recursal/Fanatic-Fandom huggingface dataset:
The Railway System of Cumuland

## Overview

The railway system is very extensive in almost all regions of Cumuland. The total length is 337602 Cumulandian meters by 1240 CRV. The 19 high-speed railways follow a general northeast-southwest plan, with 172 normal railways spread throughout the country.

## History

The first railway of Cumuland was built in 1203 CRV from Serlin to Revshire. More lines were built later on in the cantral region, such as the Serlin-Stether line in the east-central, the Gondal-Bingar line in the north, and the Hestorig-Erga line overseas.

At first, the railways are only low-speed ones, with a top speed of about 123.9p Cumulandian meters per hour. In 1239 CRV, the railways finally formed a rule that high-speed railways can run at 257p Cumulandian meters per hour, and that normal railways run at 188p Cumulandian meters per hour.

## North

The main railway of Northern Cumuland is the Gondal-Bingar high-speed line that stretches over the entire region north of the Marl mountains. A few other significant lines are the Gondal-Laniry line and the Marlburg-Sturk line. There are plans to extend the Gondal-Bingar high-speed line to include the Elm Kingdom in the far west, but the Marl mountains and the thick Ishtash forest have been major difficulties to the engineers led by Palm.

## Central

The central region is where the railways are most concentrated in Cumuland. Significant lines includes the Serlin-Stether high-speed line, the Serlin-Plotovsk-Revshire-Bruwel-Elm-Birch high-speed international railway, the Serlin-Crarmin-Bingar high-speed line, and the Revshire-Gondal high-speed line. A lot of the lines here function as a transit between the southwest and the northeast or the northwest and the southeast.

## Southeast and Overseas

These two regions have few railway lines but are crucial to the entire system. The railways in this region mainly contributes to transporting goods to and from the Birch Kingdom. Mail lines includes the Stether-Fringel high-speed line and the Serlin-Fringel frieght rail.
Archaeological Discoveries About Cumuland in Prehistoric Times

1. In 1302 CRV, Palm of Cumuland led her team of archeaologists northwest of Revshire and there they found remnants of a small town. The houses were made of stone bricks and mud. It was believed to have been built around 30000 FCM. There are more than two hundred houses in the town, and there was a clear town center near the center, with what seemed like walls around the entire village. In some of the houses Palm and her team found broken pieces of clay bowls. More information is currently unavailable as Palm's team is currently analyzing their foundings back in Stether.
The Cumulandian-Elm War

In 1219 CRV, the Elm Kingdom decided to invade the newly formed Cumuland Republic to acquire coal mines in Laniry and Gondal. Why did they do this? Firstly, Laniry and Gondal are in the northernmost fringes of Cumuland, and it is mostly desolate land with few residents. The Cumulandian government had a weaker control to the region than other places. This region is also a strategic chokepoint. Gondal is located at a pass in the tall Marl mountains named for the ancient city of Marlburg southeast of the area. North of Gondal, Laniry is situated near the source of the mighty Bingar River which flows through the frozen Cumuland north. If the Elm Kingdom got hold of this region, it can easily invade the heartlands of Cumuland from the northwest and north into the plains of west-central Cumuland. Most importantly, the region is in the province which is the furthest from the Cumuland capital of Serlin at the eastern Sea of Fringel.

Thus, the Cumuland government is sure to defend Laniry and Gondal at all costs. The Cumuland First Army and the Cumuland third Army, along with tanks and artillery, moved into Gondal from Stether. After the Battle of Sturk and the Battle of Bruwel, the Cumuland Army successfully repelled the Elm army from taking Laniry.
The True Dawn (UNRELEASED)

The True Dawn was informed to be the series about the past up to storylines from Barry's Rememberance and Harestar's Chance. It was promised to be a watt pad exclusive series. It's expected deadline and release is September 6, 2022. It was announced again, it may have to be rushed and finished in August, before the one-year of the Survivors OCs was officially created. If the deadline is passed, they may moved it up to November, when the series was first made.

## The True Dawn

### First released

August 1st/September 6th, 2022 (Expected)
Relations between Cumulandian units and metric units

1. 1 kilogram = 3.4 df = 23.8 nf = 166.6 qf
2. 1 kilometer = 0.7p Cumuland meters = 240.1 Cumulandian meter = 82354.3 Cumulandian millimeter
3. so 1p Cumuland meters = 343 Cumuland meters
4. 1240 CRV in Cumulandian calender = year 2020 A.D
5. 1 Cumulandian year = 0.7 years
6. 1 liter = 3 Cumulandian liter
7. 1 RMB = 1 Rabbit = 7 Carrots
Anti-Numbasland Project

The Anti-Numbasland Project is a secret project by Rabbit of Cumuland targeted against Numbasand and its leader, Sunny the Magnificent who tried and succeeded to invade Cumuland. This project is mainly a spying project on Numbasland. Now Palm of Cumuland and Helium of Cumuland have been sent out for this project.

More information is unavailable and are only visible to Cumuland citizens.
Quick Facts About Cumuland

Head of Government President: Rabbit

Capital Serlin

Population (1243 est.) 6

Currency Exchange Rate 1 RMB equals 1 rabbit equals 7 carrots

Head of State President: Rabbit

Form of Government Single-party people’s republic with one legislative house

Official Language Cumulandian

Official Religion none

Official Name The People's Republic of Cumuland

Total Area(sq m) 54

Total Area(sq ft) 581.2511616

Total Area(sq m[C]) 3.11299254

Monetary Unit rabbit(R), carrot(C)

Population Projection 2030 21

Density: Persons Per sq km 111,111.1

Urban-Rural Population Urban: 0% Rural: 100%

Life Expectancy 88 Cumulandian years(approx.)

Literacy Rate 100%

GDP(RMB) 82.6

GDP Per Capita(RMB) 13.67

National Anthem Polyuska Polye
Carrot of Cumuland

Carrot(1152-1240), former Queen of Cumuland from 1163 CRV to 1217 CRV. She had made Cumuland into a world power and a successful country. She rebuilt the nearly collapsing feudalistic Cumuland with an absorbent system into a democratic, three-party inclusive system government which value the unique contributions people of all backgrounds bring to the society and allow diverse groups to grow side by side, to the benefit of all. During her reign, dozens of major technological advances had been made, and they benefited the country in all kinds of ways, including carrot planting methods and new ways of smelting Rhortethium. Military technology improved greatly in that time also.

    After she died in 1240 CRV, the govermnent held a state funeral for her and buried her in the mountains of Stether.
Cumulandian

## Brief Intro

Cumulandian is the official language of Cumuland, and it is believed to have originated from around 200-400 CRV when the ancestors of Cumuland invented the language due to safety measures. starting 1208 CRV, Cumulandian experienced a massive upgrade, and since then new versions of Cumulandian in the form of X.X.XX.XXX in terms of code. The current newest version of Cumulandian is 2.1.14.105, updated spring of 1255 CRV.

Cumulandian has a fairly simple grammatical structure and few rules, which will be introduced in the later sections of this article.
Antique Penguin Archives

Welcome to the **Antique Penguin Archives**! We were founded on April 27, 2022, and are dedicated to preserving the SWF files of *Antique Penguin*, a recreation of *Club Penguin*.

- Operation: Endgame - Last edited by ChrisCPI

- Staffroom - Last edited by ChrisCPI

- Ship Quarters - Last edited by ChrisCPI

- Ship Hold - Last edited by ChrisCPI

- HQ - Last edited by ChrisCPI
Parties and Events

PLEASE NOTE: We currently do not have the files for some events from 2020, therefore the articles for said events are either empty or not created. We hope to have them soon!
**Parties and Events** took place on *Antique Penguin* roughly every month. Parties are large-scale events that have a lot of rooms decorated, while events are considered smaller-scale, where only a few rooms are decorated.
Clothing

PLEASE NOTE: To keep things simple, we are only going to archive **custom clothing**, that is, clothing which is **exclusive to Antique Penguin**. For clothing that existed in the original *Club Penguin*, see the Club Penguin Archives.
**Text highlighted in *italic* signifies items that don't have a custom ID or name, rather, their existing SWFs were replaced with custom ones.**

## Normal Clothing

1. ↑ 1.0 1.1 1.2 This is an item that Mikey as a mascot wears in-game. Its name is not defined in the crumbs.

## Awards

1. ↑ This is an item that was never publicly released in the game. Despite this, its files still remain.
Crumbs

* Global Crumbs (Current)
* Local Crumbs (Current)
* News Crumbs (Current)

## Older Crumbs

### Global

* Final Day (May 4, 2023)
* April 5, 2023
* February 27, 2023
* May 1, 2022
* September 29, 2022

*See all archives of the global crumbs*
### Local (EN)

* Final Day (May 4, 2023)
* April 5, 2023
* February 27, 2023
* May 1, 2022
* September 29, 2022

*See all archives of the English local crumbs*
### Local (PT)

* February 27, 2023

*See all archives of the Portugese local crumbs*
### News

* April 2, 2022
* September 29, 2022

*See all archives of the news crumbs*
Map

The **Map** is what players use to navigate to different rooms on *Antique Penguin*.

*Click here to save the current SWF for Map.*
## SWF

* Current
* March 21, 2023 - present
* November 15, 2022 - March 21, 2023
* November 2021 - November 15, 2022
* June 1 - November 2021
* May 20 - June 1, 2021
* June 15, 2020 - May 20, 2021
* February 16 - June 15, 2020
* February 11-16, 2020
* 2019-February 11, 2020
PSA Secret Missions

There are currently a total of 10 **PSA Secret Missions** that can be played in the HQ.

Due to the fact that most missions are unedited for *Antique Penguin*, we will be linking to the Club Penguin Archives articles for the missions. However, if there is edited content for a mission, we will link it under its specific header.

## Mission 1: Case of the Missing Puffles

*See: Mission 1 on Club Penguin Archives*

## Mission 7: Clockwork Repairs

*See: Mission 7 on Club Penguin Archives*
## Mission 8: Mysterious Tremors

*See: Mission 8 on Club Penguin Archives*
## Mission 9: Spy & Seek

*See: Mission 9 on Club Penguin Archives*
## Mission 10: Waddle Squad

* Night Club (1)

*For the rest of the files, see: Mission 10 on Club Penguin Archives*
Aqua Grabber

*Antique Penguin Wiki Article: Aqua Grabber*
## Game

* bootstrap
* locale
* subgame
* title
* titlescreens

## Rockhopper's Wreck (level0)

* bg\_controller\_1
* clam\_big\_1
* clam\_small\_1
* crater\_1
* fluffy\_2
* level0\_1
* mullet\_1
* shippartL0\_0
* shipwreck\_0

*See also: Save the Migrator Project*

## Clam Waters (level1)

* bg\_controller\_1
* clam\_big\_1
* clam\_small\_1
* crater\_1
* fluffy\_2
* level1\_1
* mullet\_1
* shippartL1\_1
Mini-games

Different **Mini-games** can be played around *Antique Penguin* to earn coins.

* Aqua Grabber
* Astro Barrier
* Ballistic Biscuit (aka Hydro Hopper)
* Bean Counters
* Cart Surfer
* Catchin' Waves
* DJ3K
* Find Four
* Fluffy the Fish
* Ice Fishing
* Ice Jam
* Jet Pack Adventure
* Mancala
* Paint By Letters
* Pizza Oven
* Pizzatron 3000
* PSA Secret Missions
* Puffle Roundup
* Sled Racing
* Strikes and Spares
* Thin Ice

## Fall Fair Games

Games that were exclusive to the Fall Fair 2021 and Fall Fair 2022.

* Balloon Pop
* Feed-A-Puffle
* Grab & Spin
* Memory Card Game
* Puffle Paddle
* Puffle Shuffle
* Puffle Soaker
* Ring The Bell
Rooms

**Rooms** are the locations that you can walk around in on *Antique Penguin*.

## Normal rooms

* Beach
* Beacon
* Boardwalk
* Boiler Room
* Book Room
* Bowling Center
* Cave
* Cove
* Coffee Shop
* Dance Lounge
* Dock
* Dojo
* Forest
* Gift Shop
* Iceberg
* Ice Cream Parlor
* Ice Rink
* Lighthouse
* Lodge Attic
* Mine
* Mine Shack
* Mountain (aka Ski Hill)
* Night Club
* Pet Shop
* Pizza Parlor
* Plaza
* Ski Lodge
* Ski Village
* Snow Forts
* Sports Shop
* Stage
* Town

## Other/Hidden/Exclusive Rooms

* Construction Site
* Crow's Nest
* Donor Boiler
* Hidden Lake
* Hidden Snowbank
* HQ
* Pirate Ship
* Ship Hold
* Ship Quarters
* Staffroom
Igloos

PLEASE NOTE: To keep things simple, we are only going to archive **custom igloos**, that is, igloos which are **exclusive to Antique Penguin**. For igloos that existed in the original *Club Penguin*, see the Club Penguin Archives.
## Igloos

1. ↑ This igloo is actually the Golden Jack O' Lantern. It overwrote the Puffle Tree House from the original *Club Penguin*, but its name in the crumbs did not change.

## Assets

* igloo.swf
* igloo\_background.swf
* room\_box\_animation.swf
* wall\_box\_animation.swf
Costume Trunk

The **Costume Trunk** was located in the Stage, and contained costumes for the different stage plays performed. As such, whenever the Stage updated, so did this catalog.

## SWF

* Nov'21 (Space Adventure)
* Jan'22 (The Twelfth Fish)
* Mar'22 (Squidzoid vs. Shadow Guy & Gamma Gal)
* May'22 (Team Blue's Rally Debut)
* Jul'22 (Gone Fishin')
* Sept'22 (Quest for the Golden Puffle)
* Nov'22 (The Penguins That Time Forgot)
Furniture

PLEASE NOTE: To keep things simple, we are only going to archive **custom furniture**, that is, furniture which is **exclusive to Antique Penguin**. For furniture that existed in the original *Club Penguin*, see the Club Penguin Archives.

1. ↑ This is the furniture item that is given to winners of the annual Costume Contest. Its name is not defined in the crumbs.
Penguin Style

The **Penguin Style** was the main catalog for clothing in *Antique Penguin*.

* 2022
* 2021
* 2020
* 2019

* Jan'22
* Feb'22
* Mar'22
* Apr'22
* May'22
* Jun'22
* Jul'22
* Jul'22 (during Music Jam 2022)
* Aug'22
* Sept'22
* Oct'22
* Nov'22
* Dec'22

- Jan'21

- Feb'21

- Mar'21

- [Apr'21]

- May'21

- Jun'21

- Jul'21

- Aug'21

- Sep'21

- Oct'21

- Nov'21

- Dec'21

- Jan'20

- Feb'20

- Mar'20

- Apr'20

- May'20

- Jun'20

- Jul'20

- Aug'20

- Sep'20

- Oct'20

- Nov'20

- Dec'20

- Nov'19

- Dec'19
Operation: Endgame

*Antique Penguin Wiki Article: Operation: Endgame*

### Phase 3

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Due to the request of the composer, the SWFs for the original tracks will not be archived. We are offering the SoundCloud links instead so that you may listen to them there.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 This room was only updated after Looker was defeated.

## Dialogue

### Phase 1

* Agent Looker Dialogue
* Director Dialogue
* Director Dialogue (if the player is not an agent)

### Phase 2

* Director Dialogue, before collecting the key card
* Director Dialogue, after collecting the key card

### Phase 3

* Director Dialogue
* Agent Looker Confrontation (Looker's Lair)

## Other

* Beacon Telescope
* Credits - This showed on everyone's screen at the time of the closure: 3:00 PM PST on May 4, 2023
* Compendium
* Final Words (Iceberg Plaque)
* Interface
* Library
* Map
* Startscreen Background
Kite Shield

A deck can have only **1** of this card

## Requirement(s) to spawn

Has 2 Knights or more at the start of floor

**Kite Shield** is a White card in the game.

## Details

* Add 1 Pawn at the start of floor
* Each Knight spawns with a shield that absorb all damage inflicted in a single turn. After absorbing damage, the shield will be destroyed, and the Knight can take damage in the next turn.

## Notes

* The shield can absorb all damage in one turn, means that until the turn ends, Knight will not take any damage. So all attacks from extra turns (from Courteous Jousting, Sacred Crown,...) or from Unjust Decree will not cause any damage for the Knight.
	+ Exceptions are the projectiles from Wand of Downpour and Wand of Wrath, as the shield will be removed with just one projectile.
* If player has King's Shoulders, picking a shielded Knight and throwing it will damage the piece but not the shield.
Better Igloos

*Antique Penguin Wiki Article: Better Igloos*
**Better Igloos** was the main catalog for furniture in *Antique Penguin*.

* 2022
* 2021
* 2020
* 2019

* Jan'22
* Feb'22
* Mar'22
* Apr'22
* May'22
* Jun'22
* Jul'22
* Aug'22
* Sept'22
* Oct'22

- Jan'21

- Feb'21

- Mar'21

- Apr'21

- May'21

- Jun'21

- Jul'21

- Aug'21

- Sep'21

- Oct'21

- Nov'21

- Dec'21

- Jan'20

- Feb'20

- Mar'20

- Apr'20

- May'20

- Jun'20

- Jul'20

- Aug'20

- Sep'20

- Oct'20

- Nov'20

- Dec'20

- Nov'19

- Dec'19
Unjust Decree

A deck can have only **1** of this card

## Requirement(s) to spawn

* The Royal Shotgun can hold 2 or more shells
* Not having Engraved Scope, Kingly Alms or Royal Loafers

**Unjust Decree** is a Black card in the game.

## Details

* -1 bullet per shell
* Right click to fire all shells in the barrel, in one turn.

## Notes

* Every individual shot per burst will trigger the effects of cards that activate upon shooting, so effects like Sawed-Off Justice will trigger multible times depending on how many shells were fired in the burst.
Farseer's Domain Wiki

**Welcome to the Farseer's Domain Wiki!**
Wiki for the game Farseer's Domain currently in beta

We're a collaborative community website about Farseer's Domain 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!

* Maps
* Runes
* Guides

## Characters

##### Frontlines

Barb
Dargrym
Delphinia
Imuchin
Juliette
Krakk
Vex

##### Firepowers

Aris
Frugg
Galactos
Haka
Izzine
Lilvana
Omikron
Regulator
Scrapper
Sephelene
Tasha
Tiemnata
Violetta
Xio
Yuri

##### Supports

Agnar
Chloe
Ezmi
MEBS
Mtuku
Nadia
Ozyvania
Wenifrey
Zaej

*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.
Courteous Jousting

A deck can have only **1** of this card

**Courteous Jousting** is a Black card in the game.

## Details

* After killing a Knight, Black King can perform 1 more action without ending turn
* Reduces bullet spread by 10°

## Note

* If player picked King's Shoulders, killing a Knight by picking it up and throwing it will not result in an extra turn. Player still receive an extra turn if they kill a Knight by throwing another piece at it.
Frugg

## Lore

Frugg was created at LunaTech in a strange accident nobody understands or is capable of replicating. Although not officially affiliated with the corporation, Frugg views it somewhat fondly, almost as a parent. He is proud of his uniqueness, and dosen't care what anyone thinks about anything. Because of his unusual appearance and the unusual circumstances surrounding his birth, Frugg had a meteoric rise to celebrity and is famous throughout Aggarstone. He'll make a celebrity endorsement if he likes your idea. If he doesn't like it, he will say that too. In his spare time, Frugg is known for hanging out in other people's gardens, skipping stones across their ponds.

## Abilities

### Rising Tide

Frugg passive

On reaching 100 energy: Reduce ability cooldown by 1.

### Rock Skip

Frugg primary/ Frugg 1st ability

Ability Phase : Blast Phase

On cast: Skip rock at the target 3x3 square within 2+2, dealing 24 damage. Rock will skip in the same trajectory up to 2 more times with same effect. (If you targeted 2+2 from you, there will be one fewer bounce.) Jumping stops if hits a wall.

On hitting Splash Zone: Gain 1 additional jump.

On hitting Wave Wall: It reflects across the walls axis.

### Wake Shield

Frugg 2nd ability

Ability Phase : Prep Phase

On cast: Target self or ally gains Might.

On next turn: Gains sheild equal to 50% of the damage dealt by the target this turn.

Cooldown : 3

### Splash Zone

Frugg 3rd ability

Ability Phase : Blast Phase

Create a Splash Zone that deals 10 damage to enemies and heals allies for 10 during Blast Phase.

Omen 1 and 2: Splash again.

On Rock Skip hitting Splash Zone: Gain 1 additional jump.

Cooldown : 4

### Wave Wall

Frugg 4th ability

Ability Phase : Prep Phase

On cast: Place a wall centered at target point (click again to choose direction) lasting 2 turns.

On enemy pass: Deal 24 indirect damage and Weaken untill end of next turn.

On Rock Skip hitting Wave Wall: Reflects Rock Skip across the walls axis

Cooldown : 4

### Ol Frugg River

Frugg 5th ability/Frugg Ultimate

Ability Phase : Blast Phase

On cast: Create a river from Frugg to target location.

Second click: Create a river from the end of the first river to target location

River: Enemies in or walking into the river take 20 indirect damage and are Rooted.

River lasts until end of turn. On end of turn: Sweep all enemies in the river along it's path to the endpoint of the river.
Subtle Poison

A deck can have only **1** of this card

**Subtle Poison** is a Black card in the game.

## Details

* -1 HP for King, White King, Black Bishop and Queens
* Queen's move are limited to the 3x3 square surrounding them for 15 turns, from the moment they spawn on the board.

## Note

* If player picked Theocracy, Bishops will also have -1 HP (except in White King and Black Bishop fights).
Imperial Shot Put

**Imperial Shot Put** Is a black card which requires King's Shoulders before it can appear.

## Details

* -1 max ammo
* Add 1 cannonball
* Cannonball can be picked up and thrown at enemies, always dealing 3 damage to them.

## Imperial Shot Put

### Effects

-1 max ammoAdd 1 cannonball to the chessboard, cannonballs can be grabbed and thrown at pieces.

A deck can have up to **3** of this card

## Notes

* The cannonballs can be used to block off enemies moving/attacking.
* You can still use the cannonballs even if King's Shoulders is flipped.
* Cannonballs will spawn on any tile that's not occupied on the 1st wave of the floor.
Crewmate

Size: 2 feet

Diet: Burgirs

Habitat: Sussy Swamplands

Scientific name: Sus Notsus

### Physiology

Crewmates are erect, upright creatures. They have two legs, a visor, and smooth hide. They come in all colors. Closely related to the Red Imposter, however, they lack the long tongue and sharp teeth that Red Imposters possess.

### Life Cycle

Crewmates are born in packs of anywhere from 5 to 15 crewmates. They will drink their mother's breastmilk until age four, then, males will venture away from the pack, sometimes to become "engineers" a subset of crewmates which can burrow. Females will stay in the pack. A group of crewmates is called a "crew" They can live an average of 10 years.

### Behavior

Crewmates are peaceful herbivores that use cropping teeth to eat burgir fungi. When attacked by predators, they will use powerful bludgeoning attacks, a behaviour knon as "voting"
Izzine

## Lore

One of LunaTech's secret projects, Izzine is a fusion of human and snake DNA. The laws around this sort of thing are very murky. She's a person, so they can't hold her there against her will, but they really want to continue monitor her. She has agreed to remain around Luna Labs about half the time, as her metabolism needs to recharge anyway. The other half she spends in the Underworld hunting for demoniac animals to eat. They present challenge unlike anything in Aggarstone, and apparently taste delicious. Her unique stealth and bursts of speed enable her to avoid the Nexus checkpoint without detectiion. She's also been sought out for other illicit activities, but no one has been able to provide reliable information on whether she's accepted such offers.

## Abilities

### Debilitating Toxins

Izzine passive

On hitting ennemy : Apply Debilitating Toxins on the following turn.
Debilitating Toxins : Reduce the ennemy's healing received by 25%.

### Knife Runner

Izzine primary/Izzine First Ability

Ability Phase : Blast Phase

On cast : Throw a knife up to 6 range in a line, dealing 36 damage to the first ennemy hit.

If the knife hits a wall, it will bounce perpendicular to the wall and travel up to its remaining distance plus 3, but will deal only 30 damage.

### Ambush

Izzine 2nd ability

Ability Phase : Prep Phase

On cast : Become invisible this turn. Gain +2 sight range until end of next Decision Phase

, and Might until end of next turn. Gain +2 range on all attacks next turn.

Despite the tooltips saying that it add range on all attacks, it does add range on Scorpion Sting aswell.

Cooldown : 3

### Scorpion Sting

Izzine 3rd ability

Ability Phase : Prep Phase

On cast debilitate all ennemies in a line (goes throught walls), Slowing and Weakening them and reducing all healing they recieve this turn by 99%Apply Debilitating Toxins next turn. Gain Haste this turn.

Cooldown : 4

### Izzi Way Out

Izzine 4th ability

Ability Phase : Dash Phase

Slide in a short line. Ghostly

Cooldown : 4

### Stalkers Blade

Izzine 5th ability/Izzine Ultimate

Ability Phase : Blast Phase

Hurl a blade, dealing 40 damage (cover reduces by 25%) to the first ennemy hit and Reveals them until end the end of next Decision Phase

.
On start of next turn: if Izzine and the target are both alive, throw another blade onto their current position in Blast Phase

. This attack will travel throught walls, dealing 40 damage to all ennemies in its path.

You may note that the beam emerge through the portal you placed, it travel in an a direction relative to the wall where is the portal.
Delphinia

## Lore

After the collapse of half of the Hailspire palace (killing her parents), Delphinia felt an anger well up in her like nothing she'd ever felt. Del's stupid sister acted like she barely felt anything and had just resigned herself to day-to-day menial royal tasks. Delphinia would not be so quelled. She set off a week later, armed with her crystalline spear. "That palace has stood for centuries, and there aren't random landslides on Vane," she explained vehemently to the large man she encountered on the way down the slopes, as if he were a dog or cat learning the rules of a house. "Something HAPPENED. Someone CAUSED that, and I'm going to find out who."

## Abilities

### Frostbite

Delphinia passive

On dealing direct damage : Apply a Frostbite stack to the target, or refresh and increase the stack by 1. Stacks last until end of next turn unless refreshed.

If ennemy has 3 Frostbite stacks : Immediately consume the stacks and Root the target.

### Spearstorm

Delphinia primary/Delphinia First Ability

Ability Phase : Blast Phase

On cast : Thrust the spear, 24 damage to ennemies hit.
 This ability charges up each turn it's not used, up to twice: 2 stabs, then 4 (one in each direction).

### Slide of Valkyries

Delphinia 2nd ability

Ability Phase : Dash Phase

Slide up to 7 range, dealing 10 damage to nearby ennemies, and gain 30.

If you take direct damage this turn : Enable Avenging Wrath (offensive dash that Slows enemies) for next turn only). If not reduce cooldown by 1.

Cooldown : 4

### Avenging Wrath

Delphinia 2nd ability variant

Ability Phase : Dash Phase

Slide to a spot up to 7 range, dealing 30 damage to enemies within 2+1 of your landing spot and Slowing them.

### Stab First Get Vengeance Later

Delphinia 3rd ability

Ability Phase : Blast Phase

Thrust your spear, dealing 18. Deals 27 damage to enemies within 4 range.
 Gain 15 shields next turn per enemy hit.

Cooldown : 3

FREE

### Cold as Ice

Delphinia 4th ability

Ability Phase : Prep Phase

On cast : Gain 10 shields and add an additional Frostbite stacks to enemies you hit this turn.

On end of turn : Gain 10 shields for each enemy that dealt direct damage to you this turn.

Cooldown : 4

### Rime Spear

Delphinia 5th ability/Delphinia Ultimate

Ability Phase : Blast Phase

Hurl a rime spear, dealing 30 damage to the first enemy hit and Rooting them. Explodes on contact or max distance, dealing 24 damage to enemies and Rooting them while leaving a Slowing Hazard until the end of next turn.

Consume Frostbite stacks (if any) to deal an additional 5 damage per stack on direct hit, or 4 on explosion hit.

*This ability does not inflict Frostbite stacks.*
Dargrym

## Lore

Dargrym is the current CEO of LunaTech, having taken over the position when Galactos left to join the Council. As an extremely rare centaur hybrid (sentient demonic horses, such as his mother, are one in a million already), Dargrym was fascinated by the prospect of genetic engineering and has led the initiative involving hybrid DNA - the project that has led to Izzine and (indirectly) Frugg. Although his forceful personality makes him an excellent executive, he does not get much into the science itself, leaving that to the Director of Research. Dargrym trains at the gym often, sparring with Imuchin. Dargrym's fighting style echoes his old days in the Underworld, where his scythe claimed many souls in his angsty teenage years - memories he might just as soon forget, if not for the great comfort he feels when Reaper is in his hands.

## Abilities

### Dread Guard

Dargrym passive

Whenever another ally deals direct damage to an enemy within radius radius 4+2 of Dargrym, Dargrym heals for 5.

### Scythe Strike

Dargrym primary/Dargrym First Ability

Ability Phase : Blast Phase

Strike an arc with your scythe blade, and a smaller inner arc with the handle (within 2+1 can only be hit by the handle).

Blade : Deal 28 damage to enemies hit.

Handle : Deal 18 damage to enemies hit.

### Combo Assault

Dargrym 2nd ability

Ability Phase : Dash Phase

Slide in a short line, trampling enemies for 20 damage.

Then fly into the air and Teleport a short distance away, dealing 24 damage to adjacent enemies on impact.

All damage Breaches.

Cooldown : 4

### Raise Hell

Dargrym 3rd ability

Ability Phase : Blast Phase

Strike the first enemy in a line up to 6 range, dealing 16 damage and Revealing them until end of next decision phase.

At the end of Movement Phase

 : If target is alive, their tile erupt, creating a flame Hazard in a 3+2 around (but not on) that tile that deals 16 damage.

Cooldown : 3

### Dire Sweep

Dargrym 4th ability

Ability Phase : Blast Phase

Plant your scythe and then sweep it left or right. Enemies hit by the sweep take 22 damage and are Knocked in the direction of the sweep up to 3 tiles.

Cooldown : 4

FREE

### Spectre

Dargrym 5th ability/Dargrym Ultimate

Ability Phase : Blast Phase

Consumes all energy (minimum 60) to deal 25% of that amount as breaching damage around Dargrym in a 2+2 circle.
Omen 1 : Repeat that attack around Dargrym.

Cooldown : 1
Agnar

## Lore

Agnar grew up inseparable from his sister Kaminaa, teaching her science and math while their parents worked the fields. When she was killed in a black market deal gone bad (and Agnar wounded), he became depressed and traveled to Underworld to brood and be alone with his thoughts. Eventually, the crystals began to warp him, and he founds his wounds healing with fire and brimstone. His appearance changed. He returned to Aggarstone, an unknown entity, and found gainful employment at RCF, where his engineering skills and new flame-resistant capabilities made him an incredible asset to their robotics forges. On a personal level, he has sworn never to allow harm to come to anyone close to him. Ever again.

## Abilities

### Volatile Power

Mtuku passive

Gain 1 Potency for every 30 energy.

On damage taken : Gain Energy equal to 50% of the damage taken.

On end of turn : If above 100 Energy, Overheat and take Shield-piercing damage equal to the excess.

On death : Lose 75 Energy (calculated from your Energy at time of death, even if over 100).

### Lightning Inferno

Agnar primary/Agnar First Ability

Ability Phase : Blast Phase

Shoot a blast of lightning in a line, dealing 20 damage + 4 damage for each additional blast. Gain 10% of your missing energy on hitting an enemy.

At each of 1 and 2 Potency : Gain an additional blast.
3 Potency : Blasts each deal +4 damage, may affect allies (healing for 8, and chains to any nearby target within 3+1.

### Fiery Transference

Agnar 2nd ability

Ability Phase : Prep Phase

On cast : Guard the target area, redirecting to Agnar 66% of the damage allies in the area would otherwise have taken.

On cast : Gain 10 shield + 5 shield for each Potency. Become immune to Overheat (damage from excess energy) this turn.

On damage taken : Gain energy equal to 100% of damage taken (instead of 50%).

Cooldown : 4

### Blow Off Steam

Agnar 3rd ability

Ability Phase : Prep Phase

Unloads a burst of energy at target 3x3 area.

On cast : Allies in the area gain 30 shields.

On enemy entering area : Enemy takes 30 damage. (Does not affect enemies already in it when cast)

The Trap could be counted as Tripwire, the tooltip is just not updated.

Cooldown : 3

### Fired Up

Agnar 4th ability

Ability Phase : Prep Phase

On cast : Heal an ally for 30.

1 Potency : Grant the target Unstoppable.

2 Potency : Grant the target Might. If the target is not self, heal for 15

3 Potency : Increase the healing to 50(ally)/25(self).

Cooldown : 3

### Molten Fury

Agnar 5th ability/Agnar Ultimate

Ability Phase : Blast Phase

On cast : Spend all energy (as a beginning of turn). Heal for 25% of this amount.

On cast : Gain Unstoppable and deal 5 damage per Potency to enemies within 3+2.

If cast at 100 energy : Deal 40 damage instead.
Ozyvania

## Lore

The Overit is actually not a single homogenous land but rather many lands - or it was once, at any rate. Aggarstone is in a region called the Southern Rust, but in the Northern Reaches a city looms called Hailspire. Whereas Aggarstone is built near ground level at the side of Mount Aggar, Hailspire is built at the very top of the icy Mount Vane. Despite the city's remote location and sparse population, its architecture is the stuff of legend - sculpted ice reflecting light into the colors of the rainbow, structures made of white mammoth bones, and more. It is ruled by Queen Ozyvania, who took the throne a year ago when her parents were killed in a sudden avalanche that collapsed half the palace. Ozyvania keeps mostly to herself, numb to the pain and loss, which have only worsened with the departure of her sister. It has gotten to the point where the populace rarely sees her, and rumor has it that she's become part of the icy palace itself.

## Abilities

### Coldhearted

Ozyvania passive

Cannot be healed (except upon ressurection after dying).

Each turn, passively : +8 Shields.
When healed (Prep Phase

) : Instead gain shields in that amount.

When healed (Dash Phase

/Blast Phase

) : Instead gain shields in that amount, next turn.

### Cascade

Ozyvania primary/Ozyvania First Ability

Ability Phase : Blast Phase

Fire a 5-range, 60-degree cone of ice at the target area, dealing 24 to enemies.
 The cone will also hit allies with Ice Angel, healing for 20.

Any targets hit will spawn an additional cone that travels up to 4.4 distance (with same damage and healing).

### Ring of Frost

Ozyvania 2nd ability

Ability Phase : Prep Phase

Create a ring of frost that heals allies for 20 and Roots enemies.

Ring lasts for the remainder of the turn (affecting characters moving into it if they have not yet been hit).

Cooldown : 4

### Ice Ice Angel

Ozyvania 3rd ability

Ability Phase : Prep Phase

Grant target ally 20 shields and Fortified this turn. Reduce their cooldowns by 1 at the end of turn and grant them Ice Angel next turn.

Cooldown : 3

FREE

### Crystallize

Ozyvania 4th ability

Ability Phase : Prep Phase

Shield allies in target arc for 15 and grant them Ice Angel this turn. Enemies hit are Weaken. May be targeted through walls.

Cooldown : 4

### Snowflake Fractal

Ozyvania 5th ability/Ozyvania Ultimate

Ability Phase : Blast Phase

Release a blast of ice around you that forms into a snowflake. Deal 28 damage to enemies and heal allies for 28. Allies hit are granted Ice Angel next turn. The initial blast also Roots enemies withing 3 radius before splitting into up to 6 fractal beams.
Nadia

## Lore

Confidential...
This character lore entry isn't out yet.

Your heals dispel all 'generic' negative status effects from allies they hit (at the end of the phase).

Generic debuffs here means Slow, Weak and Reveal.

### Shadow Crescent

Nadia primary/Nadia First Ability

Ability Phase : Blast Phase

Strike a variable arc at target distance (area between the two cones). Angle may vary between 75 and 135 degrees, depending on distance. Deals 22 damage to enemies hit.

FREE

### Mercurial Blood

Nadia 2nd ability

Ability Phase : Blast Phase

Heal allies withing a circle of radius 3 for 20, and heal yourself for 12. Targets below 50% (in Decision Phase

) receive an additional +8 healing. You may choose whether this ability activates in Prep Phase

 or Blast Phase

 with your mouse distance (from Nadia's initial position). (Close = prep, far = blast)

Cooldown : 3

### Special Fence

Nadia 3rd ability

Ability Phase : Prep Phase

Places a holographic fence at the desired 2x2 square, covering two sides of it. May be placed through walls.

Tripwire : Deals 24 damage. Lasts 2 turns, and also provides Cover to your team while it remains.

Cooldown : 4

### Ying and Yang

Nadia 4th ability

Ability Phase : Dash Phase

Dash to an enemy or ally, landing within 2+1. Heal them for 20 or damage them for 20, respectively. You may reactivate this ability next turn (only) to dash again. The second dash must target an enemy if the first targeted an ally, and vice versa, and has its base damage or healing increased by 8. Cooldown runs from your last dash.

Cooldown : 4

### Null Reference Exception

Nadia 5th ability/Nadia Ultimate

Ability Phase : Prep Phase

Create a null energy zone at the target area. Enemies in or entering the area are Nullified, Weakened, and have all healing or shielding received this turn reduced by 99%.

The zone lasts 2 turns; the effects last 1 turn but are reapplied at the beginning of next turn for character in the zone.
Krakk

## Lore

Back when wars were a thing, Krakk fought in them. Back when working security at the genetic enhancement corporations that predated LunaTech was a thing, Krakk did that too. With genetic enhancements, he's strong as an ox, doesn't show age, knows how to fight, and can regenerate serious wounds almost instantly. He also knows at least something about most aspects of defense and security, and has leveraged that into a career in politics. Given the trouble in the streets and the unrest at both the physical and Nexus borders of Aggarstone, his election to the Council was almost a given. In addition to his role on the Council, Krakk continues to oversee the Aggarstone Security Squadron - the combined police and military forces of Aggarstone. However, due to recent spikes in crime and civil unrest, he has had to hire Violetta's Mercenaries for additional support, something he finds slightly humiliating...and Violetta loves to remind him of it.

## Abilities

### Inspirational Commander

Krakk passive

At the end of turn where Krakk reaches 100 energy, he will shout to inspire his allies.
Krakk and any allies within 7 range gain Might for the following turn.

### Crush

Krakk primary/Krakk First Ability

Ability Phase : Blast Phase

On cast : Crush ennemies in two variable cones, dealing 26 + 30 damage if hit by both cones.

Tooltip isn't being that very clear, it means each cone individually deal 26 damage, but if you hit with both on an ennemy, you'll deal 30 damage.

### Driveby

Krakk 2nd ability

Ability Phase : Dash Phase

Slide through enemies, dealing 24 damage to ennemies in your path.

Cooldown : 4

FREE

### Genetic Augments

Krakk 3rd ability

Ability Phase : Prep Phase

Over the next 2 turns, regain health equal to 80% of the total damage you take this turn.

Cooldown : 4

### Kick their Ass

Krakk 4th ability

Ability Phase : Blast Phase

On cast : Deal 24 damage to the first ennemy in a line and Knock it back to 5 units (use mouse control distance; max distance is greater the closer you are).

Cooldown : 3

### Juggernaut Punch

Krakk 5th ability/Krakk Ultimate

Ability Phase : Blast Phase

Slam the ground, sending a shockwave forward that deals 36 damage to ennemies and Slows them. Leaves a fissure Hazard through end of next turn, dealing 20 indirect damage.
Vex

## Lore

LunaTech are the experts on genetic modification, and woe betide those elsewhere who dabble. But so it was that in a dark corner of an RCF basement, with materials obtained illegally on the black market, a vat grew an arachnid monstrosity with human-level intelligence. It is not known who was responsible for creating this creature, or who let it - her - out. And so Vex escaped and began to terrorize the wastes around the edge of the city and perhaps beyond. She hasn't been seen inside the city limits, so few know of her, but the occasional webs and carcasses around the city limits are the stuff of nightmare and rumors have started to spread. The only thing this spidery being enjoys more than eating live prey is torturing it first. Once in a while, a lucky one has escaped, but it's hard to say if their rambling accounts are anything more than madness.

## Abilities

### Terrifying

Vex passive

Any ennemies that do not damage Vex each turn become Terrified on the following turn. (Terrified ennemies take 10 bonus damage from Vex.)

### Vicious Predator

Vex primary/Vex First Ability

Ability Phase : Blast Phase

Fire a spike, dealing 14. The spike may go through walls, but does not pierce ennemies.

Also slam the ground around Vex, dealing 14 damage to adjacent ennemies (damage stacks with spike).

### Devastate

Vex 2nd ability

Ability Phase : Dash Phase

Slide in a line and can burst through the first wall hit. At the end of your dash, deal 24 damage to ennemies in a wide cone and Slow them this turn.

Cooldown : 4

### Parasite

Vex 3rd ability

Ability Phase : Prep Phase

Infest an ennemy with an insidious parasite for 2 turns.
This turn only : If infested ennemy would heal anyone, steal 50% of that healing (before reductions).

Next turn only : If the infested ennemy takes any direct damage, the parasite bursts free dealing 20 indirect damage and Slowing all ennemies withing a radius of 2 of the infested ennemy.

Cooldown : 4

FREE

### Razor Caparace

Vex 4th ability

Ability Phase : Prep Phase

Activate a razor-sharp carapace, gaining 10 shields.
 On direct damage taken : Return 50% of the damage to the ennemy that dealt it.

Cooldown : 4

### Web Wall

Vex 5th ability/Sephelene Ultimate

Ability Phase : Prep Phase

Place a web wall centered at target point (click again to choose direction) which lasts for 2 turns. On ennemy crossing trap : Deal 30 indirect damage (enhanced by Terrify), Root them immediately and give them Weakened until end of next turn. Ennemies hit by the web become Terrified afterward.
Wenifrey

## Lore

This page or this part of the page is incomplete, and need to be done.

On ally healed/shielded : Heal self for 4

Ability Phase : Blast Phase

Fire a beam of light that deals 24 damage to the first enemy hit or heals the first ally hit for 12. The beam then refracts, splitting into 2 other beams at 60-degree angles.

If damage dealt : Split beams can only hit allies, healing 12.

If ally healed : Split beams can only hit enemies, dealing 24

### Illuminating Ray

Wenifrey 2nd ability

Ability Phase : Prep Phase

Illuminate a long, narrow cone (through walls) and gain vision of those tiles until end of next turn. On cast : Enemies in the beam are Weakened this turn and Revealed until end of next Decision Phase

.

At end of this turn : Allies in the beam gain 25 shields.

Cooldown : 4

### Radiant Escutcheon

Wenifrey 3rd ability

Ability Phase : Prep Phase

Shield target for 40, and a second target ally for 20. Targeting the same ally wit both gives them 50 instead.

On enemy damaging target : Gain 4 energy.

Cooldown : 3

FREE

### Diffraction

Wenifrey 4th ability

Ability Phase : Prep Phase

Target ally gains 10 shields this turn. 50% of the damage taken by the target will diffract into an area of radius 6, healing all other allies within the area. (Split evenly among them. Healing counts as Wenifrey's.)

Cooldown : 4

### Reflexion Perfection

Wenifrey 5th ability/Wenifrey Ultimate

Ability Phase : Blast Phase

Fire a piercing beam of light that may bounce off walls up to 4 times. The beam deals 26 damage to enemies hit and heal allies for 26 (but cannot hit self), each increasing by 4 per bounce. The beam has 8 initial range, but gains 2 range with each bounce.
Barb

## Lore

Little is known of the man of the mountains. He is often referred to simply as "the Barbarian," or "Barb" for short. Barb has been seen among various mountains, including Aggar's Children and on Mount Vane - or so report the travelers. Crystal frequencies make it hard for modern devices and communication methods to work outside the cities, but who could mistake such a giant of a man, with the furs and bones adorning him? The reports differ greatly, however. Some say they've seen him kill an animal and eat it raw. Some say they've spoken to him and he's responded only in grunts. Others say he knows more about the mountains than anyone else. There don't seem to be any conclusive reports, as most give him a wide berth. There's no telling what such a man might do - other than fell any tree he might wish in a single swipe of his massive axe.

## Abilities

### Iron Will

Barb passive

Barb is Permanently Unstopable
If Barb would be Slowed, Rooted or Knocked: Become Weakened on the following turns instead.

### Axe Backward

Barb primary/Barb First Ability

Ability Phase : Blast Phase

Deal 28 damage to ennemies in a cone, and 34 damage to ennemies within 2 tiles.

### Barbecue

Barb 2nd ability

Ability Phase : Blast Phase

Blast ennemies in cone, dealing 28 damage and Slowing ennemies.

Cooldown : 3

### Challenging Shout

Barb 3rd ability

Ability Phase : Prep Phase

Heal for 12 for each ennemy in range and Taunt theses ennemies.
At the end of turn : Taunted ennemies that did not deal direct damage to Barb this turn are Weakened.

Cooldown : 2

### Barbed Skewer

Barb 4th ability

Ability Phase : Blast Phase

Deal 22 damage to the first ennemy in a line and Pull it to Barb (Knockback). If it was within 3 range, deal 30 damage instead.

Note that the ability does pull the ennemy to Barb tile, triggering any Trap that Barb may stay onto while he use this ability, inflicting the Trap effects onto this ennemy.

Cooldown : 5

### Whirlwind

Barb 5th ability/Barb Ultimate

Ability Phase : Blast Phase

Become Silenced and Unstoppable until end of next turn and execute your movement at the end of Knock Phase.
 On each tile moved:Deal 20 direct damage to adjacent ennemies. Subsequent hits on the same ennemy deal 5 indirect damage.

Since you're executing your movement at the end of Knock Phase, you do move before everyone else.