recursal/Fanatic-Fandom huggingface dataset:
Air Elemental (unit)

## Misc.

### Melee Attacks

Melee: 1d10 Elemental/Electricity, Melee: 1d8 Elemental/Electricity, 1d6 Mundane/Bludgeoning

### Abilities

Illusion Immunity, Flying, Invisibility, Missile Immunity

### Mana Upkeep

3

*Air Elementals are composed of wind and storm. They can fly, are invisible and completely immune to normal ranged weapons and electrical attacks.*

It is not mentioned in description, but this unit can use Sneak Attack.

## Skills

### Abilities

**Flying** - Unit can fly, which negates all terrain penalties. A Flying unit can not be attacked by non-flying units in melee, athough they do counterattack. Some melee attack and units with Long Reach ability can reach flying units too.
**Invisibility** - Unit is invisibe. It cannot be targeted by uits without Illusion Immunity. unless it attacked this turn.
**Summon** - Unit was summoned and belongs to another world.

### Perks

**Electrical Immunity** - Unit is immune to Electrical damage.

**Elemental** - Unit is immune to Mind-affecting effects, Critical hits, poison and sneak attacks.

**Illusion Immunity** - Unit is immune to illusions. It can see invisible units and illusory attacks do not ignore its armor.

**Missile Immunity** - Unit is immune to all Mundane ranged attacks.

## Attacks

### Melee

2 attacks

**DMG:** 1-10

**ACC:** +5

**CRIT:** 20x2

Electrical: 1-10

**DMG:** 2-15

**ACC:** +5

**CRIT:** 20x2

Bludgeoning: ??

Electrical: ??
Nagas (unit)

## Misc.

### Melee Attacks

Melee: 2d3 + 3 Mundane/Bludgeoning, DOT: 2d4 + 1 Mundane/Acid (Duration: 2, Poison)

### Mana Upkeep

3

*Nagas belong to a race of snake people. They aren't the most powerful fighters, but they are venomous, tough and able to swim across waters.*

## Skills

### Abilities

**Summon** - Unit was summoned and belongs to another world.

**Venomous** - Unit's attacks apply additional Poison damage unless a Fortitude save is made.

### Perks

**Acid Immunity** - Unit is immune to Acid damage.

**Poison Immunity** - Unit is immune to Poison.

**Toughness** - Unit has additional 3 hit points (infobox description already contains this bonus).

**Living** - Unit is a living creature or creatures. It is healed by Positive Energy and damaged by Negative Energy.

## Attacks

### Melee

**DMG:** 5-9

**ACC:** +8

**CRIT:** 20x2

Bludgeoning: 5-9

Poison (Fortitude saving throw negates): 3-9
Daemons

## **Valzeon Passage**

 **Sharkion** | Fortitude +2

```
**Mad Raptor(minion)** - Crit + 2.07%

```

## **Others(Event / Special Rewards)**

 **?** | ??

```
► *this symbol means that the item is also available using nexus tokens*

```

## **Others(Quest)**

**Lady Vega: Outside Chivalry-fortress**

{| border="1" cellpadding="1" cellspacing="1" class="article-table"
 **Violet leafie** | spd+1

**Lady Marianne: library-fortress**

 **Flippy Writer** | dex+1 mp+30

**Mitto: shop-Grassland Village**

 **Paruru** | no stat

**Miss Yuki: lower-Grassland Village**

 **Viropillar** | Hp+300

 **Ceribro** | ?

List of Quests here -> Quest\_Items

## **MOBS that doesn't have Daemons**

Nurua Gazet - Nurua
 **All Version 2 MOBS**

 **All Giant MOBS**
Sorcerer Lords

The Sorcerer Lords are immortal Sorcerers that have fled from the World of Caldrean when it was devastated through their pursuit of magic and their attempts to become as Gods. The fled through portals to new planes and worlds to pursue their ongoing dreams of conquest and power.

## Premade Sorcerer Lords

These are some of the known (premade) Sorcerer Lords, that you can play Planar Conquest as.
They include:
(To be listed)

## Custom Sorcerer Lords

You can create / design the sorcerer Lord that you wish to play.
The settings that you can adjust include the following:

**Appearance and Name**

**Spell Circles**

There are 12 different Spell Domains to choose from. You can break them down into 2 sets of 6, with one group being in regards to the elemental group, and the other relating to the effect of the spells. Each spell belongs to 2 circles (One being the elemental circle, and the other belonging to the effect spell circle).

You can distribute points into these as you desire up to a total of 9 points. At 9 points, the mastery option becomes available in the positive disciplines. Note that as you increase the number of points in a spell domain, you will have access to more spells, both on creation and throughout the game.

The different spell domains are: The Elemental Spell Circles: Life, Air, Water, Earth, Fire, and Death; and the Effect Spell Circles: Augmentation, Biomancy, Mentalism, Summoning, Protection, and Destruction.

**Positive and Negative Disciplines**

Each Discipline has a different point cost that is listed beneath it. Negative Disciplines will give you more points to distribute among your spell circles and positive disciplines.
Candace Flynn

**Candace Gertrude Flynn**[4] is the 15-year old sister of Phineas and the step-sister ofFerb, along with the eldest child of the Flynn-Fletcher household. She spends large portions of her time striving, but never succeeding to get her brothers in trouble for the things they do every day. While she isn't doing that, she would often be seen conversing on the phone, or hanging out with Stacy Hirano and less often Jenny Brown.

Candace having a really bad hair dayCandace having a branch in her hairCandace ties her hair literallyCandace tied her hair literallyCandace creaming while her hair sticking up
Nightmares (unit)

*Nightmares are terrifying horses covered in flames. Their speed is unparalleled while their charge - deadly. They emanate an aura that strikes fear in enemies.*

## Skills

### Abilities

**Fear** - Unit radiates a terrifying aura. Any enemy attacking it in melee must pass a Will save or be unable to strike.

**Charge** - Unit attacks first and deals additional 2 melee damage when charging (moving before attacking).

**Summon** - Unit was summoned and belongs to another world.

### Perks

**Living** - Unit is a living creature or creatures. It is healed by Positive Energy and damaged by Negative Energy.

**Fire Immunity** - Unit is immune to Fire damage.

**Cold Vulnerability** - Unit suffers 50% additional damage from all Cold attacks.

## Attacks

### Melee

**DMG:** 6-17

**ACC:** +12

**CRIT:** 19x2

Bludgeoning: 1-6

Fire: 5-11
Sea Serpent (unit)

*Sea Serpents are enormous oceanic monsters. They are amphibious, extraordinarily resilient and possess powerful melee attacks. They lack any magical capabilities*

## Skills

### Abilities

**Summon** - Unit was summoned and belongs to another world.

### Perks

**Cold Resistance** - Unit receives 25 less damage from all Cold attacks.

**Illusion Immunity** - Unit is immune to illusions. It can see invisible units and illusory attacks do not ignore its armor.

**Living** - Unit is a living creature or creatures. It is healed by Positive Energy and damaged by Negative Energy.

## Attacks

### Melee

**DMG:** 9-23

**ACC:** +19

**CRIT:** 20x2

Slashing: 9-23
Normal Units

## Dark Elves

### Dark Elven Land Units

* Spinners
* Thralls - Requires Barracks
* Wardens - Requires Barracks, Shrine
* Enforcers - Requires Sawmill, Barracks
* Zealots - Requires Stable, Armory
* Arachnomancer - Requires Arachnarium, Library
* Weavers - Requires Parthenon, Alchemist's Guild
* Cutters - Requires Altar of Ascension
* Argolath - Requires Altar of Ascension, Fighter's Guild

### Dark Elven Sea Units

* Trireme - Requires Shipyard
* Galley - Requires Shipwrights' Guild

## Draconians

### Draconian Units

* Founders - Requires Builder's Hall
* Trackers - Requires Barracks, Smithy
* Hunters - Requires Hall of Hunters
* Javelineers - Requires Barracks, Sawmill
* Galeriders - Requires Fighters' Guild
* Spellswords - Requires Armory, Library
* Elementalists - Requires Wizards' Guild
* Elders - Requires War College
* Doom Drakes - Requires Armorers' Guild, Fantastic Stable

## Dwarves

### Dwarven Land Units

* Forefathers
* Defenders
* Engineers
* Arbalesters
* Rune Casters
* Warpriests
* Hammerhands
* Rune Cannon
* Rune Golem

## Grey Elves

### Grey Elven Land Units

* Pioneers - Requires Builder's Hall
* Archers - Requires Smithy
* Druids - Requires Barracks
* Glaiveguards - Requires Armory
* Pegasi Riders - Requires Fantastic Stable
* Rangers - Requires Armory, Forester's Guild
* Unicorn Riders - Requires Armory, Fantastic Stable
* Gray Mages - Requires Wizard's Guild
* Faradrax - Requires Fighter's guild, Animist's Guild

### Grey Elven Sea Units

* Trireme - Requires Shipyard
* Galley - Requires Shipwrights' Guild
* Warship - Requires Maritime Guild

## High Men

### High Men Land Units

* Settlers - Requires Builder's Hall
* Engineers
* Spearmen
* Swordsmen
* Crossbowmen
* Clerics
* Pikemen
* Catapult
* Paladins

### High Men Sea Units

* Trireme - Requires Shipyard
* Galley - Requires Shipwrights' Guild
* Warship - Requires Maritime Guild

## Myrodants

### Myrodant Land Units

* Young Queen - Requires Builder's Hall
* Legionnaires
* Royal Guards
* Slingers
* Seers
* Attendants
* Myrmidon
* Bombardier Beatle
* Stag Beatle

## Orcs

### Orcish Land Units

* Serfs - Requires Builder's Hall
* Raiders - Requires Barracks
* Wolfguards - Requires Barracks, Smith
* Wolfmasters - Requires Barracks, Stable
* Skalds - Requires Barracks, Sages' Guild
* Berserkers - Requires Fighters' Guild
* Warg Riders - Requires Fighter's Guild, Stable
* Longboat Rams - Requires Armorers' Guild, Sawmill
* Manslayers - Requires Hall of Heroes

### Orcish Sea Units

* Trireme (Orcs) - Requires Shipyard
* Galley - Requires Shipwrights' Guild
* Warship - Requires Maritime Guild

## Unhallowed

### Unhallowed Land Units

* Dark Heralds - Requires Builder's Hall
* Skeletal Archers - Requires Mausoleum
* Ghouls - Requires Necromantic Cemetery
* Reapers - Requires Armory
* Huecuvas - Requires Temple
* Arcane Wraiths - Requires Wizards' Guild
* Phantom Lancers - Requires Tourny of the Damned, Fighters' Guild
* Death Guards - Requires Palace of Pestilence, Armorers' Guild
* Skull Catapult - Requires Alchemists' Guild, Mausoleum
Fire Giant (unit)

*Fire Giants are giantkin originating from the plane of Fire. They are exceptionally strong and stout. Their might allows them to crush enemy walls with ease.*

## Skills

### Abilities

**Long Reach** - Unit is able to attack flying units normally.

**Summon** - Unit was summoned and belongs to another world.

**Wall Crusher** - Allows attacking and damaging was with melee attack.

### Perks

**Living** - Unit is a living creature or creatures. It is healed by Positive Energy and damaged by Negative Energy.

**Fire Immunity** - Unit is immune to Fire damage.

**Cold Vulnerability** - Unit suffers 25% additional damage from all Cold attacks.

## Attacks

### Melee

**DMG:** 12-31

**ACC:** +13

**CRIT:** 20x2

Bludgeoning: 11-25

Fire: 1-6
Water Elemental (unit)

*Water Elementals are beings of pure water. They are immune to cold, but vulnerable to fire.*

## Skills

### Abilities

**Summon** - Unit was summoned and belongs to another world.

### Perks

**Illusion Immunity** - Unit is immune to illusions. It can see invisible units and illusory attacks do not ignore its armor.

**Cold Immunity** - Unit is immune to Cold damage.

**Elemental** - Unit is immune to Mind-affecting effects, Critical hits, poison and sneak attacks.

**Evasion** - A successful reflex saving throw that would normally prevent half damage prevents all damage instead.

**Fire Vulnerability** - Unit suffers 100% additional damage from all Fire attacks.

## Attacks

### Melee

**DMG:** 7-27

**ACC:** +11

**CRIT:** 20x2

Bludgeoning: 2-8

Cold: 5-19
Spells

Spells are the "bread and butter" of Planar Conquest.

As a Sorcerer Lord, you can potentially cast a wide variety of spells.
On game creation you can distribute points into spell domains. There are 2 sets of 6 domains, (also described as 2 circles), with 1 set containing spells grouped by element, and the second set containing spells by effect. There is also a special Arcane Circle, which contains spells available to all players regardless of their spell skill distribution.

Non-Arcane Spells of tiers I-VIII belong to 1 element and 1 effect domain. Each Domain has up to 9 spell tiers.

## Maximum spell tier

Each point in spell domain unlocks all spells from next tier. Those spells will be available for research. You can get spells from other Sorcerer Lords via trade or as a reward after conquering world features too.

Unick Spells to obtain you need Effect Spells Tier + Element Spells Tier = Sum Tier to have unlock research of it. As an example taking Protection I and Life I will give access to unick spells required Tier II Life/Protection.

Note that all IX tier spells belong only to 1 domain, you still need 9 points in single domain to be able to learn them.

## Starting spells

Increasing domain tier will improve your starting spells selection.

## Effect Circle

Augmentation Spells

Biomancy Spells

Destruction Spells

Mentalism Spells

Protection Spells

Summoning Spells

## Elemental Circle

Air Spells

Death Spells

Earth Spells

Fire Spells

Life Spells

Water Spells
Valzeon Invasion

**Valzeon Invasion is an organized PVP (Player versus Player) mini-game available to 2nd class rank players that designates participants to either two of the competing team. Each team would have a designated base on which their Orb resides. The team who have destroyed opponents' Orb will be rewarded in a form of tokens which can be used for redeeming some of the equipment for the higher level character.**
Disciplines

## Positive Disciplines

* Alchemist - transmute gold to mana and mana to gold at 1:1.
* Archmage - +10 starting Spellcraft and gets a 50% bonus to power spent on improving casting skill.
* Artificer - craft magical items using 25% less mana.
* Battlecaster - reduces distance penalty during combat.
* Cartographer A Cartographer begins the game with a map of the starting plane.
* Channeler - 5% reduction in the casting cost of all spells.
* Circle Mastery - Circle Mastery gives a Sorcerer Lord complete mastery over a single spell circle.
* Enchanter - reduces casting and research cost of unit, city, and global enchantment spells by 20% .
* Enlightened - units get 25% more experience per battle.
* Expansionist - settlers cost 50% less.
* Gate Master - can use elemental nodes as gateways into the node's plane.
* Geologist - +50% bonus from mineral ores.
* Healer - units heal 20% faster.
* Lucky - increases chances of positive events.
* Mystic - generates 0.5 Power per population unit per turn.
* Mentor - begins the game with a random hero.
* Merchant - generates 0.5 Gold per population unit per turn.
* Necromancer - after the battle may raise units killed in combat as zombies.
* Omniscient - can see all planes of existence at all times.
* Pillager - receives double gold from razing cities.
* Pious - Pious Sorcerer Lords receive 100% more Power from religious buildings (on Android it is 200%).
* Planar Cartographer - begins the game with a map all planes.
* Sage - gains 50% bonus to power invested in spell research.
* Summoner - research and casting cost of summoning spells 20% smaller.
* Warlord - max level of all units is increased by 2.

## Negative disciplines

Those give you points you can spend on skill in magic circles or positive disciplines.

* Ascetic - can only stockpile 1000 gold.
* Butcher - 100% more population loss from conquered cities.
* Heretic - half Power from religious buildings.
* Opulent - 10% penalty to food, production, gold, and negative energy income.
* Prude – 50% penalty to population growth.
* Tyrant - +10% unrest in all cities with the exception of capital.
Hydra (unit)

## Misc.

### Melee Attacks

Melee: 1d8 + 2 Mundane/Slashing, DOT: 1d6 Elemental/Acid (Duration: 2, Poison), Melee: 1d8 + 2 Mundane/Slashing, DOT: 1d6 Elemental/Acid (Duration: 2, Poison), Melee: 1d8 + 2 Mundane/Slashing, DOT: 1d6 Elemental/Acid (Duration: 2, Poison)

### Abilities

Regeneration, Swampdweller, Poison Immunity

### Mana Upkeep

18

*Hydra are gigantic, powerful reptiles. They have three heads, which can strike simultaneously, dealing heavy damage and poisoning the victim.*

## Skills

### Abilities

**Regeneration** - Unit regenerates 10% of single figure's Hit Points per turn.

**Summon** - Unit was summoned and belongs to another world.

**Venomous** - Unit's attacks apply additional Poison damage unless a Fortitude save is made.

**Swamp Dweller** - Unit is able to move through swamps at cost of 1 Movement Point.

### Perks

**Acid Immunity** - Unit is immune to Acid damage.

**Living** - Unit is a living creature or creatures. It is healed by Positive Energy and damaged by Negative Energy.

**Poison Immunity** - Unit is immune to Poison.

## Attacks

### Melee

**DMG:** 3-10

**ACC:** +16

**CRIT:** 20x2

Slashing: 3-10

Poison: 1-6

### Melee

**DMG:** 3-10

**ACC:** +16

**CRIT:** 20x2

Slashing: 3-10

Poison: 1-6

### Melee

**DMG:** 3-10

**ACC:** +16

**CRIT:** 20x2

Slashing: 3-10

Poison: 1-6
Phantom Beast (unit)

*Phantom Beasts are illusory monsters. Their magical attacks can pierce any armor and deal overwhelming damage. Unfortunately they are easily destroyed.*

## Skills

### Abilities

**Summon** - Unit was summoned and belongs to another world.

### Perks

**Construct** - Unit is immune to Mind and Death effects, poison, critical hits, Gaze attacks and Positive and Negative energy. They cannot be raised from the dead.

**Ethereal** - Unit's attacks ignore armor (are more likely to hit).

**Illusion Immunity** - Unit is immune to illusions. It can see invisible units and illusory attacks do not ignore its armor.

## Attacks

### Melee

2 attacks:

**DMG:** 6-16

**ACC:** +13

**CRIT:** 19x2

Slashing: 6-16

**DMG:** 6-16

**ACC:** +13

**CRIT:** 19x2

Slashing: 6-16
Storm Giant (unit)

*Storm Giants are the most powerful of the giantkin. Tey tower over lesser creatures and wreak havoc both in melee and when throwing bolts of lightning from afar.*

## Skills

### Abilities

**Long Reach** - Unit is able to attack flying units normally.

**Summon** - Unit was summoned and belongs to another world.

### Perks

**Living** - Unit is a living creature or creatures. It is healed by Positive Energy and damaged by Negative Energy.

**Electrical Immunity** - Unit is immune to Electrical damage.

## Attacks

### Melee

**DMG:** 10-33

**ACC:** +19

**CRIT:** 20x2

Bludgeoning: 9-23

Electrical: 1-10

### Ranged

**DMG:** 8-23

**ACC:** +13

**CRIT:** 20x2

Electrical: 11-25

This attack will reach flying units
Shambling Mound (unit)

### Spells

Acidic Weapon, Acid Arrow, Cloud of Flies, Sandblast, Tremors, Earths Embrace, Elemental Armor

## Misc.

### Mana Upkeep

5

*Shambling Mounds are creatures composed of mass of earth, leaves and other natural residue. They are capable of drawing power from the earth to cast spells.*

## Skills

### Abilities

**Caster** - Unit can cast spells during battle.

* Acid Weapon
* Acid Arrow
* Cloud of Flies
* Sandblast
* Tremors
* Earth's Embrace
* Elemental Armor

**Summon** - Unit was summoned and belongs to another world.

### Perks

**Construct** - Unit is immune to Mind and Death effects, poison, critical hits, Gaze attacks and Positive and Negative energy. They cannot be raised from the dead.

## Attacks

### Melee

**DMG:** 4-14

**ACC:** +11

**CRIT:** 20x2

Bludgeoning: 4-14
Marid (unit)

## Misc.

### Melee Attacks

Melee: 1d10 + 5 Mundane/Bludgeoning, 2d4 Elemental/Cold, DOT: 1d6 Elemental/Acid (Poison)

### Abilities

Illusion Immunity, Long Reach, Regeneration, Poison Immunity, Spell Penetration, Caster

### Mana Upkeep

10

*Marids are powerful genies from Plane of Water. They are adept spellcasters and powerful melee combatants that can regenerate any wounds they suffer*

## Skills

### Abilities

**Long Reach** - Unit is able to attack flying units normally.

**Caster** - Unit can cast spells during battle.

* Water Elemental
* Mind storm
* Reflect Damage
* Dehydrate

**Regeneration** - Unit regenerates 10% of single figure's Hit Points per turn.

**Summon** - Unit was summoned and belongs to another world.

**Venomous** - Unit's attacks apply additional Poison damage unless a Fortitude save is made.

**Spell Penetration** - Unit can pierce Spell Resistance, adding +3 to rolls.

### Perks

**Living** - Unit is a living creature or creatures. It is healed by Positive Energy and damaged by Negative Energy.

**Cold Immunity** - Unit is immune to Cold damage.

**Fire Vulnerability** - Unit suffers 40% additional damage from all Fire attacks.

**Illusion Immunity** - Unit is immune to illusions. It can see invisible units and illusory attacks do not ignore its armor.

**Poison Immunity** - Unit is immune to Poison.

## Attacks

### Melee

**DMG:** 8-23

**ACC:** +16

**CRIT:** 20x2

Bludgeoning: 6-15

Cold: 2-8

Poison: 1-6
Resources

Cities can utilize Resources that fall within their boundaries. Some resources may be modified by spells, such as transmute (earth domain spell). The number of resources available on the map can be adjusted in initial game settings when creating the game. Resources types and quantities vary depending upon the Planes of Existence that they are found upon.

Some Resources require the building of an alchemist guild to access.
Some spells can increase the harvest of the resources, and certain buildings can increase this as well, such as miners guilds.

## Coal Ore

Bonus: +2 production
Found on plane: Prime, ....
May be transmuted to Iron Ore (transmute spell)

## Iron Ore

Bonus: +3 production
Found on plane: Prime, ....
Can be transmuted to Mithril Ore (transmute spell)

## Silver

Bonus: +2 gold
Found on plane: Prime, paradise, Earth, .....

## Gold

Bonus: +3 Gold
Found on plane: Prime, Earth, .....

## Gems

Bonus: +5 gold
Found on plane: Air, Earth, ....

## Mithril Ore

Bonus: +1 Power
Found on plane: Earth, ....
With an alchemist guild, mithril ore gives units produced in the city a +1 dam / +1 to hit bonus

## Nightshade

City Spell Resistance once alchemist guild is built (+8 spell resist)

## Wild Game

Bonus: + 2 Food
Found on Plane: All except Fire and Negative plane?

## Fertile Soil

Bonus: +1 Food
Found on Plane: ??

## Whales

Bonus: +1 production, +1 Food (needs confirmation)

(WIP... a table may be more effective here!)
Planes of Existence

There are 7 different planes of existence. Each one has unique topography, landscapes and resources. In the initial setup of the game, you can choose how many planes you would like to play with. The planes are connected via gateways (and via nodes if you have the gateway sorcerer lord discipline). Gateways are always initially protected by difficult guardians.

## Prime Material

This is the standard plane with a variety of landscapes from forests to deserts, plains to mountains and oceans.

## Fire

Desolate, and hot! This plane can be quite dark as well, however there are many power crystal, and minerals to be harvested.

## Water

The regular rainfall and mists in this plane make everything green and blue. There is a richness of food production here.

## Earth

A desolate but productive plane. Rich in gemstones and ores. Not a lot to eat however. A dwarfs paradise!

## Air

I hope you have wings! This plane consists of flying islands, that are rich in minerals.

## Paradise

Beautiful and serene, this plane is a green bountiful plane, that will give bonuses to food production. Don't expect too many minerals to be found, although there are fountains of healing, and the tree of life also exists on this plane.

## The Negative Plane

This plane is completely corrupted. It is an undead haven, with graveyards and boneyards, and negative energy galore!
Wyvern (unit)

## Misc.

### Melee Attacks

Melee: 1d10 + 4 Mundane/Piercing, DOT: 3d4 Elemental/Acid (Duration: 3, Poison), Melee: 2d4 + 4 Mundane/Slashing, DOT: 2d4 Elemental/Acid (Duration: 2)

### Mana Upkeep

6

*Wyverns are smaller and far inferior cousins of dragons. They have the ability to fly and venomous sting on their tails, but none of dragons' magical powers.*

## Skills

### Abilities

**Flying** - Unit can fly, which negates all terrain penalties. A Flying unit cannot be attacked by non-flying units in melee, although they do counterattack.

**Summon** - Unit was summoned and belongs to another world.

**Venomous** - Unit's attacks apply additional Poison damage unless a Fortitude save is made.

### Perks

**Living** - Unit is a living creature or creatures. It is healed by Positive Energy and damaged by Negative Energy.

**Poison Immunity** - Unit is immune to Poison.

## Attacks

### Melee

#### Attack 1

**DMG:** 5-14

**ACC:** +14

**CRIT:** 20x2

Piercing: 6-15

Poison: 3-12

This attack will reach flying units.

#### Attack 1I

**DMG:** 6-12

**ACC:** +14

**CRIT:** 20x2

Slashing: 6-15

This attack will reach flying units.
Great Wyrm (unit)

## Misc.

### Melee Attacks

Melee: 2d6 + 12 Mundane/Slashing, 3d6 + 0 Elemental/Acid, DOT: 3d4 + 0 Elemental/Acid (Duration: 2, Poison)

### Abilities

Stoning Immunity, Swampdweller, Fear, Merging, Poison Immunity

### Mana Upkeep

25

*Great Wyrms are one of the dreads of the world. They can burrow beneath the earth, attacking enemies instantaneously. They are very resilient and have fearsome bite.*

## Abilities

**Fear** - Unit radiates a terryfying aura. Any enemy attacking it in melee must pass a Will save or be unable to strike.

**Merging** - Unit can merge with earth and move to any tile on the battlefield at the cost of 1 movement point.

**Summon** - Unit was summoned and belongs to another world.

**Venomous** - Unit's attacks apply additional Poison damage unless a Fortitude save is made.

**Swamp Dweller** - Unit is able to move through swamps at cost of 1 Movement Point.

**Living** - Unit is a living creature or creatures. It is healed by Positive Energy and damaged by Negative Energy.

**Acid Immunity** - Unit is immune to Acid damage.

**Stoning Immunity** - Unit is immune to any stoning attacks.

**Poison Immunity** - Unit is immune to Poison.

## Attacks

### Melee

**DMG:** 17-42

**ACC:** +20

**CRIT:** 20x2

Slashing: 14-24

Acid: 3-18

Poison: 3-12
Griffins (unit)

*Griffins are creatures that physically appear to be a combination of lion's torso and legs with an eagle's head and wings. They are proud and steadfast creatures able to attack both with their beak and talons.*

## Skills

### Abilities

**Flying** - Unit can fly, which negates all terrain penalties. A Flying unit cannot be attacked by non-flying units in melee, although they do counterattack.

**Summon** - Unit was summoned and belongs to another world.

### Perks

**Living** - Unit is a living creature or creatures. It is healed by Positive Energy and damaged by Negative Energy.

**Clear Mind** - Unit is immune to Mind-affecting spells.

**Illusion Immunity** - Unit is immune to illusions. It can see invisible units and illusory attacks do not ignore its armor.

## Attacks

### Melee

**DMG:** 5-15

**ACC:** +11

**CRIT:** 20x2

Slashing: 5-15

This attack will reach flying units.
Guild

## **How To Form a Guild?**

1. Make a group of 5 players
2. Guild Master(Emperor) must buy 1 Bloodbond
3. The other member are called the Order must buy Bloodlust
4. Go to Heroes Wall in Nurua Village
5. Form a party(Emperor must be the Party Leader)
6. Click Blood Compact in Guild Window(Buddies>Guild)

Note:Emperor must be 2nd Class Hero and only him can invite members, Generals must be level 35 and above, no level requirement on others. Max guild member: 25

## **How To JOIN a Guild?**

1. Go to Joshua(Temple)
2. Buy Bloodstone
3. Ask other players that you want to join(they must be the Guild Emperor

## **Guild Lists**

See lists here -> http://pacifica.me/guild/?id=rand

 If you are searching for a specific guild, you can use a shortcut by doing this:

**type: "http://pacifica.me/guild/?name="(no quotes)** **+ guild name**

**Examples:**

* http://pacifica.me/guild/?name=PXmen
* http://pacifica.me/guild/?name=LEXILE

*this is not case-sensitve so you can also use this*

* http://pacifica.me/guild/?name=pxmen
* http://pacifica.me/guild/?name=lexile
Skeletons (unit)

*Skeletons are simply animated bones, brittle and rather weak in battle. Their only saving grace is that once summoned, they require no upkeep\*.*

\\*- they actually do require 1 mana upkeep.

## Skills

### Abilities

**Summon** - Unit was summoned and belongs to another world.

### Perks

**Bludgeoning Vulnerability** - Unit suffers 25% additional damage from all Bludgeoning attacks.

**Illusion Immunity** - Unit is immune to illusions. It can see invisible units and illusory attacks do not ignore its armor

**Piercing resistance** - Unit receives 5 less damage from all Piercing attacks.

**Undead** - Unit is immune to Mind and Death effects, poison and sneak attacks. In addition they suffer damage from Positive energy and are healed by Negative Energy.

## Attacks

### Melee

**DMG:** 2-7

**ACC:** +4

**CRIT:** 20x2

Bludgeoning: 2-7
Magic Spirit (unit)

*Magic Spirits are physical manifestations of arcane power. They are poor combatants, but they are capable of flight and creating siphons on magical nodes.*

## Skills

### Abilities

**Flying** - Unit can fly, which negates all terrain penalties. A Flying unit cannot be attacked by non-flying units in melee, although they do counterattack.

**Summon** - Unit was summoned and belongs to another world.

### Perks

**Construct** - Unit is immune to Mind and Death effects, poison, critical hits, Gaze attacks and Positive and Negative energy. They cannot be raised from the dead.

**Ethereal** - Unit's attacks ignore armor (are more likely to hit).

**Mundane Resistance** - Unit receives 2 less damage from all Mundane attacks.

## Attacks

### Melee

**DMG:** 3-9

**ACC:** +3

**CRIT:** 20x2

Arcane: 3-9

This attack will reach flying units.
Floating Island (unit)

*Floating Islands are large magical constructs. Enchanted by the element of Water, they can act like ships, ferrying troops across the sees.*

Please note that Floating Island has no listed damage on main description page. This means that while there is ranged attack listed, it's most likely disabled.

Armies containing Floating Island can not attack even if other units are capable of moving on water. I do not think there are any circumstances under which you could get into combat screen with Floating Island.

## Skills

### Abilities

**Summon** - Unit was summoned and belongs to another world.
Tripolliarch

The Tripolliarch was Apolleon's main source of energy. It provided many magical powers to the residents of the planet and is a totem of power. The design of the Tripolliarch is a Triangular base with a purple light glowing through the middle, when activated three symbols appear on each side which are the wolf, raven, and lizard. These animals were the symbols of Apollo which is why it is included in the name. The one who has the Tripolliarch in their possession is King Corvax.

- Inspired the Illuminati
Sky Drake (unit)

*Sky Drake are elemantal dragons of Air. They are some of the most powerful creatures in existance, with powerful meee attacks and near immunity to magic.*

## Skills

### Abilities

**Flying** - Unit can fly, which negates all terrain penalties. A Flying unit cannot be attacked by non-flying units in melee, although they do counterattack.

**Fear** - Unit radiates a terryfying aura. Any enemy attacking it in melee must pass a Will save or be unable to strike.

**Thrown Weapons** - Unit has additional attack at the start of melee phase.

**Summon** - Unit was summoned and belongs to another world.

### Perks

**Living** - Unit is a living creature or creatures. It is healed by Positive Energy and damaged by Negative Energy.

**Illusion Immunity** - Unit is immune to illusions. It can see invisible units and illusory attacks do not ignore its armor.

**Electrical Resistance** - Unit recieves 40 damage less from all Electrical attacks.

**Spell Resistance** - Unit is naturally resistant to magic. All enemy spells must pierce through spell resistance to affect this unit.

**Iron Will** - Unit receives +3 bonus to Will saving throw (summary above already contains this bonus).

## Attacks

### Thrown Attack

**DMG:** 9-19

**ACC:** +11

**CRIT:** 20x2

Electrical: 9-19

This attack will reach flying units.

### Melee

**DMG:** 10-25

**ACC:** +20

**CRIT:** 20x2

Slashing: 10-25

This attack will reach flying units.
Wraiths (unit)

*Wraiths are spectres of great power. They are resistant to mundane attacks, can fly\*, while their attacks drain life and raise their victims from dead after battle.*

* - I think they can't fly in battle.

## Skills

### Abilities

**Create Undead** - Enemies slain by this unit may be raised as undead after battle is won with 50% chance.

**Drain Life** - Unit drains life from opponents, healing itself by 50% of damage it dealt.

**Summon** - Unit was summoned and belongs to another world.

### Perks

**Ethereal** - Unit's attacks ignore armor (are more likely to hit).

**Mundane Resistance** - Unit receives 10 less damage from all Mundane attacks.

**Undead** - Unit is immune to Mind and Death effects, poison and sneak attacks. In addition they suffer damage from Positive energy and are healed by Negative Energy.

## Attacks

### Melee

**DMG:** 3-10

**ACC:** +11

**CRIT:** 20x2

Dark Energy: 3-10
Items

Items are used by Heroes, and are found when you conquer a World Structure, Bought at an Inn, traded with another Sorcerer Lord, or created via the forge. Items can make your hero nearly invincible. Items can be divided into weapons, shields, Helms, Cloaks, Armor, and Rings.

Heroes can wear 2 rings at one time, and can dual-wield 2 single handed weapons. If wielding a ranged weapon (apart from wands), most heroes can also equip a single handed weapon in the off hand. You can't use a shield with ranged weapons, wands, or a 2 handed weapon.

# Weapons

Weapon Enchantments include an enhancement bonus that gives a bonus to hit and damage. A +1 bonus gives the character +1 to hit and +1 to damage, while a +5 enchantment gives +5 to hit and +5 to damage. A rapier +5 would be +5 to hit and would do 1d6+5 damage (6 to 11 damage), where 1d6 is the rapiers base damage.

Enchantment costs in the Forge are varied, and each enchantment requires a certain base number of spell domain circles to be able to make.

## Two Handed Weapons

Two Handed Weapons do more base damage than a one handed weapon. You cannot use a shield with a two handed weapon. Some

## Ranged weapons

Ranged weapons are considered two handed and offer 8 missiles per battle.

### Wands

Wands are restricted to wizard heroes. They use 3 mana per attack. They are considered two handed too.

# Armor

Armor increases AC. Not all characters can equip every armour type

## Heavy Armour

Only for Clerics and Fighters.

Breastplate, Banded Armor, Plate Armor and Full Plate Armor are considered heavy.

## Medium Armour

Armor for Rogues, Clerics and Fighters.

Chain Armor, Hide Armor, Scale Armor and Chainmail are considered medium.

## Light Armour

Everyone can equip those.

Padded Armor, Leather Armor and Studded Leather Armor are considered light.

# Shields

Shields increase AC. For some reason you can equip 2 shields.

# Miscellaneous

Those items include Helmets, Cloaks and Rings.

# Crafting

You can craft custom magic items yourself. Types of enchantments you can use for crafting is decided by your skill in each domain (except for Summoning which offers no enchantments).

Unlike maximum spell level, effect and elemental domain giving access to the same enchantment do not stack.

For list of all available enchantments, please visit Crafting article.
Hell Hounds (unit)

*Hell Hounds are great dogs from the plane of Fire. They are fast moving and have a fearsome bite. They are quite fragile, however, and susceptible to cold.*

## Skills

### Abilities

**Summon** - Unit was summoned and belongs to another world.

### Perks

**Cold Vulnerability** - Unit suffers 25% additional damage from all Cold attacks.

**Fire Resistance** - Unit receives 15 less damage from all Fire attacks.

**Living** - Unit is a living creature or creatures. It is healed by Positive Energy and damaged by Negative Energy.

## Attacks

### Melee

**DMG:** 4-14

**ACC:** +7

**CRIT:** 20x2

Slashing: 3-10

Fire: 1-4
Dracolich (unit)

### Spells

Darkness, Drain Life, Hold Undead, Torpor, Black Prayer, Cloak of Fear, Raise Zombies

## Misc.

### Mana Upkeep

20

*Dracoliches are dragons who forsook their life for dark powers. Their rotten bodies are weaker than those of their living kin, but they are mighty death mages.*

## Skills

### Abilities

**Flying** - Unit can fly, which negates all terrain penalties. A Flying unit cannot be attacked by non-flying units in melee, although they do counterattack.

**Caster** - Unit can cast spells during battle.

* Darkness
* Drain Life
* Hold Undead
* Torpor
* Black Prayer
* Cloak of Fear
* Raise Zombies

**Fear** - Unit radiates a terryfying aura. Any enemy attacking it in melee must pass a Will save or be unable to strike.

**Summon** - Unit was summoned and belongs to another world.

### Perks

**Clear Mind** - Unit is immune to Mind-affecting spells.

**Illusion Immunity** - Unit is immune to illusions. It can see invisible units and illusory attacks do not ignore its armor.

**Undead** - Unit is immune to Mind and Death effects, poison and sneak attacks. In addition they suffer damage from Positive energy and are healed by Negative Energy.

## Attacks

### Melee

**DMG:** 8-23

**ACC:** +17

**CRIT:** 20x2

Slashing: 8-23

This attack will reach flying units.
Officer P91

Officer P91 was a bagel officer and took the famous bagel traitor (Samuel) to bagel jail. P91's real name was "Um..." and he appearently threatened the bagel traitor with a sword and gun for 30 minutes in an office to make him confess his phone password. His famous last words were "This totally isn't the illuminati" "Banana Falcon"
Chimeras (unit)

*Chimeras are great and powerful creatures of magic. They take the form of*  a winged lion, but with head of a snake on its tail. They can breathe lightning and poison their foes\*

\*-AFAIK Chimeras do not have venomous attacks.

## Skills

### Abilities

**Flying** - Unit can fly, which negates all terrain penalties. A Flying unit cannot be attacked by non-flying units in melee, although they do counterattack.

**Negate First Strike** - First Strike and Charge do not work when attacking this unit.

**Summon** - Unit was summoned and belongs to another world.

### Perks

**Living** - Unit is a living creature or creatures. It is healed by Positive Energy and damaged by Negative Energy.

## Attacks

### Melee

#### Attack 1

**DMG:** 5-16

**ACC:** +16

**CRIT:** 20x2

Electrical: 5-16

This attack will reach flying units.

#### Attack 2

**DMG:** 8-14

**ACC:** +16

**CRIT:** 20x2

Slashing: 8-14

This attack will reach flying units.
Smithymoo

## Smith/Smithymoo

Smith is the main antagonist of the Myth universe. He intends to destroy Myth and create a world of only dank memes and dreams. He has plagued Myth many times in the past, and Myth himself has declared war on Smith and his army.

### Appearance

Smith looks identical to Myth apart from a few key features. His left eye is a black void with a white pupil, and his right eye glows red unlike Myth's. He also has a scar and blood is escaping from his mouth. His cat hat also has red eyes and is bleeding.

### Creation

On his twitter Smith revealed he was created by his master, The Dark Lord of The Smith, to destroy Myth because he overtook his masters amount of subscribers. He looks like Myth because Myth's very own cells were used.

### Early life

Smith once looked less grotesque than he is today. As seen here:
Owl Bears (unit)

*Owl Bears are creatures that physically are part bears part owl. They lack any outstanding qualities, but are fast and tough melee combatants.*

## Skills

### Abilities

**Summon** - Unit was summoned and belongs to another world.

**Forester** - Unit is able to move through forests at cost of 1 Movement Point.

### Perks

**Living** - Unit is a living creature or creatures. It is healed by Positive Energy and damaged by Negative Energy.

## Attacks

### Melee

DMG: 5-15

ACC: +8

CRIT: 20x2

Bludgeoning: 5-15
Mythymoo Wikia

<hero description="This Wiki page has been created to inform you all about the YouTuber Mythmoo! From the lore, to the characters, to just information about his channel, this is the number one guide to all things Myth!" imagename="" cropposition=""></hero>

## Describe your topic

This is your number 1 source of the Myth lore! crispy mf

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
TankyDude

TankyDude is a potato that plays Smite with Myth, and is a protagonist. While Tanky is meant to be a "Tank" of sorts as in he can take a large amount of damage and is very strong, Myth easily wrecks him time after time

### Appearance

TankyDude is a potato with a sword and hat. That's it.

###

### Tanky quotes

TankyDude loves posting quotes about being a tank, these are some of them:

"Keep calm stay tanky"

"Everyone will eventually die, except for the tank, the tank always survives"

"You either die a hero or live long enough to become a tank"

"GET THE DRAGON!"

They are very deep
Emomoo/Shittymoo

Emomoo (formerly known as Shittymoo) is the younger brother of Smithymoo, and rival of Mythymoo.

While he was still a child, Emo would see Myth and Smith play Smite every day at their house, sharing a laugh with each other.He loved seeing this sight, but he was often an outcast, left away from MythyMoo. Smith didn't quite like that, so he made Emomoo feel better after Myth left the house. Smith being best friends with Myth, left a mark on Emo's life. The reason for that was his influence off of Myth. Myth would sometimes show Emo "Dank Memes" and that caused the downhill to Shittymoo. Being obsessed with Dank Memes, Emomoo became a Dank Meme himself. He started using meme humour in his life, and that only made a bigger connection with his brother, Smith. He then blossomed and transformed to "Shittymoo".

Shittymoo spread laugh and controversy over the twitter world alonside his brother Smith. Annoying Artemis, Myth's girlfriend, was one of his favourite things to do. He would make danky edits, just to blow up his twitter notifications, a thing that he really enjoyed. Seeing Myth achieving 20,000 subscribers in his YouTube channel, Shitty started to get worried. He had heared about the Great YouTube War, but he had too many mixed feelings about that.

He thought to himself, "Well fuck, I really have to do something..." and the first thing that he had in mind, was to create a poll on twitter, asking if he should continue as Shittymoo, or Emomoo. The poll ended with the Emomoo choice being most-voted so he was on his way to destroy his feelings. He then, started stalking Gerad Way on twitter, and being obsessed with My Chemical Romance, Fall Out Boy and Twenty One Pilots again. The rise of Emomoo had begun. Before he could even understand it, he woke up one day and his hair had turned black as the night, lowered down his face.

He was ready. EmoMoo alongside his brother and his brother's army, was ready to participate to the Great YouTube War and stand victorious, over his opponent's bodies.
Artemis

Artemis, also known as 'ArtemisGaming' is Myth's ex-girlfriend and the second main protagonist of the Mythymoo universe. She plays a lot of games such as Smite like Myth and has appeared on multiple videos of his.

### Appearance

In her avatar, Artemis has ginger hair, bright blue eyes and wears a white dress, however in real life she has dark brown/black hair.

### Injuries

Artemis has recently broken her hand due to a bad fall. (probably due to wrecking Myth at Smite too many times).

###
MaxTooTheLimit

Max is a Smite YouTuber like Myth and has appeared in multiple videos. He is a protagonist. According to Myth he is a "douchebag".

### Appearance

Max's avatar has brown hair, black eyes (as black as his soul) and is wearing a red hoodie. He has been known to take many forms though.

### Team Myth

Max is smart, max is loyal, so he sticks with team Myth during the Great YouTube War.
Upgrade

## **การอัพเกรด**

การอัพเกรดฮีโร่หรือที่เข้าใจกันง่ายๆก็คือการตีบวกให้กับฮีโร่ของเรานั่นเองโดยปัจจุบันในเกมจะแบ่งการอัพเกรดเป็น 2 ช่วงเลเวลคือ

```
ฮีโร่เลเวล 1-38 จะสามารถตีบวกสูงสุดได้ +5 , ฮีโร่เลเวล 40-46 จะสามารถตีบวกสูงสุดได้ถึง +10

```

โดยการหาฮีโร่มาทำการตีบวกนั้นสามารถหาได้จากแผนที่การผจญภัยทั่วไป , เปิดแพคในร้านค้า , และอีกมากมาย

## **วิธีการอัพเกรดฮีโร่**

วิธีการคือให้เข้าไปที่หน้าต่างของตัวละครแล้วกดที่ปุ่มตีบวก  แล้วทำการเลือกฮีโร่เพื่อใช้ในการตีบวกดังภาพ
Great YouTube War

## The Great YouTube War

The Great YouTube War was a massive war fought over many videos and twitter posts, spanning many months. It all started when Smith attacked Myth and was featured in the video "QaA with Artemis part 2". This lead to a twitter skirmish, while Myth slowly built up his army. Myth only got stronger. In "Reading your comments" Myth finally declared war on Smith and the war began.

### First Blood

Smith eagerly accepted and called upon his army, even recruiting his younger brother Emomoo (at the time known as Shittymoo before the great depression of Gerard Way) to help him.

### "How to wreck Myth"

The how to wreck Myth video was a huge blow to the Myth army, and it got great praise by Smith's side. Myth was quoted saying "You bastard".

### Civil war

During a brief period of peace when Smith retreated to the "Spirit Realm" clear sides were made, with Myth's army fully prepared to destroy Smith once he reared his ugly head once again. This image shows the showdown that is bound to happen:

###
Apolleon Dominion

The Apolleon Dominion was the name used for the triangular base on Apolleon. It is where King Corvax settles and also where a prison is inside. The base is very hi-tech and is far more advanced than anything on Earth. The prison is impossible to escape from, unless an officer or the King lets you out.

- There is a lab in the base where many people were tested on, scaring others who heard.

- The base was supposed to be a giant model of the Tripolliarch
Stagels

**Stagels**is the new restaurant founded by *Jaden and Samuel*. It combines the awesome bagels with steak. Stagels are also our special menu item. It is a bagel with steak in it. Yes, it sounds disgusting but it's pretty good. The Menu is a W.I.P thing at the moment.

-*Created on February 8, 2016*

-*Founders are Jaden and Samuel*

-*Co-Founder is Joshua*
Races

There are 8 playable races in planar conquest. Each have their own units and cities. Depending upon the initial sorcerer lords race, there are unrest values depending upon how each races interacts. Each race also makes use of different terrain in different ways, and some will start on different planes of existence. Each race has significant pros and cons, and will be discussed below.

There are 8 playable races in Planar Conquest.

* Dark Elves - medium boost to power from population, slow city growth.
* Draconians - all Draconian units can fly, small boost to power from population, slow city growth.
* Dwarves - tough but slow units and good production output.
* Grey Elves - a lot of ranged units, small boost to power from population, slow city growth.
* High Men - race designed to be average in every respect.
* Myrodants - good production output, varied units
* Orcs - strong early game infantry, best coastal cities, but no ranged units.
* Unhallowed - Undead that need corrupted area and dark energy to grow their cities.

## Unrest

In multi-racial empire, race of your capital city (the one with wizard's tower) decides initial unrest in each city.

## Population

Maximum population of a city depends on what tiles city has in range. Each race provides bigger population bonus for one tile type.

* Plains - Max Population bonus: 1.5 (High Men: 2)
* Hills - Max Population bonus: 0.5
* Forests - Max Population bonus: 0.5 (Grey Elves: 1)
* Mountains - Max Population bonus: 0 (Dwarves: 1) (Draconians: 1)
* Deserts - Max Population bonus: 0 (Myrodants: 1)
* Swamps - Max Population bonus: 0.5 (Dark Elves: 1)
* Tundras - Max Population bonus: 0.5
* Shores - Max Population bonus: 0.5 (Orcs: 1.5)

Each unit of population (equivalent to each full 1000 of citie's population), can be assigned to one of 3 available jobs: Farmer, Craftsman and Sage.