recursal/Fanatic-Fandom huggingface dataset:
Рубиновый Блеск

**Рубиновый Блеск** - крупный, широкоплечий, мускулистый длинношёрстный кот. Основной цвет его шерсти -очень насыщенный рыжий, почти розовый. На его яркой шерсти хорошо выделяется белоснежная грудка. Глаза у этого красавца светло-фиолетовые с синим оттенком. На морде у него тёмно-красные полоски от носа до лба.

## Характер

Рубиновый Блеск спокоен и непредсказуем. Это хитрая и загадочная личность, планы которой никогда нельзя разгадать. Общителен, всегда рад найти новых друзей. Галантен с молодыми кошками и душа компании среди котов. Всегда пытается угодить племени, но порой он неправильно истолковывает понятие "добро", ведь прибыл из Города Двуногих, в котором прожил в обмане и несправедливости...

## Семья

**мать:**

* неизвестная кошка: *статус неизвестен.*

**отец:**

* неизвестный кот: *статус неизвестен.*

**братья/сёстры:**

* неизвестные котята: *статус неизвестен.*

**пара:**

* Батерфлай: *жива.*

**дочь:**

* Пчёлка: *жива.*

## Биография

### Жизнь до ролевой

Рубин рождается у Двуногих. У него есть отличные хозяева, уютный дом и подруга - соседская кошка Мико. Однако однажды он понимает, что его жизнь лежит за пределами гнёзд Двуногих и решает уйти. Молодой кот трогательно прощается с Мико и уходит.

Целых несколько лун он был одиночкой, а затем случайно зашёл на территорию Радужного племени. Там его встретила Кинжал и напала на чужака, но кот оказался сильнее, и, кошка, признав своё поражение, сдаётся. Серебристая рассказывает ему про Радужных котов, и Рубин спрашивает, можно ли ему вступить туда. Кошка проводит его к лагерю Радужного племени, где его принимают.

### Жизнь в ролевой

Рубин - теперь уже воитель Рубиновый Блеск - осваивается в лагере. Кот находит Ромео, и между ними завязывается дружеский разговор. Пятнистый котик рассказывает об Огненном племени, где он жил раньше, и о вредной целительнице Рыжехвостке, которая издевалась над ним. Рубновый Блеск сочувствует ему и хвалит за то, что он вырос таким хорошим воином. Коты прощаются.

Через несколько дней Рубиновый Блеск встречает Батерфлай - и влюбляется в неё с первого взгляда. Однако, не решаясь с ней заговорить, уходит в другом направлении.

Однако стеснялся он недолго - ещё через несколько дней кот зовёт Батерфлай погулять, и та соглашается. По дороге кошка заглядывает в лисью нору, откуда на неё нападает лиса. Тогда Рубиновый Блеск прыгает на хищницу и прогоняет её. Батерфлай благодарит её. и после этого Рубиновый Блеск признаётся ей в любви. Кошка отвечает ему тем же. Пара идёт в лагерь.

## Отношения

### Ромео

Положительно. Считает его прекрасным воином.

### Батерфлай

Любит всем сердцем и готов защищать до последнего.

### Ярколистая

Она умерла до его появления в племени, но по рассказам соплеменников он понял, что это была прекрасная воительница.

### Мать, Отец, братья и сёстры

Не знает их, но любит - ведь это его родственники...

### Мико

Между ними до сих пор сохранились дружеские отношения. Рубиновый Блеск иногда болтает с ней возле Гнёзд Двуногих.
Feeding

### Hay

Hay is a resource that is produced by the silo building. Hay is automatically given to the horses, who need access to this base fodder to thrive. If the hay production is too low for the amount of horses owned, the horses will suffer a slower **energy recovery rate**.

### Fodder

Players can use complimentary fodder for extra bonuses. Fodder buffs are temporary bonuses that can give an extra edge if used right. Fodder buffs stack, so a stronger effect can be acquired if several of the same type fodder is used.

There are several types of fodder:

* Energy Fodder - Instantly replenishes energy
* Energy Recovery Boost - Accelerates the energy recovery rate
* Stat Boost - Temporarily boosts a stat
* Form Boost - Boosts the horse's form
* Temperament - Makes the horse calmer or more high spirited
Riding Hall

The riding hall is the player's own training facility. From here, horses can be sent to simulated training routines of varying duration that train different stats. Horses can not be used for competition, manual riding or breeding during this time, however can be **coached** for e-coins to complete training early or **interrupted** to cancel training. Upgrading the riding hall gives more training slots, so that more horses can be in training simultaneously.

Times for training, carrot and energy consumption:

Upon finishing a routine, the horse will get a grade from A (best) to F (worst), depending on how it performed. The better grade, the more XP it will get. The grade scale from best to worse is the following: A, B, C, D, E, F. The player can also use the riding hall for free and can generate income if a horse does not fail the session (grade F).

All stats can be trained in simulated training, **EXCEPT** Mentality. Mentality is trained through riding on trails. Stamina and responsiveness can **ONLY** be trained through the riding hall.
Breeding Mechanics

Genetic profiles for each horse are available in the horse's profile page. There are two types of genetic traits: appearance and personality. Horses can be bred selectively in the breeding facility to obtain specific traits, such as specific face markings or tail type.

## Appearance Genes

### Leg Markings

Genes for leg markings are BL (back left), BR (back right), FL (front left) , and FR (front right), followed by a number between 1 and 4.

 3
 2
 1

Below is the genetic profile for a purchased horse. This horse has leg markings BL3, BR4, and FR1. The horse has a half-stocking on the back left leg, a full stocking on the back right, and a coronet on the front right. There is no FL gene present, so the horse doesn't have any markings on it's front left leg.

### Coat Color

The only known color gene is G, standard grey, which is the most dominant color gene.

## Personality

A horse's personality is determined by the personality genes located in the genetic profile underneath the appearance genes.

### Gn, Pr, and Qr Genes

How much of an edge a trait will give your horse is dependent upon its accompanying strength level. Only three levels are available. A Gn, Pr, or Qr gene without a corresponding GnQ, PrQ, or QrQ gene is a level one. If there is a single GnQ, PrQ, or QrQ gene, the trait will be level 2. If there are two GnQ, PrQ, or QrQ genes, that trait will be level 3, providing the maximum boost to your horse. The higher the number in a gene, the more dominant it is. The clever trait can only be present if the genetic profile is Gn1-Gn1. If the horse has both Gn1 and Gn2 genes present, it will have the Gn2 trait.

 Gn2
 Gn3

 Pr2
 Pr3

 Qr2
 Qr3

### DT Gene

The workings of the DT gene is almost the same as the other personality traits; the number of the DT gene determines the trait and dominance and the amount of accompanying q genes determines the level. The difference comes in the labeling of those traits. Each level of a trait has a different name.

### TS and TZ Genes

A horse's temperament is decided by the TS and TZ genes. The lack of either gene indicates a calm horse, while a horse with both TS-TS and TZ-TZ genes will be high spirited. A horse with one TS and one TZ gene will be perfectly balanced in temperament.
Breeding Facility

The Breeding Facility is where the player can breed horses. It’s built from the Estate view and like other buildings, it has 10 levels. Every other level adds a breeding slot, and every other level makes the gestation time shorter.

A breeding slot is occupied when: two horses are mating, a mare is in gestation, or a foal is born and waiting to be sent to the stables.
Jumping Mechanics

The jumping in ETG is all about setting the horse up for success. It's ultimately the horse's decision whether it will jump or not, and its behavior on the jumping course is affected both by personality and stats.

Jumps can only be cleared when in a canter.

### Jump Angle

It is best to approach a jump straight on, and not from an angle. Horses are less willing to jump from an angle, as it makes it harder for the horse to clear the jump without knockdowns. The higher the jump, the more difficult will it be for the horse to jump at an angle. The higher the **Mentality stat**, the more likely the horse will be willing to jump from an angle, while low Mentality horses will be very particular about jumping straight-on.

### Rein Release

When approaching the jump, the rider needs to give rein and jump together with the horse. A **rein release bar** will appear, with a marker that indicates the optimal timing for the rider to initiate the jump and give rein. Depending on the player's timing, they can either get a **perfect (green), good (yellow)** or **bad (red)** score on the rein timing. The higher the jump, the harder it gets to get the timing perfectly. Horses with good Mentality will not care as much if they only get a good, or even a bad rein timing — if their Mentality is high enough, they will attempt the jump anyways. However, if the Mentality is low, the horse is likely to demand perfect timing, or else it will refuse.

The higher the jump, the higher the demand on Mentality for both rein release and jump angle.

### Speed

The canter speed affects how the jump will turn out. The faster the canter, the longer (but lower) the horse will jump. This is good for wide jumps such as triple bars and liverpools. On the contrary, when in a slow canter, the horse will jump shorter, but more upwards to get maximum jump height. This is good for high jumps such as verticals. Once a jump has been completed, an icon of the next jump will appear on the screen. The player can use this information to adjust their stride in preparation of the next jump.

It is important to remember that all horses are different. A calm horse will strive to slow down, so it can easily break down into a trot when the rider was aiming for a slow canter, while a high spirited horse might run away in an extended canter. The more the player gets to know their horses, the easier it will be to foresee and prevent these behaviors (or turn them into an advantage!)

### Potential

Finally, all horses have a limit to their **potential** and not every horse is built to become a top tier show jumper. Through training and skillful riding, all horses can compete and reach some success on the jumping course, but once the potential is reached, that horse cannot progress into higher tiers.
Swedish Warmblood

The Swedish Warmblood is a versatile breed suited for any discipline.

Black (standard or blueish)

Buckskin (standard, yellowish, cream, or golden)

Chestnut (standard, light, deep, dark red, or liver)

Cremello (standard, golden, light, dark)

Grey (standard)

Grey Dun (slate grullo, light slate grullo, silver grullo, lobo dun, or golden grullo)

Palomino (standard, light, dark, or rose)

Perlino (standard, dark, light, or deep)

Red Dun (standard, light, dark, rosy, or golden)

### Eye Colors

Amber, blue, dark brown, dark chocolate, dark green, or hazel

### Leg Markings

None, coronet, pastern, sock, or stocking

### Head Markings

None, star, snip, star and strip, star and snip, star strip and snip, stripe and snip, bald face, or badger face
June 22 2022 Update

Update on June 22 2022 - The first major update after ETG was released globally, and focuses primarily on breeding.

* Players can now breed with their owned horses. The offspring will be 4 years old (adults), as foals will be added later on. Players can breed purebreds or crossbreds, with the offspring being a mix of the different breeds. Horses that are more than 90% of a breed are considered purebreds, and can compete in the **Breeder's Cup**. Purebreds that have allowed characteristics are considered registered purebreds. For example, **Friesians** must be black in order to be registered
* The Breeding Facility building can be upgraded for more breeding slots and a faster gestation period
* Realistic coat colors and genes are also part of this update, and can be inherited by foals
* Updated horse creator to ensure that created horses are genetically correct
* More secondary traits
* Closely related horses cannot be bred with each other, to prevent inbreeding
* Horses now have a pedigree
* Horse quality levels are represented by seven different colors, determined by potential
Simulated Training

Simulated training is done via the riding hall or the stables. There is a range of different routines to choose from, each affecting different stats. More difficult routines will yield more XP, but are also harder to finish. The higher stats the horse has in the relevant stats, the more difficult routines it can take on. The "Chance of success" bar gives an estimate of how likely it is to succeed.

The player can choose for how long the horse should be in training. Longer routines will yield more XP, but while the horse is in training, it cannot be used for anything else.

Upon finishing a routine, the horse will get a grade from A (best) to F (worst), depending on how it performed. The better grade, the more XP it will get. The grade scale from best to worse is the following: A, B, C, D, E, F.

All stats can be trained in simulated training, except Mentality. Mentality is trained through riding on trails.
Шипящая

**Шипящая** - высокая, стройная кошка. Она чёрная как ночь, однако у неё есть белый "носочек" на левой передней лапе. Глаза у неё тёмно-зелёные. Сама кошка длинношёрстная, подушечки тёмно-розовые.

## Семья

**мать:**

* Крапчатая: *мертва, обитает в Звёздном племени.*

**отец:**

* Тлеющий: *мёртв, обитает в Звёздном племени.*

**сестра:**

* Листвянка: *мертва, обитает в Звёздном племени.*

**брат:**

* Углехвост: *жив.*

## Характер

Шипящая была раньше совершенно нормальной кошкой. Будучи котёнком, она не хотела выходить из лагеря, считая, что воинский закон важнее любопытства. После унижений со стороны Листвинки Шипинка стала более холодной и самоуверенной. Она научилась новому чувству - страсти, которую, к сожалению, не научилась использовать.

Попав на тренировки в Кровавый Лес, Шиполапка научилась быть упрямой и несогласной. Она научилась всегда настаивать на своём и не поддаваться другим, и, хотя, Пламя добивался ужасных последствий, Шиполапка благодаря новым качествам сумела одолеть Кровавый Лес.

Жажда отомстить Листвянке сделала Шипящую очень скрытной, строгой и холодной. Она научилась скрывать свою натуру и стараться делать всё в тайне.

После изгнания жизнь Шипящей стала довольно однотонной - единственным её желанием стала месть. Эта жажда мести очень сильно повлияла на характер - с коварной она превратилась в невероятно коварную. Она стала любить кровь и убийство, её злости не было предела.

Вряд ли кто-то мог смягчить её так же, как Подснежник - кот, которого она тренировала во время изгнания. Она обращалась с ним более мягко, чем с остальными, и была готова защищать до последнего.

## Биография

***Этот раздел нуждается в заполнении!***
Dressage Moves

Dressage is about performing different movements in harmony with the horse, at the right time. In a way, dressage **is** riding, and therefore, the riding controls in ETG.

### Working, Extended, & Collected Gaits

The basics of dressage — being in different gaits and sub-gaits like Working, Extended and Collected is explained in **Riding Basics**.

### Passage & Piaffe

Passage and piaffe are movements that all horses inherently know how to do. In order to get into passage, the rider needs to collect the trot until they are in a passage. If they collect even more, they will go into a piaffe.

### Lateral Movements

The player asks for certain movements through the four side buttons on the right. (Currently not available in game).

A **leg yield** is a simple sideways movement where the horse crosses its legs and travels diagonally. It can be performed in the walk or trot. To ask for a leg yield, the player taps the left or right front button with the leg in a neutral or slightly forward position until the horse goes into the leg yield. The more the player taps, the more the horse will travel to the side instead of forwards. When the player stops tapping, the horse will eventually stop yielding and keep going forward instead.

**Shoulder in** is an advanced lateral movement where the horse travels forward with a bent body, with the front hooves slightly inside the track. The hooves travel on three tracks (the outer front hoof and inner hind hoof travelling on the same track). This movement can be done in all gaits. To ask for a shoulder in, the player **swipes** over both **front buttons** — left or right. Swiping from left to right will bend the horse to the right and put the horse's front to the right, performing the right shoulder in, and vice versa.

**Travers** is similar to the shoulder in, but here, the haunches and hind legs are slightly inside the track, while the horse keeps travelling straight. The travers has the horse more bent than a shoulder in, resulting in the hooves stepping in four tracks. Travers can be ridden in all gaits. To ask for travers, the player **swipes** over both **rear buttons** — left or right. Like the leg yield, the more the player swipes, the more the horse will bend. When the swipes stop, the horse will eventually go back to travelling straight.

### Rein Back

Rein back, or backing up the horse, is an important proof of the communication between horse and rider. To make the horse go backwards, slightly pull on the reins from a standstill.

### Frustration

It is always desirable to perform everything in perfect harmony with your horse. But in reality (in ETG), players will sometimes discover that horses get irritated or frustrated, for various reasons. If the horse thinks the player asks too much of it, it might protest, and eventually throw off the rider. Horses with low Mentality get irritated easier than those with a high Mentality. To prevent this, the player can **pet the horse**, **give rein**, or **stop their leg aids** temporarily to give the horse some breathing room.
Seasons

Each competition season takes place in a specific geographic area.

### Season Courses

The competition courses are unique for each season. With each new season comes new courses.

### Season Items & Rewards

Each season has a unique set of rewards that can be won through participating in the season's activities. The Season Pass is required to claim the full set of rewards.

### Season Leaderboards

The competition leaderboards are specific to the season, and will be reset with each new season.

### Season Pass

The Season Pass is an exclusive pass that enables all the seasonal rewards. If the Season Pass is acquired, the player can claim all rewards. If they don't have the Season Pass, the rewards marked as "Free" can still be claimed.

### Seasons So Far

1. Southwest
2. Nordic
3. Kyoto
4. Mediterranean
Show Jumping Rules

In show jumping, the goal is to jump a course of jumps as quickly as possible, with as few penalties as possible. The rider with the least penaltiess and the fastest time, wins the competition.

### Penalties

If the horse refuses a jump, the player gets 4 penalties and attempts the jump again. If the horse knocks down a pole, the player gets 4 penalties. No penalties are given if the horse touches a pole but it doesn't fall to the ground. Additionally, the player gets 1 penalty for each second started that exceeds the time limit.

### Target Time & Ribbons

Each course has a time limit. If the player exceeds it, they get more penalties.

Additionally, each course has 2 extra target times in increasing difficulty. Clearing these target times rewards the player & horse with a ribbon, with a total of 3 ribbons per course. The ribbons have no effect in whether the horse levels up, or unlocking courses. The ribbons are individual to each horse, and appears in that horse's achievement history.

### Knockdowns

A knockdown is when the horse hits a pole so that it falls to the ground. It counts as 4 penalties.

### Refusals

The horse might refuse for various reasons, as explained in **Jumping Mechanics**. Each refusal counts as 4 penalties.

### Disqualification

If the player takes too long to finish the course, they will be disqualified.
Office

The office is the player's main building for organizing the estate. The office generates a daily income that increases with the office level. Being the main hub of the estate, no other building can be upgraded above the office's current level.

In the office, the player can customize their avatar's outfit, enter photo mode and view their player card by clicking the arrow on the right hand side of their screen.
Thoroughbred

The Thoroughbred is an ambitious breed with great speed and agility.

Black (standard or blueish)

Chestnut (standard, light, deep, dark red, or liver)

Flaxen Chestnut (standard, light, deep, dark red, or liver)

Grey (standard)

Palomino (standard, light, dark, or rose)

### Head Markings

None, star, snip, star and strip, star and snip, star strip and snip, stripe and snip, bald face, or badger face
Рыжее Перо

**Рыжее Перо -** рыжая кошка с более тёмным, "беличьим" хвостом и одной белой лапой. У кошки зелёные глаза цвета летней травы.

## Характер

Рыжее Перо - храбрая, немного язвительная и самоуверенная кошка. Обычно немного непослушная, боится высоты, но в остальных случаях смела. Дружит с Беллой. Тайно влюблена в Радужку, но скрывает это.

Обладает настоящей ненавистью к Сумрачному лесу и Кутисакэ-Онне, считает последнюю вонючкой. Рыжее Перо немного упряма, но в остальный случаях покорно выполняет приказы своего предводителя. Очень самоуверенна.

## Дополнительная информация

* **Дар:** видеть Звёздное племя и Сумрачный лес, но только по собственному желанию.

## Семья

**мать:**

* неизвестная кошка: *статус неизвестен.*

**отец:**

* неизвестный кот: *статус неизвестен.*

**братья/сёстры:**

* неназванные котята: *статусы неизвестны.*

## Биография

### В поисках семьи

Персонажка в книге особо не появлялась. Говорилось лишь, что мать кошечки загрызла собака, а отец умер ещё до появления кошки на свет.

### Ролевая "Волчье племя"

Рыжее Пёрышко впервые упоминается на охоте. Она видит Лаву из Сумрачного леса и слышит о надвигающейся битве с её воинством.

Рыжее Пёрышко в первой битве почти не упоминается, говорится только, что она прогнала нескольких сумрачных воителей.

Рыжее Пёрышко гуляет и встречает Кутисакэ-Онну, после убегая от неё. Подробности события так же особо неизвестны.

Кошечка рассказывает о Кутисакэ Белле, и последняя благодарит её за предупреждение. Между ученицами завязывается дружеский разговор.

Во время второй битвы с Сумрачным лесом она прогоняет двоих Сумрачных котов с поля боя, а позже вместе с воительницей племени Василёк и воителем Сладким Шоколадом нападают на Пятнистую. После схватки с Пятнистой Рыжее Пёрышко нападает на Лаву.

Когда битва кончается, Рыжее Пёрышко становится воительницей и получает воинское имя - Рыжее Перо. Она рада, что наконец получила высокий статус и идёт в палатку, дабы зализать раны.

Рыжее Перо принимает участие в битве с Кутисакэ-Онной. Она расцарапывает кошке уши, а затем вместе с Сладким Шоколадом и Созвездием Льва отбирает ножницы.

## Интересные факты

### Общее

* Она никогда не хотела иметь пару и котят. даже после того, как влюбилась в Радужку, Рыжее Перо не спешит признаваться.
* Она уже не очень любит Беллу, считая, что та отобрала у неё Радужку.
* Она - семальская кошка.
* Она - один из персонажей автора в CatWar.

### Разработка персонажа

* Изначально она была из племени теней и носила имя Рыжее Пёрышко. Также, она была второй жизнью Грачезвездной.

## Галерея

Модель Рыжего Пера в CatWarполный окрас Рыжего Пера в CatWar
Store

In the Store, the player can make a range of purchases.

### Create a Horse

The player can enter the Horse Creator and create a brand new horse from scratch, customizing everything from coat color and markings to personality and temperament. The created horse will get a potential correlating to the horses that appear in the horse market and is dependent on the Trailer level.

### E-Coins

The gold coins that are used for purchases such as horse tack and avatar clothing.

### Horse

The horse category has a range of items from different types of saddles, saddle pads, bridles, polo wraps, ear nets and more.

### Rider

Here the player can shop items for their avatar, such as riding breeches and leggings, helmets, tops, jackets and more.

### Fodder & Resources

All different kinds of fodders can be found here.
Manual Training

**Manual training** is training performed by the player when riding. Training can be done whenever, wherever, such as on *trail rides* or in *arenas*. Manual training can be accessed through the **Trail Gate** in the **Estate** (main page) or through individual horses within the **stables**.

Manual training locations:

To train the horse, the player activates one or several **routines** via the routine button. Different routines train different stats. Just like with simulated training, there are varying difficulties available. However, the routine availability is determined by the horse's stats, so better horses can access more routines.

Harder routines are more difficult but will also yield more XP. Finishing a routine drains **energy**, and a new routine cannot be started if the energy is depleted. Feeding carrots will replenish energy to 100% and can be done while riding.

Each routine has three steps. Completing all of them yields the most XP, but just finishing one will still give some XP.

Manual routines are a good way to focus on specific stats, while also providing a way to get to know each horse.

### Training Mentality

Mentality can only be is trained when the horse is presented with, and can overcome, a situation that puts it outside of its comfort zone. If the horse successfully crosses a bridge with the help of its rider, it will gain Mentality XP.
Arabian

The Arabian learns quickly and has superior endurance.

Black (standard or blueish)

Chestnut (standard, light, deep, dark red, or liver)

Flaxen Chestnut (standard, light, deep, dark red, or liver)

Grey (standard)

### Eye Colors

Amber, light amber, pale gold, blue, light blue, icy blue, dark brown, brown, light brown, dark chocolate, chocolate, pale brown, dark green, green, pale green, hazel, light hazel, or cream (dependent on coat color)

### Leg Markings

None, coronet, pastern, sock, or stocking

### Head Markings

None, star, snip, star and strip, star and snip, star strip and snip, stripe and snip, bald face, or badger face
Silo

The **Silo** is the player's own hay producing facility. The level of the silo determines the hay storage capacity and the hay generation rate.

**Hay** is the base fodder that all horses need. It is automatically fed to the horses. The more horses the player owns, the more hay is required each day. Bigger horses also eat more hay than small horses and ponies. If the hay production is too low, the horses will suffer longer energy recovery times, so make sure to upgrade your silo!

The silo can sometimes drop special fodder that can otherwise only be bought from the store. The fodder type and drop rate will improve with the silo level. The player can give this fodder to their horse for additional, temporary bonuses.
Potential Genes

A horse's potential is inherited from its parents, and usually falls between the parents' potential. There is a possibility that the foal's potential will be lower or higher than its parents'.

There are seven horse qualities based on potential, represented by different colors. The highest quality is represented by Gold, and can only be obtained through breeding. The qualities in order from worst to best are:

1. Dark grey 0-230
2. Light grey 231-299\*
3. Pink 300-399 \*
4. Green 400-499 \*
5. Blue 500-599 \*
6. Purple 600-660
7. Gold 761+

\* Ranges to be confirmed
Духи

**Духи (призраки) -** коты, которые после смерти по каким-либо причинам не могут попасть ни в Звёздное племя, ни в Сумрачный лес.

## Описание

### Основное

Обычные коты не могут видеть духов, это могут лишь Сёстры или те, кто как-то связан с ними по крови. Дух выглядит также, как при жизни, но полупрозрачен. Духи имеют запахи своего племени, к которому относились при жизни, однако, сложно определить, какой именно это кот.

### Становление духом

Обычно кот или кошка становится духом из-за того, что на земле он имеет какие-либо незавершённые дела. Либо же, он не сможет отправится в Звёздное племя или Сумрачный лес из-за того, что многие из его родственников просто не верили в предков-воителей.

Ещё одна причина становления духом - какая-то необычная связь с живым миром. Умирающий не хочет покидать землю, и потому становится духом. Это может быть большая привязанность к семье, невероятная преданность племени и другое.

### Вера

Сёстры верят в то, что духи помогают и подсказывают им правильное решение, так же, как и Звёздное племя направляет племенных котов.
Stables

The **Stables** is where the horses reside. Upgrading the stable increases the amount of stall slots available, to a maximum of 36 slots. The stables is the only building in the estate that can be upgraded beyond level 10 to level 14. It is also the only facility where upgrades can be purchased with e-coins (levels 11 - 14).

From the stable, the player can view all their horses, see their stats and genetics and access activities such as riding, training, feeding and tacking up. The player can also manage their horses from here, including renaming, selling or changing their riding and competition tack.

\* Note: upgrade with e-cash OR e-coins, not both
Equestrian the Game Wiki

**Welcome to the Equestrian the Game Wiki!**
**Equestrian the Game** is a mobile game, currently in development by **Kavalri Games.** In Equestrian, you build your career as a stable owner and rider. We think of it as *"the dream of a life with horses"* - a life that in reality might not be possible for most horse lovers. But in Equestrian, it is!

## Popular Pages

Swedish Warmblood

Arabian

Welsh Cob

Friesian

Thoroughbred

Norwegian Fjord

Quarter Horse
Welsh Cob

The Welsh Cob is a dependable pony that excels in dressage.

Black (standard or blueish)

Buckskin (standard, yellowish, cream, or golden)

Chestnut (standard, light, deep, dark red, or liver)

Cremello (standard, golden, light, or dark)

Grey (standard)

Grey Dun (slate grullo, light slate grullo, silver grullo, lobo dun, or golden grullo)

Palomino (standard, light, dark, or rose)

Perlino (standard, dark, light, or deep)

Red Dun (standard, light, dark, rosy, or golden)

### Eye Colors

Light amber, light blue, brown, chocolate, green, or light hazel

### Mane Styles

Standard, short, long, wavy, long wavy, or French braid

### Leg Markings

None, coronet, pastern, sock, or stocking

### Head Markings

None, star, snip, star and strip, star and snip, star strip and snip, stripe and snip, bald face, or badger face
Тихие Лапы

## Тихие Лапы (Тихолапый)

**Тихие Лапы (Тихолапый) -** светло-серый с белым кот. У него зелёные глаза и короткая шерсть. Сам кот некрупный, низкий и стройный.

## Характер

***Этот раздел нуждается в заполнении!***

## Семья

**мать:**

* неизвестная кошка: *статус неизвестен.*

**отец:**

* неизвестный кот: *статус неизвестен.*

**братья/сёстры:**

* неизвестные котята: *статусы неизвестны.*

## Биография

### Ветер странствий

Когда пожар разрушает старое место жизни котов, те идут на поиски нового жилья. Тихие Лапы - один из котов стаи Бушующего Урагана. Он помогает стае переносить котят.

Однажды все путешественники попадают в потоп, и теряют нескольких котов. Тихие Лапы - один из них.

### Чёрная пропасть

Об этом коте говорится на Совете, когда старейшины разговаривают о древней трагедии. Тихие Лапы не упоминается конкретно, но говорится о потерянных во время наводнения котах.

## Интересные факты

### Общее

* Неизвестно, умер ли Тихолапый. Возможно, ему удалось чудом выплыть на сушу и стать одиночкой. Хотя, вероятнее всего, он погиб, учитывая силу волн и умения самого Тихолапого.
Zion Reamnerth

## Background Information

### Relatives

Rook Reamnerth (Father)
Maisha Reamnerth (Mother)
Dash Reamnerth (Older Brother)
Sydni Reamnerth (Older Sister)
Caecius Nixmiara (Maternal Great-Grandfather)

## Relationships

### Traserra

Angus Strefiara
Parker Gruxine

### Allies

* Ixia Mirore
* Ratana Reagiths
* Kairo Terraklau
* Ynez Maxeth
* Valente Irenyce
* Makani Graemsia
* Fender Ozeadorth
* Zuri Ivifria
* Eula Truriams

## Professional Information

### Affiliation

* Reamnerth Clan
* Nixmiara Clan
* Trudyce Academia
The Seven Regions

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***Ulunora - Treaxarth (Fire)***

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***Lorsia - Straeswiams (Water)***

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```
***Mopmerra - Ilokerth (Earth)***

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```
***Rarmonia - Semnyce (Ice)***

```

```
***Flaxonia - Dralnorths (Air)***

```

```
***Astridora - Vuxonia (Electric)***

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```
***Ralwonia - Kausriths (Nature)***

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```
***Ustrixiams - Black/Shadow Magic***

```
Trudyce Academia Wiki

**Welcome to the Trudyce Academia Wiki!**
fanon

We're a collaborative community website about Trudyce Academia that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Elemental Creatues

```
***Verore - Titanoboa (Origin: Ulunora)***

```

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***Flenrelts - Phoenix (Origin: Ulunora)***

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***Migriams - Three Headed-Lions (Origin: Rarmonia)***

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***Alaefarths - Abominable Yeti (Origin: Rarmonia)***

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***Eraulmiths - Kraken (Origin: Lorsia)***

```

```
***Stremriton - Venus flytrap (Origin: Ralwonia)***

```

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***Apodiths - Carnivorous Wolves (Origin: Flaxonia)***

```

```
***Trasonia - Venomous Scorpions (Origin: Mopmerra)***

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***Nimyce - Electric Eels (Origin: Astridora)***

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***Ugrolia - Hawks (Origin: Flaxonia)***

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Parker Gruxine

## Background Information

### Relatives

Callista Gruxine (Mother)
Demis Gruxine (Younger Brother)

### Dislikes

Glue, Spiders, Color Green, Studying, Doing Homeworks

## Relationships

### Traserra

Angus Strefiara
Zion Reamnerth

### Allies

* Ixia Mirore
* Ratana Reagiths
* Kairo Terraklau
* Ynez Maxeth
* Valente Irenyce
* Makani Graemsia
* Fender Ozeadorth
* Zuri Ivifria
* Eula Truriams

## Professional Information

### Affiliation

* Gruxine Clan
* Trudyce Academia
Angus Strefiara

## Background Information

### Relatives

Kreed Strefiara (Father)
Alanis Sigerra (Mother)
Shay Sigerra (Maternal Uncle)

## Relationships

### Traserra

Parker Gruxine
Zion Reamnerth

### Allies

* Ixia Mirore
* Ratana Reagiths
* Kairo Terraklau
* Ynez Maxeth (Rival)
* Valente Irenyce
* Makani Graemsia
* Fender Ozeadorth
* Zuri Ivifria
* Eula Truriams

## Professional Information

### Affiliation

* Strefiara Clan
* Sigerra Clan
* Trudyce Academia
Новое поколение котов-воителей Вики/Модели

**Наши шаблоны категорически запрещается использовать на других вики!**

## Описание

Модели - это шаблоны котов, которые нужно вставить в каждую статью (в противном случае ставится категория "необходимы модели"). Шаблонов всего четыре: короткошёрстная кошка, длинношёрстая кошка, короткошёрстный кот и длинношёрстый кот.

## Требования к моделям

* Модель должна быть аккуратной, без лишних штрихов.
* Не использовать именно чёрный. лучше использовать тёмно-тёмно серый, или тёмно-тёмно фиолетовый.
* Не выходить за контур.
* Размер модели должен быть ровно 910 х 820.

## Как работать над моделями?

**Шаг 1.** Скачайте модель с вики и вставьте её в любой графический редактор (как скачивать)

**Шаг 2.** Раскрасьте модель (а именно создаём новый слой с функцией кадрирования и умножения, раскрашиваем, соединяем слои, создаём другой слой и располагаем слой ниже слоя с покрасом, раскрашиваем глаза, подушечки и ушные раковины, сохраняем с прозрачным фоном и всё).

**Шаг 3.** Сдайте модель на проверку (на стену обсуждения участника -Flowerchest).

**Шаг 4.** Когда модель будет одобрена, вставьте её в статью (в инфобокс).
Characters

**Characters** are at the center of *The Last Worker*, within the self-contained drama unfolding at JFC-1. All are impeccably voiced by a star cast.

## List

* Kurt (Jüngle)
* Skew (Jüngle)
* HoverBird (SPEAR)
* Emma (SPEAR)
* Rosa (Jüngle)
* Chayenne (SPEAR)
* Josef Jüngle (Jüngle)
* S.P.E.A.R. Leader (SPEAR)
* Product Announcer (Jüngle)
Horse Trailer

The **horse trailer** is built by the player and used to access the horse market. The horse market is where the player can acquire new horses of varying breeds and characteristics. Upgrading the horse trailer will increase the quality of the horses appearing there.

The horses in the market are renewed every three hours and replaced with new ones. The player can also pay or watch an add to refresh them instantly.

In the market, the player can see a summary of each horse for free. However, some abilities will be hidden upon the first glance. In order to get a complete insight into the horse's potential and personality, the player can **examine** the horse for a small fee (50 e-cash).

The monetary value of the horses are determined by factors such as their breed, age, and skills. Price is generally not an indicator of a horses overall potential, as young horses have less OVR and are cheaper but may have more potential than an older horse. The same applies to the player's owned horses, which is why a horse's value can be increased by training its stats before selling.

Note: Potential listed are indicative only and vary between each player's experience. See: Potential colours explained. Gold horses are not available in the trailer and can only be obtained through breeding.
Toys

**Toys** are the creations of Alfred and are used to solve puzzles and riddles in *Tin Hearts*. The most basic toy is the tin soldier, the icon of the game, and puzzles require you to get a set number of them to the exit portal.

## List

* Peg block
* Prism Block
* Toy drum
* Toy cannon
* Balloon machine
* Pinwheel
* Toy Trains
* Mr. Soldier
Skew

**Skew** is a Jüngle character in *The Last Worker*.

## Background

Skew, named after SKU, or Stock Keeping Unit, is the only Jüngle co-bot left in active service, providing companionship for Kurt, the only worker left on Jüngle's payroll at JFC-1. Originally just one of many robots meant to assist Jüngle magazine worker (or Explorers, as Josef's newspeak insists), Skew disappeared together with the other co-bots after the incident at Ground Zero. He returned weeks later, damaged and malfunctioning, and Kurt took pity on him (or Skew took pity on Kurt, or both), providing a much needed antidote to loneliness common in JFC-1.

## Storyline

The rude, British-accented Skew is far cry form smooth corporate talk everyone is used to, all polite, correct, and family friendly. He curses, teases Kurt, and ribs him - in short, he's a human presence in the inhuman, capitalist environment at JFC-1.

He's that way by design, as he was recovered from the landfill by Emma and jailbroken for her own purposes. After she failed to return from Ground Zero, however, Skew sought out Kurt, the only other human at the facility. As it turns out, his goal was to get Kurt to follow in Emma's footsteps and continue the mission.

Skew is an acerbic foil for HoverBird, but despite his claimed uselessness, he demonstrates selfless devotion to Kurt as he jumps in to stop the Junker's saw from rearranging Kurt into a work of abstract art. Cut in half, Skew is reconstructed after HoverBird discovers Emma's plan for Skew: He's actually a vehicle for a nuclear warhead to be delivered to the generator below JFC-1 and explode there, hopefully stopping Jüngle in its tracks.

While he's destroyed at least two times, Skew himself points out that he's one of *many* robots of his type and he's actually in no danger of being permanently destroyed, as long as he has a new chassis to bodysurf into.
Горящая Ветка

**Горящая Ветка -** тощая, короткошёрстная тёмно-бурая кошка с рыжими пятнами по всему телу и яркими жёлтыми глазами. Имеет плоскую морду и разорванное ухо, а также многочисленные шрамы, что свидетельствует о том, как много она уже сражалась.

## Характер

Горящая Ветка - непредсказуемая и коварная кошка. Никогда нельзя угадать, как она настроена - дружелюбно или враждебно. Она может притворятся совершенно спокойной кошкой, а в самый подходящий момент выпустить свой змеиный яд.

## Биография

### Котёнок

Веточка, Грачишка и Огонёк - котята Племени Теней. В битве с крысами мать и отец умирают, и котят берёт на воспитание Ветрокрылая. Однако и она продержалась не долго: котята подрастают и мать отправляется на охоту к Гремящей Тропе. Молодую кошку сбивает чудище. К счастью, её находят патрульные и относят к целительнице. Медолистая днями и ночами ухаживает за Ветрокрылой, без перерыва на сон. Но, однако, не смотря на все старания целительницы, Ветрокрылая умирает.

### Ученица

Став ученицей Сосноиглой, Ветвелапка изменяется: из пугливого комочка она становится дерзкой и злобной кошкой. Никогда не упускала момента, когда можно было подразнить Грачелапку и Огнелапа за то, что они целыми днями топчутся возле грязных болот. Ветвелапка презирает брата и сестру, и, что не удивительно, вырастает такой же.

### Воительница

Теперь Грачелапка, Огонёк и Ветвелапка - воители. Их новые имена - Грачиное Перо, Клок Огня и Горящая Ветка.

Однажды на охоте Клок Огня падает с дерева в болото и получает травму. Грачиное Перо сообщает об этом Медолистой и целительница отправляет раненного в палатку целителя. Грачиное Перо часто навещает брата. Также к нему каждый день приходит Леопард - лучший друг Клока Огня.

Леопард часто встречается ещё и с Грачиным Пером, и Горящая Ветка начинает ревновать. Она возненавидела Грачиное Перо из-за того, что была влюблена в Леопарда. Горящая Ветка замышляет выманить сестру к Гремящей Тропе и убить.

Так и случилось. Горящая Ветка сказала Грачиному Перу, что нашла нарушителей возле Гремящей Тропы. Сестре стало интересно, и она попросила Горящую Ветку показать следы.

Но, на Гремящей Тропе, всё внимательно осмотрев, Грачиное Перо догадалась, о чём идёт речь. Она начинает спрашивать различные вопросы о нарушителях. Когда они проходили? Что заставило тебя сказать, что тут были нарушители? Увидев растерянность Горящей Ветки, Грачиное Перо кричит: "ты заманила меня в ловушку?! Ты думала, что я слепая и подумаю, что эта правда?! Ну берегись!..."

Горящая Ветка в ужасе убегает.

Позже, когда Тонкоусая рассказывает Грачиному Перу о том, что Горящая Ветка убила Дымохвата, Хвойная Звезда призывает Грачиное Перо убить Горящую Ветку. Чёрная кошка заманивает Горящую Ветку в лес и убивает.

## Убийства

 **Собирался(-ась) убить:**

***Примечание:*** *Горящая Ветка убивала Тонкоусую не когтями, а утопила её.*
Tracker

The **Tracker** is a tool in *The Last Worker*.

## Overview

An improvised attachment for the Jüngle Gun, using digested vegan chewing gum courtesy of Ms Cow, firing recycled J-Phones to generate a tracking signal. HoverBird is quite the engineer.

## How to use

* The Tracker is drawn with the **3** key. Once acquired, it can be used to fire at any target to generate a tracking signal. It's used once, specifically, to corral Skew in Chapter Two.
B-Kon

The **B-Kon** is a special piece of Jüngle tech in *The Last Worker*.

## Overview

The B-Kon is a control unit for all Jüngle robots, inserted into newly activated bots for control purposes. It's like a baby chicken, though, and will sync up with anything on first contact.

## How to use

* The B-Kon is first encountered in Chapter One, but only comes into play in Chapter Three, where the Hacking Tool is used for the purposes of acquiring one. It's then synced with the JünglePod, and used to lure a SecurityBot away from its patrol route.
* It's basically a fire-and-hide item. Send it through the glass porthole in the locked doors when hiding from the bot, then once it picks a new patrol path, collect the B-Kon, lather, rinse, repeat.
Customization

### Horse Creator

The horses in ETG have lots of customization options such as breed, coat color, coat variant, leg markings, head marking, mane style and color, temperament, traits, and height.

### Character Creator

The avatar can be customized including skin tone, body shape, face shape, facial features, hair style, and hair color(s).

### Tacking Up

In the tackup menu, the player can try on all of their owned items and can create tack sets. Different sets can be made for everyday use and for competition use.
Tin Hearts

### Platform

PC, Xbox Series X/S, Xbox One, PlayStation 4, Playstation 5, PSVR, Meta Quest, Nintendo Switch, PCVR.

### Rating

TBC

In **Tin Hearts** the premise is simple: Open a mysterious trinket box to release magical toy soldiers. Your soldiers only know how to walk forward and bounce off of things in the environment… it’s up to you to create a path for them!

## What is Tin Hearts?

Behind every brilliant invention, hides a magical story. From members of the team that brought you Fable, comes Tin Hearts – an immersive puzzle adventure game wrapped in a powerful tale of love and compromise.

Guide a troop of mischievous tin soldiers through a magical toy-filled world using a variety of whimsical and inventive contraptions to bounce, shoot and glide them to their goal. March through 40+ levels of time-bending, soldier-routing riddles, forge new paths for your toys to follow, and solve increasingly elaborate puzzles to unravel the emotional, thought-provoking story, of Albert J. Butterworth, a genius inventor of Victorian times.

## Features

* Complete puzzles to gradually unravel a deeply emotional story spanning generations and dimensions, that will tug on your heart strings.
* Solve 40+ levels of increasingly elaborate puzzles, manipulate environments, forge new paths. The whole world is a puzzle, each room is a colourful Rube Goldberg machine.
* Gain fascinating new powers and abilities as you complete the puzzles, use your imagination to control objects in the world. Unlock intriguing new puzzle environments to complete.
* Feel like a child in a toy store as you immerse yourself in a magical, alternate-timeline Victorian universe full of nostalgic warmth and charm.
* Pause, fast-forward and rewind time to change the outcome of your actions and complete increasingly intricate puzzles.
* Take your time working through the relaxing puzzles and enjoy the poignant soundtrack, from award-winning composer Matthew Chastney, whose credits include trailers for ‘JOKER’, 'Chernobyl', and 'Bridgerton'.
* Experience the VR version of the game, designed exclusively from the ground up for virtual reality platforms, where players can fully immersive themselves in the beautiful world of Tin Hearts. Directly control, touch and feel the game’s mechanics, or physically move closer to take a look at the stunning environments and charming toys.
Albert J. Butterworth

**Albert J. Butterworth** is the main character of *Tin Hearts*, a talented creator of wondrous toys.

Albert is a visionary artist, a genius inventor and toymaker, a loving husband to Helen and a doting father to Rose. Even from a very young age, Albert showed a natural inclination towards crafting and inventing, and after meeting Helen, a talented musician, this boosted his ability. Now, even in the darkest of times, Alberts's ingenuity and unending talent stay with him for better or worse.
Puzzle block

**Puzzle blocks** are the basic, well, building blocks of puzzles. They are essential to directing the tin soldiers around.

## Peg block

The peg block is distinguished by a cut in the wooden body, which corresponds to one or more bases around the level. The shape restricts the positioning of each puzzle block, and the block will automatically snap to the nearest peg when correctly rotated.

## Solid block

An advanced form of puzzle blocks, these shapes can be placed anywhere in the levels to redirect the flow of tin. Fortunately, they rotate to each of the four cardinal directions, with very little angling. However, figuring out where to place them most effectively is an essential part of the game.