recursal/Fanatic-Fandom huggingface dataset:
GR7-Spartan "Highlander Mk.II"

The integration of particle beam and plasma technology introduced certain concepts and ideas. One such idea was the 'plasma sword'. By modifying the concept of a plasma cutter, you could develop a 'sword' that cuts with high-temperature plasma. It would be relatively safe to handle compared to a heat weapon, and would also be faster and more effective overall. Actually designing such a weapon was another matter entirely.

Introducing the *Highlander Mk.II*.

The machine's frame doesn't drastically differ from the average Spartan, but has been reinforced significantly along its shoulders and legs. The Spartan's arms are bulkier yet smoothed out, containing an array of thrusters that allow the machine to throw punches or moves its limbs with greater force. These help compensate for the thrusters at its waist being moved to its lower back, giving the *Highlander Mk.II* a more traditional fighting posture.

Along its waist are two strung beam submachine guns. They connect to the 'armor skirt' along the waist on pivots, swinging forwards or backwards as needed. They primarily excel at a short range, allowing the *Highlander* to spray opponents it cannot yet physically reach. Located along the waist, under the cockpit and slightly above the armored skirt, a handful of anti-AA grenades are housed. These can be quickly ejected by the pilot.

Two pieces of equipment are carried along the machine's shoulders. On the left, a thick, hefty 'plasma cleaver'. Hung in a rack along its shoulder, it can be grabbed by the *Highlander* at any point. The cleaver features a slight indent along its cutting edge, where a slew of plasma jets await any machine unfortunate enough to be caught under it. The size of the blade makes it nearly as tall as the Spartan itself, making it a potent anti-ship weapon should it be allowed to get close enough. On its right shoulder lies a chain gun roughly half the length of its blade but equally as terrifying. The chain gun has been modified to support more flexible rounds, allowing the Spartan greater flexibility and range in exchange for higher weight and lower maneuverability.
W011-Speaker-UCU

Possibly the least expensive AA to see widespread use, the W011-Speaker-USU (Urban Combat Unit), or 'Woll' as it's often corrupted to, is also probably the simplest. A slightly flattened ball with legs and two missile pods. Equipped with retractable wheels (although in older models, these have often scrapped due to wear and tear), an OS and little else, there is an old joke that 'you can field five Wolls for the price of a real AA'. However, the Woll's has served in battle well beyond its expected selling date, due to its absurd price and surprising effectiveness in battle. The Woll, whilst slow, can turn a full 360 degrees in a surprisingly short period of time. Coupled with its short stature, homing weapons and low center of gravity (resulting in a reduced chance of overturning at higher speeds), the Woll is excellent in its chosen environment; the city. Able to use cover effectively and avoiding rough terrain that'd hamper their speed, Wolls alone have won many a siege, with their simplistic control system allowing nearly anyone, trained in AA piloting or not, to make use of them.

However, the Woll's performance outside of its selected domain is less than stellar; the Woll is not coated with Anti-Dust Paint and often breaks down in the field. It also has difficulty moving over rough terrain as its wheels are not equipped for this and its gait does not allow for its legs to lift high off the ground. Whilst a Woll can lie without use or maintenance for a significant period of time and still function, it needs to be serviced after each battle due to the strain on its joints. Wolls are mostly generator with no room for armor or safety mechanisms and must use their small size and agility if the pilot wishes to see the end of the battle.
GR7-Spartan

The Spartan is a medium class AAA, and the only one of the GRECO family to be built for ship maintenance purposes. It is unique in what its armor is made of and how the limbs work, but outside of that it has nothing extraordinary.

Out of all the GRECO family AAAs, the Spartan’s armor is the most rounded and fully covers the frame. Its shoulders are large and circular guards, while its chest teeters off to a more square-ish shape; with its four thrusters found along the edges of the chest. Its legs are also rounded and end in a singular foot, reminiscent of the Phalanx. Its head is the shortest and takes cue from the Hoplite, as it is vaguely humanoid with its main camera being split in two. The head is also armored, similar to an ancient Greek warrior’s helmet. Two crests extend horizontally from the sides of the head, containing advanced sensors and electronics.

The Spartan’s main purpose is ship maintenance, and achieves this with its advanced limb and manipulator control. Mainly, it possesses ball joints, which give it enhanced dexterity and flexibility. This passes on into actual combat by giving it an edge in handling most, if any and all weaponry. Outside of that, it possesses no actual remarkable features.

Its cockpit is a standard linear seat located in the chest, but lacking the panoramic and often spacious view of an AAA such as the Hoplite. Most of the frame is devoted to its patented ‘KINECTPROOF ARMOR’, which resists a good amount of conventional kinetic weaponry, but is shredded to bits by beam and heat weaponry.

While a maintenance AAA, it is somehow very popular with aces that prefer being able to fully customize their AAA from the ground up, as the Spartan is prone to succumbing to. There has been talk of a remodel, which would allow the Spartan to outright replace the Hoplite, but not much progress has been made in this endeavor.

## GR7-Spartan E-T (Engineering type)

**Differences:** The Spartan E-T is heavily modified Spartan that ditches the majority of its combat capabilities for additional maintenance and engineering equipment. It sports a dark brown color scheme and a thinner helmet with a single antenna sticking upwards, attached to the right side of the head. Two large beige boxes are attached to the underside of the Spartan's forearms. These boxes contain manipulators and tools used to repair and maintain machinery. Additional sub-thrusters are housed in the shoulders.

**Weaknesses:** It is not a combat AA, meaning that it possesses no notable advantages over a Spartan intended for combat. That being said, it is the only engineering AA to be able to wield weaponry.

**Uses:** It is fielded extensively in just about any military or militia group, and also in colony repair teams. While it tends to be too expensive for pure civilian groups, it still sees occasional use in mining operations and such.

**Handling:** Its cockpit is redesigned to be both incredibly simple and complex. The average pilot will be able to make out the controls for moving it, but the arm controls and such would be confusing and hard to master. Otherwise it handles like a normal Spartan.
W001-Richard-OWP

Often compared to the W011, the W001-Richard-OWP (Orbital Weapons Platform) is the closest equivalent to a space version. It is merely a large sphere, with an attached rifle at the front, along with two side ammo drums. Its thrusters are extended on short poles, which allow it to adjust itself efficiently. Used mainly for point-defense roles, their small target profile and ease of use makes them ideal candidates for defending points in space; preferably with already existing ‘difficult terrain’, such as an asteroid field. The fact that they’re hard to hit and easy to over-look and ignore, allows them to land a surprising amount of kills on those that are less experienced; most Richard pilots are referred to as ‘Dicks’ because of it.

## Optional armaments

An alternate standard loadout for these would be the Deep Space Weapons System:

* Missile Pods (Medium) x 2 (equipped to sides, replaces ammo drums)
* Cruise Missile Launcher x 1 (equipped to top)
* Mid-Weight Long Beam Rifle x 1 (replaces Linear Rifle)
W044-RigBY-PSF

One of the few SLUGGER creations to find wide spread use by vandals, the RigBY is thus a rather useful creation. It is a moving base hidden as something that would fit the environment. It is usually used in space, due to ease of movement and of course, the thousands of bandit groups which could benefit from it. Despite it being a somewhat commonplace vehicle, each and every RigBY are different from each other, with only a few necessary common characteristics. The first is that they are all mobile bases, with living quarters, a very conservative bridge, and a hangar. That is where similarities stop on the physical side, however. Point defense turrets, lookouts, adjacent sub-bases, additional hangars, and thrusters are all add-ons. In addition, all RigBYs possess some sort of stealth system. They all come with an advanced "Jester" stealth system; the system itself tricks nearby sensors, causing them to see the RigBY and any additional AA inside or directly around it somewhere else on radar. Thus, with this system a RigBY can successfully stay hidden as a dummy asteroid, while anyone even remotely near it will be sent on a goose chase. Both the military and bandits alike use it extensively. The military uses them for deep space patrol and as extended military academies. Bandits use it as a base, often as their only base. It works wonderfully, given that bandits often operate in groups small enough to make full use of the average RigBY.
Kamille Euzone

## Dr. Kamille Euzone

The target of a reconnaissance effort by the *Menaulion*, Dr. Euzone was found gambling inside a hidden casino in Shanghai. He later appeared in a mysterious white machine that challenged Linnea Fletcher to a duel. After Sean Roland interrupted their fight, he engaged with the *Highlander* and damaged the machine beyond repair with unmatched speed and brutality. Kamille was kept at bay after Cain Bernard's Phoros used heavy artillery rockets to catch him off-guard.
AO-1 Minnow

Small, fast, sleek, effective, cheap. The Minnow is one of the more common shuttle ships available. While it is arguably the most efficient and trustworthy on the market, its traits can be beaten by other, less well-known shuttles.

However, due to its brand name and Earth origin, it is a staple for Earth based transport and shuttle companies, and sometimes military. It is unique in that it operates entirely on electricity, meaning it needs to be charged by a station or ship between flights. The ship does possess backup solar energy panels, but most tend to remove those in favor of reducing mass or refitting it with a generator.

It is long and thin in appearance, with the cockpit located in the front much like a commercial airplane. It possesses four thrusters, two on each side, with two large ones located at the very back, and two smaller ones located behind the entry ramp in the front. The long solar panels are located slightly above and below the passenger windows. When needed, they move over the then shielded windows to cover them.

A Minnow can carry anything between 20 and 60 passengers, and its carrying space can be converted for cargo. The average Minnow is composed of three rooms, an engine room, a passenger room, and the cockpit. When re-entering or exiting atmosphere, the windows of a Minnow will be covered by protective metal shielding. Due to the simplicity of the shuttle, it is often extensively modified.
Ammunition

## Bullets

### Armor-piercing Bullets (AP)

Designed to penetrate thick layers of hardened steel, armor-piercing bullets are the bread and butter of AutoArmor weaponry. Their shells are designed to withstand the shock of punching through armor plating. A softer ring of metal on the nose known as a penetrating cap lowers the initial shock of impact and prevents the shell from bouncing off in glancing shots.

### Armor-piercing High-explosive Bullets (APHE)

Though they are potentially more destructive than traditional armor-piercing bullets, high-explosive bullets are also less reliable. Premature detonation of high-explosive bullets can cause serious damage to the weapon and leave it more vulnerable to enemy attacks. The high-explosives are loaded towards the base of the bullet and are set on a delay.

### Incendiary Bullets

Better equipped for anti-personnel or 'scorched-earth' tactics than AutoArmor combat, incendiary bullets are less destructive than high-explosive bullets but are more likely to start fires. They are often used to ignite fuel tanks or pipelines, but can also be used to cause internal damage to electronic systems without penetrating the armor.

### Supercavitating Bullets (SC)

Ammunition designed for underwater combat, supercavitating bullets use bubbles of gas or vapor to lead a bullet and reduce friction. Unlike traditional bullets, these can be used at relatively long distances underwater or even between targets on land and in the water. Anyone using SC bullets must take into account the refractive index of water; variations in temperature and composition make it especially difficult to aim accurately from extremely long ranges.

### Tracer Bullets

Built with a small pyrotechnic charge at their base, tracers are designed to make the projectile trajectory visible to the naked eye. This allows the shooter to make aiming corrections without directly observing their impact. Tracers are often loaded into every fifth round of a machine gun belt, but may also be used in greater proportion to mark a target for others to fire upon.

## Shells

### High-explosive Shells (HE)

The most common type of shells, usually referred to as HE. These shells detonate at a high velocity, scattering sharp fragments of the case in all directions. In order to be considered "high-explosive", these shells must detonate at supersonic speeds. HE shells can be detonated on impact, by time in the air, or after penetrating a short distance into the ground. These are more effective against infantry units and lightly-armored vehicles and are ineffective against most AAs.

### High-explosive Incendiary Shells (HEI)

A type of shell specifically designed to damage its target through its high-explosive charge and its incendiary effects. Unlike most high-explosive shells, HEIs are meant to engulf their opponents in flame and kill anyone inside manned vehicles. Some express distaste for this ammunition due to the intense suffering it causes enemy pilots, but modern HEI shells have worked around bans on this type of weaponry by using more advanced chemical compounds.
Missiles

A staple for aircraft and ATs alike, the long-ranged explosives found a home on ALA and ZGAs as well, allowing them to pack considerably more firepower without a cost for range and accuracy. Likewise, missiles made their way onto AAAs fairly early on. While at first blind-fire rockets with sizeable impact, smaller missiles grew popular for dueling in space, and the increased capacity of certain AAs allowed them to carry even heavier rockets for specialized purposes.

Instead of lower end to higher end, missiles are sorted by size and impact.

## Small

### Barrage Missiles

Compact and small, these missiles are the epitome of quantity vs quality. While dangerous, they’re intended for flexible carpet bombing- from machines, bases, and ships- to hiding areas and battlefields. Individually they’re not much of a threat, but their power is in numbers.

Average AA: 30 missiles per container, two container per machine. (Or 60 missiles hidden in heavy armor around machine.)

### Seeking (Small)

Small- though not as small as barrage missiles. While their impact hasn’t changed, they are more maneuverable and capable of actively chasing targets- at least for some time.

Average AA: 20 missiles per container, two per machine. (Or 40 missiles hidden in heavy armor around machine.)

## Medium

### Artillery Rockets (ART Rockets)

Although implied to be a lot stronger than they are, ART Rockets are known as ‘dogshit sized mobile artillery cover’. Used primarily by assault squadrons as cover fire, or semi-longed ranged precision artillery. As they’re blindfired, they require either specialized targeting equipment or close range.

Average AA: 2-4 missiles per container, 3 average, six per machine. (Or around 12-24 missiles total.)

### Seeking (Med)

Much like their smaller cousins, though heftier and pack a larger punch. Less maneuverable but far scarier. Packs less of a punch than ART Rockets.

Average AA: 2-4 missiles per container, 3 average, six per machine. (Or around 12-24 missiles total.)

## Large

### Carpet Bombs

Not quite the same in modern times, but carpet bombs are huge missiles that are not too akin to a cruise missile in length- the main difference being that they lack automated guidance systems, instead being blindfired or fired ‘suggestively’. In return, they specialize in high explosives, or spread of combat important materials- whether it be anti-laser barriers or napalm.

Average AA: 1-4 per machine, total.

### Cruise Missiles

Rare, but as literal as the name implies. Essentially a ‘large’ version of seeking missiles.

Average AA: 1-4 per machine, total.
Cemetery Hunt

Here you will find a good hunt for beginners with area damage, level 50 players can hunt here.

```
Monsters : Ghoul, Mummy, Fire Devil, Hero, Black Knight, Warlock, Vampire, Vampire Viscount, Vampire Bride.

```

In this place you will also find the Nosferatu dungeon, be careful because it is very strong.

Players without magical damage need to take care and not get trapped by ghosts.
Takeshi Brant

**Takeshi Brant** is a supporting character appearing in the pilot episodes of *Leaf City* and serves as a prototype version of Jasper Chase, a major character in the main series.

He appears with Sonny Andersen, and is usually a friend of Luke but often antagonizes him. Although the pilot episodes are non-canon, he is known to exist in the main series, as he is mentioned in Season 4.

## History

### Pilots

Takeshi, along with Sonny, are mentioned in the first pilot "Power Mad", talking to Luke before the citywide power outage.

In the second pilot, "Club Gary", he and Sonny become bored and decide to raid Luke's room. Entering in an open window, Takeshi looks in his closet. After hearing police sirens approaching Luke and Gary's house, Takeshi suggests that they leave and put on ski masks, but are caught by the police when they struggle to get out the window.

In the third pilot, Takeshi and Sonny are seen waving goodbye to Luke and Gary as they enter their house, and Takeshi is mentioned once.

### Main Series

#### Season 4

Takeshi and Sonny are mentioned by Luke in "The Forgotten" to not be that kind to him sometimes but overall are best friends.

## Appearance

Takeshi has black hair and tan skin, and is known to be slightly chubby. He wears a red football jersey with the number "7" on the back, with khaki shorts and black shoes.

## Personality

Takeshi overall means well and is a good-hearted person most of the time, but is sometimes overconfident and vain, sometimes downright mean. Possessing an enormous ego, similar to Luke, he can threaten anyone who comments about his weight when in a bad mood and is mentioned to always have an excuse to beat up Sonny, his best friend.

He also has a very sarcastic and blunt nature, mentioned by Sonny and Luke, and is notorious for the number of detentions he has received because of his rudeness. He's quick to diffuse all sorts of quips towards others, which are usually fairly harmless but range between that and rude when it comes to harassing his friends, but he says that it is just for fun and doesn't mean truly mean what he says.

Although Takeshi is usually not afraid of anything, he is deathly terrified of his mother and the principal. Takeshi is physically the strongest and probably the most athletically talented among the kids in the neighborhoods. However, he claims to not be very bright and despite his mediocre academic performance, he can be non-surprisingly brilliant when it comes to formulating all sorts of mischievous schemes.
Dragon Lair

In this place you will find several dragons, the minimum level to be able to go to the hunt is 40.

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Monsters : Dragon, Dragon Hatchling, Dragon Lord, Dragon Lord Hatchling

```

After entering the door, go up the ladder and follow the path, you will start to find dragons, just keep following and find the hunt.

Here you will also find Dragon Hatchling (P)
Whaleshark-class

The workhorse of the ESU fleet, Whaleshark-class ships compromise a hefty majority of the ESU’s long range groups. Dwarfing the size of most conventional ships, a Whaleshark-class requires on average around 5,000 individual crewmembers to man it to full efficiency. While it boasts medium to short range offensive and defensive equipment, its main claim to fame is its ZGA carrying capacity, being able to field around 60 efficiently.

Long and wide, the Whaleshark-class is over triple the length of an accompanying Beluga or Lionfish-class ship. Its bridge is located about 1/3rd of its length, hoisted onto a taller structure to allow for more effective view of the battlefield, but recent models have lowered the height of the bridge due to safety concerns. A row of armaments follow from the bow to the bridge, mainly an array of mid-range 2-barreled laser cannons, along with at least twenty anti-ZGA point guns and various chaff launchers. A large hull and slow maneuverability makes it an easy target for long-range torpedos and ballistic weaponry.

Its main claim to fame are the twin hangers which are located underneath the middle section of the ship, below the bridge. With a maximum capacity of 80 ZGAs, the Whaleshark-class may boast incredible operating range and combat ability depending on loadout. ZGAs are prepped into a hangar and fed into a magnetic ‘drop’ launch pad. In essence, they are quickly shot out the underside of the ship and into space, where they quickly adjust their direction and maneuver.

The rest of the body begins to thin out, eventually coming to a stop. Additionally guns are located on the back, facing away, but they are not as heavily armed compared to the front. Twin thrusters are located just under the ship, and push up against the side of the hull as it begins to thin out.
Olympus Inc.

Although Olympus wasn’t an original company involved in the colonization of Mars, it is arguably the most important one to come out of it. Originally created by Alexander Burne, the son of Graham Burne, heir of Burne Industries. While Burne Industries specialized in mining equipment, Alexander saw a profit to be made from developing homegrown Martian vehicles. This primarily meant small mining vessels, trucks, diggers, and other heavy machinery. Their success grew, until they were able to buy out other companies, including Burne Industries.

Their peak didn’t occur until they began developing and selling powered lifting suits. Alexander recognized that miners would need to do heavy lifting or otherwise bring machinery in to do that, and the powered lifting suit was developed as a response. Future research the company would do much later after its widespread success would result in the development of AAs, using research done on ALAs and ATs.

Olympus Inc. currently owns and operates many subsidiaries, and in turn covers a wide market share on many things. While it specializes in machinery, it also owns companies related to energy, health, and transport.
GR6-Phalanx

The Phalanx is a semi-large class AAA, built with advanced armor and thrusters. It belongs to the GRECO family of Olympus Inc units, a brother unit to the GR5-Hoplite and GR4-Peltast. It is the heavy assault unit in the family, built for bombing runs and anti-ship warfare.

Its head design is nothing like its brother, the Hoplite. It retains the old style of a jutting out mono-eye, with optical lights installed to frighten enemies. Its frame is a lot bulkier than the Hoplite’s, but not terribly larger. Unlike its brother’s more rounded shoulders and legs, the Phalanx’s ended in rough edges. Its legs do not feature the two ‘toe’ addition that the Hoplite carried, and end in finished pointed ‘triangles’. The frame of the AAA is covered with storage racks for ammunition and supplies, and not weaponry. Last but not least, its thrusters are half thrusters and half weapon rack. It possesses three spiked extensions, with large gaps in between. In between these racks, magnetically coated weapons are stored. The pack, which overall is more of a binder, allowed for instant ejection or attraction of weapons.

The thrusters featured on the pack are extremely advanced for the AAA, granting it extra speed and an overall quicker mobility. The suit is also equipped with various sub-thrusters around the body, aiding in the AAA’s Marionette System and allowing it to perform mid-fight maneuvers faster. The cockpit is also located in the chest, as a standard panoramic linear seat.

Unfortunately, even with these extra sub-thrusters, it’s even stiffer than the Hoplite. This means that the AA is required to brace a majority of its weaponry before use, and also means it stands little chance against faster targets. Even though it sports a more advanced targeting system befitting its mono-eye; speedier enemies can take advantage of it by quickly entering and leaving its firing arc, forcing it to constantly re-adjust itself.

## GR6-Phalanx A-T (Assault type)

**Differences:** The Phalanx A-T does not feature heavy outside changes, but is more an internally modified Phalanx. It comes equipped with improved dust blockers, as well as hover jets along the legs. These hover jets allow it to move quickly in open areas, but can quickly overheat if not used correctly. Additionally, the Phalanx's thrusters are stripped down to be smaller and more efficient, and the AA features more hard-points for ammo.

**Weaknesses:** Besides being unfit for space combat, the only known weakness the machine possesses are the hover jets, which can over heat quickly. Otherwise it is a ground specific unit, and using it in space would be ridiculous in the first place.

**Uses:** Fielded as an advanced ground unit to back up Hoplite squads, and occasionally as a guard.

**Handling:** It handles much like a Spartan fixed to a horizontal plane, and the controls are the same.
GR6-Phalanx "Hobgoblin"

Standing at the usual Phalanx height, the Hobgoblin is not an unusual machine at first pass. It’s major modifications mainly focus on the legs, equipping it with a pair of hoverthrusters, allowing it to skate along the ground instead of having to manually take steps. The overall appearance of the Hobgoblin has become bulkier, with its primarily red paint job interrupted by stark black, blocky additions all along its chest. Its neck features a thin wall hiding most of the head, which is a little larger.

One of the major changes to the Hobgoblin lies primarily within its chest. No longer is the chest cavity used mainly for the cockpit, in fact, the cockpit has been moved towards the neck, focused under the head. Instead, the machine features an inbuilt beam cannon, codename: Dorcus. The barrel of the cannon is normally hidden, but reveals itself by a sliding mechanism in the chest.

The gun must be prepared, which involves the Hobgoblin implanting itself with stakes, and loading a sliding barrel out of its chest. The barrel is large in comparison, but doesn’t extend that far out. It has two modes: a long ranged sniping mode, and a shorter range ‘spread mode’, in which the three-pronged barrel splits open. This allows the Hobgoblin to both barrage the battlefield and defend itself in close range.

Though the gun itself does not create recoil, the machine does exhaust excess energy through a frontal ventilation system, which requires stability. Although already bulky enough in the front, the back of the machine has seen considerable modification as well. Its backpack has been kept mostly the same, but the general appearance has been modified; pillars instead of spikes, with the backpack being shorter in general. The bottom thrusters can now flip to face the back, allowing the machine to boost forward while hovering.

Its arms are bulkier as well, though instead of additional armor, the Hobgoblin now houses two close range flame spitters. Though a personal request from the pilot, the flame spitters are primarily useful for clearing thick brush to allow for easier setup. Likewise, they can be used to defend itself in close range, but it is more effective for confusing and weakening an enemy over outright killing them.
Tutorial hunting places - 10 to 100

This tutorial I did based on my experience leveling my char from LVL 10 to 100 and I decided to share here in the forum because I want to help people who may have the same doubts I had. I would like to point out that I accept criticisms and suggestions to improve both the formatting and the content of the Tutorial provided they are done with education, for what matters.

**Tutorial Requirements: A willingness to play**

***10 to 30***

You start by cleaning the castle of the minotaurs and then it goes on the tarantulas

***30 to 60***

now let's cyc, use the command !dungeons and choose cyclopolis.

After level 40, you can go in the dragons or kill giant spider.

giant spider is good for evolving and to farm resources to make their sets, the respaw place of them is near the tarantulas where you hunted in the beginning.

Dragon is good you go in demodras lair, you use commando of dungeons to go there. It will be a little suffered at level 40, but you can already kill and gain a great experience.

***60 to 100***

Now it's part that you can get set t4 and start playing real, at this level there are several hunt for you to go.

Mage can hunt in souleater messe of that level, hunt is too good for level and manages to make a money with platinum coins, but with loot can not.

You can go to the dragon lord too, any class can get there. You can make good money and a good loot. A great hunt for low level.

From level 80 solo, you can shoot bantam, it stays in the quests that have near the depot. You will be able to super fast upar there and make a giant money, you can still enjoy to do a task and get outfit.

in the banuta in group you can upar after lvl 60, with a giant care you manage to clean the whole respaw.

After level 80 there is the behemoth cave, if you did not like banuta, you can do same exp banuta in behe.

You can stay in banuta, behe and lord dragon up to level 100, if you want to continue there until after level 100 you can, continue a good exp and a huge loot.
Demon Cave

Demon's cave is an area to hunt after level 120, she is located deep down in the fireland.

Level 120 is required to gain access to it.

It is one of the best caves to hunt at this level, you can evolve and make a good money.

in the 2nd floor of the cave, will have a quest, will have 4 demons and the chest with a reward
Heroic Quest

```

* Go to the God of Knowledge         Start the dialogue with him speaking "hi, after that say "quests" and then say "yes", your quest log will be updated and he will ask you to find treasure in the city.
* So now we need to get the treasure in city, he strays at this point, click on the statue and you will get a scarab coin, come back and deliver it in npc.

```
Mission 2 : The Stones

```

Now you begin the true mission, the God of Knowledge will ask you to find the first stone.

* Begin the dialogue with him again and say "hi" and "first stone"
* Now enter the dungeon "The Whispering One Lair" and enter the portal.

* Follow the path and continue down the floors, when you find ghastly dragons the boss will be around, be careful as he is strong, it is recommended to go in team. Before you kill the boss go to the corner of the room and click the blue stone, it will give you the first stone.
* Now go back to the God of Knowledge and hand over the stone.
Ore Belt Rebellion

0279 PC – A collection of mining colonies in the asteroid belt rebel and destroy a stationed military ship in response to an Earth Sphere bill being passed. The bill would levy taxes on mining colonies not within two weeks travel of Earth. The Ore Belt Rebellion started, and the full extent of ALAs would be seen in the coming years. The Ore Belt Rebellion is known for small skirmishes in heavy asteroid areas, as well as being a prolonged war.

0297 PC – The Ore Belt Rebellion is quelled. The mining colonies in question are checked for any rebellious elements and the mining companies were cleared out and replaced.
MurkClan

TBA

Roleplay Page • MurkClan Cat Category • Join Requests • Territory • Rules

Leader
**Wolfstar**—ragged gray tabby tomcat with a pelt silver with age. 3/9 Lives. *Roleplayed by: Inu*
Deputies
Chosen in the roleplay.
Healer
TBA
Spikes
**Squirrelfang**—compact ginger tabby she-cat. *Roleplayed by: Inu*
Trainees
TBA
Queens & Kits
TBA
DarkClan

TBA

Roleplay Page • DarkClan Cat Category • Join Requests • Rules

Leader
*The leader is someone who is directly kin to the last leader howevee since Brightstar's reign, two new families have held the rank of leadership.*
**Nightstar**—solid black tom *Roleplayed by: Inu*
Spikes
*The leaders two most trusted warriors, they act as his deputies/generals. Tgese are usually generals that are passed down through generations, normally being the eldest or strongest born.*
**Rooknose**—smoke black-and-white tom. *Roleplayed by: Inu*
Open
Warriors
*The warriors are any cats that have passes what they call* The Trials. *After passing, they are inaugurated in as full-fledged warriors no matter how young the age.*
Trainees
*The trainees are nothing but apprentices, from the time they open their eyes, can walk and hunt they become trainees. Normally its about three moons when this happens.*
Queens and Kits
*The queens and kits are pretty much a given. The queen will live in the nursery until her kits are inaugurated as trainees. While expecting and nursing, a queen can be called off to war or to a battle at any moment. Much unlike the other Clans, these queena don't sit around.*
Warriors: Legends of Tomorrow Wiki:Characters/Page Format

This is a ready to copy blank of a basic character page. Anything can be changed or added as long as it meets the page requirements.

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{{Bronze Grade}}
{{Character}}

==Description==
===Appearance===
:{{CS}}
===Character===
:{{CS}}
===Abilities===
:{{CS}}
==Biography==
===Childhood===
:{{CS}}
===Adulthood===
:{{CS}}
===Ceremonies===
:{{CS}}
==Lineage==
:{{CS}}
==Relationships==
:{{CS}}
==Quotes==
:{{CS}}
==Trivia==
:{{CS}}
==Images==
===Life Image===
[[File:Catnname.life.jpg|400px]]
===Pixels===
{{Characterpixels}}

```
Armor Ring

```

## Armor Ring [T1 - T3]

 ### Level :

 None

 ### Armor :

 1[T1]; 2[T2] ;3[T3]

```

## Effects

* [T1] Arm+1
* [T2] Arm+2
* [T3] Arm+3

## Acquisition

### Crafting

* Jewerly [T1]: 16 [White Mineral [T1]];1 [White gem [T1]]; 2 Platinum Coin
* Jewerly [T2]: 16 [Cyan Mineral [T2]];1 [Cyan gem [T2]]; 2 Platinum Coin
* Jewerly [T3]: 16 [Green Mineral [T3]];1 [Green gem [T3]]; 2 Platinum Coin
Warriors: Legends of Tomorrow Wiki

## Welcome to the Wiki

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Codes

## Warrior Code

***The Warrior Code*** is a code put into place by various Clan cats throughout the seasons. It is to be followed by every Clan cat without exception. A leader is to punish any cat who breaks it. The code is to be updated upon suggestion and agreement of the Clan leaders.
### The Code

1. Defend your Clan, even with your life. You may have friendships with cats from other Clans, but your loyalty must remain to your Clan.
2. Do not hunt or trespass on another Clan’s territory.
3. Elders and kits must be fed before apprentices and warriors.
4. Prey is killed only to be eaten. Give thanks to StarClan for its life.
5. A kit must be at least six moons old to become an apprentice.
6. Newly appointed warriors will keep a silent vigil for one night after receiving their warrior name.
7. A cat cannot be made deputy without having mentored at least one apprentice.
8. The deputy will become Clan leader when the leader dies or retires.
9. After the death or retirement of the deputy, the new deputy must be chosen before moonhigh.
10. A gathering of all Clans is held at the full moon during a truce that lasts for the night. There shall be no fighting among Clans at this time.
11. Boundaries must be checked and marked daily. Challenge all trespassing cats.
12. No warrior may neglect a kit in pain or in danger, even if that kit is from a different Clan.
13. The word of the Clan leader is the warrior code.
14. An honourable warrior does not need to kill other cats to win his or her battles unless they are outside the warrior code or it is necessary for self-defense.

## Medicine Cat Code

***The Medicine Cat Code*** is a code put in place by various medicine cats over the seasons. It is to be followed by all medicine cats and their apprentices. Any cat who breaks it is to be punished by their leader, or in some cases their mentor. The code is to be updated upon suggestion and agreement of the medicine cats.
### The Code

1. Help any cat in need, regardless of their origin.
2. All available medicine cats are to meet at every half-moon.
3. Despite being allowed to cross into rival Clans' territories, a medicine cat is not to abuse this privileged.
4. Medicine cats are to stay out of all Clan rivalries.
5. Medicine cats cannot have children for it may get in their way of caring for the Clan.
Тимоха и Серый (серия)

**Тимоха и Серый** — тридцать первая серия мультсериала "Везуха!". В этой серии появляется новый герой и главный антагонист - Серый.

## Сюжет

Весь класс Тимохи ждёт его - второгодника Серого. На него так смотрели девчонки! И только один Тимофей знал: теперь у Супер-мальчика прибавится работы.

В тот же день Кит съел все мамины котлеты. Люся наказала его, и тогда Кит написал в своём блоге: "Судьбу не выбирают". А потом пошёл на кухню и съел новую порцию котлет. Мама тогда не оценила последовательность и принципиальность Кита, но Тимоха понял, что Кит прав. Ведь и Тимоха мог бы стать отличным хулиганом, но судьба Тимофея - быть Супер-мальчиком. Где есть хулиганы - там всегда должен быть хотя бы один Супер-мальчик! Это закон равновесия в природе. Не давно Кит произвёл расчёты и выяснил, что соотношение хулиганов и супер-мальчиков должно быть строго соблюдено: тысяча к одному. Тимоха знает всех хулиганов в его городе, и новенький Серый среди них лишний и поэтому тысяча первого хулигана ему уже не одолеть. А в это время хулиган Серый решил взорвать школу! Он уже повесил динамит на двери учительской и вот-вот произойдёт взрыв, но не тут-то было! Тимоха кидает со своего плаща звёздочку и она сбивает динамит, и поэтому взрыв происходит на крыльце школы. Как раз тут же прибывают пожарные, полиция и скорая помощь, а Серого забирает его мама.

На следующий день звёздочку с плаща Тимохе даёт его одноклассница, но беря её он кладёт её в карман и озирается по стронам.

## Интересные факты

* У Кита есть свой личный блог и он находится в Фас-буке, что является отсылкой к Facebook.
West Point Military Academy

West Point Military Academy is a prestigious military academy based out of West Point, New York. Since the foundation of the Earth Sphere Union, West Point has become an international hub for aspiring officers. Its official name changed from the United States Military Academy in 0263 PC, reflecting a shift in identity and growing concerns about the use of ALAs in military combat. Students may be admitted from any ESU territory.

In 0281 PC, a second campus was opened in Shanghai, China. This second campus is often referred to as East Point, but its official name is West Point Military Academy in East Asia. In the interest of strengthening relations between the two hemispheres, students are encouraged to spend at least on semester training abroad.

In 0375 PC, West Point announced that it would add an additional branch to its program to account for the growing popularity of AAs. This branch proved to be a popular addition that many aspiring officers transferred to in its initial years, though this trend has simmered down. Graduates of the AutoArmor branch are typically deployed as AA Pilot Officers (APOs).

## Notable Graduates

Sean Roland - 0383 PC

Elmyra Shirdel - 0384 PC
AsterClan

TBA

Roleplay Page • AsterClan Cat Category • Join Requests • Rules

Leader
**Willowstar**—old gray tabby she-cat with green eyes. 3/9 lives. *Roleplayed by: Inu*
Deputy
TBD
Medicine Cat
**Spiderfoot**—brown tabby tom. *Roleplayed by: Inu*
Warriors
**Silverpelt**—silver tabby she-cat of Maine Coon ancestry. *Roleplayed by: Inu*
Asterstar

**Asterstar** was a tall, lithe gray tabby she-cat with yellow eyes. She was a purebred Maine Coon.

**Aster** was initially a kittypet first before she left her only son with her Twolegs to become a rogue and explore the territory beyond her former home. It was around this time she met a tom, whom would later father her second child. With him, she became the founder and first leader of AsterClan. A Clan said to live closest to their starry ancestors.

Asterstar left her rogue name upon the three Clans choosing to hold a naming ceremony different than from that of strays. She is, however, the first leader to have not received nine lives as this tradition began long after she had become leader. In fact, she had finally named her deputy when this tradition began with MurkClan

## Lineage

**Mates**

Two unnamed toms (formerly): Deceased, Residences unknown
**Son**

Lysandere: Deceased, Residence unknown
**Daughter**

Nightflower: Deceased, StarClan resident
**Descendants**

Silverpelt: Living
Сергей

# Статья о персонаже

Хоть данная статья и состоит только из шаблона и немногой информации, она важна, ибо посвящена какому-либо персонажу из «Везухи!».

*Если вы ищете статью про хулигана и антагониста сериала, то смотрите: Сергей Громыхайлов*

**Сергей** - (более известный, как **Серёга**) — один из второстепенных персонажей мультсериала

## Другая информация

### Домашнее(ие) животное(ые)

Неизвестно

"Везуха!". Одноклассник и друг Тимофея.

## Внешний вид

Мальчик, такого же роста, как и Тимоха 10 - 13 лет. Имеет бардовые волосы.

## Характер

Довольно спокойный мальчик. Любит играть в видеоигры.
Warriors: Legends of Tomorrow Wiki:Characters/Page Requirements

Template:Bronze Grade

**Cat's name** and their description in a short sentence. Use this paragraph to give an introduction to the character. Mention family, their Clan, any former groups, and anything else you see fit. **This paragraph is optional**.

## Description

### Appearance

Detailed description of appearance. For Silver Grade, a minimum of **1** paragraph is need. Gold Grade requires a minimum of **3**.
### Character

Description of personality, opinions, and other notable quirks and traits. For Silver Grade, a minimum of **2** paragraph is needed. Gold Grade requires a minimum of **3**.
### Abilities

Assessment of skills and other abilities. For Silver Grade, a minimum of **1** paragraph is needed. Gold Grade requires a minimum of **2**.
## Biography

**These sections must be kept up to date in order to be nominated.**
A cat's biography length will depend on their character type. A **minor character** won't have a whole lot written compared to a **major character** where that character type would have a comprehensive biography. There is also a **mentioned character** category for non-historical characters who have not made living appearances (are made for character biographies and or their stories). Mentioned characters aren't expected to have lengthy biographies (otherwise they should have their tag reconsidered).
So, in short, keep in mind your character's type will cause variation in the length of their biography. However, if you have a minor or mentioned character, don't feel like you have to skimp out on any details if you don't want too.
### Afterlife

Any appearances after death, such as dreams, nine lives ceremonies, or medicine cat gatherings. Omit if none.
## Lineage

Character's complete lineage. **This does not include their mate or partner's, family.**
## Relationships

### Other

Notable relationships that don't fit in any of the above categories.
## Quotes

Memorable quotes, particularly those that give good examples of the character's personality, or notable events in their life. For Silver Grade, a minimum of **3** quotes are needed. Gold Grade requires a minimum of **5**.
## Trivia

Trivial facts that don't fit in any of the above sections.
## Images

While images are not required for silver or gold status, if images are present, they **must** be in the appropriate categories. Life image must be in the life images category, and chararts must be in their appropriate categories.
Принцесса Мангуша

*«Зовите меня «Ваше фруктовое высочество». Ведь это я на грядках устанавливаю порядки. И люблю, чтобы все было экзотичное и тропичное!»*

**Принцесса Мангуша** — прилипала-фрукт.

## Описание

Принцесса Мангуша — это экзотический фрукт манго. На голове у Мангуши надета корона, показывающая, что Мангуша — королева, принцесса.
Весёлые прилипалы 1

**Весёлые прилипалы 1** — самая первая акция прилипал, проводящийся в сети магазинах «Дикси»с 12 ноября 2015 года по 23 декабря того же года.

## Прилипалы

### Коробка

К прилипалам можно было купить за 299 рублей коробку для хранения прилипал. Коробка очень похожа на одну из прилипал-жабу — Жаббо.

### Прилипалы

Коллекция делилась на несколько разделов: Монстры, Ферма, Океан и Джунгли.

Монстры: Морт, Змей, Фрэнки, Антин, Игорь, Пуф и Сырр;
Ферма:Утёнок, Телёнок, Хрюкало, Банни, Долли и Котэ;
Океан: Алло, Акуля, Рыба моя, Финчик и Коко;
Джунгли: Волчик, Жаббо, Жорик, Гип-гип и Нэня.
Class A

**Class A** is the first classroom in Leaf City Middle School, and one of the classrooms made for 7th graders.

## Teachers

* Mr. Moseby
* Ms. Brown (Mathematics, English)

## Known Students

### Current Students

Arranged in seating order:

* Vince Vance - Seat No. 1
* Ken Rivers - Seat No. 2
* Allan Fisher - Seat No. 3
* Freddy - Seat No. 4; Formerly Seat No. 18
* Jasper Chase - Seat No. 5
* Mason Anderson - Seat No. 6
* Alex Bridges - Seat No. 7
* Gary Bennett - Seat No. 8
* Rachel Hathaway - Seat No. 9; Formerly Seat No. 4
* Simon Chipson - Seat No. 10
* Bob Matthews - Seat No. 11
* Whitley Allen - Seat No. 12
* Rikki Wilson - Seat No. 13
* Robert - Seat No. 14
* Tina Terra - Seat No. 15
* Ethan Pym - Seat No. 16

### Former Students

* Phoebe Winters - Formerly Seat No. 9
* Toby Brickman - Formerly Seat. No. 17
Phoebe Winters

**Phoebe Winters** is a supporting character in *Leaf City* during its two seasons. She was a student in Class A in Leaf City Middle School, and one of Alex's friends.

In Season 1, she would often question Alex and Gary in what they were up to. After Phoebe moved in Season 2, she did not return until the Season 5 episode "The Surprise", where she returned to Leaf City for a brief visit and left, seeing something between Alex and Rachel.

## Relationships

### Alex Bridges

Phoebe and Alex were great friends, getting along just fine, sometimes hanging out together, along with Gary. During Season 1, she would usually ask what Alex and Gary were doing and sometimes joined their antics.

During Season 2, Phoebe showed some signs of attraction towards Alex, and vice versa, and even got jealous when seeing Alex and Rachel together working on a project. In "The Mystery", Phoebe tried to express her feelings for Alex, but struggled and finally left Leaf City with her family. In "The Surprise", she returns to Leaf City and is very happy to see Alex again. Again, she struggles to tell Alex what she feels, but manages to pull it off, kissing Alex on the cheek though she admits that she is getting over him, seeing something between Rachel and Alex.