recursal/Fanatic-Fandom huggingface dataset:
Central

## Effects

### Base

Government - This is the center of power within a kingdom or empire, it is what allows a country to prosper, also called HQ, a Palace, a castle, or the capital.A capital building has a defense of 50k per level.

### Level 2

Politics - Choose what form of government you desire, gain a bonus.

### Level 4

Laws - Create laws that once passed a check will be made to see if it is accepted or not.

### Level 6

Traditions - Can create holiday traditions that give boons, 1 per each bloom.

### Level 8

Blessing - As you are central one land can receive your blessing granting double income,

### Level 10

Central Empire - This allows a mini central to be placed all throughout your land 1 per zone, allowing each zone to create and pass laws, have 1 holiday of their own, allows them to bless one structure of their own, and choose a political stance in their own land gaining a bonus.
Ark of the Infinite - Wind

## Effects

### 1

Infinite Wind: able to strike in a combo x amount of times where x is for every weapon form. refreshes every round

### 2

Wind steps: able to make a quick step at double the speed once per rank grade.

### 3

Wind Strikes: able to shoot out a ranged wind blade dealing x2 damage as a gold

### 4

Wind Blades: the blades are passively coated in invisible wind that deals x1 damage that can cut threw most light materials.

### 5

Raging Winds: as a miracle, send out a large raging twister of wind blades that moves one can move around the battlefield that attacks anyone that gets near with 10 attacks at x1 wind damage.
Buster Blade Master

## Tier Abilities

### Tier 0

Busterblader: Gain secondary by-pass on wielding buster blades and dual wield by pass if you have one equipped on both hands, +1 multiplier to busterblades.

### Tier 1

Buster Grind: The weapon your wielding gains +1 sp per 1 agility or 1 strength. (only for buster blades)

### Tier 2

Busterblade Switch: As long as you have a buster sword equip you can decide what stat it uses and how it is used.

### Tier 3

Busterbreaker: When attacking with a buster blade if someone is to parry or block you they gain disadvantage and their roll is halved.

### Tier 4

Buster Boosting: Choose an effect on your busterswords to increase one of their effects.

### Tier 5

Busterblade Signature: Choose an effect that any buster blade gains by being with you.

### Tier G

Busterblade Art: When you are wielding a tier 5 busterblade with a name they can develop their own power, the art is treated as an awakening, to awaken the power you must kill someone of legend or higher status, and the sword must soak in it's energy, soul, or blood there also other special cases you can awaken it's power.

## Bonuses

### Other

Weapon Power: +10 sp per tier, double at tier 5 if buster blade.
Master of Sword: Gain +1 to an attribute for every tier of the a sword your wielding to the attribute it's using to collect SP, double at tier 5.
Black Moon Art

### Nin

Allows the user to cast a black moon in a circular radius this creates the effect of a shadow like realm it's radius expands with the territory they have or the amount of genetics they possess allowing one to increase the feet, once trapped inside the black moon allows the creation of imaginary reflection based off the users desires able to hold one reflection per other action control and when all reflections are defeated the black moon is released.
Arc of Kelthar

## Effects

### 1

Power of The Angels: The raw power of the angels, it can be used by creatures that can tap into it's power for miracles, grand miracles, and final miracles at expense of the diamond.

### 2

Maximum Power: The nova infused power grants +100 sp into ep. (calculated)

### 3

Full Power: Triples EP SP on the item. (calculated)

### 5

Gift of Kelthar: The stone has limitless potential and the one who holds it has no limitations be it arts they may learn, classes, techniques, or bloodlines they can hold.
Bane Slayer

## Effects

### Tier 1

Boosted Devour Bane: When you defeat someone, devour them if their unique to it after the sword eats them, gain a bane perk, the perk gains boosted effect

### Tier 2

Boosted Devourer: +2 sp for each new thing your blade has ate, and +2 sp for each champion you devour and a additiona +2 sp for each rank than after.

### Tier 4

Boosted Counter: Swing your blade as a main-action to counter any mana/magic attack turning it into it's opposite and reflecting it at double the force.

### Tier 5

Boosted Slayer: Grants true damage and slayer.

## Bonuses

### Devoured

* Kong
* Elf
* Treant
Champions Blade of Yang

## Effects

### Tier 1

Conquest: 1 sp for each land within your empire, +2 if your a house, +3 if your a king, +4 if your a royalty, and +5 if your the emperor, double if you conquered the world.

### Tier 4

White Blade of Yang: Dame you deal recovers your health by adding a barrier of protection around yourself.

### Tier 5

Blade of Champions: +1 multiplier for every champion whom has wielded it upon holding it.
Blade of Glory

### Second

[Great Strike] Inflicts x4 damage, change of hit is doubled, cost 2 actions to use it. (red)

### Third

[Great Cleave]: Inflicts x0.5 damage in a cone. (red)

### Fourth

[Cross Defense] Use physical CP for a block attack if able. (trigger repeatable)

### Fifth

[Split Swing] Inflict x1.5 damage to one target and x0.5 to another. (red)

### Sixth

[Reverse Slide Swing] If knock back trigger this skill while moving to slash the enemy inflicting x2 damage with your off-hand. (trigger)

### Seventh

[Denial Slash]: If someone tries to get past you, strike them with a trigger inflicting x2 and their momentum. (trigger)

### Eighth

[Great Charge] doubles next great sword attack for each strike. (red)

### Ninth

[Cut Through] If you are struck by a defensive block you can attempt to cut through doubling your attack chance. (gold)

### Tenth

[Titans Swing] Swing your greatsword inflicting x10 to one target and x5 damage to the rest around. (black)

### Ultimate

Endured The Harsh Reality of Training: Multiplier to the great swords when wielding them.

## Talents

### Option 1

Great Slashing: +1 damage to multipliers for great weapons.

### Option 2

The Power Within: Increases power to x3 now.
Bwonsamdi

**Bwonsamdi** (pronounced "BWAN-sam-dee") is a powerful loa that controls the souls of the dead, primarily of trolls. Bwonsamdi's temple is the Necropolis, located in Nazmir on Zandalar. He brings the spirits of any who worship him into his realm, the Other Side. Bwonsamdi grows more powerful the more souls are in his care.

His face is covered by a bony, skull-shaped growth and is described as resembling a rush'kah mask. He is constantly surrounded by an aura of rot and darkness, and nearby plants wilt in his presence. After someone undergoes the rite of binding, a ritual "as old as the world itself", the soul of anything they kill goes to Bwonsamdi. To honor the loa of death, Zandalari trolls will don masks in their rituals and pray to him. Bwonsamdi, in turn, will either answer in kind or curse them with pain, depending on his mood. The Grimoire of the Other Side, along with the power of the loa, is used by Kaza'jin the Wavebinder to bless the Golden Fleet.
Orcish Stronghold

* Level 1
* Level 2
* Level 3

"As far as their eyes could reach, along the skirts of the Morgai and away southward, there were camps, some of tents, some ordered like small towns. One of the largest of these was right below them. Barely a mile out into the plain it clustered like some huge nest of insects, with straight dreary streets of huts and long low drab buildings."
—Return of the King, The Land of Shadow

During his preparation for war against the Free Peoples, Sauron bred innumerous hordes of Orcs in various breeding pits across the plains of Gorgoroth. Although born with an innate bloodlust, these orcs were still provided rudimentary combat training in the barracks of the Morgai before being set upon Sauron's enemies. The breeding of Orcs in Mordor was so extensive that military losses had very little consequences for Sauron, who could rapidly replenish his armies behind the walls of Mordor.

In Age of the Ring, the Orcish Stronghold is one of the primary unit recruitment buildings of Mordor from which Orc units can be recruited.

## Upgrades

**Upgrade Orc Barracks to Level 2 (A)** - allows training of the Black Uruk Marauders. Adds Orc Archer to defend building. +10% faster build speed. Cost: 350

**Upgrade Orc Barracks to Level 3 (A)** - +25% faster build speed. Adds second Orc Archer to defend building. Cost: 300.

## Function

The Orcish Strongholds can be used to recruit the following units:

 Orc Pikemen | Pikemen
 Orc Archers | Archers
 Black Uruk Marauders | Swordsmen

## Strategy

The Orcish Stronghold is arguably the most important structure in Mordor as it enables the recruitment of Mordor's early game units which prevent the player from being overwhelmed by their opponent. It is a relatively cheap structure and the units recruited from it are also highly cheap, thus it is recommended to have at least two or three Orcish Stronghold built in the early-mid game to maximise Orc production. Orc spam can be enhanced by leveling the Orcish Stronghold up as this increases the unit build speed; moreover this enables Mordor to transition into the mid game as this enables the recruitment of Black Uruk Marauders which are superior to standard Orc Warriors.
Angelic Emperor's Mark

## Powers

### First

Faithful Piece: The pawn has infinite potential, they have the power to rise up beyond ones capabilities and become anything.
Max Pieces: 4

Bloodline Evolution: Random angelic

Strength Breaker: +25 Strength

Amplifier: +1 cp/ep/hp for every 5 Strength

### Second

Healer Piece: The bishop is the smartest of the pieces, they are the strategist and the brain behind the group, they are about improving and utilizing the group at 100%.
Max Pieces: 2

Strategic: Angelic Hands

Magic: Angelic Magic

Amplifier: +2 cp/ep/hp for every 5 Power

### Third

Angel Piece: The knight is the first reactor, the soldier who jumps to the front line to battle.
Max Pieces: 2

Sacred Treasure: Holy Sword of Light

Sacred Art: Angelic Presence

Amplifier: +3 cp/ep/hp for every 5 Agility or Toughness. (Pick one)

### Fourth

Archangel Piece: A rook gains a worldly artifact created from the emperor's mark as a summon and a privilege from the domain.
Max Pieces: 2

Sin: Angelic Sin of Dishonor

Grace: Angelic Grace of Courage

Worldly Artifact: Angelic Emperor's Holy Blade

Amplifier: +4 cp/ep/hp for every 5 Agility or Strength (Pick one)

### Fifth

Supreme Archangel Piece: The queen gains the domain of the mark granting them miracles, grand miracles, and final miracles for exchange of their life.
Max Pieces: 1

Spark: Angelic Birth Maker

Sigil: Angelic Emperor's Sigil

Amplifier: +5 cp/ep/hp for every 5 Power or Strength (Pick one)

### Ultimate

Supreme Being Piece: The king gains the domain of the mark granting them miracles, grand miracles, and final miracle for exchange of their life.
Max Pieces: 1

Domain: Angelic Domain

Sigil: Angelic Emperor's Sigil

Amplifier: +10 cp/ep/hp for every 5 Strength or Power. (PIck one)

## Passive

### +1 Stat

+1 All attribute for each piece type filled not including the king.

### Bonus

Queen: Gain 1 Cp for every 3 of the stat the king piece requires.
King: Gain 1 HP for every 3 of the stat the king piece requires

Rook: The rook and the king can switch places as a miracle.

Pawn: the pawn can promote himself to anything to use one of the powers as a miracle.

Knight: The Knight gains a misc summon that allows them to gain mobility, they gain no reductions for fighting on it.

Model:

Bishop: The Bishop Can communicate with everyone of the members and know their location.
Book of Defensive Art

## Effects

### 1

Defense of the Clan: The book can be taken to one clan in each land, The clan can study and create their own defensive technique or sacred art.

### 2

Master of Defense: Any art placed in the book can be used by the wielder not adding to their limit.

### 3

Defense: As a miracle can create a new defensive technique.

### 4

Strength Within: Gain +1 sp for each page in the book.

### 5

Endless Defensive Arts: Grand Miracle, Create a new defensive class.
Archive of Magic

### 2

Elemental Gatherer: When within a land you gain the use of the magic of the land, turning it's 'namesake' into magical power, this grants you one spell per tier of the book and each spell raises in rank. S, A, B, C, D.

### 3

The Right of Knowledge: as a miracle you can teach a spell you know to them and if they are a student they can learn 2.

### 4

Spell Archive: With each page you can write a magical spell within infusing it inside, one per tier, you can summon that spell as a black-gold.

### 5

Law of Magic: Gain 1 ep for every 1 power, the law is that you can only use magic any form of arts or attacks that breaks this, the book closes and you will never be able to open it again until it passes to another who can.
Ancient Beast

## Powers

### First

Prime Creation: You can cast 2 miracles, 2 grand miracles, and 1 final miracles so long as their are within your domain of animal type, the animal type specialization is the main category not the sub category as you have control and domain over all sub category's.

### Second

Ancient Power: +20 to all combative stats.

### Third

Domain of The Beast: You gain 10% of the stats the your prime provides if you have one.

### Fourth

Sons and Daughter of The Beast: You can either have children naturally or evolve any one of your animal category's to become your children when you do this they are bestowed an awakening you create for them, can only have one children per other miracle period.

### Fifth

The Beast Forms: You can transform to animal form, demi form, or beastfolk form at will.

### Ultimate

The Creatures of The Era; For every grand miracle period that you live through gain 100 cp, hp, ep, and +5 into all combat stats.
Broken Ruined Dragon

### Second

[Torment] Select one person and burn them in flames dealing internal fire damage of x3 (red)

### Third

Broken Power: The creature Can consume a person of champion rank or higher gaining 1 cp for each of their rank. (passive)

### Fourth

Feed Dragon: The dragon can be fed body parts to fully regenerate so long as it is the users body parts. (passive)

### Fifth

[Breaking Beam]: Fire a destruction beam in a straight line inflicting x5 damage, can only be activated after consuming a body part. (trigger)

### Ultimate

Unkillable: Doubles Body on the dragon. (passive)
Blueprint Sigil

## Powers

### First

Blueprint Creation: as a miracle you can create a blueprint in your head, this allows you to make it effortlessly the blueprint can only be one of the listed category's below. 1. Economy: Improvements on the economy. (125)

2. Biological: Creature based research (200)

3. Life: Plant based research (150)

4. Material: Metal based research (100)

5. Society: Society based research. (50)

6. Military: military based research (250)

7. Supply: Food based research. (75)

8. Trival: inventing products that people would like. (60)

9. Genetics: Research based off a bloodline (500)

10. Racial: Research based off a race. (1000)

11. Evolution: Operating on someone pushing forward their evolution. (750)

12. Unknown: Discovering something you had no idea existed. (2500)+

### Second

Civilization Advancement: You can create a blueprint as a grand miracle for something that would advance the world forward in a powerful leap forward.

### Third

Download Blueprint: By touching anything you can download any blueprint into your head.

### Fourth

Install Blueprint: You can install any blueprint into someone elses head.

### Fifth

Blueprint Upgrade: As a grand miracle you can upgrade any structure into a better building or as a miracle you can level it up.

### Ultimate

Final Blueprint: as a final miracle invent a wonder.

## Passive

### +1 Stat

1 Int per invention of grand miracle quality

### Bonus

Elect a assistant and they gain the ability to use a weaker version of this power, can get another one each grand miracle.

Assistant

+1 Intelligence

Blueprint Creation (half effect)

Civilization Advancement: Every Other Grand Miracle

Download Blueprints: downloads them to Ari

Install Blueprints: unable to install blueprints

Blueprint Upgrade: Upgrades only on miracle

Final Blueprint: Upgrade the wonder with an effect.
Wyrm Lair

* Level 1
* Level 2
* Level 3

"There were lots of dragons in the North in those days, and gold was probably getting scarce up there, with the dwarves flying south or getting killed, and all the general waste and destruction that dragons make going from bad to worse. There was a most specially greedy, strong and wicked worm called Smaug. One day he flew up into the air and came south."
—The Hobbit, An Unexpected Party

The Northern Wastes were a vast region in northern Middle-earth covered by snow and ice, they were the breeding ground of Dragons and wingless Wyrms that drove the Dwarves out of the Grey Mountains. Though their numbers had dwindled by the late Third Age, the Northern Wastes were still inhabited by some of these beasts; most notably by Smaug the Terrible who set Dale ablaze and claimed Erebor and its treasures for many years.

In Age of the Ring, the Wyrm Lair is a unit production structure for Misty Mountains that can be built once the Brood of the North Fortress upgrade has been researched.

## Upgrades

**Upgrade Wyrm Lair to level 2 (A)** - Allows recruitment of Cold-drakes and research of Wyrm-Armour. +10% faster build speed. Cost: 350

**Upgrade Wyrm Lair to level 3 (A)** - +25% faster build speed. Cost: 300

## Function

#### Unit Production

The Wyrm Lair can be used to recruit the following units:

 Cold-drake | Monster

#### Unit Upgrades

At level 2, the Wyrm Lair can be used to research unit upgrades for Fire Wyrms:

**Wyrm-Armour (R)** - Allows Wyrms to purchase the Wyrm-Armour upgrade. When equipped, increases armour to pierce by +30%.

## Strategy

Wyrm Lairs are a mid-late game structure due to their high cost and because they are locked behind a Fortress upgrade that costs 1500 resources. The unit that can be recruited from it requires significant micromanagement as a result of its slow speed; but if used correctly at opportune moments, Fire Wyrms can be devastating against enemy armies and bases. It is advised to upgrade the Wyrm Lair to at least level 2 and research the Wyrm-Armour before recruiting Fire Wyrms as the increased resistance to pierce can make a great difference in the Wyrm's effectiveness. Cold-drakes are especially dangerous units due to being flying units - preventing melee units from attacking them and giving them high mobility to harass the enemy's base before making quick escapes.
Blade of the Holy Ocean

## Effects

### 1

Ocean Blade: when fighting on/in the Sea triple the weapons Stats, double for being near a water source.

### 2

Water Purification: Gain a x2 amplifier as water energy surrounds the blade.

### 3

Holy Oceans Capetian: Call upon the light to bring forth a broken ship that has fallen into the sea back blessed by the light and resurrected as a Miracle.

### 4

Blade Prowess: Triples SP on CP on weapon (calculated)
Beastial Forming

## Tier Abilities

### Tier 0

Beast Purification: Your able to purify beast returning them into animals depending on the beast in question it may consume more charges or less, you gain 1 charge per tier and at tier 5 double the charges.

### Tier 1

Beastial Form: You can assume the form of a beast you purified for each 1 you've collected gain 1 CP/HP/EP.

### Tier 2

Mark of The Purified: Each beast you purify if they are strong enough to retain it, they gain your purified mark, allowing you use them as companions and summon for each of them that you gain 1 CP/hp/EP.
Azeroth

**Azeroth** is the current world we all reside in. It has a large world soul perhaps one of the strongest World souls seen yet. Long ago, it was invaded by the Old Godseldritch abominations from the Void. When the Pantheon arrived, the titans imprisoned the Old Gods deep beneath the earth, before healing and ordering the world, and seeding life across the planet. A great fount of magic that would nurture the land was placed at the center of Kalimdor, known as the Well of Eternity.

One day, attracted by the Well, the demonic armies of the Burning Legion found Azeroth and caused the Sundering of the world. The world survived although fractured with many different species surviving from the Kongs, Trolls, Elves, and Dwarves. Although ravaged by inner conflict and external threats, the peoples of Azeroth have, somehow, always managed to survive.
Connection Awakening

2. Healing

3. DoT

4. Support

5. Tank

For every dungeon completed all party members roll with the theme of their rank.

1. Attribute: +5

2. Item: T3 item or 1d5 T item.

3. Evolution: 1d100

4. Technique

5. Reforger

### Third

Second Connection: Gain a second party member, this add a group connection of 1 hp/cp/ep per member for every tier they are collectively.

### Fourth

Third Connection: Gain a third party member, this will add a group connection cp of 1000 for every member

### Fifth

Fourth Connection: Gain a fourth party member, your final member each of you gain a group-based evolution that is the same.

### Ultimate

Connection Synchronization: As a miracle you can attack together with a flawless combo, the power will be a x10 damaging skill for each member creating a x100 attack.

## Passive

### Bonus

+1 toughness for every member per member.
Aldaron, Bow of The Forest

### 2

Elvish Trade: +1 multiplier on the item and counts as a main instead of a secondary when on a secondary.

### 3

Path of Nature: +5 Pow, gaining actions, blacks, miracles, grand miracles.Arrow Effect: Nature blooms. Arrows fired from the bow have the power of gaia, and have different effects when fired.

Tree: A tree sprouts from the ground, providing cover for an ally, or a disturbance for an enemy.

Flowers: Flowers bloom in a nearby area healing those nearby for 20% of their max hp per round spent in the circle.

Vines: Vines grow out of the location the arrow struck and grapple the nearest enemy.

Poison Ivy: Poisonous plants sprout from the area and poison those in it for x3 damage per round.

[WIP]

### 4

Elvish Fusion: Sp is added to all the item. (calculated)
Creation Awakening

## Powers

### First

Create Defense: Create any form of defense in a battle, once for free and any other time for other actions.

### Second

Create Attack: Create any form of attack in battle once for free and any other time for other actions.

### Third

Create Power: You can create a power in the form of an orb if someone uses it they can gain the power as a bloodline, miracle.

### Fourth

Create Item: You can create a T4 as a miracle or a T5 item as a grand miracle.

### Fifth

Create Spark: You can create a spark of evolution pushing forward someones evolution.

### Ultimate

Great Creation: Create anything you desire to however the entire awakening will be removed from you and take a grand miracle period to enter your next bloodline
Ancestors Path

## Tier Abilities

### Tier 0

Power of Generation: For each tier gain an ability from the previous generation each tier 0-4 goes back one generation, the fifth tier version of this power allows you go back as far as you want.

### Tier 1

Skill of Generation: For each tier gain an skill from the previous generation each tier 0-4 goes back one generation, the fifth tier version of this power allows you go back as far as you want.

## Bonuses

### Effect

Family Pathing: connect to the consciousness of a random family member that works as your guardian with each tier unlocks more of your interaction.
T0: Gain +1 to their most used CP/EP/HP.

T1: Communicate With them through meditation.

T2: Able to revisit their past memory to gain knowledge

T3: Heirloom; they are able to pass down their knowledge or an artifact they had in life.

T4: Awakening: Gain an awakening from who they were as a person, this you will need to train with the ancestor.

### Attribute

+1 Strength per 1 Generation if tier 4 instead gain [+1 Gen/strength per generaton] and if tier 5 instead gain [+1 power/gen/strength per generation]
0-Gear, Kymil Series

## Effects

### 1

Domain Amplifier: For every domain you have control over gain a +1 multiplier to the item.

### 2

Equalizer: SP is carried to all stats (Calculated)

### 3

The Gear of Worthy Fight: For each domain you can initiation a sacred dual, this dual makes it so two people are put in a reality marble in which only one person can come out winning, while in this state the armor gains an amplifier based off how many domains you have.

### 4

Damage Resistance: Gain physical damage resistance

### 5

Perfect X: Gain a ability based off each domain the wielder has:
Wild Domain: As a miracle summon two legendary creatures equal to your stats, the animal type can be whatever you choose to.

Rage Domain: All rage is increased by +1 income, gain 1 rage per round.

Nova Domain: Channel energy blast dealing melting point damage for attacks inflicting x5 damage. (red-gold)
Black Champion's Sigil

## Powers

### First

Black Sigil: You are marked by the emperor and can be summoned at will when you are summoned the items you are most commonly used to using with be equipped even if they were not, the summon is instant but can only be done once as a gold-black.

### Second

Black Gate: The Emperor can decide to summon you at any point of the world so long as it is within his borders this can only be done as a miracle.

### Third

Champion's Mark: all children from a champion will begin atleast at champion rank and take the higher rank-grade if their mate is already champion.

### Fourth

Royal Family: When fighting infront of the royal family you gain 25% of your cp increased, 50% if the emperor is present.

### Fifth

Future Champions: You can add a power or boon to the next effect of this power for future champions.

### Ultimate

Champions Wish: Upon dying the champion if your emperor writes you down as a hero of the empire after you will gain a final wish that you can make.

## Passive

### +1 Stat

Conquest: 1 sp for each land within your empire, +2 if your a house, +3 if your a king, +4 if your a royalty, and +5 if your the emperor, double if you conquered the world.

### Bonus

+1 Multiplier to all national treasures you are wielding
Spider Lair (Creep)

"He had picked his way stealthily for some distance, when he noticed a place of dense black shadow ahead of him, black even for that forest, like a patch of midnight that had never been cleared away. As he drew nearer, he saw that it was made by spider-webs one behind and over and tangled with another. Suddenly he saw, too, that there were spiders huge and horrible sitting in the branches above him, and ring or no ring he trembled with fear lest they should discover him."
—Flies and Spiders, The Hobbit

In the Third Age of Middle-earth, the Pass of Cirith Ungol was a location of fear because of the presence of Shelob, a great spider that fed on those tarvelling through the pass. Her children spread throughout Middle-earth, with some staying in the Mountains of Shadow while many took control of Mirkwood after the influence of The Necromancer began corrupting the forest. Here, these great, multi-legged creatures fed on travellers within the forest and coated the trees in their thick webs.

## Behaviour

The Spider Lairs are protected by multiple small spiders. These will attack nearby enemies in melee

## Wild Allegiance

When converted by Wild Allegiance, the Spider Lair can be used to recruit the following units:

## Strategy

While not quite as numerous as the guards of the Goblin Lair, the spiders are more powerful with higher damage and much higher health. They deal SLASH damage so using pikemen is ill-advised (unless using elite pikemen). Instead, use swordsmen or archers to take out the spiders before destroying the lair. As they deal more damage, any melee unit attacking the spiders will likely lose more units and so using a couple of battalions or a hero to wipe out the lair may also be a good idea. The spiders are immune to trample as well so cavalry will not be able to wipe them out in the same way as with Goblin Lairs.
Angel

### Lore

Angels are the keepers of the spirit world, there are many unsolved mysterious with how they arrived in keltheria but it is clear they predate it but none of their archangels have memories of the time before the destruction of athens.

## Traits

### Talent II

Angelic Wings: wings regenerate x1 of your life force as well as allow you to fly.

### Talent III

Angelic Body: Resistance to corruption and evil, +10 toughness.

### Tier 1

Holy Light Manifestation: Controls holy energy and can bend it to your will, +1 effect.

### Tier 2

Holy Sword Manifestation: Able to summon a holy sword that gains 1 hp per 2 toughness, 1 cp per 2 strength and 1 ep per 2 power, if you are an arch angel use Archangel Blade Instead.

### Tier 3

Holy Armor Manifestation: Able to summon a holy sword that gains 1 hp per 2 toughness, 1 cp per 2 strength and 1 ep per 2 power, if you are an archangel use Archangel Armor instead.

### Tier 4

Infinite Life: Gain a barrier that is equal to your life.

### Tier 5

Divine Gift: +10 to all stats, +1 cp/hp/ep for every 2 of any stat you choose.

## Erotica

### Information

While both genders can have sex the angel isn’t a being that is bond by the factor of lust, it is due to this that they are not able to feel the same sort of mortal sensations, however, they are both able to satisify their partner effortlessly if they where to be a mortal.

### Partner

Corruption Resistance and holy affinity over time
Blade Phoenix

## Ability

### First

Name Phoenix Blade: has the ability to turn into a blade equal to it's tier and can take the shape of a blade it desires.

### Second

Piercing Blades: It can focus all it's attack to do piercing damage which cuts through blocks easier reducing their chance by half

### Third

Flying Blades: Can remove pieces of itself as flying blades to be tossed at a target, it can remove 1 shard for each tier of itself and if a sword it goes off the master.

### Fourth

True Strike: All strikes and slashes are increased by +1 damage. (passive)

### Fifth

Seeking Blades: as the blades are apart of the phoenix it can sense were all the blades are so if an enemy is struck with one it's location is always found.

### Ultimate

+1 multiplier to the sword when in sword mode.
Arrow of The Battlelord

## Effects

### Tier 1

True Arrow: Fireing this arrow allows you to deal x2 true damage, the arrow grants you true-sight on them, can only be fired once in a fight.

### Tier 2

Fire Arrow: inflicts x2 damage and reduces healing on target by 50%, can only be fired once in a fight..

### Tier 3

Cursed Arrow: Inflicts x2 damage and causes the next damage dealt to target to duplicate, can only be fired once in a fight.

### Tier 4

Charged Arrow: Each round that passes the arrow increases in damage by 0.25, can only be fired once in a fight.

### Tier 5

Lucky Draw: At the beginning of a fight roll 1d4 that arrow is twice as effective in its effect and twice as hard to dodge.
Adventure Awakening

### Second

Treasure: Within each miracle period that passes an artifact that you have the map to will appear of T4 rank.

### Third

Artifact: Within each grand miracle period clues of an artifact will appear on the world for you to find of Tier 5 rank.

### Fourth

Finding: The cost of finding artifacts is reduced in half.

### Fifth

Reforged: As a miracle you can find something with the theme of your profession the selected object is random.

### Ultimate

Great Treasure: Once per person with the awakening a great treasure will appear on the map, this treasure is untold and each miracle period there will be clues that appear on the map to were it can be found, if you can manage to find it you will be a legend.
Armor Forger

### Third

Armor Forger: All forging/crafting miracles that are used to make armor can be used again.

### Fourth

Divine Craft: As a grand miracle you can craft 5 4th tier items.

### Fifth

Wordly Craft: As a grand miracle you can craft a 5th tier item.

### Ultimate

True Forged: Use as a grand miracle to double the sp on one of your creation while creating it.
Blade of The Lightning God

## Effects

### 1

Divine Stance: Can't be controlled or instantly destroyed so long as the sword is in your hands.

### 2

Focused Power: Doubles SP added to weapon.(Calculated)

### 3

Equalizer: All stats gain the sp added in stats. (calculated)

### 4

Divine Journey: By returning the blade to the Pedestal of The Lightning God you are granted a wish.

### 5

Lightning Champion: +5 Agility and Power, per 2 wielders, starting at base of 5.
Akunda

**Akunda**, the thunder lizard, is the loa of storms and new beginnings. He believes that the storm has the power to wash away regret and sorrow. Through a sacred ritual, Akunda enters the minds of those who come to his temple in Vol'dun seeking refuge and removes the memories that cause them pain. His followers do good works to show the loa they are worthy of his blessing.

The unwanted painful memories that Akunda takes from his followers are stored in the Valley of Sorrows, where Akunda's power (normally) keeps them sealed away.

As he commands the storms, Akunda allows the Eternal Spring near his temple to never run dry.

### Tales of the Loa

Akunda brings de lightning,

Akunda brings de thunder.

De faithless be afraid,

De brave be full of wonder.

Akunda brings de wind,

Akunda brings de rain.

Ya memories come flooding up,

His will can ease ya pain.

One day he hits with all de force,

De next day he be kind.

Much like Akunda's touch,

Dere be great power in his mind.

When ya courage goes astray,

When doubt be in ya heart.

Think of calm before de storm,

And Akunda do his part.
Artemis Scope

## Effects

### 1

Earth Storm: As a miracle, upon impact with an enemy a projectile will erupt into a shower of rocks that deal siege damage.

### 2

Hawkeye: Double range of snipers shooting through the scope.

### 3

Through The Eyes: Projectiles fired through the scope deal x1 extra damage.

### 4

Guided Projectiles: Attacks with the scope are x1 more accurate.

Created with Earth Elementium

Elemental effect: Enemies hit with projectiles from the scope have one part of their body encased in earth, causing them to gain a debuff based on where they are hit.

Head: The unit is stunned for a turn.

Shoulder: The unit's attack rolls are halved.

Arm: The unit cannot perform actions using their arm.

Leg: The unit cannot move from its spot for a turn.
Aura of Behemoth

## Tier Abilities

### Tier 0

Aura of Destruction: Any damage done to you is converted into a pull of destruction, you can enter destruction mode at any point as a (green-black) once you have entered this mode you release all damage done to you each round as an aoe to all around you within Melee Range, you can double this amount if you choose to however chaos will consume you.
Blade of The True Hero

## Effects

### 1

Heroic Stance: Can't be controlled or instantly destroyed so long as the sword is in your hands.

### 2

Focused Power: Doubles SP added to weapon.(Calculated)

### 3

Equalizer: All stats gain the sp added in stats. (calculated)

### 4

Heroes Journey: By returning the blade to the Pedestal of The True Hero you are granted a wish.

### 5

Champion of Heroes: +5 attributes to distribute how you desire.

### Angel's Blessing

Blessings: +3 sp (calculated)

* Fate
	+ Requirement: If you fail to uphold these commandments you will be sealed within the blade.
	+ Blessing: The blade can seal one creature within.
* Honor
	+ Requirement: Uphold honor, never break your word, always follow through with what you swear, and never fall from the grace of heroism.
	+ Heroic Strength: Once per round you can use heroic strength to double your roll chance to break through a block.
* Loyalty
	+ Requirement: You must uphold loyalty, you may never betray your friends or those you hold dear, you can never give up on them even if it means everyone disagrees with you.
	+ Loyalty Forever: The blade will show you the truth, you can not be lied to, or forced to attack allies.
Berserker Blood

## Tier Abilities

### Tier 0

Blood of The Berserker: Gain +1 rage for every time you strike, are struck, and each round that passes, Rage can be released to deal extra damage or resistance against attacks.

### Tier 1

Harness Rage: All sources from rage is doubled in income, as well your rage will save to a temporary storage at half once a battle is done, however, if you do any resting the rage resets.
Borne

### Lore

Humans whom are born for a certain existence, either trained their whole life or forced to live in such condition to make them what they are.

## Traits

### Talent 2

Borne Defense: Provides some form of defenses towards their archetype

### Talent 3

Borne Advantage: provides a advantage to their archetype

### Tier 2

Manifest Borne: Allows you to call your born power.

### Tier 5

Mastery of Borne: +30 STAT and gain +1 cp/hp/ep per 2 STAT

## Adapation

### Varient

Arrow-BorneWar-Borne

Iron-Borne
Bear Palm Style

## Techniques

### First

Bear Palm Claws: Your able to shift your attack to toughness you can make block rolls using your hands, add half of your cp as a defensive buff and half your cp. (green)

### Second

Bear Palm Hands: Can utilize CP to restore peoples life force, can not be used to restore your own. (green)

### Third

Bear Palm Force: Push target back stunning target. (gold)

### Fourth

Bear Palm Force: strike the ground preventing a channeling ability from being done, an addition making your next attack chance hit double in chance. (gold)

### Fifth

Bear Claw Improved: increases defensive amount by double towards percentage buff. (passive)

### Sixth

Bear Hands Improved: +1 to healing effects. (passive)

### Seventh

Rendless: Meditate as a channel effect removing all bleed effects. (action)

### Eighth

Bear Palm x Fold: Increase your allies next attack by touching them and surging your chi into them by double. (gold)

### Ninth

Return Swipe: When someone knocks you down, trigger this effect were you hit the ground leap back up in a kick pushing them back dealing x1 damage. (trigger)

### Tenth

Bear Swing: For one round make yourself double-swing. (gold-black)

### Ultimate

Bear Spirit Trigram: In this form when you are struck, you strike back and regen for x1 cp. (Green)

## Talents

### Option 1

Bear Claws: +1 more hp everytime you add an hp to it.

### Option 3

Ultimate Bear: Use ultimate without tear 5.
Dragon Slayer

### Tier 2

Boosted Draconian Devourer: +2 sp for each new dragon your blade has ate, and +2 sp for each champion you devour and a additional +2 sp for each rank than after.

### Tier 4

Boosted Dragonkiller: Use your blade as a parry for draconian energy it will devour and reflect it back at them.

### Tier 5

Boosted Slayer: Grants true damage and slayer.

## Bonuses

### Blessings

Sacred Treasure - Dragon SlayerDragon Max
Blessed Body

## Abilities

### Tier 0

Blessed Mental Capacity: +5 intelligence per tier in addition allows +1 skill to be learned, +1 sacred art learned at tier 4, +1 class at tier 5.

### Tier 1

Blessed Leg Capacity: +5 agility per tier in addition you are granted light foot allows you move over water and pull off agile feats.

## Bonuses

### Other

Collective Power: Everytime you receive 50 stats in any of the stats that are granted by the blessed power gain +2 into the other stats.
Codex of the Void

## Effects

### Tier 1

Book of the Void: Allows the user to utilize Void magic, without the energy type.

### Tier 2

Codified Cypher: Every miracle period "decipher" a spell of a random grade. Or for a Grand Miracle, create a higher level spell. Alternatively, codify a spell into the book in exchange for the miracle.

### Tier 3

Magic Focus: This item can be wielded in the weapon slot instead.

### Tier 5

Speed Cast: So long as the spell cast is codified in this book, it's cast type is reduced a level, cannot go lower than instant.
Book of Virtue

## Effects

### 1

Virtue of Diligence: Gain a +1 to learning rate. Skill cap is also increased by one so long as the book is with you.

### 2

Virtue of Charity :In combat share up to one positive buff/ effect you have with one other ally of your choice. Outside of combat, once per grand miracle gain true silver coins equal to: Status/10 (minimum of one)

### 3

Virtue of Temperance: Immunity to mind/mood altering effects.

### 4

Virtue of Chastity: By remaining faithful to one partner, you gain +4 Gen along with the ability to pass down one of your bloodlines once per grand miracle. If your unfaithful while using this virtue the effect is nullified and can no longer be called upon.
Arrow Emperor's Sigil

## Powers

### First

Strength of The Archer: +1 cp for every 2 agility

### Second

Power of The Archer:+1 ep for every 2 agility

### Third

Life of The Archer: +1 hp for every 2 agility

### Fourth

Archer Creation: Use a miracle to create something within the Arrow domain.

### Fifth

Grand Archer Creation: Use a grand miracle within the Arrow domain.

### Ultimate

Final Archer Creation: Create one final miracle within the Arrow domain.
Dazar'alor

**Dazar'alor** refers to the urban center of the Zuldazar region. It is named after the royal palace, the pyramid of Dazar'alor. Two of the palace's floors, centered around the Great Seal in the palace's interior chamber.

## History

The glorious city of gold was founded by the King Dazar after the exodus of his people out of the muck and mire of Nazmir.
Daro Bright

Outside Thinking: Roll 1d3, see something that someone might of missed as a chance when the opportunity arises.

Genius of The Centuries: A genius, the genius will give them 3 of any skills they want at divine, it will grant them 250 IQ, +1 iq multipler, and a genius based evoultion, Tier 5 Legend

Synerger Draw-Back: Survive 1dx roll save (x is equal to elemental synerger

Arcana Toxicity: Triples arcana toxicity.Repurposed: Your skills can take a toll in areas -5 for 2 positive.

Synergy:Mana has forcefully adapted around their body, constantly triggering that energy to make them better. (roll synger amount)

Believe It:The more they believe in their self, telling their bodies to move will make them faster, or telling themselves to stand may make them tougher, etc.

Quicktime:, reaction time is tripled.

I’m Faster:25% reaction.

[T1]Synergy Release: Able to release synergy as a burst to your next attack.

[T2]Synergy Control: All your attacks are boosted by your synergy.

[T3]Synergy Booster: Your synergy grants you double the stats from it.

[T4]Synergy Ultimate: Able to create an ultimate tier chain-action attack.

[T5]100% Synergy: Control synergy as one would do full mana control.
Druid of the Moon

The **Druids of the Moon** are a group of druids found at the Temple of Elune in Val'sharah, they are a subsect of Druid that understand and learn the lessons of Cenarius, but also revere the goddess Elune and call upon her power in tandem with the powers of nature, typically in the form of Astral Magic. Druids who learn the discipline are gifted with the ability to transform into the Sacred Moonkin.
Dragon Bane arrows

### 2

Elemental Dragon Killer: An arrow that deals x10 damage to dragons related to the elemental dragon, double on elemental dragons.

### 3

Metal Dragon Killer: An arrow that deals x10 damage to dragons related to the Metal dragon, double on Metal dragons.

### 4

Dragonblood Killer: An arrow that deals x10 damage to dragonbloods related to the Metal dragon, double on dragonbloods dragons.

### 5

Dragon Ender: If shot with this arrow it stops draconian powers.
Clerics of Northshire

## Brotherhood of Northshire

The **Brotherhood of Northshire** (formerly known as the **Holy Order of Northshire Clerics** or **Clerics of Northshire**) is a clerical order, comprised of clerics, priests, and paladins based at the Northshire Abbey, in the Northshire Valley of Elwynn Forest. It's a branch of the Church of the Holy Light dedicated to the cause of the Kingdom of Stormwind.

For decades, the Holy Order of Northshire Clerics supported the citizens of the kingdom and ensured the protection of the realm alongside the Stormwind Army.

## History

The Holy Order of Northshire Clerics traced its roots to the Church of the Holy Light in Lordaeron. Long ago, devout clerics from the emergent Church had ventured south from Lordaeron to spread their faith in the continent of Azeroth. Upon reaching Stormwind, these pious established the Northshire Abbey and become a critical component of the kingdom. The kingdom looked to these clerics as a source of wisdom and comfort in hard times, while the devout clerics used the powers of the Light to soothe the hearts and minds of Stormwind's citizens, and even helped the army of their kingdom fight through its life. The clerics had also been present on the battlefields of various conflicts, including the Gnoll War and the Gurubashi War. In some cases, their compassion had even been granted them safety on the battlefield, as they were known to heal gnolls and jungle trolls in the past.

On the eve of Medivh's Age of Ascension, a backlash of energies poured from the child, and only the combined powers of a hundred clerics and the Court Conjurer Nielas Aran were able to properly contain him, before he succumbed to a coma. Medivh was then taken to Northshire Valley to be tended by the clerics, until he awoke a decade later, assuring them that he was fine.
Dragoons

## The Seven Dragoons

The Dragoons are a group of individuals chosen by the spirit of a deceased Dragon as a host, these host are chosen by the Dragons because of reasons held personal to each one, but it's believed it's because the host will fulfill a goal of the Dragon's. In return, a host is given access to their Dragon's vast powers, able to manifest them in varying ways. Despite their inherent connections the Dragoons often do not work together and on occasion clash and kill eachother.

Due to the nature of requiring a host and being sentient, these Dragons have avoided being "liberated" by the Dragonborn despite their attempts and the Dragons refuse to be bound by their desire to hoard all Draconic power in the world. This has yet to stop the Dragonborn attempts at capturing the spirits.
Chosen of The Land

### Second

National Strength: You can wield any of your lands national treasures and when you wield them you gain a boosted effect of your choice as well as a multiplier that is equal to your lands rank. * F: 0
* D: 1
* C:2
* B: 3
* A: 4
* S: 5

### Third

Land Miracles: Cast miracles based off land

### Fourth

LAND Overflow: gain some form of multiplier or advantage.

### Fifth

Reputation of LAND: Depending on the grade of your land within the empire you are able to channel more power, there are other bonuses if your land has those as well.* Ranks
### Final

LAND Authority: Each king can grant their chosen an authority based off their domain of their lands true name.

## Bonuses

### Stat

Land Conquest: 5 cp/hp/ep for each land within your empire, counts as a conquest perk.

### Bonus

King's Gift: Gain 5% of the attributes your king has or 10% of a chosen attribute.
Counter Soul Forging

## Powers

### First

Counter Soul Forging: If you find a powerful creature of a energy, you can craft an artifact made from their soul they must be champion or higher the stronger the creature the stronger the artifact.

### Second

Passing of Counter Soul: all members of the family can use counter soul making this instead a bloodline.

### Third

Counter Force Conversion: +1 sp for every rank-grade starting at standard in addition to whatever they have, this counts as it's original sp, double it's sp.

### Fourth

Forge-Master of The Counter Force: You can reforge a being as a grand miracle period making them a counter force of something.

### Fifth

Soul Count: For each 10 souls craft a T5 item.

### Ultimate

Counter Force God: If ever you sacrafise a godly being you create a Tier 5 item, if they are above hwd gain boosted.