recursal/Fanatic-Fandom huggingface dataset:
Captain

**Rum & Bones**

*"Captains are well-rounded Heroes, never the best at anything, but decent in many areas. Captains usually have abilities that aid their fellow Heroes, or allow a player to make better use of their Tide Deck."*

**Rum & Bones: Second Tide**

*"A Ship’s Captain is the crew leader and ship’s commander with supreme power aboard. They tend to have a range of dynamic and powerful abilities at their disposal."*
The Elder Below, Timeless Horror

**Faction:** Deep Lords

**Role:** Brute

**Hit Points:** 12

**Skill Card Slots;**

Horror Unleashed

* Basic Attack
* Level 1
	+ Cost: Free
	+ If The Elder Below has 6 or more damage, this attack gains +1 to Hit and +1 range.
	+ Attack Dice: 4
	+ To Hit: 5+
	+ Range: 1
* Level 2
	+ Cost: 4
	+ If The Elder Below has 6 or more damage, this attack gains +2 to Hit, may prioritize Heroes, and gains +1 range.
	+ Attack Dice: 6
	+ To Hit: 5+
	+ Range: 1

Whispers of Madness

* Level 1
	+ Cost: 3
	+ Heal The Elder Below up to 1 per Hit
	+ Attack Dice: 3
	+ To Hit: 2+
	+ Range: 2
* Level 2
	+ Cost: 4
	+ Heal The Elder Below up to 1 per Hit.
	+ You may roll this attack against all enemy Heroes, regardless of range.
	+ If you do, flip this skill to Level 1
	+ Attack Dice: 3
	+ To Hit: 2+
	+ Range: 2\*

You Are Not Worthy!

* Level 1
	+ Cost: 0
	+ No effect until Leveled Up.
* Level 2
	+ Cost: 4
	+ *When The Elder Below is KO'd.*
	+ Increase your Kraken Pool by 1:
	+ The Elder Below is not KO'd.
	+ Instead, place him on a friendly deployment point at 4 HP.
	+ Flip this skill to Level 1.

Deep Lords Brute that came with the Deep Lords Heroes Set #1
Active Modules

Pilots may improve their ships by installing additional gear for a variety of purposes ranging from a simple spotlight probably of use to salvagers, to basic and advanced weaponry, up to sophisticated reconnaissance and defense technology.

Availability of some of these items is limited. While generic and improved modules may be seen regularly at station markets, advanced or even prototype quality modules are rare. In addition to the funds required for more advanced technology, Pilots generally also need appropriate skills to properly operate these and a ship with free slots for installing active modules.

In-flight configuration of installed active modules is not possible, replacement or removal does require a station offering garage services. Active Modules undergo wear as they are used. Pilots should therefor have their Active Modules routinely repaired in station garages, before their durability reaches zero.

Ships of other inhabitants of the various regions of the universe may carry customized, even more improved modules, which are commonly referred to as "Rare", "Epic" and "Artifact" evolutionary stages. Forcing these modules out of the hands of its current owners will require destroying their ship.

As their name implies, active modules require the Pilot to actively make use of them, for example by activating them for use. Passive modules on the other hand do not require this level of attention, and will generally provide their functionality without the need for intervention.

**Additional,** **separate pages** have been created for more easy, **sortable** **comparison of properties** for the following subclasses of Active Modules:

* Weapons
* Extraction beams
* Salvage beams
* Tractor beams
* Scanners

Note: As per this comment, the 20mm Dual and 60mm Dual turrets, despite being described as firing two projectiles, only fire a single projectile.

Verified for build 0.0132The following information has been verified for Astrox Imperium build 0.0132
Please do not edit below this noticeAny manual changes will be lost during the next update. Suggestions? Just leave a note.
Ice Mines

The **Ice Mines** are a series of icy caverns where mining operations are currently being undertaken by Minemaster Mining, Inc.

## Information

The Ice Mines are a recent expansion to the Minemaster's mining operations, still containing numerous ores such as diamond, gold and lapis lazuli. Several icicles grow from the ceiling due to the caves' close proximity to the surface, and patches of snow and ice dot the cave walls.

One part of the mines includes a large cavern where a large swathe of bedrock is missing, revealing the void. This was reportedly cleared out in order to retrieve some enclosed diamond veins, according to the OHSWU's Safety Report. A wooden bridge with minecart tracks on it hangs across the middle of the cavern, where Snowballers constantly ride minecarts, falling straight into the void.
Belle Rose, Striking Beauty

**Faction:** Mercenaries

**Role:** Quartermaster

**Hit Points:** 8

**Skill Card Slots;**

**Follow My Lead**

* Basic Attack
* Level 1
	+ Cost: Free
	+ If this attack KO's a Bosun or Hero, target 1 zone constinaing friendly Crew.
	+ Immediately activate all Crew in that zone.
	+ Attack Dice: 4
	+ To Hit: 4+
	+ Range: 1
* Level 2
	+ Cost: 4
	+ If this attack KO's a Bosun or Hero, target 1 zone constinaing friendly Crew.
	+ Immediately activate all Crew in that zone.
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1

**To Me, Men!**

* Level 1
	+ Cost: 3
	+ Move all friendly Crew in a zone within 2 into Belle's zone.
	+ *(It must be a zone they could normally move into).*
* Level 2
	+ Cost: 3
	+ Move all friendly Crew in a zone within 2 into Belle's zone.
	+ *(It must be a zone they could normally move into).*
	+ All Crew in Belle's zone immediately attack.

**Rally Cry**

* Level 1
	+ Cost: 0
	+ No effect until Leveled Up
* Level 2
	+ Cost: 6
	+ *When a friendly Hero with Storybook Crew (including Belle) is KO'd.*
	+ Immediately activate all friendly Crew.
	+ Flip this skill to Level 1

Mercenary Quartermaster that came with the Mercenaries Promo Set #3.
Spyridon, Herald of Poseidon

**Faction:** Deep Lords

**Role:** Swashbuckler

**Hit Points:** 8

**Skill Card Slots;**

Skewer

* Basic Attack
* Level 1
	+ Cost: Free
	+ Increase your Kraken Pool by 1:
	+ Heroes Hit by this attack suffer 2 additional damage.
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 1
* Level 2
	+ Cost: Free
	+ Increase your Kraken Pool by 1:
	+ Heroes Hit by this attack suffer 2 additional damage.
	+ Attack Dice: 3
	+ To Hit: 2+
	+ Range: 1

Coiled Strike

* Level 1
	+ Cost: 3
	+ May prioritize Heroes
	+ Hits deal 5 damage.
	+ This attack costs 2 actions to make.
	+ Attack Dice: 1
	+ To Hit: 3+
	+ Range: 2
* Level 2
	+ Cost: 3
	+ May prioritize Heroes
	+ Hits deal 5 damage.
	+ This attack costs 2 actions to make.
	+ Attack Dice: 2
	+ To Hit: 3+
	+ Range: 2

Sudden Dash

* Level 1
	+ Cost: 2
	+ Move Spyridon up to 4 zones
* Level 2
	+ Cost: 3
	+ Move Spyridon up to 4 zones
	+ He may move through, but not end on, zones containing enemies.

Deep Lords Swashbuckler that came with the Deep Lords Heroes Set #1
Le Boeuf, The Cannoneer Hulk

**Faction:** La Brise Sanguine

**Role:** Brute

**Hit Points:** 12

**Skill Card Slots;**

Bludgeon

* Basic Attack
* Level 1
	+ Cost: Free
	+ Hits deal +1 damage for every 4 damage on Le Boeuf.
	+ Attack Dice: 2
	+ To Hit: 2+
	+ Range: 1
* Level 2
	+ Cost: 5
	+ Hits deal +1 damage for every 3 damage on Le Boeuf.
	+ Attack Dice: 2
	+ To Hit: 2+
	+ Range: 1

Bullrush

* Level 1
	+ Cost: 0
	+ No effect until Leveled Up
* Level 2
	+ Cost: 6
	+ Move Le Boeuf up to 3 zones.
	+ He may move through, and end in, zones containing enemies.
	+ Knock all enemies in those zones Overboard.
	+ Flip this skill to Level 1.

Heavy Landing

* Anytime Le Boeuf successfully Rigs, make the following free attack on all zones within 1:
* *(roll separately for each zone)*

* Attack Dice: 2
* To Hit: 2+
* Range: \*

La Brise Sanguine Brute that came with the core La Brise Sanguine Expansion.
Mr. Koga, Master of Explosives

**Faction:** Mazu's Dreadful Curse

**Role:** Gunner

**Hit Points:** 6

**Skill Card Slots;**

Fireworks Barrage

* Basic Attack
* Level 1
	+ Cost: Free
	+ May prioritize Heroes.
	+ Attack Dice: 4
	+ To Hit: 4+
	+ Range: 2
* Level 2
	+ Cost: 3
	+ May prioritize Heroes.
	+ Gains +2 dice if targeting a zone within 2.
	+ Heroes Hit suffer BLIND
	+ Attack Dice: 2
	+ To Hit: 3+
	+ Range: 4

Dragon Rocket

* Level 1
	+ Cost: 3
	+ May prioritize Heroes.
	+ Hits deal 3 damage and cause BLIND
	+ Attack Dice: 1
	+ To Hit: 3+
	+ Range: 3
* Level 2
	+ Cost: 3
	+ May prioritize Heroes.
	+ Hits deal 4 damage and cause BLIND and BLEED.
	+ Push Heroes Hit up to 2 zones.
	+ Attack Dice: 1
	+ To Hit: 2+
	+ Range: 3

Explosives Fanatic

* When Koga attacks, you may roll a die:
	+ **1-2:** Koga Suffers 1 damage
	+ **3-4:** For each Hit of 5+, roll 1 additional die.
	+ **5-6:** Hits of 5+ deal +1 damage.

Mazu's Dreadful Curse Gunner that came with the core Mazu's Dreadful Curse set.

Mister Koga was a thief from Japan that dared steal the secrets of Cantonese powder from the powerful Pyrotechnics Guild in China, resulting in the largest single bounty any criminal ever had placed on their head.

Needless to say, such closely guarded secrets were dangerous to steal, and even more dangerous to buy. Koga simply could not find anyone rich enough to afford the knowledge, and foolish enough to cross the guild. The price on his head was enormous.

Eventually, Koga found a measure of safery with the Curses, when Shen Yong helped him fake his death, collect the bounty, and go to work for the Curses. He earned his title after many years of dealing with explosives, and never losing a finger.
Blutrausch Legion

This Full Faction Expansion for Rum & Bones: Second Tide contains the following:

5x Blutrauch Legion Hero Models

* Highbrow
* Cannonface
* Pineapple
* Blubber Clubber
* Chumbucket

5x Hero Dashboards +1x Crew Dashboard

15x Hero Skill Cards +2x Crew Upgrade Card

24x Blutrauch Deckhands

6x Blutrauch Bosuns

3x Ship Board (2x "Junker" 1x "Longship"

3x Objective Tiles

10x Blutrauch Legion Base Markers (5x small, 5x large)

1x Blutrauch Legion Tide Deck

3x Blutrauch Legion Deployment Point Tokens

3x Orc-a-pult Tokens
Daniel Pale, The Bastard of Wellsport

**Faction:** Wellsport Brotherhood

**Role:** Captain

**Hit Points:** 10

**Skill Card Slots;**

Quicksilver Blade

* Basic Attack
* Level 1
	+ Cost: Free
	+ Hits of 6 cause SILENCE
	+ Attack Dice: 4
	+ To Hit: 4+
	+ Range: 1
* Level 2
	+ Cost: 5
	+ Hits of 5+ cause SILENCE
	+ For each 5+ rolled, roll 1 additional die
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1

Magnificent Bastard

* Level 1
	+ Cost: 3
	+ Draw 1 Tide Card.
	+ Hits of 5+ deal 2 damage
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 1
* Level 2
	+ Cost: 4
	+ Draw 1 Tide Card.
	+ Hits deal 2 damage
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 1

Wellsport Fury

* Level 1
	+ Cost: Free
	+ No effect until Leveled Up
* Level 2
	+ Cost 3
	+ *After a friendly Hero rolls dice for an attack.*
	+ That Hero may suffer 1 damage per Miss to re-roll those misses. Flip this skill to Level 1

Wellsport Brotherhood Captain that came with the core Rum & Bones set.

Captain Pale commands the Brotherhood with an iron fist and a velvet glove. He’s tolerant of their excesses at port, and utterly ruthless in his discipline at sea. Any seafaring prey that surrenders to the black flag can count on fair treatment. You’ll be robbed, of course, but you can keep your ship, and they’ll not lay a hand on your crew or passengers. Refuse honorable quarter though, and none will be given. When one asks about the secret to his success as a buccaneer, Captain Pale says it’s all about the brooding. ‘Always be thinking,’ he says, ‘And what better way to think than by having a good, long brood where you can cut a dashing figure on a backdrop of windswept waves.’ He recommends the figurehead, the maintop, the poopdeck, and the stern windows for prime brooding locations. Captain Pale is getting on in years, and wants to retire before he’s old and gray. Now that Davy Jones is dead, he’s got a chance to really earn a fortune like no other pirate in history! Captain Pale is utterly devoted to Margaret Hale, Quartermaster on the *Fortune’s Favor*.
Gregorio Castell, Zealous Engineer

**Faction:** Iron Inquisition

**Role:** Gunner

**Hit Points:** 6

**Skill Card Slots;**

Utility Arm

* Basic Attack
* Level 1
	+ Cost: Free
	+ Choose 1:
		1. Heroes Hit are Pushed up to 1 zone or,
		2. Heroes Hit are placed in a legal zone within 1 of Gregorio.
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 2
* Level 2
	+ Cost: 3
	+ Choose 1:
		1. Heroes Hit are Pushed up to 1 zone or,
		2. Heroes Hit are placed in a legal zone within 1 of Gregorio.
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 3

Ripper Arm

* Level 1
	+ Cost: 3
	+ Hits cause BLEED.
	+ Before attacking, roll a die.
	+ This attack gains that many additional dice.
	+ Attack Dice: 3
	+ To Hit: 4+
	+ Range: 1
* Level 2
	+ Cost: 4
	+ Hits cause BLEED.
	+ Before attacking, roll 2 dice and choose 1:
	+ This attack gains that many additional dice.
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 1

Vent Boiler

* Once during Gregorio's activation, he may deal all enemy Heroes within 2 zones 3 damage.

Iron Inquisition Gunner that came with the Iron Inquisition Expansion.
Siren

**Faction:** Sea Monster

**Role:** Sea Monster

**Hit Points:** 6

**Special:** Deploy the Siren in any Sea within 1 of a Sea Zone.

**Skill Card Slots;**

**Song Of Acquiescence**

* This attack deals no damage.
* Instead, Push each Hero Hit up to 1 zone per Hit.
* This attack targets all Heroes in range *(roll separately for each Hero).*
* Attack Dice: 3
* To Hit: 2+
* Range: 3

**Song Of Discord**

* This attack deals no damage.
* Hits cause STUN and SILENCE.
* This attack targets all enemy Heroes in range *(roll separately for each Hero).*
* Attack Dice: 1
* To Hit: 2+
* Range: 3

**Song Of Dominion**

* Target 1 enemy Hero within 3 zones.
* Immediately move them up to 2 zones and perform 1 of their attacks.
* That attack may target zones containing friendly models.
* That enemy Hero gains no Gold from KO'ing models with this attack.

Sea Monster Siren that came with the Sea Monsters set.
Swashbuckler

**Rum & Bones**

*"Cunning and deadly, Swashbucklers are the best fighters on the ship. They generally specialize in dealing damage, or the focused elimination of enemy Heroes."*

**Rum & Bones: Second Tide**

*"Cunning and deadly, Swashbucklers are the best fighters on the ship. They generally specialize in dealing damage or KO’ing enemy Heroes."*
Michel Lagarde, Blackgaurd Commander

**Faction:** La Brise Sanguine

**Role:** Captain

**Hit Points:** 10

**Skill Card Slots;**

Stylish Flurry

* Basic Attack
* Level 1
	+ Cost: Free
	+ May re-roll 1 Miss.
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 1
* Level 2
	+ Cost: 5
	+ May re-roll any Misses.
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1

Tactics and Subterfuge.

* Level 1
	+ Cost: 2
	+ Draw 1 Tide Card.
	+ Michel may perform this Ability multiple times per turn
* Level 2
	+ Cost: 4
	+ Draw 1 Tide Card, or force 1 opponent to discard 1 Tide Card..
	+ Michel may perform this Ability multiple times per turn

The Black Winds

* Level 1
	+ Cost: 0
	+ No effect until Leveled Up.
* Level 2
	+ Cost: 3
	+ *When a friendly Hero Rigs.*
	+ That Hero gains +2 to this Rigging Check. Rolls of 1 still fail. Flip this skill to Level 1

La Brise Sanguine Captain that came with the core La Brise Sanguine Expansion.
Red Hood, The Rum-Runner Maiden

**Faction:** Mercenaries

**Role:** Gunner

**Hit Points:** 6

**Skill Card Slots;**

Grog-Soaked Bullets

* Basic Attack
* Level 1
	+ Cost: Free
	+ May Prioritize Heroes
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 2
* Level 2
	+ Cost: 3
	+ May Prioritize Heroes
	+ Hits cause SLOW.
	+ Heroes already suffering SLOW suffer STUN instead
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 2

Rum Molotov

* Level 1
	+ Cost: 3
	+ Hits cause BLIND.
	+ Gains additional dice equal to the number of enemies in the targeted zone.
	+ Attack Dice: 2
	+ To Hit: 4+
	+ Range: 2
* Level 2
	+ Cost: 4
	+ Hits cause BLEED and BLIND.
	+ Gains additional dice equal to the number of enemies in the targeted zone.
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 2

Emergency Stash

* Level 1
	+ Cost: 0
	+ No effect until Leveled Up
* Level 2
	+ Cost: 3
	+ *When a Hero within 3 zones suffers damage.*
	+ Prevent up to 3 of that damage.
	+ That Hero may then move 1 zone.
	+ If that Hero has Storybook Crew, move up to 2 additional zones.
	+ Flip this skill to Level 1

Mercenary Gunner that came with the Fairy Tale Hero Pack.
Gabriela, The Alchemist Queen

**Faction:** Marea De La Muerte

**Role:** Gunner

**Hit Points:** 6

**Skill Card Slots;**

Alchemist's Fire

* Basic Attack
* Level 1
	+ Cost: Free
	+ For each Hit of 6, Roll 1 additional die.
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 2
* Level 2
	+ Cost: 4
	+ For each Hit of 6, Roll 1 additional die.
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 2

Smelter Bomb

* Level 1
	+ Cost: 3
	+ May prioritize Heroes.
	+ Discard any number of coins before rolling:
	+ Hits deal +1 damage per coin discarded.
	+ Attack Dice: 1
	+ To Hit: 3+
	+ Range: 2
* Level 2
	+ Cost: 4
	+ May prioritize Heroes.
	+ Discard any number of coins before rolling:
	+ Hits deal +1 damage per coin discarded.
	+ Attack Dice: 2
	+ To Hit: 3+
	+ Range: 2

Tariff

* Level 1
	+ Cost: 3
	+ Targets 1 zone within 3.
	+ All enemy Heroes within 1 of that zone suffer 3 damage and BLIND
* Level 2
	+ Cost: 3
	+ Targets 1 zone within 3.
	+ All enemy Heroes within 1 of that zone suffer 3 damage, BLIND and STUN

Marea De La Muerte Gunner that came with the core Rum & Bones: Second Tide set.

***“Got a light?”***

Daughter of a naval powder miller, Gabriela has been around gunpowder and the sea her entire life. Her fascination with the powder brought about an untimely and explosive end to her family business late one stormy night. Exiling herself in shame, Gabriela has hired out her services to the Marea de la Muerte, where she serves aboard the Fénix as master gunner. She sends her family half her loot at every port, hoping to go home one day. Pirates and their life have been good for her, allowing her to explore a previously restrained need for fire and smoke.
Mazu's Dreadful Curse

The sea warriors led by captains Shen Wei and Shen yong are charged with a holy purpose. They test any predators who would sail in Mazu's sacred waters and prey upon her people. The Chinese goddess of the sea is traditionally a protector of honest merchants and fishermen, but she has a darker side. Any that would earn their keep in her seas by predatory means, must face the pirate hordes that have become know as her Dreadful Curse. They ply the Pacific and China Seas in search of honest sailors' natural predators: enemy navies, privateers, and, of course, pirates of all stripes. If you sail these waters and seek to prey on her peaceful people, then you will eventually be tested by Mazu's Dreadful Curse. Mazu has even enlisted the aid of Fei Lian, the wind god to aid her crusaders. With his help, captain of the Dreadful Curse command great authority over wind and sea, a most deadly combination.
Snapjaw, Blademaster of Tortuga

**Faction:** Deep Lords

**Role:** Swashbuckler

**Hit Points:** 8

**Skill Card Slots;**

Biting Blades

* Basic Attack
* Level 1
	+ Cost: Free
	+ Increase your Kraken Pool by 1 before rolling:
	+ This attack gains +2 dice
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 1
* Level 2
	+ Cost: 4
	+ Increase your Kraken Pool by 1 before rolling:
	+ This attack gains +2 dice, and may re-roll any Misses
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1

Deep Fury

* Level 1
	+ Cost: 3
	+ All enemy Heroes within 2 zones suffer 1 damage for every point in your Kraken Pool.
* Level 2
	+ Cost: 3
	+ All enemy Heroes within 2 zones suffer STUN , and 1 damage for every point in your Kraken Pool.

Shell Shock

* Level 1
	+ Cost: 0
	+ No effect until Leveled Up.
* Level 2
	+ Cost: 3
	+ *When Snapjaw is damaged.*
	+ Roll a die for each damage.
	+ For each roll of 3+, prevent 1 damage, and then deal 1 enemy Hero within 2 zones 1 damage.
	+ Flip this skill to Level 1

Deep Lords Quartermaster that came with the core Rum & Bones: Second Tide set.
The Specter, Avatar of the Reaper

**Faction:** Bone Devils

**Role:** Swashbuckler

**Hit Points:** 8

**Skill Card Slots;**

Abyssal Saber

* Basic Attack
* Level 1
	+ Cost: Free
	+ For each Hit of 6+, deal 1 damage to 1 enemy Hero.
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 1
* Level 2
	+ Cost: 4
	+ For each Hit of 5+, deal 1 damage to 1 enemy Hero.
	+ Gains +2 dice if there is a Hero with a Condition Token in the target zone.
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1

Death's Embrace

* Level 1
	+ Cost: 3
	+ Gains +1 die for each Dead Man's Coin on all Heroes
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1
* Level 2
	+ Cost: 4
	+ Gains +2 dice for each Dead Man's Coin on all Heroes
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1

The Culling

* Level 1
	+ Cost: 3
	+ Make this attack on all damaged enemy Heroes in range.
	+ *(roll separately for each Hero)*
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 2
* Level 2
	+ Cost 4
	+ Unlimited Range
	+ Make this attack on all damaged enemy Heroes.
	+ *(roll separately for each Hero)*
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: \*

Bone Devils Swashbuckler that came with the core Rum & Bones set.

An aspect of Death himself serves aboard the Cursed Rose as first mate. The Spectre is bound to Captain Albrecht by an unholy pact of revenge against Davy Jones for slights both real and imagined. Drowned souls once passed through the Locker and into their proper domains, as sorted by Death. But Jones found the power inherent in these spirits, and has been hoarding them all himself. Now that he’s missing (not dead, as the Spectre insists despite the many tales of his demise), Death has a chance to reclaim his due.
Captain Hells, Sinner Swordsman

**Faction:** Mercenaries

**Role:** Captain

**Hit Points:** 10

**Skill Card Slots;**

Infernal Summons

* Basic Attack
* Level 1
	+ Cost: Free
	+ No effect until Leveled Up
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 1
* Level 2
	+ Cost: 5
	+ Deal another friendly Hero 2 damage when making this attack:
	+ Deploy 2 Deckhands in a zone containing friendly Crew
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1

Sacrificial Pawns

* Level 1
	+ Cost: 0
	+ No effect until Leveled Up
* Level 2
	+ Cost: 4
	+ Target a zone containing friendly Crew and KO all Crew in that zone. Deal 1 enemy Hero 1 damage per Crew KO'd, and then heal 1 friendly Hero for each Crew KO'd.
	+ Flip this skill to Level 1.

Infernal Pact

* When Helss KO's an enemy Hero, instead of gaining a Dead Man's Coin, Hells may have them immediately redeploy at full HP. Hells gains +2 Actions this turn and may Level Up Sacrificial Pawns for free.

Mercenary Captain that came with the Mercenaries Promo Set #3.
Triton, Commander of the Tides

**Faction:** Deep Lords

**Role:** Captain

**Hit Points:** 10

**Skill Card Slots;**

Tide Caller

* Basic Attack
* Level 1
	+ Cost: Free
	+ If a 6 is rolled, draw 1 Tide Card
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 1
* Level 2
	+ Cost: 5
	+ If a 6 is rolled, draw 1 Tide Card, and your opponent must discard 1 Tide Card.
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1

Tidal Control

* Level 1
	+ Cost: 3
	+ Look at the top 2 cards of your opponenet's Tide Deck.
	+ Discard 1 of those cards, and them place the other on top of their Tide Deck.
* Level 2
	+ Cost: 4
	+ Look at the top 2 cards of your opponenet's Tide Deck.
	+ Discard 1 of those cards, and them place the other in your hand. *(it goes into it's ownder's discard pike when played).*

You Are Not Worthy!

* Level 1
	+ Cost: 0
	+ No effect until Leveled Up.
* Level 2
	+ Cost: 3
	+ *When an enemy plays a Tide Card.*
	+ Increase your Kraken Pool by 1:
	+ Cancel the effects of that Tide Card.
	+ Flip this skill to Level 1.

Deep Lords Captain that came with the Deep Lords Heroes Set #1
Terrible Tink, Fairy on a Mission

**Faction:** Mercenaries

**Role:** Brute

**Hit Points:** 12

**Skill Card Slots;**

Fairy Greatsword

* Basic Attack
* Level 1
	+ Cost: Free
	+ If Tink has 6 or more damage, for every hit of a 6, roll 1 additional die.
	+ Attack Dice: 4
	+ To Hit: 4+
	+ Range: 1
* Level 2
	+ Cost: 5
	+ If Tink has 6 or more damage, for every hit of 5+, roll 1 additional die.
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1

Fairy Anger

* Level 1
	+ Cost: 0
	+ Reduce the cost to Level Up tis skill by 1 for every 2 damage on Tink.
* Level 2
	+ Cost: 6\*
	+ Move Tink up to 4 zones. She may then make 1 Basic Attack for dree.
	+ This attack gains +3 dice and may re-roll all Misses.
	+ Flip this skill to Level 1.

Touch of Fairy Dust

* Level 1
	+ Cost: 0
	+ No effect until Leveled Up
* Level 2
	+ Cost: 2
	+ *When a friendly Hero activates.*
	+ That Hero may move up to 1 additional zone per move action this turn. If that Hero has Storybook Crew, the may also move through, but not end on, zones containing enemies.
	+ Flip this skill to Level 1

Mercenary Brute that came with the Captains Promo set.
Lo Fang, The Demon Serpent

**Faction:** Mazu's Dreadful Curse

**Role:** Quartermaster

**Hit Points:** 8

**Skill Card Slots;**

Snakebite

* Basic Attack
* Level 1
	+ Cost: Free
	+ Hits of 6 cause BLEED
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 1
* Level 2
	+ Cost: 5
	+ Hits of 6 cause BLEED
	+ Move Lo Fang up to 2 zones after completing this attack.
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1

Jade Serpent Illusion

* Level 1
	+ Cost: 0
	+ No effect until Leveled Up.
* Level 2
	+ Cost: 4
	+ Switch the location of 2 friendly Heroes.
	+ Flip this skill to Level 1

Wind God's Blessing

* Level 1
	+ Cost: 0
	+ No effect until Leveled Up.
* Level 2
	+ Cost: 3
	+ *When Crew activate.*
	+ Target 1 zone containing friendly Crew. Move those Crew forward any number of zones before they attack.
	+ Flip this skill to Level 1

Mazu's Dreadful Curse Quartermaster that came with the core Mazu's Dreadful Curse set.

When the crew talk about the Old Serpent, they mean Lo Fang. Lo Fang has served the Curses for longer than even Captains Wei and Yong. He's a man of wit and wisdom, unafraid to prove his points by sound reasoning or a sharp blade. Despite being a consummate pirate, Lo Fang has zero tolerance for any hint of mutiny.

It is said that he and his pet serpent, Hist, share thoughts. What Hist sees and hears, Lo Fang knows. In battle, the origin of Lo Fang’s title becomes clear, as he and Hist move and fight as practically one entity.
Carcharius, The Red Tide

**Faction:** Deep Lords

**Role:** Captain

**Hit Points:** 10

**Skill Card Slots;**

Feeding Frenzy

* Basic Attack
* Level 1
	+ Cost: Free
	+ Hits of 6 cause BLEED.
	+ Increase your Kraken Pool by 1 after rolling:
	+ For each Hit of 5+, roll 1 additional die.
	+ Attack Dice: 4
	+ To Hit: 4+
	+ Range: 1
* Level 2
	+ Cost: 5
	+ Hits cause BLEED.
	+ Increase your Kraken Pool by 1 after rolling:
	+ For each Hit of 5+, roll 1 additional die.
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1

Scent of Blood

* Level 1
	+ Cost: 3
	+ Gains +3 dice if targeting a zone containing a Hero with BLEED
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 1
* Level 2
	+ Cost: 4
	+ Move Charcharius up to 2 zones before making this attack
	+ Gains +3 dice if targeting a zone containing a Hero with BLEED
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 1

Chomp!

* Level 1
	+ Cost: 3
	+ Hits deal 3 damage..
	+ If this KO's a Bosun or a Hero, heal Carcharius up to 3, then draw 1 Tide Card.
	+ Attack Dice: 1
	+ To Hit: 3+
	+ Range: 1
* Level 2
	+ Cost: 4
	+ Hits deal 4 damage..
	+ If this KO's a Bosun or a Hero, heal Carcharius up to 4, then draw 1 Tide Card.
	+ Attack Dice: 1
	+ To Hit: 2+
	+ Range: 1

Deep Lords Captain that came with the core Rum & Bones: Second Tide set.

***“Any predator can lay an ambush, mateys. I make it an art.”***

Captain Carcharius can smell gold in the drink as easily as he can blood. In a crowded convoy, he’ll always find the deepest-laden treasure ship. On a desolate coast, he’ll find the hidden smuggling cove. In the trackless seas, he’ll always pick the exact moment to rise up on an unsuspecting galleon. While treasure is a fine pursuit in itself, and the power in Davy Jones’ gold is a justifiable end of its own accord, Carcharius truly desires to return Atlantis to its former glory. To see the ancient kingdom once more ascend to power would be his greatest wish.
Maelstrom, Soldier of Fortune

**Faction:** Mercenaries

**Role:** Gunner

**Hit Points:** 6

**Skill Card Slots;**

**Boomstick**

* Basic Attack
* Level 1
	+ Cost: Free
	+ When targeting zones within 1, Hits of 6 deal 2 damage
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 2
* Level 2
	+ Cost: 4
	+ When targeting zones within 1, gains +2 dice and Hits of 6 deal 2 damage
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 2

**Firelance Round**

* Level 1
	+ Cost: 3
	+ Hits cause BLEED.
	+ Assign 2 additional attack dice to any zone within 1 of the target zone.
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1
* Level 2
	+ Cost: 4
	+ Hits cause BLEED.
	+ Assign 3 additional attack dice to any zone within 1 of the target zone.
	+ Attack Dice: 6
	+ To Hit: 3+
	+ Range: 1

**Target Acquired**

* Level 1
	+ Cost: 2
	+ Move Maelstrom up to 3 zones.
	+ He may move through, but not end in, zones containing enemies.
* Level 2
	+ Cost: 3
	+ Move Maelstrom up to 4 zones.
	+ He may move through, but not end in, zones containing enemies.

Mercenary Gunner that came with the Mercenaries Promo Set #4 Pack.
Tribal Snout Jungle

The **Tribal Snout Jungle** is a lush region of the Overworld filled with jungle. It is the main area where the Tribal Snouts live.

## Information

The Tribal Snout Jungle, similar to the Frozen Wasteland, is a large region that covers a good portion of the known Overworld, and is the main setting for Assassin of Steve 2. Numerous pockets of smaller biomes exist such as the Roofed Forest or Blustery Mountains, however they are almost always surrounded by jungle.

The Tribal Snouts settled in the jungle after the Ender War, and started connecting with several other communities around it. For example, the Cropper supplies all of the Tribal Snouts' food.

As for the area explored specifically in Mission 2, it is just the smallest slice of the overall wild jungle.
The Soul Stream

The Soul Stream is an extremely long “river” that connects every realm to each other in some way. Only accessible as a deceased soul, the Soul Stream touches and wrap around every realm regarding the afterlife (Monstruosis, Unum, and the Void). Some artificial exits have been created, such as Bthalavkaha and Polus.

The Soul Stream is a one way entrance and exit. Once you are taken from it or pass into Unum, you cannot return.

The Stream also serves as a Magic Link between Arcanys and the Mortal Planes. It carries magic from Arcanys to the Mortal Planes, and carries Sacrament to Arcanys, like a vein and artery. Arcanys uses the Sacrament to create more magical energy.

The Stream will also occasionally carry Sacrament from Monstruosis and take energy from the Void. This Sacrament is not as powerful as the kind on the Mortal Plane, purely by design. Thus, does not provide as much magical energy, only being taken in drastic shortages.
Saint Vindictus, Merciless Inquisitor

**Faction:** Iron Inquisition

**Role:** Quartermaster

**Hit Points:** 8

**Skill Card Slots;**

Purgation Strike

* Basic Attack
* Level 1
	+ Cost: Free
	+ If this KO's an enemy Hero or Bosun, target 1 zone containing friendly Crew. Immediately activate all Crew in that zone.
	+ Attack Dice: 4
	+ To Hit: 4+
	+ Range: 1
* Level 2
	+ Cost: 5
	+ If this KO's an enemy Hero or Bosun, target up to 2 zones containing friendly Crew. Immediately activate all Crew in that zone.
	+ Attack Dice: 4
	+ To Hit: 4+
	+ Range: 1

Flagellation

* Level 1
	+ Cost: 3
	+ 1 friendly Hero may immediately move up to 1 zone and make 1 Basic Attack with +2 dice.
	+ They suffer 1 damage per Miss.
* Level 2
	+ Cost: 3
	+ 1 friendly Hero may immediately move up to 2 zone and make 1 Basic Attack with +3 dice.
	+ They suffer 1 damage per Miss.

Inquisitor's Judgement

* Once during Vindictus' activation, he may have all enemy Heroes within 2 zones suffer SILENCE. Those Heroes may suffer 2 damage to prevent this.

Iron Inquisition Quartermaster that came with the Iron Inquisition Expansion.
Albrecht, The Thrice Damned

**Faction:** Bone Devils

**Role:** Captain

**Hit Points:** 10

**Skill Card Slots;**

Blade Of The Damned

* Basic Attack
* Level 1
	+ Cost: Free
	+ If this attack KO's an enemy, deploy 1 Deckhand in a zone containing Crew
	+ Attack Dice: 4
	+ To Hit: 4+
	+ Range: 1
* Level 2
	+ Cost: 5
	+ For each enemy KO'd by this attack, deploy 1 Deckhand in a zone containing Crew
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1

Dead Man's Shot

* Level 1
	+ Cost: 3
	+ Choose 1 Condition before rolling.
	+ Hits cause that Condition
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 2
* Level 2
	+ Cost: 4
	+ Choose 1 Condition before rolling, +1 additional Condition for each Dead Man's Coin on enemy Heroes. Hits cause those Conditions
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 2

Soul Bind

* Level 1
	+ Cost: Free
	+ No effect until Leveled Up
* Level 2
	+ Cost 4
	+ *When an enemy Hero is KO'd.*
	+ Before that Hero is KO'd, you may perform up to 2 actions with that Hero. They may target friendly models with attacks.
	+ Flip this skill to Level 1

Bone Devils Captain that came with the core Rum & Bones set.

It’s said even the Devil himself wouldn’t cross Captain Albrecht. To hear his tales, he’s sailed to shores so foreign that the sun rises in the west, the waves flow backwards, and the night sky is lit by the dark side of the moon. He’s tweaked Satan’s beard, looted the Vault of Heaven, and even diced against Death (and won)! The only foe Albrecht could never best was Davy Jones. Until now! With Jones dead, and his treasure scattered, Captain Albrecht has a chance to take his place amongst the world pantheons and truly live forever as the terror of the seven seas!
Existence F

Existence F is an extremely small sized existence that varies in size and changes multiple times. It exists for roughly 30-110 Earth years, depending on the cycle. This Existence is a world of generational simulation. A recycled Godhead. All of the happenings and problems inside of Existence F reside in the head of a humanoid entity named Isaac. Everything that exists only exists if it’s around him. Once Isaac dies, he is reincarnated and thus the existence changes rapidly to accommodate. All of reality is in Isaacs perspective in the most literal sense.
Bone Devils

Captain Albrecht and his Bone Devils are an accursed lot. In life they committed crimes so horrible that even Davy Jones wouldn’t have them in the Locker. But rather than bemoan their fate, Captain Albrecht and his fellow undead pirate lords are doing one better: now that Jones has gone down to meet Old Scratch, they’re gonna take his treasure, claim his power, and expel everyone from the Locker! Death among sailors will be a thing of the past, and they’ll be forever free to comb the waves in search of plunder!
Kytt

**Katolis XVII "Kytt" Venties** is the crown prince of Kathosi. He was abandoned by them and raised by a slave his whole life, for not being strong enough.

## Appearance

Kytt is 5"9, has black hair, and has green eyes. He wears a white hoodie, tucked into a pair of noir flannel sweat pants.

## Equipment

**Pocket watch** - Kytt carries a pocket watch made of gold that he uses to summon his weapons using time. It also has the ability to project the past of the area he is in.

**Practice foil** - An expandable foil that was barely sharp. He kept it in his hoodie pocket as he was coming to the Arcane Realm. It was shattered during a fight.

**Rapier** - He had this rapier forged by Orion to replace his foil. He can also feel things through it, like an extension of his hand.

**Swordbreaker** - A dagger he had forged by Orion to replace an older swordbreaker that broke during a fight against Anendotos. It can withstand magical swords without being broken.

## Abilities

**Bloodline power**: Able to absorb and store unlimited amounts of different energies, and the first time he experiences a huge surge of a type of energy it manifests itself into a new power.

**Birthright power**: The manipulation and creation of souls. Combined with his bloodline power, he can create a soul that has the ability to use that energy that he can't.

**The power he manifested using his bloodline power**: The relativity of an object to time, so he can control speed of objects, and age. Along with being able to control his own speed and using science to manipulate space with this ability.
Locations

This page will include links to various wikis on important Locations and regions within the Apple Tree. This does not include entire Existences (you can find those on the Existences page), and instead references various places within them.

## Notable Locations

PlaceholderThe Primal RealmPlaceholderIschyrosPlaceholderLlivsteadPlaceholderThe NothingPlaceholderArcane RealmPlaceholderThe Throneroom
Coulter McSwain, Machine Man

**Faction:** Mercenaries

**Role:** Brute

**Hit Points:** 12

**Skill Card Slots;**

**Metal Fists**

* Basic Attack
* Level 1
	+ Cost: Free
	+ Hits of 6 cause STUN
	+ Attack Dice: 3
	+ To Hit: 3+
	+ Range: 1
* Level 2
	+ Cost: 5
	+ Hits of 5+, cause STUN.
	+ If Coulter has 8 or more damage, Hits of 5+ may knock Heroes Hit Overboard
	+ Attack Dice: 4
	+ To Hit: 3+
	+ Range: 1

**Decksweeper**

* Level 1
	+ Gains +1 die for each enemy in the target zone
	+ Attack Dice: 2
	+ To Hit: 3+
	+ Range: 1
* Level 2
	+ Cost: 4
	+ This attack may be used 2 times per activation.
	+ Gains +1 die for each enemy in the target zone.
	+ Hits of 5+ deal 2 damage.
	+ Attack Dice: 2
	+ To Hit: 3+
	+ Range: 1

**Target Acquired**

* At the start of the game, select 1 enemy Hero.
* Coulter gains +1 to Hit when targeting the zone that Hero is in.
* Each time Coulter KO's that Hero, gain 1 additional Victory Point.

Mercenary Brute that came with the Mercenaries Promo Set #4 Pack.
Linda Chanda

Linda Chanda- postać występująca w seriach Starshine Legacy, Stajnia Marzeń i Star Stable Online. Należy do Jeźdźców Dusz, jej symbolem jest księżyc, a koniem Meteor. Posiada moc otrzymywania wizji. Mimo wielkiej inteligencji i ogromnych zdolności Linda nie jest typową nudziarą ani kujonką, cechuje ją poczucie humoru, jest przyjazną i sympatyczną osobą.
Starstable Wiki

# Witamy na Starstable Wiki!

na tej wiki udzielamy informaci na temat starstable!

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Strona o tematyce wikiNajważniejsza postaćPierwszy odcinek serialuWażna lokacjaKluczowe wydarzenieIstotny przedmiot

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Existence AC

**Existence AC** is one of the few existences protected from Ankhseram (The Nothing) by an existential barrier created by the Primordial Arc. It is suggested that it is also the origin of the Primordial herself, as it serves as the location of the Arcane Realm.

## Timeline

For simplicity, years will not be included in the gaps between various events until the Music of Everything.

**Creation** - In the beginning, there was nothing but the Primordial Arc, and an empty universe. She would create many concepts, such as Space, Time, and Life, giving them personifications of her liking. They would represent everything in the existence and the first galaxies were created.

**Barrier** - After noticing the slow decay of the existence, the Primordial would use half of her powers in order to create a barrier to stop the nothing from entering Existence AC.

**Chaos** - The Primordial would take part of her deitic energy and give it to a new entity named Alastor. He would become the representation of Chaos in Existence AC.

**End of the Primeval Era** - After many disagreements between the two powerful entities, the Primordial would eventually force Alastor out of the Primeval Palace (A precursor of the Primal Realm, where the Primordial and many lesser gods would exist), exiling him, and attempting to take away his control of the Existence. Because of this, Alastor would inevitably attack the Primordial and weaken the barrier. She decided to split herself into nine different arcane energies (which would result in the 10 Arc Categories today, including Chaos) in order to temporarily seal Alastor away and protect the existence's barrier from being destroyed.

**The First Arcs** - The nine arcane energies created by the Primordial would eventually form into separate entities, known as the Arcs. Existence AC would enter a peaceful transition from the Primeval Era to the new Arcs as they continued to expand on galaxies and realities within the universe. Usurpers were created to rule over the galaxies under control of the Arcs.
Lore

**Important Lore Pages:**

* Locations

* Power Ranking

## **Overview**

This page will summarize the metaphors revolving around the Everything, the Apple Tree.

The Apple Tree is based on the idea that there are many existences with different universes, realities, and timelines inside of them, described using an analogy of Apples on an apple tree, or Grapes on a vineyard, or even Trees of a forest. Certain elements from various mythologies from the real world are scattered among the lore. Most of the major events and points in history below will be summarized.

## Apples and the Tree

The Apple Tree is an infinitely massive and unrecognizable collection of “apples” or existences, each with their own set of deities, laws, physics, elements, species, and realms. Each apple can consist of possibly an infinite amount of universes, dimensions, realms, and alternate realities, or have nothing in them at all. Empty apples consist of absolutely no deities, and will simply rot. For an apple to flourish it must have a deity to “awaken”. Each apple is exactly the size they would be expected to be, considering they contain as many or as little universes, dimensions, and realms as they do. This leads to many theories and speculations of how the outside really works and functions; especially regarding it’s flow of time.

Every apple is bound by an overall law that is controlled by everything and everyone. This law is The Cycle. The Cycle refers to the fact that everything is replaced eventually, including everything that makes sure of it. This greatly refers to natural forces, positions of ultimate power, godhood, god heads, and deitic status. This rule also overcomes the very Apple Tree itself. Every apple is subject to decay and rot at some point, and they are replaced. Albeit this can take more time than mentally possible to “just wait for”.

* The Beginning
* Order and Chaos
* Primal Era
* Llivstead Era
* Timeline Reset
* Old Ischyros
* Present Day
Ankhseram

## Summary

**Ankhseram** is the physical manifestation of the nothingness between all existences. In the beginnings of Existence A, Ankhseram was sealed away inside the Death Primal's Scythe by the Duke of Existence. This was to prevent the existence from its inevitable return to nothingness. Eons later, during a time where there was no Death Primal, he was able to speak to and lure Rune Amakawa to claim the scythe and eventually free him. Ankhseram gained a physical form right after being freed from the scythe due to Rune sacrificing his body and existence to the deity as a sort of puppet. He was then able to enclose himself around the newly reset existence, slowly turning it into nothingness.
Deusolus

Deusoulus is the name given to the planet which Mankind resides on. Unbeknownst to them, it is the body of the Deity of All. Although the deity is not sentient, its influence on mankind is undeniable. It is their primary source of magic and even influenced the creation of the three moons which orbit the planet.
Arcane Realm

The **Arcane Realm** is a realm in Existence AC where beings of all levels of power come to train, gain knowledge, or further strengthen themselves as an individual. It is ruled and governed by the Arcs, who are the highest beings in the existential hierarchy.

## Background

The realm was first created at the dawn of Existence AC, when the Primordial Arc, the first entity to exist in the new plane, created the realm and the worlds surrounding it. The primordial decided to create a magical barrier preventing powerful entities from entering the Existence, and from the natural decay of The Nothing. After these new worlds were created, the Primordial Arc also divided himself into 5 different powerful beings. Their names were Kosmos; the Universal Arc, Shae; the Order Arc, Zenith; the Fate Arc, Alastor; the Chaos Arc, and ???, the Time Sub-arc of Order. These individuals were created to keep balance in Existence AC, and to protect all life and unnatural things that called it home. Kosmos, the 2nd of the 5 to be created, decided that they should use the Arcane Realm as a place to work and overlook their existence. The first floating islands were created and inhabited by the original Arcs.

The original 5 arcs created 5 more to split up the management of existence and make their lives easier. This created the Space, Creation, Balance, Life, and Death Arcs, also known as Sub-Arcs. They would live and work on the same islands in their category (Universal had Space and Creation, Order had Balance, and Fate had Life and Death. Time would be on their own island in the distance, watching from afar).

### The Collapse

The realm would succumb to disaster after Shae murdered the Fate Arc, Zenith, who was in love with Kosmos. Multiple fights between the arcs resulted in the realm falling apart until nothing was left but Kosmos and a Lily Flower floating in the empty void. After years of dormant thinking and rebuilding of the many universes destroyed by the conflict, Kosmos eventually recreated the Arcane Realm into what it looks like today. Kosmos insisted on bringing new individuals to the Arcane Realm, in order to train them and give them knowledge, and eventually if they were determined enough they could become a new Arc, to replace the old ones who had been killed long ago.

Today, the Arcane Realm stands as a predecessor to its original state. Kosmos, the Universal Arc, and Alastor, the Chaos Arc, are the only two who have been around since the collapse. Although, Alastor has been sealed away from all public eye, and is not part of any Arcane History books. One would only be able to learn about him by making their way to the old islands themselves...