recursal/Fanatic-Fandom huggingface dataset:
IZA-100

*Commander Robot - Prime Possessor Ixa*

## Overview

IZA-100 is a quadruped, alien-like robot with a similar figure as a camel. It has a single eye on its face and a large tower on its back which it uses to attack. This robot has average movement, above average energy output, and average integrity. Due to its commander ability, as long as this robot is on the field, all allied robots get Reroll 1 if they target a robot with full integrity and energy output.

## Abilities

IZA-100 has two abilities, the first being **"Nano Spores"** and the second being **"Particle Bolt"**. The first ability, **Nano Spores** is a long ranged attack which can target a robot up to eight hexes away. It costs three energy to use, and all accuracy dice must land on two or above. If successful, the target will be debuffed with EVA Down 1. This action also has the Arcing attribute, ignoring terrain cover.

IZA-100's **Particle Bolt** is a ranged attack which deals one damage on hit. It requires two energy to use, and all accuracy dice must land on two or above to succeed. In addition, this action has the Critical attribute, allowing this attack to deal one extra damage for each accuracy dice that lands on a six.

IZA-100 also has the Range Evade 1 ability which forces robots which target IZA-100 to roll one higher than normal on accuracy dice in order to succeed on ranged attacks.

## Compatibility

IZA-100 is combinable into any higher level robot requiring a non-specific Intel Class robot, providing it fits within any faction-specific requirements. In addition, IZA-100 has unique combines:

* ESPER-IZA
ENDER-1000

ROBOT is #000 of the Core Set.

 Common Mechanics | BEING A ROBOT

## Abilities

ROBOT HAS ROBOT ATTACK. ROBOT HAS PASSIVE ABILITIES, MAYBE IT'S THE Overload passive ability.

## Compatibility

ROBOT is combinable into any units requiring a non-specific THIS-Class, providing it fits within any faction-specific requirements.
[[Category:AE]
ARLY-300

*Sector Authority-modified for sub-orbital drops.*

## Overview

ARLY-300 is an Assault Class robot which specializes in accuracy, whether it be directly from itself or through an attack buffed ally. It is relatively slow moving for an Assault Class robot as it can only move a max of four hexes. It makes up for that by having a high energy output and by buffing the accuracy of those around it. The robot is moderately armored, being exposed in the stomach and neck. It is equipped with a antennae on the right arm, and a pistol on the left arm.

It is a faction specific robot belonging to the Sector Authority, meaning that the player must use a Sector Authority commander to use this robot.

## Abilities

ARLY-300 has two main abilities, the "MSV Magnum Pistol" and "Overclock Signal: Targeting". MSV Magnum Pistol is a short ranged attack which can deal a max of two damage if both attacks hit. It costs two energy to use. The interesting part of the attack is that it has the Aimed attribute. With this, ARLY-300 is unaffected by accuracy debuffs when using this attack, and targeted robots which have Evasion are attacked as if they did not have Evasion. The second ability of ARLY-300, Overclock Signal: Targeting, gives all robots within three hexes an accuracy buff. Enemy robots are also affected, so players must use caution when using this ability.

Additionally, ARLY-300 has the Combat Drop ability which allows the robot to be placed off the board at the beginning of the game. At the end of any turn after that, the player can drop ARLY-300 anywhere onto the board as long as it is five or more hexes away from enemy robots.

## Compatibility

ARLY-300 is combinable into any units requiring a non-specific Assault Class providing it fits within any faction-specific requirements.
ESPER-100

*Ghosts of the battlefield*

## Overview

ESPER-100 is an almost humanoid-like robot, with an upright body and a head. However, it floats above the ground and lacks arms. Instead, it has two machine-pistols where the shoulders should be.

As far as ESPER-100's stats and capabilities go, it is similar to other Evasive Class robots in that it has good mobility, average energy output, and average integrity. Unlike other robots of its class, all of the ESPER models lack Flight or Jet. To compensate for that, they have Double-Move which puts them on par with most other Evasive Class robots in terms of mobility.

## Abilities

ESPER-100 has one action, **"Twin Pistol"**. This attack can reach targets up to three hexes away. It costs two energy to use and requires a dice roll of three or higher to succeed. On a success, the attack does one damage, dealing a maximum of two damage if all accuracy die succeed. This ability also has Critical, which means that for each dice roll of six, the attack gains an extra point of damage. This bumps up them maximum damage of this attack to four.

As said above, this robot comes with the Double-Move ability. As long as the player has the energy to move the robot, ESPER-100 can be moved twice in a turn, even after it has taken an action. This allows the player to play with hit and run tactics which other robots would not normally be able to perform. In addition, this robot comes with the Evade ability, which forces robots that target ESPER-100 to roll one higher than normal on accuracy rolls in order to succeed.

## Compatibility

ESPER-100 is combinable into any higher level robot requiring a non-specific Evasive Class robot, providing it fits within any faction-specific requirements. In addition, ESPER-100 has unique combines:

* ESPER-IZA
	+ Combining into this Command Robot requires Ixa's IZA-100.
* ESPER-4000
Whitehelm

***Iris Inquisitor***

## Appearance

A giant of a man at 9ft tall. Whitehelm wears purple robes with gold shoulder protectors. He also wears an Iris Dominion mask similar to Ixa’s, except his is shaped like a jackal.

## Background

There is really nothing known about the Iris Dominion. Its government, its military and its culture are all a mystery to outsiders. The one thing, the one person, people across the world know however, is Steven. It was one day in the tensest part of the Five Nations War: a man of extreme stature and booming presence announced the daily status of the Iris Dominion's affairs across all broadcast waves. It was always light on details, and thought to be code by some. One thing specifically was not made clear: his name. And so Ainer identified him as White Head. An Empyreal Realm spy told the royal court, and they dubbed him Whitehelm. When a Great States spy's word got back to the West Border, Gamound stated to the still-present Stell that the man's name was Steven, because it was funny. And so, an eager Stell took that information and the Mediation Bureau put out a global message to be weary of all words and activities related to Codename: Steven. But even as the whole world turned him into a meme, only these things were certain: Whitehelm was from a nation founded on secrecy, whose presence was very clear to everyone with eyes and ears. People laugh in the times of greatest unease.

## Robots and Abilities

Whitehelm is a machineless commander, but unlike most machineless commanders, players who want to use him are required to equip him onto robots from the Iris Dominion.

His Commander Ability is "**Propaganda**", which allows Whitehelm players to mark an enemy robot with -1 Accuracy until their next recharge phase. The ability is useful for keeping enemy robots which already have a hard time landing attacks out of play.

This commander is interesting for players who don't want to be stuck adding a specific robot to their team simply because their commander forces them to. As long as there is a non-commander specific Iris Dominion robot on a player's team, they can use Whitehelm as their commander.

## Trivia

* Whitehelm was one of 10 commanders co-created by Kickstarter backers. This character and his name are based on Steven Whitehead, at the request of his friend.
* Whitehelm is the only Faction Commander that doesn't follow the naming scheme of starting with the same letter as his Faction. This is because Whitehelm's true name and nature are as of yet unrevealed.
* Whitehelm is the tallest Commander.
In-game Events

* Angler's Cup
* Ausgyth Demon Kings
* Disc Hop
* Faerie Funland
* Inner Demons
* Ninefold Assault
* Shadow Demons
* Windcatcher
* Windswept Gauntlet

**Day-exclusive Events**

* Darkscale King
* Evaluation Test
* Fortune Eggs
* Show the Way

**Seasonal Events**

* Valentine's Day Event
* Easter Event
* Summer Event
* Halloween Event
Empyreal Realm

The Empyreal Realm, or Empyre for short, is the oldest nation on Sigaea, formed many hundreds of years ago by human settlers. It occupies a majority of the Western side of Sigaea's central continent, and shares a reluctant border with the Allied Provinces to the north, and Great States to the East. Covered in lush forests and valleys, ruled from atop massive structures that hold the nation's great cities. Its leadership is a dwindling royal family.

## History

The Empyre was founded hundreds of years ago, shortly after humans arrived on Sigaea's surface. It's also the first place humans landed on Sigaea, their transports touching down on **Terminal Heaven**, which would centuries later become the Empyreal capital.

Cities and communities were quickly drawn to its abundant natural resources, compared to the snowfields of the north and deserts of the east. After many power struggles over the land, the nation stabilized when the legendary Empyreal Eight seized control of the sky cities and united all the micro-nations down below.

It was around the same time that the Iris Dominion formed on the Eastern side of the continent, and the two nations have been engaged in various power struggles ever since.

The megalithic structures the Empyre's famous sky cities sit upon have been there since before human colonization of Sigaea, their origins are the subject of many studies.

The Empyreal Realm's nine sky cities are each named after one of the Empyreal Eight, not counting Terminal Heaven. The are:

* Ethrael's Garden (Formerly Terminal Heaven), home of the Empyreal Capital.
* Eon's Grace
* Ember's Loft
* Echo Heights
* Epyon's Horizon
* Elan's Roost
* Ennui's Tower
* Extol's Exit

## Culture

The Empyre is famous for its wastefulness, treating its resources, citizens and soldiers as expendable for the glory of the country. This is true for both the high cities and lowland townships and other territories.

The Empyreal Realm's military is also the most powerful in the world, with each and every soldier willing to sacrifice themselves for honor and glory. Powerful soldiers and their families often gain access to the sky cities, and a person's worth in Empyre culture is defined by what they've sacrificed for the nation.

The most popular genre of music in the Empyre is bluegrass.

## Commanders

The following characters are from the Empyreal Realm:

* Etwal, the third heir to the Empyre's throne and world-renown warrior.
* Ethrael, the second heir to the Empyre's throne.
* Poppet, duchess from a destroyed Empyreal territory.
* Diane, former military markswoman, born in the lowlands.
* Cyndane, a coastal trader who never had much attachment to nations.
SNO-100

*EP lasers can have many different properties and effects.*

## Overview

SNO-100 is a simple robot, being a a laser cannon with two legs and feet. It has below average movement, average integrity, and above average energy output. This robot is designed to be in the back of the map, using its Laser actions to both damage enemies and repair allies.

## Abilities

SNO-100 has two actions, **"EP Laser: Omega mk1"** and **"EP Laser: Sigma mk1"**. The first of its actions, **EP Laser: Omega mk1**, can target any robot within its sight due to the Laser attribute. This attack costs three energy to use, and all accuracy dice must land on a two or above. If successful, the target robot takes one damage. The accuracy and damage of this attack cannot change due to the attached Aimed attribute. In addition, if the robot is on a straight hex line (flat sides) connecting to SNO-100, every robot on that line is also affected due to the attached Laser attribute.

**EP Laser: Sigma mk1**, can target any robot within its sight due to the Laser attribute. This action costs three energy to use, and all accuracy dice must land on a two or above. If successful, the target robot is repaired for one integrity point. The accuracy of this action cannot change due to the attached Aimed attribute. In addition, if the robot is on a straight hex line (flat sides) connecting to SNO-100, every robot on that line is also affected due to the attached Laser attribute.

This robot also has the Reroll 1 ability, allowing the player to spend one energy to reroll any accuracy dice they choose when using an action.

## Compatibility

SNO-100 is combinable into any higher level robot requiring a non-specific Evasive Class robot, providing it fits within any faction-specific requirements. In addition, SNO-100 has unique combines:

* SNO-2000
* SNO-6000

## Trivia

* SNO-100 was the first S-Class robot designed for the game.
SALV-100

*Robots specialized in high-powered Repair Fields.*

## Overview

SALV-100 is a simple robot, being a a laser cannon with two legs and feet. This robot appears similar to a walking mortar. It has a below average movement score, average integrity, and above average energy output. Unlike most other support robots, SALV-100 gets up close to apply its Repair abilities to its allies.

## Abilities

SALV-100 has two actions, **"Repair Ray I"** and **"Repair Field I"**. The first of its actions, **Repair Ray I**, can target any robot within four hexes of itself. This action costs three energy to use, and all accuracy dice must land on a two or above. If successful, the target robot repairs two integrity.

**Repair Field I** is an AOE action which originates from SALV-100. This action costs three energy to use, and all accuracy dice must land on a two or above. If successful, all robots within four hexes of SALV-100 are repaired for one integrity point. This actions does not affect SALV-100.

Additionally, this robot has the Double Move attribute, allowing it to move twice in a single turn as long as the player has the energy to pay for it.

## Compatibility

SALV-100 is combinable into any higher level robot requiring a non-specific Support Class robot, providing it fits within any faction-specific requirements. In addition, SALV-100 has unique combines:

* SALV-1000
* SALV-5000
GHILI-200

*Modified sniper robots with extreme precision.*

## Overview

GHILI-100 is a sniper-type robot with four legs, a back cannon, and a head. It appears very similar to a beetle in its appearance. This robot is primarily designed to attack at long range, making use of Jamming in order to disrupt enemy attacks. It has an above average integrity score, average movement and average energy output.

## Abilities

GHILI-200 has one action, the **"50mm Sniper Cannon"**. It costs two energy to use, but automatically succeeds no matter what. This is due to its attached Aimed attribute. Debuffs cannot affect this in any form. If any of the accuracy dice rolled are a six, the attack gains an extra point of damage.

Additionally, GHILI-200 has the Jamming 1 ability. This ability allows the player to spend one energy in order to reroll any accuracy dice made in an attack against this robot.

## Compatibility

GHILI-200 is combinable into any units requiring a non-specific Guard Class robot, providing it fits within any faction-specific requirements. In addition, GHILI-200 has unique combines:

* GHILI-2000
AIS Class

AIS Class robots are Trio Level combinations of Assault Class, Intel Class, Support Class Basic Level robots. They combine the long range attacks of I and S and the Energy of A and S.

### Appearance

AIS robots are agile looking robots with elaborate energy collecting devices on their body, for long range attacks. They resemble humanoids, but never walk, either skating or floating across the ground. They have excellent attack range and high energy.

### Common Abilities

* Overload
* Reroll
* Refuel
* Laser
* Aimed
* Arching
* Salvo
* Buffs
* Energy Burn
* Quell
* Flicker
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GMD-100

*Commander Robot - Sunset General Gamound*

## Overview

GMD-100 is a large tank-like robot with four legs. It has an almost beast like appearance, with a large anti-air cannon mounted onto its back. On this robot's face are a pair of large sunglasses in the style of its pilot's favorite sunglasses. This robot serves as the command robot for Gamound.

This robot is a tank compared to most others. With six integrity points, this robot can endure most hits easily. It has an average speed and an average energy output. This robot's commander ability gives the player's robot's Reroll 1 as long as they don't move, promoting a more defensive play-style.

## Abilities

GMD-100 has two abilities, the first being **"Swaggering Head Ram"** and the second being **"70mm Sky Thresher"**. The first ability, **Swaggering Head Ram** is a Melee attack which allows GMD-100 to hit any enemy standing adjacent to itself.

GMD-100's **70mm Sky Thresher** is a long ranged attack which deals one damage on hit. It only requires one energy to use, but the player must roll an accuracy dice of 5 or above to succeed. In addition, this action has both the Heavy and Anti-Air 2 attributes. This means that in order to use this action, GMD-100 can not move before attacking. However, if it hits an enemy robot with either Flying or Jet it will take an extra two damage from the attack.

GMD-100 also has the Retaliate ability which allows it to counter-attack any robot, as long as it is targeted and as long as it has energy to use an appropriate action.

## Compatibility

GMD-100 is combinable into any higher level robot requiring a non-specific Guard Class robot, providing it fits within any faction-specific requirements. In addition, GMD-100 has unique combines:

* SSM-3000
	+ Requires **GMD-100** to combine into "Sunset Mode".
GI Class

GI Class robots are Duo Level combinations of Guard Class and Intel Class Basic Level robots. They combine the integrity and debuffing, respectively, of their components.

### Appearance

GI robots are visually based on saboteur tanks, uniting visual elements and armor of the G-Class and energy weapons of the I-Class.

### Common Abilities

* Stun
* Piercing
* Cloaking
* Jamming
* Restrain
* Arcing
* Retaliate
* Range Evade
A.E.G.I.S. Wiki/Section 2

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AEGI Class

AEGI Class robots are Quadra Level combinations of Assault Class, Evasive Class, Guard Class, and Intel Class Basic Level robots. They have high stats and strong abilities, but are missing the range and precise attacks of S types.

### Appearance

AEGI Class robots are fierce looking, skeletal humanoid robots. They lack the "body" an S type brings to combinations. Excelling at close to mid range combat, their attacks are devastating to opponents and often, themselves, thus the need for an S robot.

### Common Abilities

AEGI Class robots have access to abilities such as:

* Flight
* Retaliate
* Energy Syphon
* Blitz
* Overload
* Reroll
* Critical
* Force
* Refuel
* Piercing
* Rust
* Blaze

### List of Robots

* ELL-GEL-ION
	+ Awakening Mode
	+ Beserker Mode
AGS Class

AGS Class robots are Trio Level combinations of Assault Class, Guard Class, and Support Class Basic Level robots. They combine the close range attacks of A and G and the energy output of A and S.

### Appearance

AGS robots are the bulkiest of the humanoid Trio-level robots and covered in armor. They're massive and slow moving and use push/pull attacks to move their opponents into the ideal range, to deliver devastating high damage attacks.

### Common Abilities

AGS Class robots have access to abilities such as:

* Overload
* Reroll
* Heavy
* Critical
* Refuel
* Push/Pull
* Laser
* Aimed
AE Class

AE Class robots are Duo Level combinations of Assault Class and Evasive Class Basic Level robots. They combine the front line aggressive tactics and mobility, respectively, of their components.

### Appearance

AE robots are visually based on humanoid glass cannons, built for speed, uniting visual forms of the A-Class and wings or turbines of the E-Class.

### Common Abilities

AE Class robots have access to abilities such as:

* Flight
* Jet
* Overload
* Evade
* Parting Shot & Parting Cannon
* Damage and Evasion buffs
* Blitz
* Superblitz
* Ignition
* Anti-Air
* Aimed
* Critical
* Gambit
* Recharge

### List of Robots

* ENDER-1000
* EXCEL-1000
EI Class

EI Class robots are Duo Level combinations of Evasive Class and Intel Class Basic Level robots. The combine the mobility and stealth, respectively, of their components.

### Appearance

EI robots are visually based on insects or tech, uniting visual elements of the spindly I-Class and the sleek mobility of E types.

### Common Abilities

EI Class robots have access to abilities such as:

* Flight
* Range Evade
* Light Attacks
* Restrain
* Disarm
* Anti-Air
* Empower
* Debuffs
* Double Move
* Parting Shot & Parting Cannon
ESHA-9000

*I don't like cleaning up your kerfuddles, Etwal. - Ethrael*

## Overview

ESHA-9000 is an enormous sky battleship and EGIS Class robot. It's faction-aligned to the Empyreal Realm, which makes it a narrow fit for many teams. Those that can use it however, will find that its powerful radial attacks and high mobility are tough to reckon with.

## History

This root was one of the very last robots designed in the Core Set, being created along with ESHA-3000 near the end of development.

## Abilities

ESHA-9000 features three radial actions, making it very good at engaging with untargetable or evasive foes. It's primary attack, *Hachi-type Supernova*, hits up to eight times in a 3-hex radius, making it one of the most powerful attacks in the game in terms of potential damage output. However, because it costs as much energy as the robot creates, it is difficult to use without an ally present. Its *Gravity Burst Nova* is a much more usable radial push, and it rounds itself off with *Mending Nova,* which is a very rare self-repairing Actions.

Because the root is Faction-aligned to the Empyre, it has access to the Jet ability, letting it move two spaces for each energy spent.

On combine, it has Vanish, making it invincible to all attacks the turn it comes into play.

And much like other ESHA robots, it features a powerful damaging ability in the form of Parting Cannon, should it be destroyed.

## Compatibility

ESHA-9000 requires another ESHA Make robot to create, as well as be on a team that allows for Empyre-faction aligned robots.

* ESHA-100
* ESHA-3000
Blademaster

Main Attribute | Strength

The Blademaster class seeks to train their body and mind, meditating beneath the trees of Nuanor. Equipping themselves with twin blades and a greatsword, they slice and dice through their enemies from close to mid-range. Honing their mind and body they use their skills to boost their attacks while maintaining perfect focus. When full of focus, Blademasters can release this focus as a Pentastrike dealing massive damage to enemies in an area.

Blademasters must be able to withstand brutal attacks while staying flexible, thus they wear the strongest of rigid armors.

## **Special Skills**

**Duelist**

Increases damage

**Tactician**

Increases damage and Immunity.

## **Armor Set**

* Level 49 (M)
* Level 49 (F)
* Level 59 (M)
* Level 59 (F)
* Level 69 (M)
* Level 69 (F)
* Level 79 (M)
* Level 79 (F)
* Level 79 (M) (EC)
* Level 79 (F) (EC)

## **Costumes**

* Assassin's Shadow (M) Level 40 Outfit
* Assassin's Shadow (F) Level 40 Outfit
* Pierced Sun (M) Level 60 Outfit
* Pierced Sun (F) Level 60 Outfit
* Red Scabbard (M) Top 10 Leaderboard
* Red Scabbard (F) Top 10 Leaderboard

## **Mount**

* Steel Puma
* Steel Puma (Flying)
GO-400

*This is how we force a retreat - Gamound*

## Overview

GO-400 is an artillery-type robot with two legs, a back cannon, and a head. It is more animal-like in its appearance, not standing upright but instead being hunched over. This robot is primarily designed for keeping enemies away, making use of Push. It has an above average integrity score, average movement and average energy output.

## Abilities

GO-400 has two actions, the first being **"140mm Air Mortar"** and the second being **"Shattering Head Ram"**. The first of these actions allows GO-400 to spend two energy to push any robot within five hexes of itself. Both accuracy dice have to land on a two or above to push the targeted robot two hexes away from GO-400. **140mm Air Mortar** is not affected by cover as it has the Arcing attribute. If a robot is pushed into a terrain piece, they take one damage for every two spaces they were supposed to move.

GO-400's **Shattering Head Ram** is a Melee action which allows the robot to deal two damage to any robot adjacent to itself. The player must spend two energy to use this action, and both accuracy dice must land on a two or above in order to hit.

## Compatibility

GO-400 is combinable into any units requiring a non-specific Guard Class robot, providing it fits within any faction-specific requirements.
Allied Provinces

The Allied Provinces are the newest nation on Sigaea, formed when the Empyreal Realm's northern mining colonies revolted against their brutal rule. Snowy and mountainous, the country is dotted with numerous towns and their signature red iron domes. The Provinces are home to many precious minerals used for metal production around the world. Its leadership consists of a loosely associated collective of town councils and rebellion officers.

## History

The Provinces broke free from the Empyreal Realm shortly before the mainline story of the game began, and is what kicked off the Five Nations War. The first major battle of this rebellion was the Battle at Crossed Ice, where the Empyre hero Etwal was sent to crush the uprising completely, but was deterred by the young guerilla soldier Ainer, who awakened Sigaea's relic robots for the first time in centuries. Soon after, every nation had unlocked the secret of reviving the long-dormant machines and a global arms race kicked off.

## Culture

Allied Province culture is unstable due to its recent formation and constant war with the Empyreal Realm. There are constant internal struggles within the nation's leadership, as its future changes by the day. Nonetheless, its society has formed around common goals for the good of its people.

## Commanders

The following characters hail from the Allied Provinces:

* Ainer, fledgling war hero
* Ashla, miscreant brawler
* Armand, founder and de facto leader of the Provinces' defense forces
Evasive Class

## Function

With versatile movement, powerful bombs, missiles, and machine guns, Evasive Class robots can aid allies and quickly disrupt enemy tactics.

## Appearance

Most Evasive Class robots look similar to modern jets and bombers. They all share a distinct blue in their color palette. Many come outfitted with large machine guns which can easily tear through enemies.

## Common Mechanics

Common mechanics that Evasive Class robots use include, Flying/Jet, Evade and Parting Shot.

## Commanders

Evasive Class specific commanders includes:

* Etwal *The Third Heir* and his EXCEL-100
* Poppet *the Bomb Duelist* and her ELL-000
* Luxiana *the Scrapspeaker*, and her EXYTH-100
* Kal *the Iris Runaway*, a machineless commander

## Robots

The list of Evasive Class robots includes:

* EJET-100
	+ Exclusive to an Empyreal Realm commander
* ELL-000
	+ Poppet's commander robot
* ELL-100
* ELL-400
* ENDER-100
* ENDER-600
* ESHA-100
* ESPER-100
* ESPER-200
* ESPER-600
* EXCEL-100
	+ Etwal's commander robot
* EXYTH-100
	+ Luxiana's commander robot

## Gallery

* ENDER-100
* EXCEL-100
* EJET-100
* ESHA-100
* ELL-100
* ESPER-100
* ESPER-600
* ENDER-600
* ELL-400
* ELL-000
* ESPER-200
* EXYTH-100
GHILI-100

*Near or far, you'll never see it coming. - Ixa*

## Overview

GHILI-100 is a sniper-type robot with four legs, a back cannon, and a head. It appears very similar to a beetle in its appearance. This robot is primarily designed to attack at long range, making use of Cloaking in order to safely reposition itself. It has an above average integrity score, low movement and average energy output.

This robot cannot be used by commanders who are not part of the Iris Dominion faction.

## Abilities

GHILI-100 has two actions, the first being **"Steadied Sniper Cannon"** and the second being **"60mm Sniper Cannon"**. The first of these actions allows GHILI-100 to spend three energy attack a robot up to eight tiles away. All of the accuracy dice have to land on a two or above in order to deal three damage to the target. If there are enemies behind the target on the same hex line, they also take damage due to Piercing. This attack also has the Heavy attribute, and cannot be used if GHILI-100 has used any of its movement points.

GHILI-100's **60mm Sniper Cannon** is a slight shorter, but still long ranged attack which only costs one energy to use. This attack requires an accuracy dice roll of four or above in order to hit. However if the roll is a six, this attack deals an extra damage thanks to the attached Critical attribute.

Additionally, GHILI-100 has the Cloaking 4 ability. This ability allows the player to spend four energy in order to move GHILI-100 four hexes and make GHILI-100 untargetable until their next turn. When this is done, GHILI-100 cannot attack.

## Compatibility

GHILI-100 is combinable into any units requiring a non-specific Guard Class robot, providing it fits within any faction-specific requirements. In addition, GHILI-100 has unique combines:

* GHILI-2000
GS Class

GS Class robots are Duo Level combinations of Guard Class and Support Class Basic Level robots. They combine the artillery fire and long range, respectively, of their components.

### Appearance

GS robots are visually based on armored artillery, uniting the heavy armor of G-Class machines and cannons of the S-Class

### Common Abilities

GS Class robots have access to abilities such as:

* Reroll
* Heavy
* Arcing
* Laser
* Aimed
* Push/Pull
* Defense Buff
* Heals
* Piercing
* Refuel
* Overload

### List of Robots

* SSM-3000
* SNO-2000
Commander Intros Vol. II: Gamound vs. Ixa

The absolute defense and the sneakiest spy. **Gamound** defends his nation's largest border, while **Ixa** seeks knowledge and power through infiltrating all the nations of Sigaea.

**Gamound** is the Western General of the Great States. Boisterous and promoted by clerical error, he's a tactical genius who reinvents warfare as he wages it.

He defends mainly against the Empyreal Realm, and is traditionally Etwal's greatest foe, but Gamound also keeps his border locked down, fending off the stealthy and malicious Iris Dominion in order to help maintain his nation's independence. He knows a strong defense is the best offense. With a team that focuses on artillery fire, positioning defenses, and throwing its weight around, Gamound has earned his spot being responsible for battles against the Empyreal Realm.

Gamound’s team is equipped with stellar defense, long range attacks, and **Push** and **Pull** actions, perfect for the patient player who wants the enemy to come to them.

As the *Prime Possessor* of the Iris Dominion,**Ixa** is a formidable enemy. A master thief, head hunter and infiltrator, she hunts and procures hundreds of targets per year, living and inanimate. - all for the secretive work for her home nation. She's known across the globe, but her name is never spoken of aloud.

Infiltration is the name of the game for Ixa, and that is reflected in her battle strategy. With stealth and speed, Ixa’s team fights to win while seeming to have never been there at all. Ixa’s premade team utilizes **Cloaking** and disables foes so that other ally robots can pick enemies off easily. With high movement and quick attacks, Ixa’s team works well as a strike force that goes in and out quickly and effectively.

With the Iris Dominion partially responsible for the Great States’ creation, Gamound defends his country's integrity, not just from Empyreal Realm assaults, but from the Dominion’s influence. Meanwhile, Ixa quietly and loyally satiates her nation's craving for knowledge and power, slipping in and out of the Great States while Gamound sleeps. Though the two have never seen each other's faces, they have a mutual target: **Etwal.**
Sanctification

*This article is a stub. You can help Revelation Online Wiki by expanding it.*

 Class
 Tags
 Range
 Casting Time
 Cooldown
 Puts you in a Sanctification state for 8 seconds.

**Sanctification** transforms the Spirit Shaper into a fox spirit and changes their skills, while making them immune to crowd control effects.

## Effect

Abbreviated Description
* Removes control effects and puts you in Sanctification state.
* When in Sanctification state you can use skills Charm, Spirit Charge and Spirit Release.
* After the Sanctification speed up effect ends, it immediately recovers 10 of two types of Special Skill Points.

Puts you in a Sanctification state.
Detailed Description
* Removes control effects and puts you in Sanctification state.
* When in Sanctification state you can use these skills: Charm: Puts all enemies with a 5 meter range into a Daze state. Lasts 3 seconds; Spirit Charge: Has a chant time of 0.5 seconds and causes 32 Magic Damage to target; Spirit Release: Earns you a Spirit Release state, a Mercurial effect and reduces Healing by 70%. Lasts 5 seconds.
* After the Sanctification speed up effect ends, it immediately recovers 10 of two types of Special Skill Points.

Puts you in a Sanctification state.
Provides immunity from all control effects, reduces received damage by 50%, and increase movement speed by 50%.
Armorer

*This article is a stub. You can help Wakfu Wiki by expanding it.*

**Hard to Hurt**

Jonno Tin and Jermie Iron have made billions at it.

First of all, as an **armorer** you will be practicing a **craftin profession**. You therefore won't be able to harvest and you will need to get a **permit**.

The **armorer** makes **breastplates**, **epaulettes**, and **shields**.

He will need to get **metals** from **miners** and certain resources from **trappers**

Once you have gathered all these ingredients, you will need to go to the nearest **armory** to create your items using the machines available.
GET-400

*You could say... It has the best pick-up lines! - Poppet*

## Overview

GET-400 is a walker-type robot with two legs, tusk-like grappling hooks, and a head. It seems to be a modeled after wild boars. As far as its stats and capabilities go, it has above average integrity, average movement, and average energy output. This robot's main purpose is to Pull other robots closer to itself.

## Abilities

GET-400 has two actions, the first being **"Getter Tusk Hooks"** and the second being **"Tusk Crasher"**. The first of these actions allows GET-400 to spend two energy to Pull any robot within six hexes of itself. If both accuracy dice roll a two or above, the targeted robot is pulled four hexes closer to GET-400. If a robot is pulled into a terrain piece, they take one damage for every two spaces they were supposed to move. Additionally, if it is pulled directly into GET-400, for every two hexes that the targeted robot was supposed to move, both GET-400 and the target take one damage.

GET-400's **Tusk Crasher** is a melee attack which can deal two damage to a targeted robot adjacent to itself. It costs three energy to use and all accuracy dice must land on a two or above. This attack has the Light attribute, meaning that GET-400 can use this attack and immediately move after doing so as long as it hasn't move its maximum movement already.

## Compatibility

GET-400 is combinable into any units requiring a non-specific Guard Class robot, providing it fits within any faction-specific requirements. In addition, GET-400 has unique combines:

* GET-1000
* GET-SSM
Trio Level

Trio Level robots are made by combining three Basic Level bots. They're both powerful and versatile.

### Appearance

Level 3 robots are large, with humanoid ones standing at around 15 meters. Non-humanoid Trio robots vary greatly in shape and size. They all tend to take on elements of their primary Make, and look more like completed fighting machines than their lower forms.

### Common Abilities

These robots tend to have three attacks and very powerful combine powers, some unique, that can turn the tide of a losing battle. They still function optimally with an ally or two to provide energy, cover fire, etc. Level 3 and higher robots are immune to the **Disarm** ability, which prevents affected robots from attacking.

### List of Classes

* AEG Class
* AEI Class
* AES Class
* AGI Class
* AGS Class
* AIS Class
* EGI Class
* EGS Class
* GIS Class

### List of Robots

* AROZ-6000
* ELL-4000
* ENDER-5000
* ESPER-4000
* EXCEL-GAN
* GET-SSM
* ION-5000
* IZZI-4000
* SALV-5000
* SEN-5000
* SNO-6000
ABB-501

*Commander Robot - Jurlon & The J-Brigade*

 Common Mechanics | Aimed, Critical

## Overview

ABB-501 is a hulk of steel with arms & legs. This ABB has gold decorations around its body, and one giant piledriver on its right arm. Having the most integrity out of the base Assault-Class units, it's the tanky-est A-Type in town.

## History

This particular ABB was refurbished by the J-Brigade and has been outfitted with the **Nakama System**, imported by Jurlon himself from the Sector Authority.

## Abilities

The ABB-501 is equipped with a single attack, the **"Giga Piledriver"**. Unlike most ABB piledrivers, this ability has a range of 2 spaces instead of 1. It also has two attributes, one of which is Aimed which will allow the robot to get past Evasion and other such difficulties. The second is Critical, which adds an extra point of damage to the attack for every 6 the player rolls.

The Commander Ability is **"Nakama System"** which allows all ally robots to be able to combine from up to 3 hexes away. This ability also doesn't go away when the commander robot combines.

## Strategy and Use

The ABB-501 is a good commander robot if one wants the ability to combine from a distance. This makes positioning easier and conserves some energy that might be needed to move two robots closer together.

This robot is also good for close quarters combat, as it has a high integrity, decent movement, and an accurate attack. However, it lacks the ranged capabilities most robots have to deal with faraway foes

## Compatibility

ABB-501 is combinable into any units requiring a non-specific A-Class, providing it fits within any faction-specific requirements. In addition, ABB-200 has unique combines:

* ABB-1000
Diurnal Butterflies (Huppermage Spell)

**Diurnal Butterflies** is a Huppermage Spell.

## Overview

### Details

Diurnal ButterfliesLvl. 0 2 1-4It's the "Scaraleaf Wing" spell, borrowed from the Osamodas Huppermage. They spread their arms as if to beat their wings, then bring their hands together and concentrate this force on the target to steal Air Mastery, inflict damage, and move it.* Effect
* Critical
* Conditions
Boomerang Dagger (Rogue Spell)

**Boomerang Dagger** is a Rogue Spell.

## Overview

### Details

File:Boomerang Dagger Rogue Spell Sprite.pngBoomerang DaggerLvl. 0 4 2-3The Rogue can throw their dagger like a boomerang to attack their opponents. A critical hit adds an additional throw, inflicting much more damage than a typical critical hit.* Effect
* Critical
* Conditions
* Unlock
Farmer

*This article is a stub. You can help Wakfu Wiki by expanding it.*

**Farmers' Treatise By Shika Ingalsse**

**Farmer** is a harvesting job which mostly concerns **crops**. ALL crops. My husband only likes wheat, but know that there are many others in our World

The rest of us farmers also have the chance to **pick fruits** from certain trees, but we won't be able to grow them ourselves.

When a resource reaches maturity, you can collect its **seeds** or **fruit**. The resource is not destroyed, but it will regress. If you leave it alone, new seeds or fruits will grow from it.

You can **plant the seeds** you get from a resource to grow more of it. You have to be careful, though, because not alll seeds are suitable for all soils. As far as the farming profession is concerned, you can't go far wrong if you head for the **fields**: all sorts of grains seem to like it there!

As well as harvesting, there is another thing you can do with crop families. You can **cut** them to get the plant itself. Be careful, though, cutting a resource is an irreversible action and once you've done it, the plant is destroyed and won't grow back.

If you to a **millstone**, you 'll be able to grind your grains into flour. Then, bakers from all over Amakna will snatch it out of your hands. I'd advise you to get a few good business relationships going, if you don't want to end up ground to a pulp yourself!
Aging (Xelor Spell)

**Aging** is a Xelor Spell.

## Overview

### Details

File:Aging Xelor Spell Sprite.pngAgingLvl. 0 2 1-3The Xelor speeds up time for his target, activating the effects of Temporal Distortion and Underhand at the same time. This spell also inflicts damage based on the Initiative or AP lost by the target.* Effect
* Critical
* Conditions
* Unlock
Clost-Combat Weapons

*This article is a stub. You can help Wakfu Wiki by expanding it.*

**Learning to Stay in Touch**

First of all, as a **weapons master** you will be practicing a **crafting profession**. You therefore won't be able to harvest and you will need to get a **permit**.

**Close-combat weapons masters** make **one- and two-handed swords**, **daggers**, and **shovels**.

You will need to get **metals** from **miners** and **wood** from **lumberjacks**.

Once you've gathered your ingredients, you'll have to head to the nearest **close-combat weapons forge** to make your creations using the machines available.
Area-of-Effect Weapons

*This article is a stub. You can help Wakfu Wiki by expanding it.*

**Surface Cleaner**

First of all, as a **weapons master** you will be practicing a **crafting profession**. You therefore won't be able to harvest and you will need to get a **permit**.

The **area-of-effect weapons master** makes **one- and two-handed staffs**, **axes**, and **hammers**.

You will need to get **metals** from **miners** and **wood** from **lumberjacks**.

Once you've gathered your ingredients, you'll have to head to the nearest **area-of-effect weapons forge** to make your creations using the machines available.
Baker

*This article is a stub. You can help Wakfu Wiki by expanding it.*

**Rising to the Occasion**

First of all, as a **baker** you'll be practicing a **crafting profession**. You won't be able to harvest anything, and you'll also need a **permit**.

The **baker** can make different sorts of **bread** and **pastries** using various ingredients.

The most common of these are different types of **flour**, which you can get from **farmers**.

The most important quality of the **bread *you bake, besides its taste, is its ability to give*** *HP'* to anyone who eats it **outside of combat**.

Once you've got all the ingredients, you have to go to the nearest **bakery** to cook your recipe in the **oven**.

As you career advances, you will discover **regional recipes**, reserved for **bakers** from certain Nations. But you've got plenty of time and plenty of people to feed before you need to worry about that.
Ankama Games

*This article is a stub. You can help Wakfu Wiki by expanding it.*

Created just fifteen years ago, **Ankama** is an independent digital creation group specializing in entertainment and a vital player in the gaming world.
Following from the phenomenal success of its online game *DOFUS* in 2004 (85 million accounts created worldwide, including 40 million in France), Ankama began to invest in several areas to become a genuine transmedia group.
Crocodyl Spirit (Osamodas Spell)

**Crocodyl Spirit** is a Osamodas Spell.

## Overview

### Details

File:Crocodyl Spirit Osamodas Spell Sprite.pngCrocodyl SpiritLvl. 0 2 1-3Marked with the Crocodyl's Spirit, the Osamodas heals his summons and gives it a dodge bonus. In Dragon mode, the Crocodyls' offensive spirit allows it to reduce its opponent's resistance.* Effect
* Critical
* Conditions
ARK-2500

ARK-2500 is #009 of the Core Set.

## Overview

ARK-2500 is Ainer's custom Commander robot, combined with a Guard Class robot. Unlike other ARK robots, ARK-2500 has a functioning hand! This ARK also sports one large rifle with a bayonet on its left arm. Like ARK-150, ARK-2500 also wears a bandanna.

This robot has decent energy production, average movement, and a large integrity pool. Meant to get up close and deal damage, this robot is good at dealing with bunched up enemies as it has it has Melee AOE capabilities.

## History

ARK-2500 was one of the first combined robots designed for the game.

## Abilities

ARK-2500 has two actions, **"Whirling Bayonet"** and **"Twin Buster Shot"**.

**"Whirling Bayonet"** is a Melee attack which costs two energy to use. This attack requires a dice roll of three or higher to succeed, and for every success, this attack deals one damage, up to a maximum of two. This attack affects all robots adjacent to ARK-2500, instead of targeting a specific robot.

**"Twin Buster Shot"** is a short ranged attack which can target a single robot up to four hexes away. This attack costs two energy and requires a dice roll of five or higher to succeed, dealing two damage for every success, up to a maximum of four damage. This attack also has the Arcing attribute, allowing this attack to go over terrain.

Additionally, ARK-2500 has the **Ignition** Combine Ability, allowing this robot to take actions and move normally immediately upon combining. ARK-2500 also has the Retaliate, make an attack back at an enemy robot which targeted it, as long as ARK-2500 has an attack which can target the enemy.

## Compatibility

ARK-2500 is combinable from any Ainer commander robot that is an ARK, and any Guard Class robot. Combing upward, it can be part of any robots requiring a non-specific AG Class, providing it fits within any faction-specific requirements. In addition, ARK-2500 has unique combines:

* ARK-INADE
* ARK-INFINITY

## Trivia

* The ARK-2500 was the first combined robot to be designed for the game.Its overall design has changed little since its inception.
* Its Whirling Bayonet attack had Critical for a very long time during development. Because of this, its attack was dubbed "Spin to Win." It was removed before printing.
Bloodthirsty Fury (Sacrier Spell)

**Bloodthirsty Fury** is a Sacrier Spell.

## Overview

### Details

Bloodthirsty FuryLvl. 0 2 0-6The Sacrier inflicts part of their life as damage on an ally (or themselves) to increase the damage inflicted next turn.
Bloodthirsty Fury can be very powerful when combined with Sacrifice to move.* Effect
* Critical
* Conditions
* Unlock