recursal/Fanatic-Fandom huggingface dataset:
Hrackamül´s story

The smaller Khärn, who evidently was what we might call the challenger, was the first to attack. He made a great lunge forward, arms locked in order to throw his larger opponent off balance.

The bigger Khärn had almost anticipated this move and jumped backward to avoid the blow while at the same time grasping and pulling the smaller Khärn farther forward. The pull ended with the larger Khärn delivering a sharp blow to the other’s face with his knee.

Upon closing in, the young Khärn made as to pass to one side, but pivoted quickly to the other, hoping to catch Hrackamül in the back.

Hrackamül was prepared for this. With a mighty roar, he drove his shoulder into the young Khärn, knocking him several lengths into the air.

[Khärn hand to hand combat is remarkably sophisticated. Celem help the Durno locked in a battle without his blade and shield.]

The Khärn knocked back in surprise yelped uncontrollably to roaring from the crowd.

Hrackamül did not pursue him, but stood just the same waiting for the next attack.

The young Khärn charged Hrackamül multiple times, trying various tricks—spins, kicks, fakes. But Hrackamül defended each one, even succeeding in winning slanted blows against the younger Khärn. Neither was able to win a firm grip on the other, which spells the end of most struggles with the brutes, given their fearsome strength.

Finally, the young Khärn bent over panting—the crowd cheering and jeering from all angles. Hrackamül goaded him, gnashing teeth and wagging a clawed hand.

Na-Swan-se says the young brute’s reaction was shockingly quick. Racing forward again—he made to do another jumping attack, but then dropped onto his claws, stretched out his lower limbs for a swiping kick at Hrackamül.

This move got through Hrackamül’s defense, causing him to stumble. The young Khärn did not let the moment pass. With flashing speed, he spun around and aimed a blow at Hrackamül’s head. The blow connected, succeeding in knocking the older warrior onto his back.

The young Khärn continued the attack. He jumped up and with his lower limb began violently kicking Hrackamül in the head.

Na-Swan-se says the noise from the crowd was deafening. Hrackamül appeared to be unconscious, his end near.

The young brute ceased his kicking and bent over the form of Hrackamül, inspecting him. Na-Swan-se says the young Khärn then took Hrackamül by the hair, lifting his unconscious form for all the host to see.

Na-Swan-se says despite herself a great sadness had come at the sight of her captor thus beaten.

But then, Hrackamül’s clever slanted red eyes popped open. With deft strength, he grabbed the young Khärn behind the neck, lifted him off his feet and began slamming him face first into the ground.

The crowd, which had been cowed slightly at the sight of a beaten Hrackamül began howling even more insanely.

The young Khärn came down to the surface with crunching thuds. His pointed features began to break and ooze a dark purple liquid. Hrackamül began to bellow with the efforts and the sense of triumph.

The young Khärn went limp.

Go back to "The Khärn" Lore page

Go back to Skara main "Lore" page
Nemesek

## **A Nemesek**

 Fájl:Icon-royal-blood.png  Castle Adiart is ruled by The King and his list of Royal followers, those being either related or with a deep connection to The King. Anyone from this last can inherit the throne upon The King's death. These Royals include (alphabetically):

1. The Noble (Blue Dragon)
2. The Prince (Blue Dragon)
3. The Princess (Blue Dragon)
4. The Traitor Noble (Black Rose)
5. The Traitor Princess (Black Rose)

## Special Abilities

All Royals have access to use the same ability:

* **Royal's Call -** As a Royal, you can put your name forward for nominations to become the next King.
A Pszichikus

Fájl:Psychic-card-HD.png

## **Class Summary**

```
 **Converted Class:** The Illusionist

```

**The Psychic** class is a "Social" type for the Blue Dragon faction.

This role excels at illusions and visions, allowing for both discovering player factions, funneling communication sources and even communicating with The Dead at night. The ability, Trance, allows for a person talking to unknowingly only Whisper to you, funneling key information that you believe they may say about a certain person; useful for absorbing information you believe to be false. This ultimately prevents others from being "brainwashed".

While playing The Psychic, use your **Trance** ability when you feel that you or a known ally is being blamed for Treason, even though you know it's not the case. He may believe he already said what's on his mind, but no one will hear him but you. Because you can reveal factions at night with your **Vision** ability, your **Misdirect** ability is very useful when you know, for sure, that your target is guilty of treason.

Alternately, you can use this to point a finger from a guilty to a known innocent, making them look obviously guilty for accusing an innocent of Treason.

You can also use your **Call the Dead** ability to talk to The Dead at night: Sometimes you'll find useful information, while others may be useless. Similar to the living, The Dead are not always reliable - however, they can sometimes change the game.

## **Social** **Abilities**

 **Misdirect** | Day
 **Link Minds** | Night
 **Vision** | Night

## **Strategy**

* If you believe that someone who is guilty (which you may find out from **Vision**) is about to tell other players fabricated info, you can play **Trance**on a target, The fabricated info will be redirected *only*to you.
* Keep a note what The Dead player reported in your in-game journal.
* **Misdirect** is a very good weapon for a test. By judging the quality of the second vote, you can decide if your target is an ally or not.
Crimson Stories

Crimson (winner of the "Echoes from the Zem" lore event), one of the best Celea Assassins, has a long story to be told by the best Celea storytellers and the peaceful - and apparently safe - warmth of a bonfire:

* Crimson -- Chapter 1
* Crimson -- Chapter 2
* Crimson -- Chapter 3
* Crimson -- Chapter 4
* Crimson -- Chapter 5
Skara Wiki

## **Skara - The Blade Remains**

Skara - The Blade Remains is a Free-to-Play competitive team-based melee combat game for up to 6 players set in a fantasy world. Skara is now available for PC on the Steam Store (download it here). Easy to learn, hard to master, only the best can be legendary, remembered forever in Skara lore. Will you be among the next Skara heroes?

    Skara - The Blade Remains has a rich Lore with all the stories that happened before the Cataclysm. But now it is the Time of the Two Suns (find here Skara's interactive novel), and Skara's future is dictated by player actions. Persistent Lore events introduce the best players of each culture as a character of a interactive, collaborative novel that will shape the future events in Skara.

   Third person frenetic gameplay. Now with 4 cultures and 3 arenas (one for the Duel and two for the Last Team Standing game modes). Check Skara's latest trailer:

And Skara's latest gameplay video:

## Important links

* Steam Page
* Official webpage
* Twitter
* Facebook
* IndieDB
* Pinterest
* ArtStation
* Twitch

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.
Jonderen's account of the Long South - Part 1

I learned markings, like all good Tamvaasa born for the waterwandering. No waterwander can be successful without an accurate reckoning of supplies. Similarly, no profit was gained from a trade without knowledge of markings.

It is only in the end of my passage that I turned to markings for the counting of memories.

Waterwanderers have many of them. Where we lack wealth in Kin or hearth, we make up for with stories.

I therefore dedicate these memories to the Benefit of my Kin and Karkin**[1]**, even to the entire Folkin, all the way to the Lakdwellers.

May it serve to profit you through many passages of Gaal.

**1.**

Good memories rarely have clear beginnings, middles, and ends as their telling implies. It takes a songweaver to do that. So I will begin where my memories begin, and end where they end. Hopefully it will be enough for the Songweavers of other passages to enhand my memories into a story.

**ΨΨΨ**

Many Wanderers know the Seapaths south—to the gentle waters of the Shinse, the Golden towers of Kunazem and the easing pickings to be had on the pillager’s coast.

Every waterwanderer cuts his teeth on these poor parts.

–In recent passages I’m told the way has become more hazardous due to the rise of the Armada—

Well in the early passages of my waterwandering, this was as far as even the bravest need go. Be one in search of treasures, or the sharp eyed Shizu, all manner of adventure could be had on the Pillager’s coast.

I joined the waterwanderings from a young age—as soon as I was old enough to enhand an axe.

In those passages I was made to sit in the watercraft and guard it while the rest pillaged.

This is how I killed my first man. A Shinse ambush intended to burn our watercraft, so as to encircle the fighters and pick them off one by one. They came, three young Shime. I remember hiding until they had spread out. Then, Axe enhand and silent as the air in Gaal’s absence, I swung it at the back of the Shime neck.

The satisfying crunch of axe on bone had never left me. The Shime was dead before he hit the ground. I had to put my foot on his headbone and heave to get it out again.

Warm and disgusting, that’s what the blood on my foot felt like. But I had caught the bloodcraze, the Warheat coursed through me as I went for the next Shime. This one cried in agony, calling the third. I was just barely a match for one Shime, not to bespeak the challenge of fighting two. The fact that one was wounded and slow saved me, for I was small and quick.

I let myself be chased by the healthy one, turned a corner, then felled him by throwing sand. My size saved me again, for the Shime was not on his guard. He fell choking on his own blood. And so did the third.

It was the other Waterwanderers who found me, covered in blood, panting like a vilkai over my three kills.

This is how I earned my name Jonderen Bloodbather.

**[1] Clan**

Continue to Jonderen's account of the Long South - Part 2
The Khärn

## Lore

> “Flow blood, flow, give Khärn life, life takes life, makes Khärn grow…”
>
>

–Khärn feasting song.

> “We Durno are all familiar with their description - red-eyed beasts with brown colored hides for skin, scraggly hair, sharp teeth and extremely large muscular bodies. Apparently this description fails to encapsulate their true ugliness…”
>
>

–the account of Na-Swan-se among the Khärn.

### Official stories

* *Hrackamül´s story*
* *Na-Swan-Se among the Khärn*

###  Khärn Culture Leaders - *In-game Lore Events*

* Saga - *Battle of Kornit*
* Sendrik - *Echoes from the Zem*
* Useless - *The «Blüt»*
* Ruthless - *Cataclysm*

## Description

A new terror has spawned from deep within the Rhozha Mountains. Deformed creatures of massive proportions and incredible strength, the Khärn are endowed with cunning and an allegiance to their own as they pillage and raid the soft and broken world of Skara.

The Khärn began terrorizing Skara’s inhabitants some time after the cataclysm. They are believed to be a visitation of wrath from the angry Authorities in the time of the Two Suns, an unstoppable force of destruction for those left unprepared. Raiding parties have been seen in all parts of Skara, from the frozen North to the burning South. Not all Khärn are alike, and there have been rumours that different looking Khärn also raid each other.

So hope remains. The Khärn care little for the life on Skara’s surface, preferring their home in the fiery belly of Mount Khilma, and other molten pits. Who knows how long that will remain so...

## Attitude

The Khärn put great faith in their strength. They believe it is all that matters among things that move and change. None are exempt from the law of strength, not even fellow Khärn.

The terrible strength of the Khärn is almost unstoppable on the battlefield. A blow from their weapons of stone and bone can devastate even the bravest challenger. Even the ground shakes when a Khärn decides to strike.
For those capable of seeing it, Khärn strength is also a weakness. Swift and carefully timed attacks can break through their thick skins and stone like limbs. But beware: The only thing greater than Khärn strength is Khärn rage.

## More "sayings"

> *"Fear comes from the belly,*
>
>

> *So Khärn cut the belly to let it out."*
>
>

> *"Anger comes from the chest and fills the head,*
>
>

> *Khärn loves the sound it makes, like a war drum."*
>
>

> *"Blood-Lust comes from the heart,*
>
>

> *It turns Khärn hot and makes him lose control, seeing red."*
>
>

> *"Tiredness in battle comes from the arms and the legs,*
>
>

> *It is only enemy Khärn cannot fight with weapons."*
>
>
The Epic of Balwyn - Part 2

Part 1 | Part 3

*…Victorious Balwyn feasted,* not knowing the vile Vilkai stared at the visitor from secret vantage places

The pack progressed, ready to pounce on their un protected prey,

Razor teeth ready to rip and tear, driven wild by the reek of roasted flesh

The host howled and hurried upon Balwyn, who hit at them helplessly without his axe.

All was not lost, for the Vilkai lunged longingly at the roasted beast, allowing Balwyn to grasp a lit log

Wielding this new weapon, Balwyn waved it with wide sweeps and a wild roar

Balwyn kept the killers back with kicks and a keen swipes of his fire kissed weapon

On and on they struggled, the Vilkai offered more opportunities with each onslaught

As the fire turned to ash, angelic Lôm peaked an arm at the tops of the trees

In the silver light Balwyn drew his skinning knife, swiping and slashing to sever the heads of the invaders.

Except the Vilkai escaped every attack, encircling the lone Balwyn for the end.

Recognizing he was beat, Balwyn broke past the beasts with a burst

Leaping for his life, Balwyn fled, the Vilkai pursuing lazily to see how long he would last.

They could trek tirelessly, taking their time to finish off worthy prey.

Balwyn ran and ran–Gaal rose and fell twice, the Vilkai pursued ready to rip at his heels

As soon as he stopped—So Balwyn sustained his steps

Pressing past exhaustion and piercing pain, when lesser beings would have perished

Finally the footrace was forced to finish, a mighty flood barred Balwyn

Winded and worn, Balwyn washed and waited for the pack to surround him and win

Diminished by the drastic distance, some of the dreaded Vilkai had disappeared—

Still many had made it, more than a match for the much-reduced warrior.

The creatures converged on courageous Balwyn, ready to claw and consume.

Hopeless Balwyn howled with a half-Vilkai heart and hurled himself

Into the water, icy depths instantly igniting a new pain in Balwyn as he went under…

Part 3
The Epic of Balwyn - Part 5

Part 4 | Part 6

…*Balwyn drew back and delivered a devastating blow*, but it did not disable the creature

Balwyn jumped, just dodging the tentacle as it jerked and jammed, jolting the ground.

Quickly the creature quested for it quarry, who tried to quietly quit the cave

But no luck, though little light lanced down from the above, the only way lay through the tunnel.

Inch by inch, the creature advanced into the entrance, intent on finding its prey.

A bulbous eye broke the barrier of the water, bending to see Balwyn, who hid behind a pile of treasure.

The tentacle twisted and turned and wrapped Balwyn tightly.

Axe held by his hand, Balwyn attempted to hack, but the creature did not loosen its hold.

Down Balwyn descended to the gnashing jaws, dreading his death.

Into his peril Balwyn plunged pointing the axe at every possible place to make his last defense.

He gasped as the creature’s grasp grew tighter, grinding his guts and forcing him below

With neither sight nor knowledge, Balwyn knocked and kneed, knuckling his axe like a knife

Hot foamy water spewed in his face, the fearsome creature fixed upon his feast

Balwyn made the most of his last moment, moving the axe towards the creature’s mouth.

The axe arrived as the creature’s mouth attempted to shut, causing it to thrash in agony

Balwyn did not wait. Wiggling and writhing free, he went to the bottom of the watery hole

Crouching there he collected himself to carry out the course that would get him out of the cave.

With a mighty thrust, Balwyn threw himself through the water at the beast,

His hands hit the axe, driving it higher into the beast’s hated mouth.

The creature’s vile shriek made Balwyn shudder as he shoved and shoved the shaft of the axe.

Its tentacles flailed, beating Balwyn’s back, bashing and breaking everything in reach of the cave.

But Balwyn did not let go, for his life lasted only as long as the weapon lanced.

The mortal melee carried on, the creature made mad with pain, Balwyns muscles cracking with strain.

Finally the creature uttered an ugly hiss and used upturned tentacles to push under the water.

The powerful pushing pulled Balwyn along; He clung to the protruding axe and prayed to Gaal.

Explosively the creature emerged, entering the open water, excited to exact revenge.

Balwyn twisted and tilted the axe, then turned and trusted his chances to escape…

Part 6
The Epic of Balwyn - Part 3

Part 2 | Part 4

*The powerful stream pushed him along, plunging him deeper and deeper,* the Vilkai powerless to pursue

Caught in its grip, Balwyn grimly struggled to gain control a-gainst the stream, grabbing at anything

A nasty knock and he was no longer aware, a floating corpse for the flying Neskri to nibble

On and on his body floated, out to where only water wanders off to the horizon

Whether Gaal granted it, or Balwyn’s wonderous will worked, he woke up

Swam with strong strokes, though half stunned and sinking

He made it to massive rocks covered in mist, the last of his might spent on the movement

How long he was there, Gaal knows, the hungry Neskri hunting his wasted form

Just as they were about to jab him he jumped up, jubilant to join the living

But had fallen into a fever, was famished and far from his former strength—

So he established camp, explored the area, eating what looked edible and examining the coast

He came upon carvings, eery shapes appearing to crawl a-cross the cold slabs

Again and again Balwyn returned to gaze at the artistry

Puzzling the possible meanings of the pictures and what Power might have produced them.

Long he thought as his thin frame filled out, consuming the thriving life beneath the water.

Deciphering the carvings filled him with dangerous desire, driving him delirious in search of answers

All the while a heavy mist arched across the heavens, obscuring Gaal and all the lesser lights

Balwyn’s quest for answers to his questions ruined the quiet of his sleep with quivering qualms

Long he lay there, looking into the mist, lost for lacking the ability to leave this labyrinth.

Madness was near Balwyn who had nothing to eat, sitting nakedly next to the carvings, as if nailed

His hair matted, his head hung low, Balwyn had drifted into a dazed sleep when a change woke him

The sky shone with a vast array of shining sparkles—a brilliant patchwork of celestial lights, the Stars

For the fog had lifted, if only for a faltering moment, leaving Balwyn fixed upon the beautiful scene…

Part 4
A Renegát Hercegnő

Fájl:TraitorPrincess-card-HD.png

## **Converted** **Class Summary**

```
 **Original Class:** The Princess

```

**The Traitor Princess** class used to be The Princess who supported the Blue Dragon (the protagonist) but converted to The Traitor Princess, who now supports the Black Rose (the antagonist) faction. Converted by The Mastermind.

This class is an "Investigator" type for the Black Rose faction and is considered a Royal of the throne.

As a Royal, you can step forward to become the next King upon his death.

## **Investigative** **Abilities**

 **Stealth Slap** | Day
 **Flirt** | Bat Eyelashes
 **Dark Wisp** | Night

## **Strategy**

* The Traitor Princess is a very powerful weapon to locate the "Investigative" types. This will allow you to narrow down the potential target for The Assassin.

## **Lore:** Unknown

“I shall bend minds against their will if The Black Rose crosses my father! You will be your own demise, for I am the king’s intuition”
The Epic of Balwyn - Part 4

Part 3 | Part 5

Then Balwyn understood! Up he jumped, uttering a shriek of unending delight, face upturned

The group of en-gravings mirrored the glowing heavens, their grand arcs graphed the burning points.

From their rising to their return, Balwyn realized that every shape ran along with a view from the rocks.

The carvings created a map someone could set course by when the heavens were covered,

Balwyn marveled at the mechanisms by which the map measured the meandering stars

What clever people have wrought this? He wondered, knowing without doubt it was not his own.

Then he saw a shimmering, showing a thousand shiny objects shoved in a spot in the shallows

The misty sky obscured this trail of objects, only revealing them on clear times.

Balwyn did not wait, but dove below the water to bring out the treasures before they were lost

The gold and silver lined a long underwater lane, so Balwyn lunged along for a further look.

Through the dark Balwyn swam, thinking that his folly may be his end, then he felt through the water

Fresh air, a cave, lit by a single shaft of starlight, revealed more sparkling treasure

An entire horde hidden, piled high among heaps of bones and half eaten clothes

Eagerly Balwyn examined each piece of treasure, elated by the enormous wealth

All in glittering gold, silver and other glinting metals—weapons and jewelry, giant idols of strange gods

However the bones heralded death and some form of harm haunting the hidden place.

Realizing the risk, Balwyn sought a reliable weapon to repel any enemy ready for him.

He eyed an axe, its edge proving most excellent upon examination, and eagerly lifted it up.

For the cave was filling with frothing foam, a violent form fighting to enter the narrow tunnel.

Balwyn waited to see what dangerous creature was arriving before wading into the water

The thing thrashed and threw water everywhere, so that Balwyn could not see through

And then a tentacle arced in the cave air, accelerating towards him…

Part 5
Na-Swan-Se among the Khärn

*The following was recorded by Hertión, Scribe for King Talénes V of the Court of the Eagles. It was related to him by the Shinse woman Na-Swan-se. Her testimony clears many mysteries we have had regarding the mountain brutes known as Khärn. She is the first known survivor from their settlements.*

*For the sake of fidelity, the scribe has kept many details of her story intact.*

* Part 1
* Part 2
* Part 3

Go back to "The Khärn" Lore page

Go back to "The Shinse" Lore page

Go back to Skara main "Lore" page
003

**Венузавр** (Venusaur), «веник» — конечная эволюция стартового покемона бульбазавра. Встречается в дикой природе, но очень редко. Чаще всего венузавра получают эволюцией из ивизавра, накопив 100 конфет. Венузавра относят к «большой траве», которой бьют вапореонов и других водяных покемонов.

Трава/ядовитый

ATK:198 DEF:198 STA:160 MAXCP:2568

3 км/конфета

## Уязвимости и сопротивления

Венузавр уязвим (×1,25) к огню и воздуху, психическим и ледяным атакам.

Венузавр устойчив (×0,8) к воде, электричеству и волшебству, боевым атакам.

Венузавр дважды устойчив (×0,64) к травяным атакам.

## Атаки

### Быстрая атака

* Razor Leaf (травяная) — для защиты
* Vine Whip (травяная) — для нападения

### Вторая атака

* Petal Blizzard (травяная) — для нападения
* Sludge Bomb (яд) — для защиты
* Solar Beam (травяная) — для нападения

### Комбо для нападения

* Vine Whip + Solar Beam — отлично (A), самая сильная по DPS травяная атака в Покемон GO
* Vine Whip + Petal Blizzard — отлично (A)
* Vine Whip + Sludge Bomb — хорошо (B)
* Razor Leaf + Solar Beam — хорошо (B)
* Razor Leaf + Petal Blizzard — хорошо (B)
* Razor Leaf + Sludge Bomb — удовлетворительно (C)

### Комбо для защиты

* Razor Leaf + Sludge Bomb — отлично (A)
* Razor Leaf + Petal Blizzard — хорошо (B)
* Razor Leaf + Solar Beam — хорошо (B)
* Vine Whip + Sludge Bomb — удовлетворительно (C)
* Vine Whip + Petal Blizzard — неудовлетворительно (D)
* Vine Whip + Solar Beam — неудовлетворительно (D)

## Ссылки

* Венузавр на wiki Покемон GO (устаревшая информация)
* Венузавр на «Вселенной покемонов»
* Венузавр на Википедии
* Венузавр в официальном покедексе (перевод неполон)

## Ссылки на английском языке

* Венузавр на GamePress
* Венузавр в английской Википедии
* Венузавр на Бульбапедии
* Венузавр на Serebii.net
* Трёхмерная модель венузавра

сквиртл → вартортл → бластойз
Az Alkímista

Fájl:Alchemist-card-HD.png

## **Class Summary**

```
 **Converted Class:** Immune to Convert

```

**The Alchemist** class is a "Support" class of the Neutral faction with the objective to Survive. This class excels with potions: both with the ability to heal and kill.

The Alchemist is the only other class that can Poison (other than The Assassin that can poison during the day). Some classes are Immune to poison, such as The Physician.

**Note**: Other Neutral factions won't necessarily assist you, as their objectives are their own.

## **Abilities**

 **Pending/None** | Day
 **Crimson Potion** | Night

## **Strategy**

* During the day, use your **Drug the Wine** ability to mess with chat when crucial information is Revealed. This ability is weak, but if used at the right moment, can be advantageous.
* The Alchemist wins if she simply Survives. Given the fact that **Emerald Potion** is limited, you may want to use it on the losing faction. If the Blue Dragon is losing, help the Black Rose eliminates the Blue Dragon. If the Black Rose is losing, help the Blue Dragon eliminates the Black Rose.

## **Lore:** Unknown

“How one’s very life is in the hands of a tea crafter. I choose who lives and dies by the color of my potions, for I am the king’s envy”

## Night Room: Alchemist Room

 Fájl:Throne of Lies - Alchemist's Room (Night) - Immersive Screenshot Teaser
Aflatan´s story

Aflatan strode forth, authority and power in his way.

—Long and long have I been away.—he said in the old Gaalian language I could only brokenly understand.—but I return to you all a master.—

Then Aflatan began to do things that amazed us all. He twirled a rapid dance, faster than eye could belook. He jumped, remaining long in the air without a single visible thing to keep his place. Then, taking a handful of powder from his pack and setting it down, he slowly walked into a fire.

His clothes burnt around him, but Aflatan danced, untouched. Then, with a great laugh, he walked out directly before Kut. Before he could do a thing about it, Aflatan held Kut high with a single hand.

He carried his sack around his back as he approached the shrine and the face. Lifting up his hands, the dance stopped, allowing silence to take its place. Screaming words I did not understand, Aflatan walked headlong into the fire to the chanting of the crowd.

—He has the sack with him.—said Brendar urgently to me.—we must go now.—

The Gaalians were annoyed as we backed through them, keeping our faces like the entire assembly pointed at Aflatan and his amazing feat.

His form swayed and writhed in the fire, singing and uttering strange things. The flames around him had changed colour, to a deep purple. The same as that powerful plant. It also emitted strong banks of smoke.

Many laughed, but not a young Celean, Hredin. He boiled with anger about the treatment, for he greatly prized that particular Celeani.

Without thinking, he raced up to Lachai and shoved him in the backside with all his might.

With a triple roll, Lachai collapsed onto the rocks, spent. His eyes closed to avoid witnessing his own gruesome death.

Go back to "The Celea" Lore page

Go back to Skara main "Lore" page
Bug

**Жуки** (Bug) в покемонах — невероятно широкое понятие и означает покемона, похожего на насекомое. Основное предназначение жуков, видимо, атаковать «пальмы». Медаль за поимку жуков называется Bug Catcher.

Жуки равнодушны к своим — жучиная атака наносит жукам нормальный урон (100%).

## Покемоны-жуки

В Покемон GO 12 жуков:

* Катерпи, метапод и баттерфри
* Видл, какуна и бидрилл
* Парас и парасект
* Венонат и веномот
* Скайтер и пинсир

Жуки уязвимы (×1,25) к огню, а также воздушным и каменным атакам.

Жуки устойчивы (×0,8) к боевым, травяным и земельным атакам.

## Жучиная атака

К жучиной атаке двойная слабость (×1,56) у экзеггутора и экзегкута («пальмы» и «яиц»).

Жучиная атака эффективна (×1,25) против травы и псических покемонов. Также она эффективна (×1,25) против тёмных покемонов, но таких в Покемон GO нет.

К жучиным атакам устойчивы (×0,8) огнедышащие и призраки, бойцы и волшебники, сталь, птицы и ядовитые покемоны.

Двойное сопротивление (×0,64) жучиным атакам оказывают чаризард, голбат, генгар и молтрес.

В Покемон GO есть две быстрые жучиные атаки, Bug Bite и Furry Cutter, и четыре вторых атак огнём:

* Bug Buzz
* Megahorn
* Signal Beam
* X-Scissor

Самая мощная по DPS жучиная комбо огнём у пинсира, это Fury Cutter + X-Scissor. (проверить актуальность)

## Ссылки

* Насекомый тип на wiki Покемон GO (устаревшая информация)

## Ссылки на английском языке

* Жуки на Бульбапедии

Боевой ◆ Вода ◆ Волшебство ◆ Дракон ◆ **Жук** ◆ Земля ◆ Камень ◆ Летающий ◆ Лёд ◆ Норма ◆ Огонь ◆ Призрак ◆ Психо ◆ Сталь ◆ Тёмный ◆ Трава ◆ Электричество ◆ Яд
The Celea

## Lore

> *"Our Sires and Grandsires would say this new land has made us soft; That it has dulled the edge our own Celean Lands gave them in life."*
>
>

> *"So our fire burns all the more hotly. Our dances are all the more lively. Our ambition grows ever more greedily. Soon all will know, and fear the Sons of Fire."*
>
>

–Celean invasion songstory.

### Official stories

* *The First Celea*
* *Lachai and the Firebeast*
* *Aflatan´s story*

###  Celea Culture Leaders - *In-game Lore Events*

* xXxDestroyerxXx - *Battle of Kornit*
* Crimson - *Echoes from the Zem* (read all *Crimson stories* here)
* Anax of Rhodes - *The «Blüt»*
* BabyWolf - *Cataclysm*

## Description

Beyond the horizon to the south of Skara lies a burning land. Many were the mysterious sounds that wafted from this land on a southerly breeze. Little did the inhabitants of Skara know that they came from an inspired and rapacious people, bronzed by Celem. As their lands burnt all the hotter with the cataclysm, many Celea left, assembling a large invasion force to move to the shadow lands, known to harbor strange peoples and strange ways. Taking to their ships, the Celea landed on Skara’s southern and eastern coasts to find them rich and easy for the taking.

A tribal people capable of making war all day and dancing all night, the Celea have unstoppable energy. With little effort they uprooted the Shinse—masters of War making in their own right— from their coastal lands. The Celea desire for conquest has only begun to burn.

Following the rulings of the first Itâm, the Celea live, dance, fight, and die shoulder to shoulder, bearing arms doused in fire, a gift from the First Authority on High, Celem.

## Attitude

Proud and arrogant, the Celea soldiers are educated for war from the time they are born. As much as possible, they keep close formations to defend their brothers in arms with shields, but in open combat they are quick, merciless and cruel.

For that reason Celean warriors adopt two different attitudes: Soldierly formations with a staunch pose, the shield covering part of the hip and chest, firmly grasping deadly spears. Left to their own devices, the Celean spirit is a much more deadly thing, executing tribal dances and enemy mockeries with cruel, frantic and often mad gestures.

## More "sayings"

> *“Fire is pure, it burns away that which is undesirable and leaves only that which is desirable.”*
>
>

–so goes the saying.

> *"What we have tasted they can only dream. When we have done they could only talk. What we now know, they could only speculate."*
>
>

> *"This new land is a good land, crawling with delicious creatures who fear our fire and our ways. As the passions of the Old Country burn within us, consuming everything we meet by day and filling us with insane dances at night, we have filled the land. This new frantic fire has alienated our sisters however, and most of the female Celea have disappeared in ships, none know where to."*
>
>

–Celean invasion songstory.
The Epic of Balwyn - Part 7

Part 6 | Part 8

Greedily Balwyn got to the nest, grabbing a hold for a glance at the goods within.

Gaal had blessed Balwyn bounteously, the nest was covered in bits of flesh—and two big eggs

Balwyn hurried to heal his hunger, consuming the pieces of flesh while holding an egg in his hands

Having eaten all the easy pieces of flesh, Balwyn then examined the egg, eager to feast fully

He shook it, then sharply tapped it, shuddering with pleasure as the shimmering contents shot out.

He drained the egg, drinking it to the dregs without spilling a drop, a smile of delight on his face.

But his pleasure was punctured by a piercing screech of pain from the sky and a form plummeting

With frightening speed it fell from the sky, fierce eyes blazing, claws ready for a fight.

Balwyn leapt aside just as it landed, looking for a loose branch to lift.

But the winged creature wasted no time and like a whip went for the warrior.

Overwhelmed, Balwyn’s only opportunity was to dive over the side of the nest

He jumped just as a jagged claw jabbed him, almost missing the ledge jutting out

Precariously he hung by one hand at that dizzy height, hoping the winged thing could not reach.

It circled a wide circuit, each cycle bringing it closer to where Balwyn clung.

Trying to lift his torso towards the nest, Balwyn made one tremendous effort

And for a long moment he arced through the air, arms stretched—reaching for the nest

His fingers brushed the bottom branches, but these would not bear his weight and broke.

Down Balwyn dropped, diving to get clear of the deadly pillar, despite knowing he could not survive

Balwyn gave thanks to Gaal for granting him the gift of such a glorious life

And asked—why did I overcome so many obstacles and odds, only to end on top of the water

Food for a fierce, flesh eating creature of flight?

No answer came, but neither did Balwyn near his nasty end, for the nimble creature had caught him

Violently it veered to decrease the velocity, its voice shrieking the delight of its victory.

Rapidly the creature rose, talons ripping Balwyn’s flesh, who remained too breathless to rally

In such a manner they made their way, migrating across the massive heavens, carried by a mighty wind

Until the unending horizon finally unveiled a unique land, unlike any other Balwyn had seen

Intense in color, infused with plant life, it was in all ways idyllic—filling Balwyn with a desire for life.

However the creature holding Balwyn captive had other ideas, swooping high, it let go of him.

Part 6 | Part 8
A Kultusz Vezető

## **Class Summary**

 Fájl:CultLeader-card.png

```
 **Converted Class:** Immune to Convert

```

**The Cult Leader** is a Unique class that is the member of the Cult faction, excelling at control and chaos, and is a "Special" type. The game starts with him being alone, but he will be able to recruit a new member every night.

The objective is to turn everyone as his member and eliminate those who don't.

Every time a Cult Leader exists in a game, there will always be The Paladin to also enter the game and you’ll want to beware of them - your weakness. If The Priest also exists, be sure to be careful of them too, as these two, alone, can change the game for the Cult.

The Cult leader will need to use his **Brainwash** night ability to Recruit others to become Cultists.

## **Special** **Abilities**

 **Mark of Corax** | Passive
 **Offering of "Wine"** | Day
 **Brainwash** | Night
 **Blood of Mithras** | Night
*\* Unlimited Uses, but 1-day cooldown.*

## **Strategy**

* Keep in mind that you're very hard to kill due to your **Mark of Corax** passive ability.
* Constantly recruiting is not always the best idea. It may be a good idea to use **Blood of Mithras**to eliminate players who you think is The Priest or The Paladin.
* Don't worry - The Priest cannot hear you while dead.

## **Lore:** Unknown

The scouts are still seeking out this information..

However, there are whispers of Mithras to be heard..

 **Night Room:** [Shared] Cult Room

The scouts are currently investigating -- check back soon..
Jonderen’s account of the Long South

*These are the memories of Jonderen, Master Mariner, Explorer of the Southern Seas, Leader and owner of the watercraft Hal, a terror to all who opposed him and a friend to everyone else.*

* Part 1
* Part 2
* Part 3
* Part 4
* Part 5
* Part 6
* Part 7
* Part 8
* Part 9
* Part 10
* Part 11
* Part 12
* Part 13
* Part 14
* Part 15
* Part 16

Go back to "The Tamvaasa" Lore page

Go back to Skara main "Lore" page
The Epic of Balwyn - Part 15

Part 14

They were delighted with the new and wondersome tastes that the once wild wanderers brought.

Soon they sent gifts of silver or tools of solid steel back, hoping to savor more.

They took to the task of trading quickly, with great joy

The routes they had ripped roughly out of the woods ran smoother like a road with every footfall.

Though Klara was hard on the land, they found happiness next to hot hearths and hardy vittels.

Balwyn used the time there to urge greater union with every utterance, until his fellows grew sick.

But into their hearts they invited his ideas, for increasingly they idolized him and his wisdom

Throughout Klara’s cold, fathers clamored that he consider consenting to call their daughters, wives.

Each face was more fantastically beautiful, but Balwyn forced himself to faithfully fix upon the Nymph

Though drawn by desire and delighting in his place with his kin, Balwyn did not doubt his decision

So when Gaal’s glory grew longer, bringing warmth and good passages, Balwyn got up

Bidding his kin keep kindness, refraining from killing each other as the key to lasting peace.

With joy and jubilation he prepared to journey to join the Nymph, his jealous kinswomen full of grief.

All begged him to be their chief, to rule the rest of his days, but Balwyn knew where he belonged.

So silently he slipped out of the settlement after the seasonal fest.

Balwyn quickly quit their lands, questing for the way back to a quiet life without qualms.

If he did indeed find it, nobody knows; It is said by some he was sighted in lands far South

Old and watching over a brood of little ones, the gift of the Nymph.

Others talk of his being taken by the terrible Skylings–a tardy revenge for tak ing their mother’s life.

Still others held that he had been hauled up by Gaal to handle matters of Higher importance.

Many have meandered the world in hopes of meeting the Mighty Man; Most returned disappointed.

Others never neared their native North again, so what they discovered can not be known.

Go back to:

* The Epic of Balwyn index
* "The Tamvaasa" Lore page
* Skara main "Lore" page
A Fizikus

Fájl:Physician-Card.png

## **Class Summary**

```
 **Converted Class:** The Herbalist

```

**The Physician** is a "Support" type that is a member of the Blue Dragon faction. This class can Identify how players died at night, offering key clues to assist in Identify foes. This class can also heal others at night, preventing their death.

While playing The Physician, pretend to give key information away if The Assassin’s main ability, **Nightshade**, isn't used yet, ultimately taunting them to waste their Poison on you.

The Alchemist can also poison, so keep an eye out!

## **Support** **Abilities**

 **Pending/None** | Day
 **Remedy Studies** | Night

## **Strategy**

* The Alchemist (**Crimson Poison***, night ability)*and The Assassin(**Nightshade***, day ability)* have the power to Poison someone. You can lure them to poison you and waste their ability. This is good since you are immune to poison due to **Remedy Studies**.
* However, do not reveal yourself unless necessary. You're only Immune to poison; not to an assassination attempt.
* If no one dies despite The Assassin is still alive, there are two possible scenarios. First, someone else occupies the Assassin. Second, your **Heal** hits the same target as the assassination target. It may be impossible for you to identify which one is the actual scenario, however, you need to consider the chance that it's the second scenario.
A Paladin

Fájl:The Paladin-Card.png

## **Class Summary**

***\*\* The Paladin only appears when there are cult members***

```
**Converted Class:** The Templar

```

**The Paladin** is a "Killer" class for the Blue Dragon faction (the protagonist).

This class will always spawn when the Cult faction spawns.

The Cult is a rare, third-party faction that is capable of recruiting members without limit and tries to recruit everyone and eliminate those who oppose. The Paladin specializes on hunting them down.

## **Killer** **Abilities**

 Blessing of light
 Smite
 Cleanse

## **Strategy**

* The Paladin should not reveal himself if not necessary. If you are revealed, the Cult has the power to kill you by sacrificing their youngest member which power can bypass your Smite.

## **Lore:** Unknown

“Justice shall smite those who do harm to our kingdom - it is the light of the Gods that protect my people, for I am the King’s light.”

## **Night Room:** Paladin's Room

*The scouts are still seeking out more information..*
A Megfigyelő

Fájl:Observer-Card.png

## **Class Summary**

```
 **Converted Class:** The Nightwatch

```

**The Observer** is an "Investigator" type, deeply important for investigation within the Blue Dragon faction. Although The Observer can obtain information easily, you may have a difficult time convincing others that you are The Observer.

While playing as The Observer, be sure to keep your journal filled, as your journal after death will be more important than any other class.

## **Strategy**

* The Observer is perhaps one of the most important roles in the game. However, this role is very easy to fake that it may take some time to convince people that you're the Observer.
* Keep the result of your report in your in-game journal. Your in-game journal will be released when you are dead, providing a vital clue for the living.
* It may be tempting to out yourself and claim someone a liar when he contradicts your report. However, consider the opportunity to keep yourself in the hideout and instead search for the second member of the Black Rose (the antagonist.)

## **Lore:** Pending

“Knowledge of your surroundings can prove be more sharp than any dagger, for I am the eyes of the King.”

## **Night Room:** Observer's Room

 Fájl:Throne of Lies - Observer's Room (Night) - Immersive Screenshot Teaser
A Szolga

Fájl:The Servant-card.png

## **Converted** **Class Summary**

```
 **Original Class:** The Butler

```

**The Servant**used to be The Butler who supports the Blue Dragon (the protagonist), but converted as The Servant who supports the Black Rose **faction** (the antagonist). Converted by The Mastermind.

This class excels at Occupying: very useful for end-game to seal the deal for the Black Rose. Social engineering is another perk to manipulate the audience, but only useful if tricky with it, which may take some time to master.

Occupying is very powerful and can change the course of the game, if used correctly. Communicate with your faction members at night to discuss targets.

## **Offensive** **Abilities**

 **Private Matter** | Day
 **Serve Wine** | Night

## **Strategy**

* Use **Black Wine**sparingly since it will notify players that the Butler has been converted as the Servant.
* During endgame to seal the game, use **Serve Wine**to prevent strong players from gathering  more clue. An alternative, use **Serve Wine**to prevent weak players from doing his actions to make him looks like the member of the Black Rose with a bad *alibi* .

## **Lore:** Unknown

"I like long walks on the beach and getting people drunk."
Fire manipulation

**Fire manipulation** is the ability to generate, manipulate, and control fires.

## Branches

* **Explosion generation:** the ability to cause explosions.
* **Fire balls:** the ability to generate and throw balls of fire.
* **Fire breathing:** the ability to exhale blasts of fire.
* **Heat generation:** the ability to emit heat from one's body.
	+ **Heat shields:** the ability to create barriers of intense heat that melt oncoming projectiles.
* **Spontaneous combustion:** the ability to cause things to spontaneously ignite.

## Users

### Charmed

* Christy Jenkins
* Tyler Michaels

### Marvel Comics

* Byron Calley
* Mary Walker
* Russell Collins
Az Orvgyilkos

## **Osztály Összegzés**

```
 **Converted Class:** Immune to Convert

```

**The Assassin** class is a "Killer" type for the Black Rose faction and is the primary "Killer" type of this faction, considered to be Unique.

This role is special and will appear in every game. Generally, day abilities are very weak, but The Assassin's Nightshade ability is an exception: Poison a player during the day, and if they are not immune to poison, they will die the following night (by the morning).

While playing The Assassin, be sure to discover core roles to use your Nightshade ability on to strengthen your faction's chance of winning. When you're out of nightshade, you'll have to decide if it's more important to assassinate a player at night with a chance of being occupied, or to gather more nightshade for the following day.

## **Killing** **Abilities**

 **Distract** | Day
 **Assassinate** | Night
 **Forage** | Night

## **Strategy**

* The **Nightshade**ability is an effective weapon. However, remember that some players can detect it, some are Immune to it, and The Court Wizard can even rebound the power and kill you instead.

## **Lore:** Unknown

“The night is my veil, and my dagger is my tool - I shall kill who I desire for The Black Rose, for I am the king’s shadow.”

 **Night Room:** [Shared] Black Rose Room
A Lovag

Fájl:Knight-Card.png

## **Class Summary**

```
 **Converted Class:** The Enforcer

```

**The Knight** class is a "Killer" type for the Blue Dragon faction. This class is both offensive and defensive, with abilities to either defend (by taking your own life for theirs) or to kill another in cold blood.

While playing The Knight, be absolutely sure who your target is before using Cold Steel, or you'll end up dying the next day out of guilt, with the target surviving.

## **Offensive** **Abilities**

 **Pending/None** | Day
 **Sacrifice** | Night
 **Cold Steel** | Night

## **Strategy**

* It is useful to keep track of how many members of the Blue Dragon (the protagonist) and the Black Rose (the antagonist.) If the Black Rose is about to outnumber the Blue Dragon, you may want to your **Cold Steel**  as a last stand.
* Keep a list with your journal of who you killed and protected. When you are dead due to incorrect use of **Cold Steel**, you will be able to clear the member of Blue Dragon that you attacked.

## **Lore:** Unknown

“My sword is my honor, and I will die for my kingdom, but many shall die by my hand before this moment comes, for I am the King’s blade.”

## **Night Room:** Knight's Room

The scouts are still seeking this information and will return shortly..