recursal/Fanatic-Fandom huggingface dataset:
Druid's Apprentice

## Description

*The Druids like to portray themselves as priests of nature and the saviors of Elysium. Most people do not agree with this description, but what is certain is that they have found a way to coerce the beasts of Elysium to do their bidding. However, meddling with the forces of nature is dangerous and it is only a matter of time before the Druid is lured into helping the beasts in their war against humankind. When such beasts attack human settlements, they are backed by the power of the Druid. Helping the beasts is surely an act of evil, but no one can deny that leading the animals is a great feat of magic as the beasts of Elysium have strong souls and are not easily swayed..*

## Stats

* Forest Stealth
* Animal Forest Stealth

Attacks:

 Dagger

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* First level Druidism Rituals (starts with a random ritual)
Flame Brand Warrior

## Description

*Some Dwarves have received magic armor and maybe even magic weapons. This is probably done in recognition of many years of outstanding Dwarf work, or maybe as a reward for a heroic deed in battle. It is not certain if the magic armor and weapons are actually magic, or if it is only the dwarves that have been enchanted. What is certain is that the magic weapons are not magic when used by humans.*

## Stats

* Fire Resistance (100)
* Cold Resistance (50)
* Mountain Move
* Snow Move

Attacks:
Druid

## Description

*The Druids like to portray themselves as priests of nature and the saviors of Elysium. Most do not agree with this description, but what is certain is that they have found a way to coerce the beasts of Elysium to do their bidding. However, meddling with the forces of nature is dangerous and it is only a matter of time before the Druid is lured into helping the beasts in their war against humankind. When such beasts attack human settlements, they are backed by the power of the Druid. Helping the beasts is surely an act of evil, but no one can deny that leading the animals is a great feat of magic as the beasts of Elysium have strong souls and are not easily swayed.*

*Influencing nature requires collecting magical herbs and using them in mystic rituals. Ultimately the Druid may even win the support of powerful beings of legend that can only be contacted through communion with the most ancient forests where the Soul of the Wild runs deep. Most beasts are stronger than humans, but they are usually lacking in ranged attacks and siege abilities.*

*Abilities:*

* *The Druid collects herbs from forests and jungles.*
* *The Druid can use herbs to perform rituals.*
* *The Druid and all animals under his command are stealthy in forests.*

## Starting Resources

Units

* 1 Druid
* 1 Druid's Apprentice
* 10 Barechested Warriors
* 5 Barechested Slingers

Territory

* 1 Hut
* 2 Farms

## Recruitment List

### Special Recruitment

In addition to these units, the Druid will receive special recruitment offers from the Wizard Offers list if he owns a library.

### Summons

The exact numbers for the Animal Summoning spells are unknown (if you know them please edit this page) and vary by terrain. Likewise, which animals can appear is governed by terrain type as well.

### Spawns

All die expressed for the cost are open-ended dice (when the maximum is rolled, the die is rolled again and added to the total).

## Druid Rituals (ToDo: Move to Druidic Rituals page)

Numbers specified for dice rolls use exploded/open ended die:
High Priestess

## Description

*Long ago in the land of Terra the god Ba'al was incarnated into a physical form and made humans taste fear and destruction. The moon turned red as blood and severe heat, drought and famine struck. Giants walked the earth and feasted on the flesh of humans. To placate this horrifying god, men began to sacrifice their fellow men in rites of blood. This pleased the Dark God, who consumed the souls of the sacrificial victims. Ba'al withdrew back into the world from whence he came and feasted upon slaughtered souls. Ever since, mortals have worshiped the abominable God and sacrificed their own kind to him. From time to time Ba'al has even honored the prayers and sacrifices of his devotees by his very presence.*

*When the Voice of El came to Terra and called out to the poor and famished, Ba'al sent his subjects to war against him. The Children of El were hunted down and exterminated and fled to the promised land of Elysium. Ba'al's interest and hunger was aroused and a High Priestess was sent to hunt down and eradicate the heretics until the entire land of Elysium kneels before the glory of Ba'al Revealed and spills the blood of men in devotion.*

*The High Priestess of Ba'al performs ritual sacrifices in order to please her God and be rewarded by his favor. The giants and servants of Ba'al, whose service she can receive in return for a large sacrifice, can be nearly as powerful as demons and need not be controlled, for they are loyal to their Dark God even if it means serving a mere mortal. This makes the High Priestess a very powerful and reliable contender for the throne of Elysium. The greatest ritual the High Priestess can perform is to sacrifice her own body so that Ba'al can use it to enter Elysium in all his terrible splendor.*

*Abilities:*

* *Priestess collects sacrifices from hamlets, villages and larger settlements.*
* *Priestesses can use sacrifices to perform rituals.*
* *Access to more and less expensive assassins.*

## Starting Resources

Units

* 1 High Priestess
* 1 Hierodule
* 10 Ba'alite Spearmen
* 5 Ba'alite Archers

Territory

* 1 Temple of Ba'al
* 1 Village

## Recruitment List

### Summons

All die expressed for the cost are open-ended dice (when the maximum is rolled, the die is rolled again and added to the total).

In addition to these units, the High Priestess will receive special recruitment offers from the Wizard Offers list if she owns a library.
Great Warlock of Water

## Description

*The Great Warlock is a power to be reckoned with, despite his limited arcane understanding. Given vast powers by his Elemental Lord, but immature of mind, he is likely to wreak havoc and wanton destruction upon civilized men. Therefore it would be prudent to put any aspiring Warlock to the stake before he can muster enough power to form such a pact. The fact that the Great Warlock can no longer cast rituals of the other elements has led some of them to form conclaves of Warlocks who serve different elements. Fortunately there is still a strong animosity between the elemental forces, if not between the Warlocks themselves.*

## Stats

* Cold Resistance (50)
* Amphibian

Attacks:

 Staff

## Rituals

* Water Pact
* Greater Water Pact
* Lesser Water Summoning
* Second level Warlock of Water Rituals
* Third level Warlock of Water Rituals
High Inquisitor

## Description

*The Inquisitors have taken it upon themselves to rid the world of evil, and especially the lurking evil that most people wouldn't even know exists. This includes Demons, Trolls, Witches, Heretics, those who don't pay the tithe to the Church and many others. The safest way to be on the good side is to pay an extra tithe directly to the Inquisitors.*

## Stats

* Blessed
* Hates Witches & Cultists
* Stupid

Attacks:

 Dagger
Float Cat Horror

## Description

*The Float Cat Horror appears as a rotting corpse of a large cat. Where its head should be, bloody tentacles sprout and bony spines protrude from its back. The apparition is difficult to discern as it constantly flickers and fades in and out of existence. Horrors are astral beings that feed on the emotions of suffering, lamentation and fear. They have strangely distorted perceptions and their motives cannot be comprehended by sane people. Horrors are often attracted to magic and special care should be taken when performing rituals close to the Void where the Horrors thrive.*

## Stats

* Stealth
* Shock Resistance (50)
* Sleep Immunity
* Ethereal
* Floating
* Amphibian

Attacks:

 Astral Claw
Rime Warrior

## Description

*Some Dwarves have received magic armor and maybe even magic weapons. This is probably done in recognition of many years of outstanding Dwarf work, or maybe as a reward for a heroic deed in battle. It is not certain if the magic armor and weapons are actually magic, or if it is only the dwarves that have been enchanted. What is certain is that the magic weapons are not magic when used by humans.*

## Stats

* Fire Resistance (50)
* Cold Resistance (100)
* Mountain Move
* Snow Move

Attacks:
Fire Giant

## Description

*The most powerful inhabitants of the Elemental Plane of Fire are the Fire Giants, primordial beings of tremendous strength. As warriors and guardians of their fiery realm, they wield flaming swords imbued with elemental power. They live in castles of bricks and bronze, surrounded by moats of molten metal, and only leave their abodes to wage war upon the other elemental realms. Like all inhabitants of the realm of Fire, the Fire Giants giants have difficulties entering the Planes of Water and Ice, but should they meet denizens of those realms in Elysium, they are likely to attack on sight.*

## Stats

* Fire Resistance (100)
* Large Shield
* Hates water beings
* Giant Sized

Attacks:
Longdead

## Description

*The Longdead are so called because their bones have lain long enough in the ground that worms and other corpse-feeders have gnawed away most of the flesh. While most longdead are the result of necromantic practices, there are numerous reports of skeletal remains walking about without necromantic leadership. While tempting, most of us have discarded the idea that the bones of mortals carry memories, and independent longdead arise when the memories of the bones have been weakened enough to forget that they are dead, but remember how to walk. #This Dementia Theory is at least more attractive than the Bored Bones Theory that claims that everything is inhabited by a spirit, a spirit that can become bored with lying around immobile and therefore animates the vessel it inhabits, in this case a set of unfleshed bones.*

## Stats

* Cold Resistance (100)
* Poision Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Banishable (destroy)
* Mindless
* Amphibian

Attacks:
Ettin

## Description

*It is easy to imagine that two brains would be smarter than one. The case of the Ettin proves that notion wrong. Troll-kin are not renowned for their intellectual capabilities and many stories tell us about how Trolls are easily fooled by quick-thinking pig herds or others that get a chance to pass them. Ettins seem to be even worse off. Magus Philosoficus Asina at our College launched the theory that most supernatural forces will redirect or reshape reality rather than create new things or forces. As such, a supernatural creature with two heads will have half the mental ability of a creature with just one. This claim was vehemently opposed by her colleague Ambustus. In order to prove her point, Asina performed a ritual that split Ambustus into two smaller versions of him, and he, or rather, they, refuted the theory by creating a ball of fire that burnt Asina to a cinder.
When it comes to the Ettin, it does seem to have half the brain of an ordinary Troll and is easily fooled. The origin of the Ettin is unknown, but some stories claim that it was originally a Giant who was given two equally convincing opposed views to ponder by a captured orator. According to the same story, the Giant got a splitting headache that turned out to be quite literal.*

## Stats

* Giant Sized

Attacks:
Gold Golem

## Description

*Golems are powerful constructs that are just as hard to kill as the material they are made from. The more powerful golems have special abilities that are inherent to their building material.*

## Stats

* Fire Resistance (100)
* Cold Resistance (100)
* Shock Resistance (50)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Slash Resistance
* Blunt Resistance
* Mindless
* Giant Sized
* Amphibian

Attacks:

 Fist
Elder Dragon

## Description

*Dragons love gold and other shiny objects, just like Trolls. They also share the same excellent sense of smell and seem to get along quite well together. The only reason for two such seemingly different species to get along is because they share all other traits. Thus we can also know that Dragons like princesses and have an irrational dislike for Goats. To demonstrate this, a Dragon hatchling and a Goat were placed in the same room, each on its own pile of gold coins. This resulted in the Goat charging the dragon in an attempt to take his gold and thus ruining the demonstration. Note, never use Goats for demonstrations.*

## Stats

* Acute Senses
* Fire Resistance (100)
* Poison Resistance (100)
* Causes Fear
* Giant Sized
* Flying
* Stupid
* Recruitment Chance Boost (Red Kobold Shaman, Green Kobold Shaman, Blue Kobold Shaman, White Kobold Shaman, Red Kobold Sorcerer, Green Kobold Sorcerer, Blue Kobold Sorcerer, White Kobold Sorcerer, Black Kobold Slayer Shaman)

Attacks:
Hobmark Hammerers

## Description

*The troop that differ most from what you can find in the Hoburg regiments is the Hammerer. Though such news rarely make it out of the Markgraf’s domains it is said that the undead created by lesser Nekromants will fail from time to time and wreck havoc at the factories. It was early quite clear that shortswords and pikes proved ineffective against their undead, whereas a hammerblow to the head works equally well on longed, souls or living opponent. However, in time it appears as if the original Hammerers thought their hammers to be crude as they were often mistaken for smith apprentices. Looking for something more dignified, they worked with some local smiths, who definitely did want to be mistaken for the crude Hobmark Hammerers, to produce a hammer that both could strike through the skulls of the undead and an enemies plate mail while looking stylish. After a few hundred hammers had been delivered some hog riders noticed that the hammers looked quite a bit like the louse flinging tools they use in their games with the notorious hog louse. The hammers were then called Louse Hammers. If one asks a Hammerer the answer would instead be that the hammers are the trademark of Luzern’s Fine Metal Wares which gives it its name, but as they are pretentious and snobby, it is obvious that the former origin of the name rings closer to the truth. The Hammerers are still required to carry a small hammer as it has also been noted in the fielded armies that a soulless that has lost a limb can be easily if somewhat temporarily fixed with a hammer and a nail.*

## Stats

* Slow

Attacks:
Rock Troll

## Description

*Just as some Trolls reportedly mainly live in the forest, a somewhat stronger variety can be found near cliffs and in hilly terrain. Though slower than the Forest Trolls, they tend to blend into the surrounding landscape and are thus almost impossible to detect until they stand over you, trying to rip off your limbs. Standing prone for months on end, they often have moss or grass growing on them, hiding them even better. Their rocky surface make them difficult to damage with swords or spears. Clubs, pickaxes and even better, explosive magic, is to be preferred. A very successful combination of ice and fire magic has been tested out on a captured Rock Troll in this College's very cellar. Their regenerative abilities make them excellent test subjects, as they do not tend to die from one experiment to the next. When making experiments on Trolls, one has to make sure to have a large enough pool of guards. Further investigations have also revealed that these younger Trolls lack any gender, which seems to develop only at a later stage.*

## Stats

* Acute Senses
* Fire Vulnerability (50)
* Regeneration
* Pierce Resistance
* Slash Resistance

Attacks:
Forest Shepherd

## Description

*The forests have not always been in the places where they currently are. Sometimes they have to move because some god wants it that way and then it is time for the Forest Shepherds to do their work. The Forest Shepherds make sure the trees move and that they move in the right direction. Trees move very slowly so keeping the trees from going astray is easy. The only difficult part is the amount of patience required for this job.*

## Stats

* Forest Stealth
* Fire Vulnerability (50)
* Pierce Resistance
* Blunt Resistance
* Stupid

Attacks:

 Fist
Great Macaw

## Description

*The Great Macaw is a demon bird of gigantic proportions, gifted with the blasphemous powers of the Teotl gods of Aztlan. The beast has been sighted soaring high above the camps and cities of the Priest Kings, most likely looking for the sick and wounded to feed upon. The demon bird has very good vision and numerous faithful scouts have lost their lives when moving too close to Aztlan encampments.*

## Stats

* Acute Senses
* Giant Sized
* Flying

Attacks:

 Cast Spell
 Talon
Rime Brand Guard

## Description

*Some Dwarves have received magic armor and maybe even magic weapons. This is probably done in recognition of many years of outstanding Dwarf work, or maybe as a reward for a heroic deed in battle. It is not certain if the magic armor and weapons are actually magic, or if it is only the dwarves that have been enchanted. What is certain is that the magic weapons are not magic when used by humans.*

## Stats

* Fire Resistance (50)
* Cold Resistance (100)
* Large Shield
* Mountain Move
* Snow Move
* Slow

Attacks:
Longdead (Bow)

## Description

*The Longdead are so called because their bones have lain long enough in the ground that worms and other corpse-feeders have gnawed away most of the flesh. While most longdead are the result of necromantic practices, there are numerous reports of skeletal remains walking about without necromantic leadership. While tempting, most of us have discarded the idea that the bones of mortals carry memories, and independent longdead arise when the memories of the bones have been weakened enough to forget that they are dead, but remember how to walk. #This Dementia Theory is at least more attractive than the Bored Bones Theory that claims that everything is inhabited by a spirit, a spirit that can become bored with lying around immobile and therefore animates the vessel it inhabits, in this case a set of unfleshed bones.*

## Stats

* Cold Resistance (100)
* Poision Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Banishable (destroy)
* Mindless
* Amphibian

Attacks:
Phoenix

## Description

*The Phoenix is a heavenly bird sprung from the Elemental Plane of Fire. It appears as a great heron endowed with solar splendor. The Phoenix is immortal. Should it meet with death, it will immolate itself in a blazing pyre and be reborn at it's master's citadel.*

## Stats

* Fire Resistance (100)
* Immortal
* Fire Explosion on Death (10)
* Fast
* Flying

Attacks:

 Beak
Queen of the Deeps

## Description

*Bathusma is one of the three Elemental Queens of Water, primordial beings spawned from the Elemental Plane of Water at the Dawn of Time. They are believed to be the progenitors of all elemental beings and they each represent one aspect of their element. Bathusma is the Queen of the Deeps and she is perceived as the wisest and most mysterious of the three. She has dominion over the dark seas of the depths and she is sometimes called the Caretaker of the Watery Dead. Her children are living waters.*

## Stats

Spawns with an Orb of Water.

Special properties:

* Fire Resistance (50)
* Cold Resistance (200)
* Poison Resistance (100)
* Sleep Immunity
* Pierce Resistance
* Slash Resistance
* Blunt Resistance
* Other Planar Immortality (Elemental Planes)
* Combat Caster
* Giant Sized
* Amphibian
* Unique
* Slowly spawns Childs of Bathusma

Attacks:

 Wave Strike

## Rituals

* Water Pact
* Lesser Water Summoning
* Second level Warlock of Water Rituals
Lesser Demon

## Description

*The Lesser Demon was probably meant to be a superior combat demon. It has many limbs for extra attacks, three legs so it cannot be tripped and its mouth located on its torso so that it can have room for more eyes in the face. Unsurprisingly, it turned out to be a misfit, even for a demon. It is less powerful than all but the Imps and therefore it is named Lesser Demon.*

## Stats

* Banishable

Attacks:
Phantasmal Devil

## Description

*Looks just like a regular Devil, only mirrored. If the troop you meet is left-handed or looks very similar to the rest of the squad, you might be better off ignoring it altogether and even disbelieving that it is there. It is said, however, that most demons and devils are indeed left-handed to begin with, but any such rumors are still unsubstantiated as it is generally a bad idea to trust anyone that has survived a meeting with either, and Demonologists are generally very secretive about this.*

## Stats

* Spirit Sight
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Ethereal
* Mindless
* Flying

Attacks:

 Phantasmal Claw
 Phantasmal Claw
Mound King

## Description

*When kings and other important persons are buried, their corpses usually become restless after a while and then they rise as Mound Kings. Mound Kings retain their sense of importance from when they were alive and they soon take command of other undead and start recreating a kingdom to rule.*

## Stats

* Cold Resistance (100)
* Poision Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Shield
* Banishable (destroy)
* Amphibian

Attacks:
Nagaraja

## Description

*According to the lore of the White Ones there are akashic realms beyond ours that are inhabited by beings blessed with divine splendor. Vanara society mimics the hierarchies of the akashic realms. Just like the Vanara serve their Bandar Kings the Nagas of Patala follow their Naga Kings. But where the Bandar Kings resort to brute force and oppression to rule their subjects, the otherwise sly Nagas follow their kings out of respect for those endowed with ancient wisdom. Thus all Naga kings are both wise and skilled in magic. In a people of wicked serpents one would not expect to find such righteousness, but the Naga Kings are truly august. If only the kings of men would display such rectitude.*

## Stats

* Shield
* Ritual Caster
* Cold Blooded
* Amphibian
* Poison Resistance (50)

Attacks:
Phantasmal Manticore

## Description

*Looks just like a regular Manticore, only mirrored. If the troop you meet looks very similar to the rest of the squad, you might be better off ignoring it altogether and even disbelieving that it is there.*

## Stats

* Spirit Sight
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Ethereal
* Mindless
* Giant Sized
* Flying

Attacks:

 Phantasmal Claw
 Phantasmal Sting
Emerald Clockwork Horror

## Description

*Some of the constructs made by the Horologist lack the creative touch of a true artist, but are more or less basic soldiers upon which patches of metal and a pair of deadly blades have been attached. Though they might be a bit more effective at what they should do, they are really an eyesore and should not be allowed in any army. It only proves what everyone can observe, that the Hoburg craftsmen and enchanters are nothing more than glorified coopers.
The constructs are all powered by a large mainspring and a jewel imbued with a certain element. Before battle all constructs have to be wound up and the jewels have to placed in the right place, which is why it is preferable to attack the Hoburg forces by surprise. As everyone knows, the emerald is connected with the Plane of Earth and when used in a construct will give it extra protection.*

## Stats

* Fire Resistance (100)
* Cold Resistance (100)
* Shock Resistance (100)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Mindless
* Battle Fast

Attacks:
Mind Slime Horror

## Description

*Horrors are astral beings that feed on the emotions of suffering, lamentation and fear. They have strangely distorted perceptions and their motives cannot be comprehended by sane people. Horrors are often attracted to magic and special care should be taken when performing rituals close to the Void where the Horrors thrive.*

## Stats

* Stealth
* Acute Senses
* Cold Resistance (100)
* Ethereal
* Floating
* Amphibian

Attacks:
Horologist

File:Horologist.png

## Description

*In the words of Metucullus the Chronomancer, "the foundation of any good business is to control time". Though his practice of manipulating the horse market through time travel is generally frowned upon, it still rings true for most manufacturers. This rings even more true in the Hoburg manufacturies where the many food related pauses could bring any production to a halt should the pauses be uncontrolled. Trying to solve this problem in various ways, now most manufacturers have chosen to employ the powers of the Horologist, filling their workspace with clocks and watches. The knowledge of cogs, wheels and springs also make them apt at improving the various equipment at the facilities. It is said that the whole industrial eruption was started by Konradin the Gilded, a Horologist who constructed the "Churning Esmeralda", a machine that could produce large amounts of butter in no time.*

## Stats

* Slow

Attacks:

## Rituals

* Ritual of Mastery
* Ritual of Grand Mastery
* Emerald Construct
Moon Horror

Horrors are astral beings that feed on the emotions of suffering, lamentation and fear. They have strangely distorted perceptions and their motives cannot be comprehended by sane people. Horrors are often attracted to magic and special care should be taken when performing rituals close to the Void where the Horrors thrive.

HP 48
Strength 5
Morale 15
Magic Resistance 10
Armor 0
Rank Back

Invisible
Acute Senses
Sleep Immunity
Ethereal
Causes Dread
Floating
Amphibian

Moon Horror has 4 attacks - Cast Spell Void Magic level 2, Cast Spell Illusionism level 2, Horror Tentacle, and Astral Hooks.
Hoor Tentacle Init 3 Range 1 Damage 1-10 points of magic damage (doesn't affect lifeless beings) Can causes paralyzation
Astral Hooks Init 7 Range 1 Damage 1-1 Slash Damage ignores armor and applies Horror Marked.
Mazzik

## Description

*The Mazzikim are imp servants of the god Ba'al. They are sometimes encountered in desert environments where they terrorize unwary travelers, but more often they are found in the service of the priestesses of Ba'al. Mazzikim seem to be mischievous rather than malign and their presence often heralds the coming of more powerful demons.*

## Stats

* Banishable
* Flying

Attacks:
Large Spider Familiar

## Description

*While most Large Spiders serve their own agenda, there are some that remember the blessings given to them by Ba'al. Their loyalty is rewarded and their usual cunning is heightened to superhuman levels. The priestesses of Ba'al use these spiders as company, friends and possibly lovers.*

## Stats

* Wall Climbing

Attacks:
Phantasmal Monster

## Description

*Looks just like a regular Monster, only mirrored. If the troop you meet looks very similar to the rest of the squad, you might be better off ignoring it altogether and even disbelieving that it is there. At times the Illusionist just gets sloppy, and puts together something that can only be described as a Monster. Though illusions do not really belong to the arcane arts, one has to admit that it requires a bit of skill to craft the likeness of a real creature, but a general Monster without any distinctive features shows no respect toward the opponent's intelligence and is a sorry display of laziness.*

## Stats

* Spirit Sight
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Ethereal
* Mindless
* Floating

Attacks:
Rakshasi

## Description

*According to the lore of the White Ones there are realms beyond Elysium inhabited by demonic beings known as Rakshasas. Female Rakshasas are rare and powerful minions of Maya. They wreath themselves in illusions and sacrifice monkeys and men to call their kin from the nether realms.*

## Stats

* Mirror Cloaking (20)
* Fire Vulnerability (50)
* Constant Mirror Images (2)
* Ritual\_Caster

Attacks:

 Scepter | 3
Metal Arcana

Metal Arcana is a small and limited school of magic exclusive to the Initiate of the Metal Orders. When upgraded at a second- or third-level library, the Initiate will instead randomly promote to one of a Adept of the Golden, Silver or Iron Order who are second-level mages of Golden, Silver or Iron Arcana, all of which are much more potent.

 Level 1 Spells

### Air Shield

* Special effect: Air Shield
* (magic)
* (only affects friendly units)
* Area of Effect: burst 5
* Range: 6

### Iron Skin

* Special effect: armor +2
* (magic)
* (doesn't affect Ethereal beings)
* Area of Effect: burst 1
* Range: 6

### Luck

* Special effect: Luck
* (magic)
* (only affects friendly units)
* Area of Effect: burst 1
* Range: 6

### Paralyze

* Special Effect: Paralyze
* (magic)
* Magic Resistance negates
* Area of Effect: burst 1
* Range: 10
Azula

**Princess Azula** is a fighter in Villains Fights.She has won against Shego in Azula vs Shego,and won against Morro in Azula vs Morro.She will face Maleficent next.

## Personality

Born a princess and hailed as a prodigy, Azula grew up to be narcissistic and confident. She relentlessly drilled herself toward perfection and settled for nothing less from herself or those who served her. She believed that power and domination were the defining traits of strength, and as such, would only help others if she thought there was some personal gain at stake. She had absolute confidence in her "divine right to rule", with which she believed she was born. She harbored neither pity nor mercy for those she marked as treasonous or inferior. As one who wanted nothing less than absolute control, she likewise had remarkable control of herself, seemingly able to react to any situation at a moment's notice without losing her composure.

Azula was marked by a distinct lack of empathy. Even as a child, she reacted with hostility when outdone, a trait clearly displayed when she shoved Ty Lee to the ground after the girl bested her at gymnastics. This behavior would characterize her relationship with her friends for many years. Rather then caring for them, she would manipulate them as she saw fit, such as when she intimidated Ty Lee into leaving the circus and joining her cause.

## Coverage

* Azula vs Shego
* Dr.Drakken vs Dr.Doofersmith
* Fire Lord Ozai vs Lord Garmadon
* Darth Sidious vs Fire Lord Ozai
* Azula vs Morro

### **Dr.Drakken vs Dr.Doofersmith**

After Drakken's victory,Azula turned out to capture Shego and decide to send her in The Boiling Rock as a punishment for trying to kill Azula.However,Shego broke her handcuffs and tries to escape,but failed,falling at Azula who sends her in front of The Fire Lord who will decide her fate.

## Relationship

### **Family**

**Fire Lord Ozai**

Ozai seemed to be the only person whom Azula viewed as her equal. Explicitly stated by Zuko, and shown in his flashbacks, Azula was favored by their father as a child; he taught her Firebending and mentored her politically. It was no surprise, given her rivalry with her brother and her distant relationship with her mother and uncle, that Azula gravitated toward the one person in her family who encouraged her as a child. Unfortunately, the person in question turned out to be cruel and sadistic, and Ozai encouraged those traits in Azula as well.She enjoys when her father kills Lord Garmadon.She was also shocked to see her father electrocuted by Darth Sidious,but she didn't mind of her mind of her father later on the series.

### **Friends**

**Darth Sidious**

**Shego**
Shego and Azula were enemies until they both joined Palpatine.After Drakken's victory,Azula turned out to capture Shego and decide to send her in The Boiling Rock as a punishment for trying to kill Azula.,However,Shego broke her handcuffs and tries to escape,but failed,falling at Azula who sends her in front of The Fire Lord who will decide her fate.
Onaqui

## Description

*The Onaqui is a jungle demon only reported in obscure myths. Since the savages of Aztlan are mostly illiterate, it comes as no surprise that they tell ever more fanciful stories about the unknown perils of the dark woods. The Onaqui is possibly an anointed Ozelotl, but according to the savages, its powers are vastly superior to those of the Jaguar Fiends. It supposedly emerges at night to feed on the hearts of men. In the unlikely event that a real Onaqui would be encountered, it should be banishable by any righteous priest.*

## Stats

* Stealth
* Spirit Sight
* Banishable
* Blessed
* Flying
* Ritual Caster

Attacks:

 Cast Spell
 Claw
Linnorm

## Description

*Deep beneath the roots of a linden tree one can sometimes find a small reptile, looking somewhere between a lizard and a snake. With their large eyes and their purr they have become a fashionable pet among the rich and powerful. Just like a small dragon it will gather some coins and curl up on their minuscule hoard.*

*Lacking any other family they will be easily imprinted by the first humanoid feeding them some meat and gold. However one ought to be careful, as the linnorm will never stop growing, so fed enough meat and gold they will grow to an enormous size. As they grow their corruption grows, so your cute pet and guardian will grow to become your prisoner. Many a noble has been devoured by an overgrown linnorm when they no longer can feed it.*

*The only one known to have dominated a fully grown linnorm is the mother of the troll king. Possibly by poisoning it with a mushroom brew. If a troll keeps a Linnorm from when it is just a spawn, the diet of poisonous mushrooms will make both its breath venomous and its blood turn to poison.*

## Stats

* Acute Senses
* Poison Resistance (100)
* Causes Fear
* Poison Aura (2)
* Giant Sized
* Sometimes spawn with magic items

Attacks:

 Venomous Bite
 Claw
Large Unearthly Mirror

## Description

*This enchanted mirror holds up to twenty images of otherworldly beings such as angels, devils and horrors. These images are slow to materialize and the mirror rarely releases all of its captured images. Only one being may appear when the mirror activates, and two out of three activations will not summon anything.*

## Stats

* Cold Resistance (100)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Mindless
* Stored Images (20)

Attacks:
Onyx Priestess

## Description

*There are four major tribes of amazons, each named after a different type of gemstone. The onyx amazons are more heavily armored than the other tribes, probably because they fear them. None of the tribes are more than half civilized and they use only weapons that are simple to create and in battle they lack both discipline and tactics. Their armies consist of only women and actually no males at all have been sighted among them. It is probable that they are like dwarves but in reverse, a single male that runs a colony of female amazons.*

## Stats

* Enables Recruitment (Onyx Sorceress, Onyx Amazon)

Attacks:

 Staff
Pyromancy

## Level 1 Spells

### Blood Boil

* Damage: 1-15 Fire
* (magic)
* (doesn't affect inanimate beings)
* (magic resistance negates)
* (armor negating)
* Area of Effect: burst 1
* Range: 6

### Combustion

* Special effect: burn
* (magic)
* Area of Effect: 4 strikes
* Range: 6
* Knowing this spell grants the Burn Forest ability

### Fire Resistance

* Special effect: Fire Resistance
* (magic)
* Area of Effect: burst 5
* Range: 4

### Fire Shield

* Special effect: Fire Shield
* (magic)
* Area of Effect: burst 1
* Range: 4

### Flame Burst

* Damage: 1-8 Fire
* (magic)
* Area of Effect: burst 1
* Range: 6

### Flames

* Damage: 1-3 Fire
* (magic)
* Area of Effect: burst 3
* Range: 6

## Level 2 Spells

### Falling Fires

* Damage: 1-6 Fire
* (magic)
* Area of Effect: burst 25
* Range: 10
* Knowing this spell grants the Burn Forest ability

### Fireball

* Damage: 1-15 Fire
* (magic)
* Area of Effect: burst 5
* Range: 6

### Fire Cloud

* Damage: 1-10 Fire
* (magic)
* Area of Effect: burst 9
* Range: 8
* Knowing this spell grants the Burn Forest ability

### Fire Ward

* Special effect: Fire Resistance
* (magic)
* Area of Effect: burst 25
* Range: 4

### Incinerate

* Damage: 1-25 Fire
* (magic)
* (armor negating)
* Area of Effect: burst 1
* Range: 6

### Mass Combustion

* Special effect: Burn
* (magic)
* (only affects enemy units)
* Area of Effect: burst 50
* Range: 10
* This spell takes 2 combat rounds to cast
* Knowing this spell grants the Burn Forest ability

### Meteor

* Damage: 1-40 Blunt
* (magic)
* (scatter)
* Area of Effect: burst 1
* Range: 15
* Extra effect once target is hit
	+ Damage: 1-8 Fire
	+ Area of Effect: burst 5
* This spell takes 2 combat rounds to cast

### Summon Fire

* Summon 1-3 Lesser Fires
* (A maximum of about 25 Lesser Fires can be summoned in a single battle)
* (magic)
* Range: 1
* This spell takes 2 combat rounds to cast
* Knowing this spell grants the Burn Forest ability

## Level 3 Spells

### Flame Eruption

* Damage: 1-18 Fire
* (magic)
* Area of Effect: burst 25
* Range: 10
* Knowing this spell grants the Burn Forest ability

### Flame Storm

* Damage: 1-7 Fire
* (magic)
* Area of Effect: burst 50
* Range: 10
* Knowing this spell grants the Burn Forest ability

### Hellfire

* Damage: 1-10 Fire
* (magic)
* Area of Effect: entire battlefield
* Range: 0
* This spell takes 2 combat rounds to cast
* Knowing this spell grants the Burn Forest ability

### Meteor Showers

* Damage: 1-40 Blunt
* (magic)
* (x5 damage vs walls)
* Area of Effect: 15% of battlefield
* Range: 0
* Extra effect once target is hit
	+ Damage: 1-8 Fire
	+ Area of Effect: burst 5
* This spell takes 2 combat rounds to cast
* This spell cannot be cast underground

### Pillar of Fire

* Damage: 1-60 Fire
* (magic)
* Area of Effect: burst 1
* Range: 8
* Extra effect once target is hit
	+ Damage: 1-8 Fire
	+ Area of Effect: burst 9
Scourge Lord (unit)

## Description

*Ever so often, a few times each century, the annoying menace that is the Scourge Lord plagues the realms. Hidden behind spiky armor and a golden mask, he seeks out other disruptive elements across the realm and begins a reign of destruction, disruption and decay.*

Where the Scourge Lord gets his devastating powers is still unknown and the source of much speculation. The lack of proper communication beyond the scornful quips and twisted facts makes it difficult to learn anything about them.

It has been suggested that the power lies within the mask and the armor, and that the Scourge Lord arises whenever a simple adventurer or farmer of very low nature unearths the golden mask and the accompanying spiked shoulder pad. It is easy to imagine how the vile Scourge-Lord-to-be dons the mask, disregarding any pieces of crumbling flesh still clinging to the golden mask.

Within the mask, and now the Scourge Lord, lies the power to drain the lands and also the minds of people, leaving them both as desolate, ashen places.

## Stats

* Dark Blessing
* Lifeforce Spellcasting (Range 4)
* Desert Move
* Ritual Caster

Attacks:

 Staff

## Rituals

* Lesser Ritual of Scourge Mastery
* Ritual of Scourge Mastery
* Grand Ritual of Scourge Mastery
* Call of the Pyramid
* Construct Pillar of Power
* Scourge Summons
* Dark Bonds
* Call of the Pillar
* Construct Pyramid of Power
* Pyramid Walls
* Appoint Herald
* Dark Blessing
* Dark Scourge Summons
* Construct Guardian
Princeps

## Description

*After serving half their contracted time of 25 years, the legionnaires who have survived that long and not proven themselves completely useless will be promoted to Princeps. Like the Hastati, they are armed with javelins and gladii, their signature short swords. In the ancient Empire they were issued long spears, but after an incident in which an inept Acolyte of the Serpentis Cult tried to disarm the enemy with a spell that turned long wooden objects into snakes and the barbarians still had their long knives, the army renewed itself. Principes armed with short swords rather than long spears are also less likely to dismount a mounted Senator who visits the army camp.*

## Stats

* Large Shield

Attacks:

 Shortswort
Mist Warrior

## Description

*The para-elemental warriors are made from two elements each and are usually more powerful than their more pure brethren. They are a rare sight to behold though, as the para-elementals are not really at home in any of the elemental planes.*

## Stats

* Cold Resistance (50)
* Shock Resistance (100)
* Poison Resistance (100)
* Ethereal
* Floating

Attacks:

 Mist Dagger
Maladies

This school of magic focuses on applying effects like Curse, Disease and Fear to enemies as well as summoning Murders of Crows.

## Level 1 Spells

### Curse

* Special effect: Curse
* (magic)
* Area of Effect: burst 1
* Range: 16

### Disease

* Special effect: Disease
* (magic)
* (magic resistance negates, but with great difficulty)
* Area of Effect: burst 1
* Range: 8

### Fear

* Fear: 1-10 vs morale
* (magic)
* (magic resistance negates, but with great difficulty)
* (armor negating)
* Area of Effect: burst 1
* Range: 8

### Gust of Wind

* Damage: 1-3 Blunt
* Area of Effect: burst 5
* Range: 8
* Extra effect if target is affected
	+ Special effect: Stun
	+ (strength negates)

### Summon Crows

* Summon: 1 Murder of Crows
* (A maximum of about 200 Murders of Crows can be summoned in a single battle)
* (magic)
* Range: Targets the edge of the battlefield

## Level 2 Spells

### Curse

* Special effect: Curse
* (magic)
* Area of Effect: 5 strikes
* Range: 16

### Plague

* Special effect: Disease
* (magic)
* (magic resistance negates)
* (only affects enemy units)
* Area of Effect: burst 25
* Range: 10

### Summon Murder of Crows

* Summon: 1-3 Murders of Crows
* (A maximum of about 200 Murders of Crows can be summoned in a single battle)
* (magic)
* Range: Targets the edge of the battlefield

### Terror

* Fear: 1-8 vs morale
* (magic)
* (magic resistance negates, but with great difficulty)
* (armor negating)
* (only affects enemy units)
* Area of Effect: burst 25
* Range: 10
Scourge Worm

## Description

*Our informants tell us that the Scourge Worm, just like most summons of the Scourge Lord, is beckoned to serve the Scourge Lord with the use of a cadaver broth enhanced with life force. The broth, with its stench of rot and devastation, will act as a lure for any nearby vile creature that is already infesting the scourged lands. Among the creatures attracted to the broth are the Scourge Worms. The Scourge Worm usually inhabits the rotting carcasses of large monsters - the larger the monster, the larger the worm.*

## Stats

* Causes Fear
* Desert Move
* Wall Climbing

Attacks:
Mezu

## Description

*The Mezu or Horse-face is a jailer and guardian demon of whatever world this being comes from. It feeds upon the flesh of deceased sinners in addition to eating all the regular food it can come by. Its barbed polearm is made to catch souls that try to to escape from their infernal prison.*

## Stats

* Banishable

Attacks:
Phantasmal Angel

## Description

*Looks just like a regular Angel, only mirrored. If the troop you meet is left-handed or looks very similar to the rest of the squad, you might be better off ignoring it altogether and even disbelieving that it is there.*

## Stats

* Spirit Sight
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Ethereal
* Mindless
* Flying

Attacks:

 Fist

Note: The latter attack is non-phantasmal and most probably a bug.
Pillar of the Depths

## Description

*Though records from the depths of the oceans are generally untrustworthy and most often the tales of drunken sailors, recent attacks on coastal settlements seem to lend some credence to some of these tales. According to a very fanciful and loosetongued sailor - who claimed he got his knowledge from a Mermaid he seduced - the temples of the depths are defended by heavily armored Shamblers who would happily kill and devour any intruder. The sailor in question claims that he managed to steal a treasure from the temples by dressing up in the carapace of a Shambler and pretending to be a temple guard.*

## Stats

* Poison Resistance (100)
* Shield
* Amphibian

Attacks:
Pisacha

## Description

*According to the lore of the White Ones your spirit will reincarnate in a new body when you die. However, monkey superstition claims that apes that commit evil deeds harm their soul so that it is unable to reincarnate properly. The shattered soul will search for its former body, refusing to let go of this world. Should the spirit find its former body the two will merge and an abominable amalgam of dead and living will form. The Pisacha is such an abomination. Not entirely living and not entirely dead the Pisacha will hunt the living for their flesh. Anyone wounded by the Pisacha will have their spirit permanently damaged, and should they die their corrupted spirit will merge with its former body and create a new abomination.*

## Stats

* Sense Dead
* Cold Resistance (100)
* Poison Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Banishable (destroy)

Attacks:
Red Kobold Shaman

## Description

*The shaman is often the most prominent of all females kobolds, and runs the everyday affairs in any kobold tribe. She is in charge of organizing the hatchery and gathering gems, colored cloth and other suitable accessories to adorn the hatchery, giving it the right color scheme in order to produce the right sort of kobold. Even though the kobolds do this out of instinct rather than as a planned act, it is believed that this practice originated some times after the kobolds made their pact with the dragons. The shaman is also the one to call for dragons according to their ancient pact.*

Kobolds and some scholars of lesser wit believe kobolds are related to dragons and that it is this kinship that allows for the kobolds to summon dragons. This is obviously false.

The only things shared between the two species are their vanity, their lust for gold and glittering objects, their color scheme, and some other basic reptilian traits. Because of their belief that they are related, the kobolds bow before and venerate the dragons. And the dragons, in their vanity accept the worship of the kobolds, preferably accompanied by an offering of gleaming gold and a few particularly crunchy kobolds, and in return protect the kobolds as they see fit. Just like the lamprey clings onto and cleans larger fish, the kobolds enter the dragon's lair, protect it while it is away, and clean it of dragon guano. It is a well kept secret that dragon guano is used by halfling arborists to fertilize their weed, giving it extra potency.

## Stats

* Fire Resistance (100)
* Enables Recruitment (Red Kobold Warrior, Fire Drake)

Attacks:

 Dagger

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Ritual of Grand Mastery
* Kobold Hatchery
* Flame Rune Trap
* Summon Dragon
* Foretelling
* Kobold Stronghold
Rudra

## Description

*According to the lore of the White Ones there are akashic realms beyond ours that are inhabited by beings blessed with divine splendor. The Rudras are mighty beings of war and thunder who lead the hosts of Svargaloka. Pray that we never become the target of the Rudras' wrath.*

## Stats

* Awe (3)
* Ritual Caster
* Fire Resistance (100)
* Shock Resistance (100)
* Combat Caster
* Flying
* Shield

Attacks:

## Rituals

* Host of Maruts 100
* Ruby Summoning 30
Phantasmal Chimaera

## Description

*Looks just like a regular Chimaera, only mirrored. If the troop you meet looks very similar to the rest of the squad, you might be better off ignoring it altogether and even disbelieving that it is there.*

## Stats

* Spirit Sight
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Ethereal
* Mindless
* Flying

Attacks:

¹) Either of these attacks can be used each turn, but not both.
Phantasmal Wolf

## Description

*Looks just like a regular Wolf, only mirrored. If the troop you meet looks very similar to the rest of the squad, you might be better off ignoring it altogether and even disbelieving that it is there.*

## Stats

* Spirit Sight
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Ethereal
* Mindless
* Battle Fast
* Floating

Attacks: