recursal/Fanatic-Fandom huggingface dataset:
Tank

**Tanks** are universally hard to take down. If they have natural survivability skills, like Bristleback and Tidehunter, you've got a problem. Tanks wade into the thick of battle, with items being able to dive deep into the enemy, and being able to overpower and stick to targets when in their threat range, or just to turn fights that way through being an appealing damage sponge. Their base farming ability may be quite high, and with a transition into a main tank role for teamfights or as a *tank carry* owing to their early success or their best late-game capability. Tanks, as in any good ~~MMO~~ farming simulator, are highly useful for tanking bosses, and for *Open Angel Arena,* this role is almost necessary for early boss kills.

Still, as in Dota, they still might have to self-sacrafice for their team as a bait or initiator with the most due out of people hitting them, if they are behind, in which case they also have a main role and a need to communicate.
Столица

**Столица** — официальный главный город (реже — мегалополис) государства. В столице, как правило, располагаются высшие органы власти и управления:

* резиденция главы государства (монарха, президента);
* парламент;
* центральные министерства и ведомства;
* Верховный суд.

Некоторые из этих структур могут располагаться в других городах государства.

Иногда столица выделяется по статусу в самостоятельную административную или федеративную единицу (например, по конституции Австрии Вена имеет статус земли; Астана в Казахстане (название с казахского так и переводится — *столица*); Сеул в Южной Корее также переводится как *столица*; в США столица страны — Вашингтон — расположена в самостоятельном федеральном округе Колумбия, не входящем ни в один из штатов).

Как правило, столица является крупнейшим городом страны. Однако, есть несколько десятков стран, где один или более городов превосходят столицу по размеру и значимости. Слово *столица* часто употребляют применительно к крупнейшему, самому значимому городу страны как о «фактической столице», а также в переносном значении, — к прочим неформальным «столицам» (см. в числе прозвищ городов в английской Википедии и о российских «столицах» и «третьей столице»).

В разное время разные страны сталкивались с дилеммой выбора столицы между двумя и более городами, которые претендовали на эту роль исторически или ввиду резкого преобладания в размерах и значимости над остальными городами. Вопрос разрешался в них по-разному.

Иногда двумя равноправными официальными столицами объявлялись два города — например, в имперской Австро-Венгрии Вена и Будапешт, в королевской Ливии Триполи и Бенгази и т. д. В Японии столицей называют префектуру Токио, состоящую примерно из 50 самостоятельных населённых пунктов.

В других случаях предпочтения не отдавались ни одному из городов и третий город становился (или даже создавался специально «с нуля») столицей — например, Вашингтон в США (после выбора между Филадельфией и Нью-Йорком), Претория в ЮАР (Йоханнесбург, Кейптаун), Оттава в Канаде (Торонто и Монреаль), Канберра в Австралии (Сидней и Мельбурн), Бразилиа в Бразилии (Сан-Пауло и Рио-де-Жанейро) и т. д.

Для официального главного города любых других административных образований первого, второго или третьего уровня (таких как область, край, автономная республика, провинция, штат, департамент) применяется название — административный центр.

## Временные столицы

Основная статья: **Временная столица**

В разное время в разных странах бывали случаи, когда объявлялись *временные столицы*, а также по разным соображениям осуществлялся перенос столицы в другой город, уже существующий или создаваемый вновь специально для исполнения столичных функций. Например, за последние полвека так или и иначе появилось несколько десятков новых столиц.

## См. также

* Список столиц мира
* Перенос столицы
* Новые столицы
* Культурные столицы Европы

## Ссылки

* Рейтинг столиц Европы 2009: кто больше, дороже и чище
* Сравнение столиц
Inversão geomagnética

Uma **inversão geomagnética** é a mudança de orientação do campo magnético terrestre de tal forma que o norte e o sul magnéticos são intercambiados. Estes eventos implicam frequentemente um declínio prolongado da intensidade do campo seguido por uma recuperação rápida após o estabelecimento da nova orientação. Estes eventos ocorrem a uma escala de dezenas de milhar de anos ou mais, tendo a mais recente (a inversão de Brunhes–Matuyama) ocorrido há 780.000 anos.
American & Canadian Copy!

Adam: Rubbadubbers: Tubb's Pirate Treasure. Bob the Builder: Dig! Lift! Haul! Let me check the Barney: Movin' & Groovin'!

Aaron: Only VHS!

Adam: Jumanji, Sleepless in Seattle, Ghostbusters, Legends of the Fall, Close Encounters of the Third Kind, Stand by Me, From Here to Eternity, Matilda, First Knight, The Net, Last Action Hero, The Craft, Sense and Sensibility, Little Women, The Cable Guy, In the Line of Fire, Dr. Strangelove, A League of Their Own, and let me check the Fly Away Home!

Aaron: Only North American VHS! American & Canadian copy!

Adam: The Crow, The Lord of the Rings: The Return of the King, The Rescuers Down Under, and let me check the Fly Away Home!

Aaron: Only North American VHS! American & Canadian copy!

Adam: The Craft, Sense and Sensibility, and let me check the Fly Away Home!

Aaron: Only North American VHS! American & Canadian copy!

Adam: Balloon Farm, Harriet the Spy, and let me check the Fly Away Home!

Aaron: Only North American VHS! American & Canadian copy!
Динерландия

**Дата независимости** | 3 августа 2015
 **Язык(и)** | Государственные языки:
украинский (основной),
английский и русский,русинский
 **Форма правления** | Конституционная
 **Король** | Марк I

Шаблон:Категория только в статьяхК**оролевство Динерландия** (лат. *Regnum Dynerland*) (официальное название — *Федеративное Королевство Динерландия*) — является независимым государственным образованием, основанным согласно положениям Конвенции «О правах и обязанностях государств», подписанной в Монтевидео 26.12.1933 года.

Королевство Динерландия было основано 3 августа 2015 г. потомком дворянского рода, который имеет родство с Габсбургами.

Динерландию можно классифицировать как микронацию (маленький народ, который хочет развивать себя и свою динерландскую культуру).

Стать гражданином королевства может любой психически здоровый человек, независимо от его пола, расы, образования и вероисповедания, достигший на момент подачи заявления о получения гражданства 12-летнего возраста, подходящий по требованиям законодательства Королевства Динерландия.

Форма правления: Конституционная монархия

Глава государства: король Марк I

Высший законодательный орган: Король и Паш-совет

Высший исполнительный орган: Король и Кабинет министров во главе премьер-министром  Государства

Административное деление: княжества и провинции,округи

Столица: город Анак-Кракатау

Денежная единица: Динерландская крона.

Государственные языки: Украинский (основной), английский, русинский и русский (вспомогательные), латынь (как культурное наследие Королевства Динерландия).
Infinity Bottle

A finite scoop from the infinite well of divine knowledge.

**Infinity bottles** are custom items, dropped by creeps, that restore health and mana like a bottle, but can be infinitely stacked.

Regenerate
 Cooldown: 0.5

**Notes:**

* Interrupts the user's channeling spells upon cast.
* Successive casts on the same target do not stack, but refresh the duration instead.
* Restores in the form of regeneration, so it restores 3.6 health / 2.4 mana in 0.1 second intervals, which is 36 health / 24 mana per second.
* Fully stacks with other health and mana regeneration increasing effects.
* Damage greater than 0 from any player (including allies and self) dispels the effect.
	+ Does not get dispelled by damage flagged as HP Removal.
01000010 01001001 01001110 01000001 01010010 01011001 00100001 00100001 00100001

01010111 01101001 01101100 01101100 01101001 01100001 01101101 00111010 00100000 01001101 01001111 01001101 00100001 00100001 00100001 00001010 00001010 01010110 01101001 01101111 01101100 01100101 01110100 01110100 01100101 00111010 00100000 01010111 01001000 01000001 01010100 00111111 00100001 00111111 00100001 00001010 00001010 01010111 01101001 01101100 01101100 01101001 01100001 01101101 00111010 00100000 01000011 01100001 01101110 00100000 01110111 01100101 00100000 01100111 01101111 00100000 01101111 01110101 01110100 00100000 01110100 01101111 00100000 01100101 01100001 01110100 00111111 00001010 00001010 01010110 01101001 01101111 01101100 01100101 01110100 01110100 01100101 00111010 00100000 01001110 01001111 01000010 01000101 01000011 01000001 01010101 01010011 01000101 01011001 01001111 01010101 01000001 01010010 01000101 01010100 01001000 01000101 01010111 01001111 01010010 01010011 01010100 01010011 01001111 01001110 01001001 01001110 01010100 01001000 01000101 01010111 01001111 01010010 01001100 01000100 00100001 00100001 00100001 00100000 00101000 01100110 01100001 01110011 01110100 00100000 01110100 01100001 01101100 01101011 00101001 00001010 00001010 01010111 01101001 01101100 01101100 01101001 01100001 01101101 00111010 00100000 01010100 01001000 01000001 01010100 00100111 01010011 00100000 01001001 01010100 00100000 01001001 00100000 01010111 01001001 01001100 01001100 00100000 01001011 01001001 01001100 01001100 00100000 01011001 01001111 01010101 00100001 00100001 00100001 00001010 00001010 01010110 01101001 01101111 01101100 01100101 01110100 01110100 01100101 00111010 00100000 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01000001 01001000 01001000 01001000 01001000 01001000 01001000 01001000 01001000 01001000 01001000 01001000 01001000 01001000 01001000 01001000 01001000 01001000 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100000 00101000 01100100 01101001 01100101 01110011 00101001 00001010 00001010 01010111 01101001 01101100 01101100 01101001 01100001 01101101 00111010 00100000 01010011 01001000 01000101 00100000 01000111 01001111 01010100 00100000 01010010 01000101 01001011 01010100 00100001 00100001 00100001 00100000 01001110 01001111 01010111 00100000 01001001 00100000 01010111 01001001 01001100 01001100 00100000 01000101 01000001 01010100 00100000 01000001 01010100 00100000 01010100 01000001 01000011 01001111 00100000 01000010 01000101 01001100 01001100 00100001 00100001 00100001
Eixo terrestre

O **eixo terrestre** é uma linha reta imaginária que cruza o centro da Terra e ambos os pólos geográficos, em torno da qual este planeta gira. Não forma um ângulo reto em relação ao plano da órbita terrestre em volta do Sol, a eclíptica, mas sim um ângulo de 66º33' e sua direção em relação às estrelas não é fixa, uma vez que gira muito vagarosamente em torno da perpendicular ao plano da órbita, completando uma revolução a cada 26.000 anos e causando a precessão dos equinócios.

De acordo com resultados obtidos a partir de modelos simulados em computador realizados no Laboratório de Propulsão a Jato da NASA conforme divulgados por Richard Gross, o sismo do Chile de 2010 e o Sismo do Nordeste do Japão de 2011 alteraram em cerca de oito centímetros o eixo da Terra, tornando os dias mais curtos em cerca de 1,26 microssegundo. Contudo deve-se ressaltar que, em acordo com o teorema da conservação do momento angular, que afirma basicamente: na ausência de forças externas, a quantidade de movimento angular total de um dado sistema (e por tal a orientação do seu eixo de rotação primário) - se conserva, o eixo terrestre não sofreu, em princípio, mudanças em sua orientação espacial em relação ao sol e as estrelas, e sim apenas em relação à crosta terrestre, devido ao movimento desta última. As alterações na duração do dia solar e do dia sideral são resultados não da alteração direta no momento angular do planeta, mas sim da alteração do momento de inércia deste devido à redistribuição resultante de massa em torno do centro de rotação, o que, para a conservação do momento angular, implica variação na velocidade angular do mesmo.

Forças capazes de produzir torque sobre o nosso planeta de forma a alterar a orientação do eixo terrestre têm necessariamente que expressar a interação entre a terra e outro corpo celeste, a exemplo a interação entre a terra e a lua ou entre a terra e o sol - caracterizando-se assim como forças externas para o sistema em questão, composto apenas pela terra. Tais forças, de origem gravitacional no caso, implicam em verdade que o eixo da terra não é fixo no espaço, apresentando um movimento de precessão com período aproximado de 25.800 anos e de nutação com período de 18,6 anos. Não espera-se contudo a princípio que a reorientação de massas no planeta provocada pelos terremotos tenham alterado de forma relevante tais movimentos ou mesmo a orientação atual do eixo no espaço.
História da Terra

A **História da Terra** são os registros do nosso planeta desde 4,57 bilhões de anos atrás até os dias de hoje. De acordo com as teorias geralmente aceitas, a Terra teria tido o início da sua formação há aproximadamente 4,6 bilhões de anos através de várias nuvens de gás e poeira (disco protoplanetário) em rotação, que deu origem ao nosso Sistema Solar. A vida começou na terra há pouco mais de 3,6 bilhões de anos, no período Arqueano, pois se são encontrados vestígios de vida nesse período, sua formação deve ser, necessariamente, anterior.

No começo, tudo no planeta Terra era uma rocha derretida, que depois de algum tempo, se consolidou e formou a superfície terrestre. Naquela época havia muitas erupções vulcânicas, e por essa razão, a atmosfera da terra é composta de vários gases, principalmente o oxigênio, hidrogênio e carbono. Houve um grande período de chuvas, que durou milhões de anos, e as partes de terra que ficaram, emergiram formando os continentes.

As primeiras formas de vida do planeta foram os Procariontes, formas de vida unicelulares que continham DNA, uma das moléculas fundamentais da vida. Depois dos Procariontes, vieram os Eucariontes que já eram mais complexos, continham um núcleo celular e algumas organelas. Tempos depois, surgiram os vermes achatados e criaturas invertebradas mais complexas, como os Trilobitas. De pequenos seres chamados conodontes, surgiram os peixes, que se tornaram no Devoniano os donos dos mares, e que por alguma razão desconhecida, talvez em busca de alimentos ou para fugir de predadores, começaram a sair para a terra firme, e deram origem aos anfíbios que podiam andar na terra, mas necessitavam viver em pântanos pois não sobreviviam muito tempo fora da água. Os anfíbios evoluíram aos répteis, que viviam sem dependência da água e dos répteis evoluíram os sinapsídeos, ancestrais dos mamíferos, que permaneceram escondidos durante o longo reinado dos dinossauros até se tornarem os donos do mundo.
Cubee

Artwork by CompliensCreator00

**Cubee** is the Prism Bee Complien. It belongs to the Plain and Air Elements. It grows into B-rism.

## Appearance

Cubee is a cubic creature, mostly yellow, with one black stripe down the middle. On the front, it has two large, black eyes, and from the edges between the sides and top, it has two wings. Its shape is a perfect cube, aside from the wings, which are perfect squares or rectangles.

## Information

No one is quite sure how the Cubee has such a mathematically perfect shape. When measured, Cubees are always a perfect cube. However, since there is hardly any variation in how Cubees look, most Cubees can have difficulty telling each other apart. While the appearance of the Cubee is neat, it is described as being an evolutionary disadvantage, and that more genetic variation in Cubees would be better for the survival of the species. Cubees are completely harmless, due to their lack of stinger, which does not develop until they reach their second form, the B-rism, though they can be a slight annoyance. Despite being harmless, sometimes the fairly large size can catch others off guard, causing a slight fear of them. Cubees are pollinators on Complanet, and as such, appear frequently in urban areas. However, they are oftentimes eaten on accident by Honeyspews they may attempt to pollinate.

## Trivia

* Due to the low levels of variation in the appearance of their species, caused by their mathematically perfect shape, Cubeekeepers oftentimes have difficulty telling their Cubees apart.

## Spells

 Balloon Float
 Chew
A Couple of Days (1940)

**A Couple of Days** is a 1940 American film provided by Lone Star Productions.

Dubs that I have:

1. Egyptian Arabic
2. Standard Arabic
3. Brazilian Portuguese 1986
4. Brazilian Portuguese 1997
5. Canadian French 1986
6. Canadian French 1997
7. Cantonese Chinese
8. Croatian
9. Czech 1996
10. Czech 1997
11. Czech 1998
12. Czech 1999
13. Czech 2009
14. Czech 2010
15. Czech 2011
16. Czech 2012
17. Danish
18. Dutch
19. English 1986
20. English 1997
21. Finnish 1941
22. Finnish 1950
23. European French 1986
24. European French 1997
25. German 1988
26. German 1991
27. Greek 1951
28. Greek 1964
29. Hebrew 1987
30. Hebrew 2004
31. Hungarian 1991
32. Hungarian 1999
33. Italian 1951
34. Italian 1970
35. Japanese 1941 (theaterical cinema)
36. Japanese 1950
37. Japanese 1986 (WOWOW)
38. Japanese 1997 (NHK)
39. Japanese 2000s (home video)
40. Korean 1986
41. Korean 1997
42. Latin Spanish 1986
43. Latin Spanish 1997
44. Malay
45. Mandarin Chinese
46. Norwegian
47. Polish
48. European Portuguese 1986
49. European Portuguese 1997
50. Russian
51. European Spanish 1986
52. European Spanish 1997
53. Swedish 1942
54. Swedish 1951
55. Tagalog 1986 (GMA)
56. Tagalog 1997 (home video)
57. Taiwanese Mandarin
58. Turkish
59. Ukrainian
60. Vietnamese 1977 (TV Networks in Vietnam)
61. Vietnamese 1991 (VCD)
62. Vietnamese 1999 (VHS)
63. Vietnamese 2012 (DVD)
64. Vietnamese 2014 (Blu-ray & Blu-ray 3D)
65. Vietnamese 2016 (4K Ultra HD Blu-ray)

Dubs that I'm missing:

1. Catalan
2. Icelandic
3. Romanian
4. Slovak
5. Uzbek
6. Vietnamese 1940
Physical farmer

There are the character types that excel at farming with physical damage types, usually with cleaves. **Physical damage farming** has unique properties that allow it to be countered by different tactics. A simple example would be being interrupted by blinds and not silences. Physical damage farming trades directly with the creeps being farmed, and being backed off from it at range is a good counter. Being based on attack damage, any advantage it has is based on sustained damage output, with the exception of the rare cases like Tidebringer.

Since it's not based on being outside range and nuking them down without any other input, they don't tend to deal with stacked, powerful camps as much as magical farming-- although that farming type still includes Anchor Smash and Quill Spray.

One of the boot choices, Power Treads, provides a cleave for basic attacks for all characters, although this is still very much augmented by natural skills and statistics.

Often they transition better to taking down bosses as well.

For lack of a better category, those who use summons to farm also fall into this umbrella category.
Cores

*This page is different from Octarine core, Refresher core, and Satanic core.*

**Cores** are major items dropped by bosses and capture points that allow the upgrade of base items to new and exponentially more powerful tiers. Acquiring them from bosses is the major way to increase in power after the initial farming stage. Currently, there are two unique cores. It's likely that this number will stay the same, but the tier and variety of bosses may change.

Cores form the major part of most recipes in the game. Especially as most new items are through exotic higher tier recipes.

## Unique cores

### Farming core

The **farming core** is paired with the first core you receive in the game, from Roshan the Elder. These upgrade boots to farming boots, which is one of the main ways many characters accelerate farming to make it become fairly trivial, aside the fights over it.

### Upgrade cores

**Upgrade cores** are the most important part of the game. As the name says, it's used to upgrade items. It is recommended to focus on slaying bosses and gain upgrade cores, since the bigger the level, the better the stats it provides. Upgrade cores also can be used to buy special items offered by azazel, which will be added pretty soon.

There are 4 Upgrade cores, which creates 4 tiers of bosses.

1. Upgrade core 1 is obtained from Roshan, Simple Boss 1, and Simple Boss 5.
2. Upgrade core 2 is obtained from Simple Boss 2, Shielder, The Twins, Swiper, Carapace, Charger , and Slime.
3. Upgrade core 3 is obtained from Second day Spiders, Lucius Longclaw , and Bogdugg,
4. Upgrade core 4 is obtained from Killer Tomato, Ankaboot, Uriel, and Temple Guardians.

## Unused cores

These cores were once added to the game, it was removed in order to make the mechanic simpler or something changed them because the other thing is better.

### Reflex core

**reflex core** allowing one to build reflex items, items that allow to avoid disable or gain a decisive advantage in preplanned battle scenarios. The upgrades from reflex core are moved to the other items upgrade choice.

## Gallery

In order, Upgrade Core 1, Upgrade Core 2, Upgrade Core 3, and Upgrade Core 4.

Somewhere in patch 3.2.x, they changed the color or Upgrade Core 1 to orange and Upgrade Core 2 to green so it can be differentiated.
Compliverse:April Fools' Day 2020

On April 1st, 2020, **April Fools' Day** was observed on Compliverse Wiki. This was the fifth observation of the holiday.

## Events

* Since no actual main event was planned in advance this year, CompliensCreator00 made a blog post stating that her box of great April Fools' pranks was empty. To match this, Somblot's page was not vandalized with a full head of hair this year, but rather, a single strand of hair, with all the negatives on the page being changed to be entirely neutral instead. However, she encouraged everyone to continue finding the spirit of lighthearted vandalism, in hopes that it would bring the spirit of the holiday back.
* She subsequently, changed the background of the wiki to a tiled picture of Boris, from *Fat Dog Mendoza*.
* Dr\_SYNTHESIS additionally changed the picture on the template on the right side of the front page to a character named MOOL. CompliensCreator00 joined in by changing the nominees for the featured Complien to the exact same picture, with all of them linking to Somblot's page. Fittingly enough, another MOOL was overlayed over Somblot's eyeball.
* The image for the Raethians was updated, to have their face changed to a picture of Mr. Gorf from the *Wayside School* series. In the discord, CompliensCreator00 explained that it was to make sure people would recognize them as a villain, despite their sympathetic backstory. Their page added a brief mention of their face being punchable.
* Various ridiculous Compliens were created, namely Somblot 2, Friendriah, and Pogging Frox.

## Gallery

Boris, who was used as the wiki's background during the event.Somblot, with a single hair.MOOLSombool.The updated design for the Raethians.
Enigma

**Enigma** is a ranged intelligence hero who uses his skills to change the tide of war. the patch was 7.18 when this was written.

## Lore

Nothing is known of Enigma’s background. There are only stories and legends, most of them apocryphal, passed down through the ages. In truth, Enigma is a mystery for whom the only true biography is description: he is a universal force, a consumer of worlds. He is a being of the void, at times corporeal, other times ethereal. A beast between the planes. There are stories that say he was once a great alchemist who tried to unlock the secrets of the universe and was cursed for his arrogance. Other legends tell that he is an ancient being of strange gravity, the abyss personified—a twisted voice from out the original darkness, before the first light in the universe. And there are older legends that say he is the first collapsed star, a black hole grown complicated and sentient—his motivations unknowable, his power inexorable, a force of destruction unleashed upon existence itself.

## Abilities

### **Q: Malefice**

100/120/140/160/245/355 mana || 18/17/16/15/15/15 cooldown

Focuses Enigma's power on a target, causing it to take damage and become repeatedly stunned for multiple instances. An instance strikes every 2 seconds.

**Cast Range**: 600

**Cast Point**: 0.3

**Number of Instances**: 3 (Talent 8)

**Instance Interval**: 2

**Damage per Instance**: 30/50/70/90/190/290

**Stun Duration per Instance**: 0.4/0.6/0.8/1/1.1/1.25

**Malefice Duration**: 4 (Talent 14)

### **W: Demonic Conversion**

170 mana || 35 cooldown

Transforms a creep into three fragments of Enigma himself. These eidolons are all under Enigma's control, and repeated successful attacks cause them to multiply. When this happens, the eidolons have their health restored.

**Cast Range**: 700

**Cast Point**: 0.3

**Eidolon Health**: 180/200/220/240/1240/2480

**Eidolon Damage**: 20/28/38/47/94/198 (Talent 90/98/108/117/164/268)

**Number of Eidolons**: 3 (Talent 11)

**Attacks to Multiply**: 6

**Duration**: 35

### **E: Midnight Pulse**

75/95/115/135/200/280 mana || 50/45/40/35/35/35 cooldown

Steeps an area in dark resonance, damaging enemy units based on their max HP.

**Cast Range**: 700

**Cast Point**: 0.1

**Radius**: 550

**Max Health as Damage**: 3%/3.5%/4%/4.5%/4.5%/4.5%

**Duration**: 9/10/11/12/13/15

### **R: Blackhole**

275/325/375/625/875 mana || 200/180/160/145/130 cooldown

Summons a vortex that sucks in nearby enemy units. Enemies affected by Black Hole cannot move, attack, or cast spells.

**Cast Range**: 275

**Cast Range**: 0.3

**Max Channel Time**: 4

**Radius**: 420

**Damage per Second**: 50/100/150/400/650

**Aura Linger Duration**: 0.5

## Talents

Eidolons
 +70 Eidolon Damage
 +150 Cast Range
 +15% Magic Resistance

## Trivia

* More Trivia are already typed at Dota 2 Wiki.
Open Angel Arena Wiki

## Welcome to the Open Angel Arena Wiki

WORK IN PROGRESS. Open Angel Arena Wiki. Using the Popular Pages tab at the top is the best way to navigate quickly. :P

## Links To Pages

Items: http://open-angel-arena.wikia.com/wiki/Items

Heroes: http://open-angel-arena.wikia.com/wiki/Heroes

Bosses:

## Latest activity

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

File:Placeholder
Clarity

Clear water that enhances the ability to meditate.

Cast Range 500

The Clarity is an item purchasable at the Shop. It stacks with itself in inventory, there is no stack limit. The sell-back price adapts based on the number of Clarities in a stack. Clarities are not shareable, however, they can be cast on allies.
Notes:

* Double clicking the item casts it on self.

* If the target is more than 500 range away, the caster moves to the target until it is within 250 range before casting.

* Can only target heroes (including illusions) and creep-heroes.

* The owner does not have to face the target to use this on it.

* Successive casts on the same target do not stack, but refresh the duration instead.

* Restores mana in the form of mana regeneration, so it restores 0.38 mana in 0.1 second intervals, which is 3.8 mana per second.

* Fully stacks with other mana regeneration increasing effects.

* Damage greater than 0 from any player (including allies and self) or Roshandispels the effect.
	+ Does not get dispelled by damage flagged as HP Removal.
Refresher Orb

The **Refresher Orb** is an Item purchasable at the Main Shop, under Caster, gives the ability to reset all cooldowns.

Refresher Ord has 2 levels and can be upgraded into a Refresher Core.

## Effects

### Stats

Health Rgeneration
```
+12/18
```
Mana Regeneration

```
+250%/350%
```
Damage

```
+20/30
```

## Abilitys

Reset Cooldowns
 Cooldown: 195

**Notes:**

* Interrupts the user's channeling spells upon cast.

* Only refreshes items in the user's inventory. Items in the stash, in other units' inventories or dropped items are unaffected.

* Only refreshes items owned by the user. Allied items in the inventory are not refreshed.

* Refreshes all spells owned by the user. This includes hidden or inactive spells (e.g. invoked spells or  Battle Cry).

* + This means that it does not refresh all spells for  Rubick. Stolen spells are only refreshed when he owns them upon refreshing.

* Also replenishes all charges of charge-based abilities.

* Does not refresh the cooldown of  Cloak and Dagger and  Drunken Brawler's certain crit/evasion timers.

* Visually resets the cooldown of  Tranquil Boots, but does not skip the broken state.

* Since items of same kind always share cooldown, it is not possible to refresh a Refresher Orb's cooldown with another Refresher Orb.

## Recipes

     Recipe (1800)

      Recipe (1,500)
Earthshaker

**Raigor Stonehoof**, the **Earthshaker**, is a melee strength hero with lots of area skills that scales with more people on the area, more enemies in the area, the merrier for him. the patch was 7.18 when this was written.

## Lore

Like a golem or gargoyle, Earthshaker was one with the earth but now walks freely upon it. Unlike those other entities, he created himself through an act of will, and serves no other master. In restless slumbers, encased in a deep seam of stone, he became aware of the life drifting freely above him. He grew curious. During a season of tremors, the peaks of Nishai shook themselves loose of avalanches, shifting the course of rivers and turning shallow valleys into bottomless chasms. When the land finally ceased quaking, Earthshaker stepped from the settling dust, tossing aside massive boulders as if throwing off a light blanket. He had shaped himself in the image of a mortal beast, and named himself Raigor Stonehoof. He bleeds now, and breathes, and therefore he can die. But his spirit is still that of the earth; he carries its power in the magical totem that never leaves him. And on the day he returns to dust, the earth will greet him as a prodigal son.

## Abilities

### **Q: Fissure**

125/140/155/170/240/320 mana || 18/17/16/15/15/15 cooldown

Slams the ground with a mighty totem, creating an impassable ridge of stone while stunning and damaging enemy units along its line.

**Cast Range**: 1400 (Talent 1800)

**Cast Point**: 0.69

**Fissure Damage/Stun Radius**: 225

**Damage**: 110/160/210/260/510/760

**Stun Duration**: 1/1.25/1.5/1.75/2/2.25

**Fissure Duration**: 8

### **W: Enchant Totem**

35/40/45/50/60/100 mana || 5 cooldown

**Ability**: No Target (*Aghanim's Scepter*: Target Area) || **Affects**: Self

Empowers Earthshaker's totem, causing it to deal extra damage on the next attack.

**Cast Range**: 0 (*Aghanim's Scepter*: 1100)

**Cast Point**: 0.69

**Max Leap Distance**: 0 (*Aghanim's Scepter*: 1100)

**Attack Damage Bonus**: 100%/200%/300%/400%/500%/600%

**Damage Bonus Duration**: 14

**Leap Duration**: 0 (*Aghanim's Scepter*: 1)

### **E: Aftershock**

Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.

**Radius**: 300

**Damage**: 50/75/100/125/250/375

**Stun Duration**: 0.6/0.9/1.2/1.5/1.8/2.1

### **R: Echo Slam**

145/205/265/385/850 mana || 150/130/110/105/100 cooldown

Shockwaves travel through the ground, damaging enemy units. Each enemy hit causes an echo to damage nearby units. Real heroes cause two echoes.

**Cast Point**: 0

**Initial Search Radius**: 600

**Echo Search Radius**: 600

**Base Damage**: 100

**Echo Damage**: 70/90/110/235/360 (Talent 120/140/160/285/410)

## Talents

Cooldown
 +400 Fissure Range
 +7 Armor
 +250 Mana

## Trivia

* Earthshaker looks huge with the damage scaling, however since it's actually huge because it goes with creeps, so this game has no creeps helping around
* More trivia are already typed at Dota 2 Wiki.
Faceless Void

**Darkterror**, the **Faceless Void**, is a melee agility hero that excels at dealing right click damage while having area stun which pierces magic immunity and good escape ability. the patch was 7.18 when this was written.

## Lore

Darkterror the Faceless Void is a visitor from Claszureme, a realm outside of time. It remains a mystery why this being from another dimension believes the struggle for the Nemesis Stones is worth entering our physical plane, but apparently an upset in the balance of power in this world has repercussions in adjacent dimensions. Time means nothing to Darkterror, except as a way to thwart his foes and aid his allies. His long-view of the cosmos has given him a remote, disconnected quality, although in battle he is quite capable of making it personal.

## Abilities

### **Q: Time Walk**

40 mana || 24/18/12/6/6/6 cooldown

**Ability**: Target Point || **Affects**: Self

Rushes to a target location while backtracking any damage taken in the last 2/2/2/2/2.5/3 seconds.

**Cast Range**: Global

**Cast Point**: 0.3

**Max Travel Distance**: 675/675/675/675/775/875 (Talent 1175/1175/1175/1175/1275/1375)

**Backtracked Time**: 2/2/2/2/2.5/3

### **W: Time Dilation**

75 mana || 40/34/28/22/22/22 cooldown

Faceless Void traps all nearby enemies in a time dilation field for 6/8/10/12/15/20 seconds, freezing their cooldowns and slowing their movement and attack speed by 14% for each cooldown frozen.

**Radius**: 725

**Cast Point**: 0.1

**Slow per Cooldown**: 14%

**Duration**: 6/8/10/12/15/20

### **E: Time Lock**

1.65 cooldown

Adds the chance for an attack to lock an enemy unit in time, stunning it and dealing bonus damage. Time Lock has a 1.65 seconds cooldown.

**Proc Chance**: 10%/15%/20%/25%

**Damage**: 50/75/100/125/300/475 (Talent 150/175/200/225/400/575)

**Hero Duration**: 1

**Non-Hero Duration**: 2

### **R: Chronosphere**

150/225/300/675/1050 mana || 140/130/120/100/90 cooldown (*Aghanim's Scepter*: 60)

Creates a blister in spacetime, trapping all units caught in its sphere of influence and causes you to move very quickly inside it. Only Faceless Void and any units he controls are unaffected. Invisible units in the sphere will be revealed.

**Cast Range**: 600

**Cast Point**: 0.35

**Radius**: 425 (Talent 600)

**Haste Speed**: 1000

**Duration**: 3/3.5/4/4.5/5

### **Level 25 Talent: Backtrack**

Avoids any source of damage. If damage has effect, damage avoided but effect persists.

## Talents

 +500 Time Walk
Cast Range
 +300 Health
 +8 Strength

## Trivia

* Permastun is never fun, thus the cooldown on time lock.
* More trivia are already typed at Dota 2 Wiki.
Abyssal Blade

The **Abyssal Blade** is an Item purchasable at the Main Shop under Weapons, it grants the ability to stun through spell immunity, a chance to bash on attack and a chance of reducing incoming enemy attack damage by a set amount.

Abyssal Blade has 5 levels.

## Abyssal Blade

The lost blade of the Commander of the Abyss, this edge cuts into an enemy's soul.

## Effects

### Stats

Strength
```
+10/15/20/25/30
```
Health

```
+250/500/750/1250/2000
```
HP regeneration

```
+15/20/25/30/35
```
Damage +10

Melee Block

```
70/100/130/160/190
```
Ranged Block

```
35/50/70/100/140
```
Block Chance 50%

Bash Bonus Damage

```
85/100/140/200/275
```
Melee Bash Chance 25%

Ranged Bash Chance 10%

Bash Duration 1.4

Overwhelm Stun Duration 2

## Abilitys

Overwhelm
 Cooldown: 35

**Notes:**

* The effect is instant and does not need to travel.

Bash
Proc Chance (Melee): 25%
 Cooldown: 2.3

**Notes:**

* Abyssal Blade's bash does not stack with the bash of Skull Basher and other Abyssal Blades.

* When obtaining multiple items with the bash ability, only the one that has been continuously the longest in the inventory works.

* The mini-bash ability of  Monkey King Bar is not treated as a bash, and it works fully independently from other bashes.

* The bonus damage from Bash can be lifestealed off. However, it cannot crit or cleave.

* The damage can be reduced with e.g.  Enfeeble or  Static Link.

* + However, it cannot be amplified with e.g.  Empower or the  Double Damage Rune.

* Adds an average of 21.25 damage to every attack for melee heroes, and 8.5 damage for ranged heroes.

* Does not work against wards and buildings, but works against allied units.

* Bash uses pseudo-random distribution.

Damage Block
Blocked Damage (Melee): 70/100/130/160/190
Blocked Damage (Ranged): 35/50/70/100/140

**Notes:**

* Does not work against wards ( Plague Ward,  Mass Serpent Ward,  Death Ward).

* Does not reduce physical damage from spells, except from  Moon Glaive and  The Swarm.

* Damage Block uses pseudo-random distribution.
Juggernaut

**Yurnero**, the **Juggernaut**, is a melee agility hero who excels at dealing damage with the fast attack time and critical strike in hand. the patch was 7.18 when this was written.

## Lore

No one has ever seen the face hidden beneath the mask of Yurnero the Juggernaut. It is only speculation that he even has one. For defying a corrupt lord, Yurnero was exiled from the ancient Isle of Masks--a punishment that saved his life. The isle soon after vanished beneath the waves in a night of vengeful magic. He alone remains to carry on the Isle's long Juggernaut tradition, one of ritual and swordplay. The last practitioner of the art, Yurnero's confidence and courage are the result of endless practice; his inventive bladework proves that he has never stopped challenging himself. Still, his motives are as unreadable as his expression. For a hero who has lost everything twice over, he fights as if victory is a foregone conclusion.

## Abilities

### **Q: Blade Fury**

120/110/100/90/75/50 mana || 30/26/22/18/18/18 cooldown

Causes a bladestorm of destructive force around Juggernaut, rendering him immune to magic and dealing damage to nearby enemy units.

**Cast Point**: 0

**Radius**: 250

**Damage per Second**: 80/105/130/155/280/405 (Talent 180/205/230/255/380/505)

**Duration**: 5 (Talent 6)

### **W: Healing Ward**

140 mana || 60/60/60/60/55/50 cooldown

**Ability**: Target Area, Aura || **Affects**: Allies

Summons a Healing Ward which heals all nearby allied units, based on their max health. The Healing Ward moves at movement speed after being summoned. Lasts 25 seconds.

**Cast Range**: 350

**Cast Point**: 0.3

**Radius**: 500

**Max Health as Heal per Second**: 2%/3%/4%/5%/6%/8%

**Aura Linger Duration**: 2.5

**Duration**: 25

### **E: Blade Dance**

Gives Juggernaut a chance to deal critical damage on each attack.

**Proc Chance**: 20%/25%/30%/35%/40%/45%

**Critical Damage**: 180%

### **R: Omnislash**

200/275/350/725/1000 mana || 130/120/110/105/100 cooldown (*Aghanim's Scepter*: 70)

Juggernaut leaps towards the target enemy unit with a damaging attack, and then slashes other nearby enemy units, dealing between 200-225 damage per slash. Juggernaut is invulnerable for the duration.

**Cast Range**: 350

**Cast Point**: 0.3

**Slash Radius**: 425

**Slash Interval**: 0.4

**Number of Slashes**: 3/6/9/12/18 (Talent 8/11/14/17/23) (*Aghanim's Scepter*: +3)

**Min Damage per Slash**: 200

**Max Damage per Slash**: 225

## Talents

Strikes
 +100 Blade Fury
DPS
 +25 Attack Speed
 +20 Movement
Speed

## Trivia

* More trivia are already typed at Dota 2 Wiki.
Doom

**Lucifer**, the **Doom**, is a melee strength hero that is pretty strong before nullifier come into the game. the patch was 7.18 when this was written.

## Lore

He that burns and is not consumed, devours and is never sated, kills and is beyond all judgment--Lucifer brings doom to all who would stand against him. Bearing away souls on the tip of a fiery sword, he is the Fallen One, a once-favored general from the realm behind the light, cast out for the sin of defiance: he would not kneel. Six times his name was tolled from the great bell of Vashundol. Six and sixty times his wings were branded, until only smoking stumps remained. Without wings, he slipped loose from the tethers that bound him within the light and he fell screaming to earth. A crater in the desert, Paradise lost. Now he attacks without mercy, without motive, the only living being able to move freely between the seven dark dominions. Lashed by inescapable needs, twisted by unimaginable talents, Doom carries his own hell with him wherever he goes. Defiant to the last. Eventually, the world will belong to Doom.

## Abilities

### **Q: Devour**

40/50/60/70/120/170 mana || 70/60/50/40/40/40 cooldown

Consumes an enemy or neutral creep, acquiring any special abilities that it possessed.

**Cast Range**: 300

**Cast Point**: 0.3

**Gold Bonus**: 25/50/75/100/500/1000 (Talent 175/200/225/250/650/1150)

**Note**:

-Creeps are instantly devoured and bonus gold are acquired

-If the level 20 talent is taken, Devour can target ancient creeps.

### **W: Scorched Earth**

60/65/70/75/100/125 mana || 55 cooldown

Carpets the nearby earth in flames which damage enemies and heal Doom, while also granting him increased movement speed.

**Cast Point**: 0

**Radius**: 600

**Damage per Second**: 16/24/32/40/80/120 (Talent 26/34/42/50/90/130)

**Health Regen Bonus**: 12/18/24/30/60/90 (Talent 22/28/34/40/70/100)

**Move Speed Bonus**: 11%/12%/13%/14%/15%/16% (Talent 27%/28%/29%/30%/31%/32%)

**Duration**: 10/12/14/16/18/20

### **E: Infernal Blade**

40 mana || 16/12/8/4/4/4 cooldown

Doom swings his burning sword, igniting the enemy. Stuns for 0.6 seconds and applies a 4 second burn that deals 25 + 1.25%/2.5%/3.75%/5%/6.25%/7.5% of the target's Max HP as damage per second.

**Cast Range**: 150

**Burn Base Damage**: 25

**Burn Max Health as Damage**: 1.25%/2.5%/3.75%/5%/6.25%/7.5% (Talent 4.25%/5.5%/6.75%/8%/9.25%/10.5%)

**Bash Duration**: 0.6

**Burn Duration**: 4

### **R: Doom**

150/200/250/500/750 mana || 145 cooldown

Inflicts a curse that prevents an enemy Hero from casting spells or using items, while taking damage over time.

**Cast Range**: 550

**Cast Point**: 0.5

**Damage per Second**: 25/40/55/130/205 (Talent 65/80/95/170/245)

**Duration Stop Radius**: 0 (*Aghanim's Scepter*: 900)

**Duration**: 16

**Note**:

-*Aghanim's Scepter* Effect: suspend doom's duration while doomed unit is within 900 range, applies basic dispel and break on target.

## Talents

 Devour Can
Target Ancients
 +150 Devour
Bonus Gold
 +16% Scorched Earth
Movement Speed
Damage/Heal

## Trivia

* More trivia are already typed at Dota 2 Wiki.
Smoke of Deceit

The charlatan wizard Myrddin's only true contribution to the arcane arts.

The Smoke of Deceit is an item purchasable at the Shop. It turns the user and nearby ally heroes invisible, letting them slip by wards and creeps undetected.Smoke of Deceit starts with a stock count of 3 and is limited to a count of 3, it takes 660 seconds for 1 smoke to replenish in the stock. Stacks with itself in the inventory and is completely shareable.

**Notes:**

* Interrupts the user's channeling spells and any other order upon using, with the exception of regular move orders.

* Affected units can cast spells and use items while invisible without breaking it. However, attacking does break it.

* When attacking, the invisibility is lost upon reaching the attack point, even when the attack misses.

* Invisible units can pick up and drop items without breaking the invisibility.

* True Sight cannot detect units affected by Smoke of Deceit. The only exception is  Chronosphere.

* Only affects player controlled units. Does not affect invulnerable and hiddenallies.
	+ However, invulnerable and hidden enemy heroes dispel it.

* The effect is only dispelled when approaching enemy heroes (including hero clones, excluding illusions) or towers.

* Can be cast by the courier, but does not affect it.
Reflex item

**Reflex items**, usually called **cores** though they are named "shards" or some other name in-game, are built from a dropped reflex core and other basic items. They upgrade with cores, and they too become strong unique custom items, as they are unique to *Open Angel Arena*. There is a philosophy of three or four different types:

* Preemptive cores are activated before anticipating damage or disable.
* Active cores are activated while they are happening, and can be disjoints or a strong classless effect.
* Reactive cores are activated after it is already dealt, and can purge stuns or rewind time.

They are classed as a defensive active items, and usually provide strong defensive or mixed stats.

## List of reflex items

* diddly doo
* Enrage crystal tree

Support reflex item: transfers dispel to another unit.
Huskar

**Huskar**, the **Sacred Warrior**, is a ranged strength hero who loves living on edge of death yet capable to end everyone's lives with ease. the patch was 7.18 when this was written.

## Lore

Emerging from the throes of the sacred Nothl Realm, Huskar opened his eyes to see the prodigal shadow priest Dazzle working a deep incantation over him. Against the ancient rites of the Dezun Order, Huskar’s spirit had been saved from eternity, but like all who encounter the Nothl he found himself irrevocably changed. No longer at the mercy of a mortal body, his very lifeblood became a source of incredible power; every drop spilled was returned tenfold with a fierce, burning energy. However this newfound gift infuriated Huskar, for in his rescue from the Nothl, Dazzle had denied him a place among the gods. He had been denied his own holy sacrifice. In time the elders of the order sought to expand their influence and Huskar, they agreed, would be a formidable tool in their campaign. Yet becoming a mere weapon for the order that denied him his birthright only upset him further. As the first embers of war appeared on the horizon, he fled his ancestral home to find new allies, all the while seeking a cause worthy of unleashing the power his total sacrifice could bring.

## Abilities

### **Q: Inner Vitality**

140/150/160/170/255/425 mana || 22/18/14/10/10/10 cooldown

Unlocks the regenerative power of a friendly unit, with healing based upon its primary attribute. If the target is below 35%, it will heal faster. Lasts 16 seconds.

**Cast Range**: 800

**Cast Point**: 0.3

**Health Regen Bonus**: 12

**Primary Attribute as Regen above Threshold**: 6%/8%/10%/12%/14%/18%

**Primary Attribute as Regen below Threshold**: 22%/30%/38%/46%/54%/70%

**Health Threshold**: 35%

**Duration**: 16

### **W: Burning Spear**

15 health

Huskar sets his spears aflame, dealing damage over time with his regular attack. Multiple attacks will stack additional damage. Each attack drains some of Huskar's health. Lasts 8 seconds.

**Cast Range**: 450

**Damage per Second**: 5/10/15/20/45/70 (Talent 15/20/25/30/55/80)

**Duration**: 8

### **E: Berserker's Blood**

**Ability**: Passive || **Affects**: Self

Huskar's injuries feed his power, giving increased attack speed and magic damage resistance based on missing health.

**Max Attack Speed Bonus**: 220/260/300/340/380/420

**Max Magic Resistance Bonus**: 20%/30%/40%/50%/60%/80%

### **R: Life Break**

12 cooldown (*Aghanim's Scepter*: 4)

Huskar draws upon his health to break an enemy's life, leaping at a target within attack range to shatter a percentage of that hero's current health, and slowing them. While leaping, Huskar is spell immune.

**Cast Point**: 0.3

**Cast Range**: 550

**Current Health as Cost**: 34%/39%/44%/47%/50%

**Target's Current Health as Damage**: 34%/39%/44%/47%/50%

**Target's Current Health as Damage With *Aghanim's Scepter***: 65%/65%/65%/70%/75%

**Move Speed Slow**: 40%/50%/60%/70%/90%

**Slow Duration**: 4/5/6/8/12

## Talents

and Pierces Immunity
 +400 Life Break
Cast Range
 15% Lifesteal
 +20 Damage

## Trivia

* More trivia are already typed at Dota 2 Wiki.