to attack. Even now the stone is being carefully harvested from the mines to repair the wall from the brutal attacks of the hordes that roam the Frontlines.
Black Mountains South

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Nestled in the Black South Mountains are the two small villages Ludlow and Humberton. Young players will find great hunting in the hills surrounding the villages. To the south lies the glorious city of Camelot.

**Adjacent Zones**

* Black Mountains North (North)

* City of Camelot (South)

* Camelot Hills (South East)
Cursed Forest

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This grand thicket of trees and brush is home to monsters far beyond the skill of any single Hibernian. Legendary creatures lurk in this dark wood. The Faerie Court is rumored to wander its depths, and one fell step could land you face to face with the terror known as Juggernaut. No doubt adventure awaits in mist of the forest, though venturing alone is sure to prove fatal.

**Adjacent Zones**

* Bri Leith (West)
City of Camelot

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The center of culture and government in Albion is the city of Camelot, the former seat of the throne of Arthur. From there stretch the forests and plains of the Realm: to the west of Camelot lie huge plains, deep dark forests, trackless swamps, and haunted hills. To the north loom the mountains of Snowdonia, and frontier lands, dangerous and unpredictable.

## **Adjacent Zones**

* Black Mountains South (North)
* Camelot Hills (East)
* Demonic Prison (A) (Instanced Dungeon)
* King Constantine's Throne Room
* Roman Aqueducts (Dungeon)
Iarnwood

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Iarnwood is an extremely dangerous area to venture into even for the most senior adventurer. This area hosts the entrance to the challenging dungeon of Iarnvidiur, which is best explored by well organized groups only. In the northeast, you will find another settlement of Iarn Dwarves, but make sure you are friendly to them before getting too close.

**Adjacent Zones**

* Faraheim (North)
Avalon Isle

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Once a thriving orchard of magic and peace, Avalon Isle has been claimed by the vile Drakorans. The small hamlet Wearyall is the only bastion inhabited by men in this area. Even fair Avalon city has fallen to these invaders. The realm calls upon its most skilled warriors to free the once glorious city.
Catacombs of Cardova

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## Summary

A dank dangerous crypt of clearly Roman design. Although there is no record of an emperor dying or being buried in Cornwall, the few expeditions that have returned indicate that the roman legion laid an emperor to rest there. Locals refuse to return to the area, claiming it to be haunted by ancient ghosts. Adventurers should be wary as the past often doesn't stay buried for long.

## Lore

For many years, an unnamed crypt stood alone within a circle of standing stones in the middle of the Cornwall countryside. No one knew who was buried there or how long it had been there. Not much thought was given to this place until recently when a young shepherd chasing his flock found and entrance to something much larger than just the small crypt that it appeared to be on the surface. When the shepherd did not return, the locals searched for him. They found his staff near the entrance of the crypt and his flock wandering about but saw no sign of the boy. They descended into the crypt opening and found themselves within an ancient hallway of smooth stone and tiles and pillars that were clearly Roman in design.

According to their known history, the Romans had not reached this far into Cornwall so this catacomb was a complete mystery to them. Further expeditions into the catacombs revealed that this legion was in company of an emperor, an emperor that no one could name. There was no record of a n emperor dying or being buried in Cornwall. One expedition returned with only half their number. The leader of the team claimed that something awoke, something not living and very angry. He said that before he knew it, half of his team was dead and the rest fleeing in terror.

Since then, the locals refuse to return to the area, claiming that it is haunted by ancient ghosts.

**Adjacent Zones**

* Cornwall
Guild Registrar

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A Guild Registrar allows you to form a guild, you must first form a full party of eight players, none of whom can already be guilded. The person who is going to be the guild leader must visit the Guild Registrar NPC, found in the major cities of your realm. Each person must be in the same zone as the Guild Registrar. The group leader must select the Guild Registrar and type /gc form. Note that your guild's name must be unique. You cannot use a guild name that is already in use on your server. It costs one gold piece to start a guild. The money is deducted from the pocket of the character speaking to the Guild Registrar. Each member of the guild will receive a dialogue box asking if they accept membership in the new guild. Once all members have accepted, the guild is formed.
Faraheim

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Faraheim is a dangerous place to travel at anytime of day or night, because the monsters here challenge even the highest level of adventurers. The town of Hagall provides the only refuge and the only safe passage to the island of Modernagrav. A small group of Iarn Dwarves have made a colony here on as well, but be wary as they and their griffon mounts do not take kindly to strangers.

**Adjacent Zones**

* Delling Crater (North)
* Munin Sound (West)
* Modernagrav (East)
* Iarnwood (South)
Oggy and the Cockroaches

Lazy cats Oggy, Jack, Selina, Wendy, Monica, Olivia and Dexter enjoy living a simple life - eating and watching TV are among his favorite hobbies. Unfortunately, his roommates often get in the way of his laziness. Those roommates are small cockroaches Joey, Marky, The Cockroaches' Cousin, Lady K, and Dee Dee, who like to cause mayhem like raiding Oggy's fridge, making big messes and forcing the cat to clean up after them. Despite the trouble they cause, Oggy secretly misses the little critters when they're not around. Also part of Oggy's life is nature-loving neighbor Olivia, who is his love interest. And not so friendly neighbor Bob, who seems to beat Oggy or Jack up whenever they trespass on his property. If 3 diabolical dogs can't do it for cats! BOB, BOBETTE And PIT. They are stupid, ugly, the Bad dogs, nasty and dertimeted to make Life of Cats a very biggest MISERY. It's Fast, hirroious. It's Oggy and the COCKROACHES!
Dwarf

The oldest race in Midgard, Dwarves are steadfast in their devotion to the elder gods and finer ales, and are the backbone of Midgard's armies. Originally from deep caverns beneath the earth, this durable race lives and fights alongside the other races of Midgard against the forces of Hibernia and Albion. They are equally good at fighting, healing, or hunting.
Infiltrator

Sneaking, hiding, and ambushing are the ways of the Infiltrator. Members of The Guild of Shadows, Infiltrators are cunning individuals, who are capable of moving about the Frontiers unseen. They rely heavily on their strong, initial stealth attacks and debilitating poisons to turn fights in their favor. They are limited to leather armor, but gain Evading skills through the seventh level, which aids their defensive abilities greatly.

The Infiltrator's offensive capabilities should not be underestimated, however with their highly developed defensive training, the Infiltrator is a formidable opponent when on the battlefield. Not only is their ability to stealth and backstab with high damage a reason to watch your step, but their ability to train in deadly poisons, commonly applied to weapons, is another reason to fear these individuals. Those who are foolish enough to stray from their groups in the frontier may find themselves as bait for the poisoned blades of the stealthy Infiltrator.

## Abilities & Specialization

Cloth Leather
**Weapon**
Staves Slashing Thrusting Crossbow Shield (Small)
Battlemaster Spymaster
**Sub Classes**Acolyte Disciple Elementalist Fighter Mage
Armorcraft
Basic Crafting
Bountycraft
Clothworking
Fletching
Gemcutting
Herbcraft
Leatherworking
Metalworking
Siegecraft
Spellcrafting
Tailoring
Weaponcraft
Woodworking

## Tactics

### Realm Rank 5 Ability

 **Effect** | A 15% increased chance to bypass their target's block, parry, and evade defenses for 30 seconds.
Halls of Ma'ati

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You have entered the Halls of Ma’ati in the forgotten city of Necropolis where your life will slip away in the sands of time. Cross the river of death into the Land of Atum, but ensure you don’t go swimming or you may find that some things are named that way for a reason. Finally, stand before the Great Ammut and be judged.

**Adjacent Zones**

* Land of Atum
Berserker

Patrons of Modi, the Norse god of battle-rage, Berserkers are light tanks who eschew heavy armor and rely on wielding two weapons at once. Their heavy training in weapons helps them deal powerful amounts of damage when in battle.
They have the ability to call upon their god, Modi, and transform into a giant beast. This is called "Berserk" and makes each hit that lands a critical hit. It comes with the sacrifice of all defensive abilities, but is so powerful and frightening in battle that it is considered worth the price to this fierce fighter.

## Abilities & Specialization

Cloth Leather Studded
**Weapon**
Staves Swords Axes Hammers Thrown Weapons Left Axe Shield (Small)
Banelord Battlemaster
**Sub Classes**Mystic Rogue Seer
Armorcraft
Basic Crafting
Bountycraft
Clothworking
Fletching
Gemcutting
Herbcraft
Leatherworking
Metalworking
Siegecraft
Spellcrafting
Tailoring
Weaponcraft
Woodworking

The best way i have found to spec is

1. 50 Left Axe
2. 42 Weapon
3. the rest in parry

This allows for parry stun to be easier to land and then use back style to snare and bleed target.

## Realm Abilities

 Charge Purge

```
Useful Realm Abilities ===

```

* Augemented Strength
* Determination
* Mastery of Pain
* Toughness
* Augmented Quickness
* Charge

```
Neutral Realm Abilities ===

```

* Augmented Constitution
* Ignore Pain
* Purge
* Reflex Attack
* Second Wind
* Avoidance of Magic

```
Useless Realm Abilities ===

```

* Lifter
* The Empty Mind
* Veil Recovery
* First Aid

### Realm Rank 5 Ability

 **Effect** | 25% Absorb buff, 25% resistance bonus and 25% chance to shrug of crowed control spells for 30 seconds. 25% resistance Bonus
Blademaster

Followers of the Path of Harmony, Blademasters are the light, fast fighters of Hibernia. They have sacrificed heavier armors for the ability to wield two weapons at once. Despite the name, they are able to master more than just swords, and their dual-wielding strength lies in their training in Celtic Dual. While their true strength lies in charging the enemy and taking their foes down quickly, Blademasters can also function as guardians of their realm mates, with the ability to train in Shields, and the skills of Intercept, Guard and Protect.

What they lack in heavy armor, Blademasters make up for with their quickness. They can evade attacks from all sides with relative ease. While they are not magical in nature, the Blademaster has the ability to summon a magical third sword to assist them in difficult battles.

## Abilities & Specialization

Cloth Leather Reinforced
**Weapon**
Staves Blades Blunt Piercing Shortbows Shield (Medium)
Banelord Battlemaster
**Sub Classes**Forester Magician Naturalist Stalker
Armorcraft
Basic Crafting
Bountycraft
Clothworking
Fletching
Gemcutting
Herbcraft
Leatherworking
Metalworking
Siegecraft
Spellcrafting
Tailoring
Weaponcraft
Woodworking

## Realm Abilities

 Charge Purge

```
Useful Realm Abilities ===

```

* Determination
* Augmented Strength
* Augmented Dexterity
* Mastery of Pain
* Mastery of Parrying
* Augmented Quickness

```
Neutral Realm Abilities ===

```

* Augmented Constitution
* Ignore Pain
* Purge
* Reflex Attack
* Second Wind
* Avoidance of Magic

```
Useless Realm Abilities ===

```

* Lifter
* The Empty Mind
* Veil Recovery
* First Aid
* Mastery of Blocking

### Realm Rank 5 Ability:

 Reuse
 Effect
Allta Fearann

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Located off of the northern coast of World’s End is the long forgotten island Allta Fearann. Recently discovered, this island’s occupants and encounters remain mysterious to all but the most inquisitive explorer.

**Adjacent Zones**

* World's End (South)
Holsvi Hallgrim

**Holsvi Hallgrim** is a Merchant that is Located in Jordheim.

## Sells 1

Page 1
* heated distill
* dusty distill
* earthen distill
* vapor distill
* watery distill
* firey distill
* icy distill
* airy distill
* ancient treant wood
* boiled blood root
* boiled ginger root
* boiled St John's wort
* crushed blue focus stone
* crushed brown focus stone
* crushed red focus stone
* dried blood rot
* dried ginger root
* dried St John's wort
* drop of giant blood
* drop of mercury
* drop of troll blood
* faerie boots
* fermented blood root
* fermented ginger root
* fermented St John's wort
* essence of illusion
* Stardust

## Sells 2

Page 2
* ogre blood
* ornate broken mirror
* powdered blood root
* powdered ginger root
* powdered St John's wort
* shard of a mirror
* silvery faerie hair
* small broken mirror
* tiny vial of of giant blood
* tiny vial of mercury
* tiny vial of troll blood
* treant wood
* vial of giant blood
* vial of mercury
* vial of troll blood
* wizened wood
* pristine nereid scale
* ceramic flask
* flask of water
* volatile catalyst
* volatile firebrand catalyst
* volatile glacial catalyst
* volatile electrical catalyst
* volatile spirit catalyst
* volatile celeric catalyst
* volatile shielding catalyst
* volatile hardening catalyst
* volatile eroding catalyst
* volatile protecting catalyst

## Sells 3

Page 3
* stable catalyst
* stable firebrand catalyst
* stable glacial catalyst
* stable electrical catalyst
* stable spirit catalyst
* stable celeric catalyst
* stable shielding catalyst
* stable hardening catalyst
* stable enlightening catalyst
* stable eroding catalyst
* stable protecting catalyst
* concoctive honing catalyst
* concoctive leeching catalyst
* concoctive withering catalyst
* concoctive crippling catalyst
* reactive firebrand catalyst
* reactive glacial catalyst
* reactive electrical catalyst
* reactive spirit catalyst
* reactive celeric catalyst
* reactive shielding catalyst
* reactive hardening catalyst
* reactive eroding catalyst
* reactive protecting catalyst
* Fireworks

## Sells 4

Page 4
* coppery imbued dust
* coppery enchanted dust
* coppery glowing dust
* coppery glowing dust
* vial of dryad sap
* silvery enchanted dust
* silvery glowing dust
* silvery encorcelled dust
* golden imbued dust
* golden enchanted dust
* golden glowing dust
* golden ensorcelled dust
* mithril imbued dust
* mithril enchanted dust
* mithril glowing dust
* mithril ensorcelled dust
* platinum imbued dust
* platinum enchanted dust
* platinum glowing dust
* platinum ensorcelled dust
* liquid alloy renewal
* liquid fine alloy renewal
* liquid mithril renewal
* liquid adamantium renewal
* liquid asterium renewal
* liquid netherium renewal
* liquid arcanium renewal
Inconnu

Natives of underworld and servants of its king, Arawn, the Inconnu have joined the battle at their Lords' behest to gain Albion's favor in their struggles to free Avalon City from it's invaders. The Inconnu are easily recognizable by their small frames, pale blue skin and black eyes. They are apt in the arts of necromancy, but are a versatile race capable of mastering many professions.
Hero

Heroes are the basic fighting class of the Hibernian realm. They have the ability to train in all of the weapons available in the realm. They also have access to every type of Hibernian armor. Heroes can tap into the beast within themselves and morph into a large, intimidating stag, which gives a short burst of health.

No magic is available to the Hero, for he is purely a melee character, but he does have some training in protection and evasion skills. Heroes are sought after for their expertise in weaponry and killing.

## Abilities & Specialization

Cloth Leather Reinforced Scale
**Weapon**
Staves Blades Blunt Piercing Large Weapons Celtic Spear Shortbows Shield (Large)
Battlemaster Warlord
**Sub Classes**Forester Magician Naturalist Stalker
Armorcraft
Basic Crafting
Bountycraft
Clothworking
Fletching
Gemcutting
Herbcraft
Leatherworking
Metalworking
Siegecraft
Spellcrafting
Tailoring
Weaponcraft
Woodworking

## Realm Abilities

 Dashing Defense Purge Soldier's Barricade

### Realm Rank 5 Ability:

 Reuse
 Effect
Eldritch

Eldritches are one of the primary damage-dealing casters of the realm of Hibernia. They research and study the ways of nature among the Sun, the Moon, and the Eclipse. The different spell lines provide many options to Eldritches in the way they deal their damage.

As with most primary casters, the Eldritch has access to powerful bolts of magic, which are flung quickly across great distances to his enemies. They pack a powerful punch when successfully landed. Along with this they have some very nice utility spells.

## Abilities & Specialization

Cloth
**Weapon**
Staves
Convoker Stormlord
**Sub Classes**Forester Guardian Naturalist Stalker
Armorcraft
Basic Crafting
Bountycraft
Clothworking
Fletching
Gemcutting
Herbcraft
Leatherworking
Metalworking
Siegecraft
Spellcrafting
Tailoring
Weaponcraft
Woodworking

## Tactics

### Realm Rank 5 Ability:

 Reuse
 Effect
Bard

Bards are the singers of the realm of Hibernia. They use instruments to perform most of their repertoire. Their songs provide nurture and protection during and after battle. In addition, Bards are capable of increasing run speeds for their groups, which proves useful when attempting to outrun the enemy on the battlefield, or for traveling from place to place.

In addition to songs, Bards can also heal and cast spells to enhance themselves and groupmates. They have the ability to stop people dead in their tracks with crowd control spells. Bards can specialize to gain additional healing abilities, area of effect crowd control abilities and offensive abilities (weapons and shout).

## Abilities & Specialization

Cloth Leather Reinforced
**Weapon**
Staves Blades Blunt Shield (Small)
Perfecter Sojourner
**Sub Classes**Forester Guardian Magician Stalker
Armorcraft
Basic Crafting
Bountycraft
Clothworking
Fletching
Gemcutting
Herbcraft
Leatherworking
Metalworking
Siegecraft
Spellcrafting
Tailoring
Weaponcraft
Woodworking

## Realm Abilities

 Ameliorating Melodies Purge

###

### Realm Rank 5 Ability:

 Reuse
 Effect
Caldey

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This land is filled with many dangers and over shadowing it all upon a high mountain is the dungeon of Caer Sidi. Once a proud and glorious hall where men and women from the realm gathered, it now lays in ruin, inhabited by the most powerful of Morgana’s undead horde. Only the strongest or the foolish fight to reclaim this stronghold.
Haili

**Haili** is Located within the Assembly Hall in Jordheim.

## Talk

when player chooses special trainingwhen player chooses traveled beyondwhen player chooses path to destinywhen player chooses desires to defendwhen player chooses who might listenwhen player chooses his undoingwhen player chooses desire to bestowwhen player bolted for the doorwhen player chooses providewhen player chooses special stone
Info

## Wiki

* The following Items con colors are with a level 1 character.
* Dyes.
* Reagents.
* Class Spell Icons on Class Spells are aligned with top left of info box.

## Game

* Npc talk boxes will clear when having spoken to another Npc.
* Npc will reset position if another Npc is spoken to after.
* /gc ainvite (have to be in same zone/target guild leader when inviting to Guild Alliance)
Ben Book Wiki

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We Are Innocent! Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

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

## Latest activity

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Bri Leith

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Adventurers between the levels of 10 and 20 will find a challenge in this magical valley. If you seek the thrill of a dungeon, travel northwest to the mouth of the Coruscating Mines, the mainlands most dangerous dungeon.

**Adjacent Zones**

* Mount Collory (North)
* Lough Derg (West)
* Cursed Forest (East)
Battle of Toruzów

The **Battle of Toruzów** is a military engagement between the Rictuvian National Army and the Verdictine Army.

It ended in a Verdictine victory.

## Background

Toruzów was one of the major gathering points of the revolutionaries due to its considerable distance to the Rictuvian headquarters in Racilia. And it held a good position for defense. The Verdictine army decided to attack the town to cripple Rictuvian war efforts and to successfully break through Rictuvian defenses in Central Rictuvia.

On April 25, 1774, Toruzów was left unoccupied, leaving a passage to a weaker part of the Racilian line. General Strigott received information of the gap and intended to occupy it as a defensive point. He began his march the next day, on April 26 with around 5000 men and 2 light artillery pieces.

Brigadier General Peter Breidchase was ordered to march and occupy Toruzów, and had already reached its outskirts on April 27 with 5800 troops.

## Battle

On the early morning of April 27, Verdictine scouts reported back to Breidchase of Rictuvian troops marching towards Toruzów. Breidchase was encamped outside Toruzów, ready to set out and gain a foothold near the Racilian line the following day.

Breidchase elected to attack the marching army, and prepared troops around the major roads and bridges leading to Toruzów. The Rictuvian troops were marching on four columns, all arriving from the northwest. The columns were split into moving to the western roads and the other column moving to the bridge in the north. Strigott prioritized the speed and mobility of his army, and thus did not expect for a battle in the area.

Around 10 in the morning, the first contact between the Rictuvian and Verdictine troops happened in the bridge in the north. Verdictine troops blocked the bridge to Toruzów and began preparing their muskets to fire. The Rictuvians troops stopped midway to the bridge, and began deploying as well. The Verdictine troops began firing at the deploying Rictuvians, and the battle began.

As the first shots of the battle were heard, the other Verdictine troops on the roads began firing at the marching Rictuvians. Strigott received the alert of the ensuing battle and proceeded to engage the enemy outside Toruzów.

## Aftermath

The Rictuvians suffered heavy casualties in the battle, twice as much as the Verdicts. Strigott's army retreated back to Racilia after the war, and the Rictuvian army proceeded to further strengthen the line to prevent the enemy from breaking through. The defeat affected many future battles, due to having no troops to spare in helping the other regions.

The Verdictine troops began occupying Toruzów and awaited reinforcements to attack the Racilian line.
Deep Volcanus

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You have entered fiery Deep Volcanus, where the blistering flame is enough to burn you to a crisp with a single flicker. Make sure you have what you need to cross the bridge of fire or your adventure will be short indeed. Once you pass the challenge of the four, you will be well on your way to your final meeting with Typhon.

**Adjacent Zones**

* Ashen Isles
Delling Crater

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Delling Crater is best suited for high level adventurers in their upper 40s. In the northeastern corner of the land, you will find the entrance to Tuscarian Glacier, the epic dungeon of Aegir. If you are friendly with the People of Dellingstad, you may rest and trade in their town otherwise you should steer clear as they do not like intruders.

**Adjacent Zones**

* Gripklosa Mountains (West)
* Faraheim (South)
Dock Master

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A Dock Master will allow you to travel by boat around the realm, when you right click the NPC you will be presented with a shop window with a list of all the tickets that are sold.
Buy a ticket from the NPC (they are free) and hand it back to him and a boat will be summoned at the end of the dock. You have 30 seconds to board the boat by double clicking, right clicking or pressing g when near the boat.

You can dismount a taxi boat at any time by pressing the space key.

Multiple people can ride in the same boat, so if one is summoned at the dock already you can board it.
City of Avalon

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The once beautiful city of Avalon has been reduced to smoldering rubble as a result of the Drakoran invasion. High seasoned adventurers will find their fill of excitement here.

Only the bravest of adventurers will seek out the Crystal Caves, heavily guarded by the Drakoran Sentries who defend the vicious twin-headed Dragon, Xanxicar.

## Trivia

Avalon (probably from the Welsh word afal, meaning apple) is a legendary island featured in the Arthurian legend. It first appears in Geoffrey of Monmouth's 1136 pseudohistorical account Historia Regum Britanniae as the place where King Arthur's sword Excalibur (Caliburnus) was forged and later where Arthur was taken to recover from his wounds after the Battle of Camlann. Avalon was associated from an early date with immortal beings such as Morgan le Fay.

Source: http://en.wikipedia.org/wiki/Avalon
Hastener

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There are a couple of different hasteners around the DAoC world, each of them provides you with a movement speed buff to allow you to move around more quickly

Outside of keeps in the frontiers are hasteners which will only give buffs to members of the same realm.

Spread throughout the towns are bards / minstrels / skalds which can give you a movement buff.

In the housing zones there are also hasteners.