recursal/Fanatic-Fandom huggingface dataset:
Wanted Boards

A way to quickly earn massive amounts of money is to claim a bounty mob by either finding it or killing it depending on the request. However bounty mobs are usually extremely hard to fight or get to, eg: Havochstrong hinted at being in the waste mobarena.

Wanted Boards tend to show up in NPC Towns.

Bounties must usually be manually claimed by contacting the contractor(Usually an Admin, a quest NPC or automatically given)

## Bounty Ranks:

Bounties difficulty are Ranked, and a title can be earned by hunting certain mobs:

## Notable Monsters:

### Spawn Board:

* **Weird Cow**: In an Island filled with cows, however it was extremely fast and contrary to other cows had alot of hit points.
* **Water Cow**: In old spawn, just in a pool in the a portal room, where it was necessary to find spawn secrets to go in.
* **Abyskelly**: In old spawn, in a spawn secret under hunger games hub, it was supposed to be found only but someone had no mercy.
* **Maglom Biggah**: A giant magma cube in the nether, in a special place filled with skulls and magma blocks, capable of one-shotting almost anything.
* **Spook Snowy**: In a mob arena, an invisible snowman that teleported around.
* **Mesmerzomb**: In a mob arena, a tanky zombie that teleported and summoned bombs.
* **Mesmerman**:
* **Mesmercow**: In a mob arena, was extremely fast and summoned lightning.
* **Strayniper**:
* **Graveminer**: An armored Wither Skeleton in a grave-like building in the wild with a special pickaxe.
* **Mesmervex**: In a mob arena, it teleported around, spawned lightning and boms.
* **Sloom**: A slime that when killed, instead of splitting down, it split increasing in size, multiplying itself, when that was killed, it split down again. Only indirect damage would sometimes permanently kill it.
* **Havochstrong**: ????

### Desernia Board:

* **The Garrison**: Instead of 1 mob, there were multiple netherite equipped piglin and of different types. They all had to be terminated.

Obtainable Titles:
Spimon

“ Spimon is a monkey speaker boy that a mimi relastion loves being funny and cute as both with mimi, as he also loves to help Hikky and his friends in situations. He is active for everything, even with dangerous things involving plans to raid the castle of Dr. Nazo and even defeating a demon. He can also make noises by the use of his speaker ears, in which Noisy uses it for her broadcasts. Caravinet likes it when this happens. ”

Spimon is a male Triple Elemental Rayurien that has the elements of Beat, Text and Song.

## Breeding

Spimon can be bred using contestants that combine to provide all the elements of Beat, Text, and Song. Possible combination(s):

+ Sintetiset and Onpoo

+ Liddy + Qaaidddio

+ Qwerty + Purpadrow
Bending Test

The **BenderTest** is a way to unlock almost all abilities and Sub-Elements (Except Blue Fire).

There is a video available of just a normal run: Master Test Video (Water Bending) Youtube

It is recommended to get 20 hearts from "/warp arenahub" to help with the test.

**It has 5 Stages:**

1. Obstacle Course
2. No Bending Parkour
3. Chasm Flight
4. No Bending Maze
5. Mob Arena

**1. Obstacle Course:**

You can do this without bending however to make it easier the following abilities can be used:

1. **Water**: Surge to clean up lava or launch through gaps. Usable on leaves above and ice.
2. **Earth**: Catapult through high walls. Earth Tunnel or Blast Obsidian.
3. **Fire**: FireJet through the whole thing. HeatControl can melt Ice.
4. **Air**: AirBlast yourself or use AirSpout to go through gaps or clean lava. AirSwipe also works. Can also Tornado under yourself over lava.
5. **Chi**: High Jump through the whole thing.

**2.No Bending Parkour:**

There is a way to skip most of this parkour with Wall Running. On a smaller ledged wall there is a way to wall run up.

Wall Running: Sprint parallel to a wall, jump and click.

**3.Chasm Flight:**

You need to fly over a huge chasm after reaching a certain point.

1. **Water**: PhaseChange to melt the ice and swim through till the end. Once there, use WaterFlow or WaterSpout+Surge and fly.
2. **Earth**: EarthTunnel through the Rock. Once there, use EarthSmash and ride it to the end.
3. **Fire**: FireJet through the whole thing. HeatControl can melt Ice. Or go Up with FireJet.
4. **Air**: Use Tornado up against the wall and under you to climb it. Harder alternative, use wall run in combination with AirBlast or Suction. To fly use AirGlide.
5. **Chi**: Use a combination of High Jump and Wall Run to climb the wall. Then from the top, keep using High Jump Lunge.

**4.No Bending Maze:**

Simply head to the opposite side of the entrance and you will find a birch trapdoor, go down and you are out. Ignore the Mazer!

**5.MobArena:**

This is a mobarena. The only waves you might have trouble with is the **Invisible Endermite** or the **Master Evoker**,

**Invisibile Endermite:** Look for particles or stand still and wait for it to hit you

**Master Evoker:** Focus it down, ignore the vexes and keep running so they do not hit you.

Arenas:
Shor (Npc)

**Location**: Nocturna Town. Around Mossy Castle. (Walks around)

**Status**: Friendly | Unkillable

**Personality**: Courageous.

**Quests:** Guest from the Desert.

**Lore**: Shor was an adventurer, an explorer. She conquered many Glades but gave up once her party disbanded and each went their way. Now she uses all the coin she had to just go around towns, as if still looking for something.

**Notes:** Had a crush on Von Demiro
Fire Bending

## The Fire Element

In the cartoons, Fire benders tended to have unique life styles. The Fire Bender with the most combat prowess known to day is Ozai/Azula. Firebenders simply blasted their enemies and used fire to propel themselves as a means to position themselves, Currently the most feared Fire bending technique is Everything... It's fire.

## Capabilities

* Damage: Extreme
* Area of Effects: High
* Ability Streak: High
* Defences: Very Low
* Quickness: High
* Status Effects: Very Low

Explained: Fighting Capabilities
Racing (Event)

* Official Races are an event organized by **Event** **Organizers** or **Admins.**
* Races do not always have the same rules or track type.

## Racing

Races start and finish on the same "line", players follow a course that goes through said line once or multiple times, completing a lap each time the line is passed.

Most Races are **per element** so it is more balanced.

During each race, the **Host** will say which abilities will be allowed, you may only bind those abilities. If the use of other abilities is observed, it may lead to disqualification.

You will use your bending abilities to go as fast as possible through the course and complete as many laps required to win.

## **Possible Disqualification**:

Malicious bending agaisn't another player if any illegal abilities are used.

Bypassing the course via illegal abilities.

Using illegal abilities, including wall running.
Speed Running

Speedrunning is completing a task as fast as possible. Below are the current official Speedruns you can do and their records. They can be submitted by PM to Sora Shiun'in#6781 on Discord and must be uploaded to Youtube(Can be Unlisted). To submit, record yourself doing it. Usually you are allowed to use any method available to you, including having teammates. (Note that the use of **some** glitches might invalidate the run).

Do not complete with multiple elements/cheats/etc.

By default your computer should have key presses to start screen recording, look it up on google!

## MasterTest

Simply complete the MasterTest from start to finish as fast as possible. Timer start as soon as you start moving.

Records:

1. WOOLDEFENDER ~04:44 https://www.youtube.com/watch?v=xpZgxIo62pg
2. D4rkH3art ~04:59 https://www.youtube.com/watch?v=w-3nwq5duoI&list=PL7l3IlMd1in5uwRaL7ZO39R\_vdI1RNx-j

## Grand Trial

Simply complete the Grand Trial from start to finish as fast as possible. Timer start as soon as you start moving.

Records:

## Trained Test

Simply complete the Trained Test from start to finish as fast as possible. Chasm, Maze and Test. Timer start as soon as first command is typed.

Records:

## Saturday Mob Arena

Simply complete the Saturday Mob Arena from start to finish as fast as possible. Timer starts when arena itself starts.

Records:

## Haven Hall 4 Val Knights + True Boss

Simply start from the top and kill everything on your way(Bossess), including the true boss. Timer starts from entrance of Haven Hall(White part).

Records:

## Hardcore World Diamond Speedrun (No Bending)

Simply start fresh in hardcore world and get a diamond. Hardcore world has been turned off.

Records:

## Defeat Momma Phantom

Smack as fast as possible. Start as soon as you teleport into the "room".

Records:

## Die as fast as possible starting from /spawn

Simply death. Must Start at full health from all worlds used. Can teleport, copy paste commands and whatever.

Records:
Nocturna Town (Npc Town)

#### **General Info:**

Nocturna Town is likely the first town you will visit in the server. It has alot of begginer quests but also a very important quest to guide you to the next "level".

**Location:** -600 ~80 -10

**Main Mobs:** None

#### **Obtainable Quests:**

* Boots want Boots. | **Boots** - Top of Mossy Castle
* Love String and Web.| **Ere** - Dungeon of Mossy Castle
* Guest from the Desert | **Shor** - Around Mossy Castle
* Story to Tell | **Samanthe** - Her house
* Lucy likes Clownfish - **Lucy** - Usually in the Port
* Apples for Fabio - **Fabio** - Usually walking around at the center Bridge
* Strange Mirror - **Ana** - Town entrance from mossy castle or walking around.
* Legendary Place | **Valterv** - Inside Mossy Castle | Need 5 Quest Points

**Other Npcs:** Lyr.

#### **Lore:**

A town once alone, with no inhabitants is now treasured, being rebuilt and renovated by many. Shor stumbled upon this place but later left to keep adventuring until she returned and seems to have retired.

There are strange places that have been locked out due to unknown danger. A once resident, Breton, left to **Desernia** due to having lost a dear loved one inside such place, his destiny unknown. **Ere** was found in such place by Shor, stuck between a rock and a hard cobweb, its strange speech made her not strike him as a monster and helped him out. It has made Mossy Castle dungeon his home.

Samanthe was on a nomadic life looking for inspiration for a "hardcore romance novel" as she described... She suddenly found some inspiration with the stories of passing by adventurers in this town and decided to stay, taking Bretons place and contribuiting through farming and trade techniques from her home village.

Fabio came with Lucy. Elven friends from childhood, the two traveled together and learned much about architecture, they contribute to the renovations of the town. Fabio is specifically allergic to the apples grown in Nocturna for an unknown reason. This is what made Fabio interested in this town and conviced Lucy to settle down.

Ana followed her brother to this town. And quickly lost him again when he became obsessed with a magical mirror in the Mossy Castle. One of the strange places in Nocturna. Shor decided not to close down this place, to keep it as a training ground.

Due to the presence of **Valterv**, it is believed this town was founded on very ancient times, abandoned for unknown reasons and as been confirmed to hold power similar to other *strange places(The White Palace).* Valterv has mentioned to Shor being a royal knight and that she reminded her of herself. It is unknown why Valterv seeks a nether star.
TheMoren

### Informacje

Jedna z założycielek PSM Cerusamis oraz PMM. Nauczycielka Obrony przed Czarną Magią, Numerologii oraz opiekun domu Animon

Również pierwszy wicedyrektor szkoły. Jedna z przeciwniczek XCuteDevil.

#### Krótka biografia

Jak dziecko uczęszczała do Hogwartu, z pomocą wyśmienitej znajomości angielskiego, gdzie ukończyła wszystkie siedem lat nauki, zdając SUMy i OWTMy z dobrymi wynikami. Brała również czynny udział w drużynie Quiddicha Ravenclaw'u, jako szukający i ścigający.

Po szkole, zaczęła pracę w Ministerstwie Magii w Departamencie Transportu Magicznego. Wróciła do ojczyzny w wieku 24 lat, gdzie poznała kilkunastu czarodziei i czarownic, z którymi się zaprzyjaźniła i zaczęła rozwijać magiczną cywilizację Polski.

Wraz ze znajomymi, postanowiła reaktywować Szkołę Magii Cerusamis, znajdującą się w Karpatach. Została wicedyrektorem oraz opiekunem Animon.

Relacje

GryfonkaAmy Bardzo dobra znajoma (która zapomina że Moren jest dziewczyną c:)

Krukon360 Przyjaciel (tak myślę...)

kozatv Dobry znajomy

Zuzka Potter Bardzo dobra znajoma

Snape2020 Dobra znajoma/znajomy

MrsAmeliaAthena Bardzo dobra znajoma
Titles

Titles appear above your nametag in-game. They can be changed through the Title room in PvP Hub or else specific to areas. To earn a Title, conditions must be completed, eg: Completing a certain quest line. Defeating a powerful boss. Doing something for the server... etc.

\*This page is unlikely to stay updated. All titles likely not displayed.

## Current Titles:

### Generic:

* **Master**: Earn the rank: Master
* **Grand Master**: Earn the rank: Grand Master
* **Trained**: Earn the rank: Trained

### PvP:

* **Pog**: One shot an ADmin with Combust Beam. Poggers.
* **Little Pogchamp**: Win a 1v2 agaisnt 2 Top PvP
* **Big Chungus**: Win a 1v4 agaisnt 4 Top PvP.
* **Champion**: Gain Top 1 in a tournament.
* **Competitor**: Gain top 3 in a tournament.
* **Participant**: Participate in a tournament.
* **Top Destroyer**: Beat all Top PvP in a tournament in a row.
* **Invincible**: Win 5 rounds of a tournament in a row and Top 1.
* **Power Bottom**: Win all rounds of a tournament after losing once.
* **PvP Expert**: Complete Bags quest
* **PvP Master**: Complete Bags quest
* **Newbie**: Complete Bags quest

### Nocturna:

* **Kind**: Help Breton to the end.
* **Apple God**: Collect 500 Apples for Fabio.
* **MirrorriM**: Investigate the Strange Mirror
* **Venonmous**: Help a certain spider?
* **Mythical**: Find the mythical fish in the prophecy.
* **Nocturnal**: Complete Darker Past.
* **Merchant**: Own a shop in Nocturna once.

### Desernia:

* **Pleb**: Help by gathering hay for the Horses.
* **The Empty**: Travel to a past Alzerk and investigate.
* **Diurnal**: Complete Lighter Future

### Mob Arena:

* **Almighty**: Beat the Final Wave of Waste
* **Gladiator**: Beat Wave 10 of the Colosseum
* **Grandiose**: Beat Wave 11 of the Colosseum.
* **Superens**: Go beyond wave 55 of waste.
* **Nethertary**: Beat Netherism mob arena.
* **Snow** **Drifter**: Beat Snowland mob arena.
* **Easy**: Beat Training arena.

### Misc:

* **Builder**: Build something for the server.
* **Past** **Life**: Be avatar atleast once.
* **Reincarnation**: Be Ravat atleast once.
* **Nimble**: Complete the Air Parkour.
* **Server** **President**: Get Top Voter of the month atleast once.
* **Lovey** **Dovey**: Participate in any Valentine Event.
* **Bread**: ???
* **Meme Star**: Make regular meme posts in discord #memes
Kit PvP Classes

Burst: Has Elven Sylph. Increasing damage on a shot when it hits. Has a cooldown.

Debuffer: Bow with ton of different arrows. Easier to use bow in offhand.

Melter: Has a bow with Royal Sylph and is more armored.

Oneshot: Has 3 arrows and a bow that oneshots someone once. Has a dagger and no defenses.

Sniper: Has Reaper Sylph, spectral arrows.

Full: Has massive defenses.

Scavenger:

Drain: Has reduced defense but gains hp in battle.

Revenge: Has thorns.

Summoner: Summons stuff when hit.

Shadow: Has teleporty and dodgy stuff.

Paranoia: Has invisibility and debuffing weapons. No Defenses.

Vampiric: Has low defenses. Drains HP, heals over time and a special move to go invisible and invicible.

Alchemist: Has a ton of potions. No attack except for potions.

AbyssChaser: Armor. Trident. Enderpearls. Depth Strider

BlessWitch: Lots of potions. Wooden Sword. Slight armor.

RiftMaker: Heals, Abyss Key.

Fighter: Has a shield and sword.

Excalibur: Has a sword that deals double damage and has sharpness V.

Berserker: Gains overtime damage buffs in combat.

Samurai: Has a sword that hits faster.

Titank: Piercing CrossBow Tank.

Rusher: Dark Pixie. Speed Pots.
Survival

From building a base, to gearing up to fight the toughest monsters in glades, survival is one of the most fun and stressful aspects of the server. Custom enchants are added to help you survive the fights. You can purchase them with your XP using /enchanter. XP boosters are purchasable with in-game money to gear up with custom enchants quicker. Use /xpb to see! Ranks have permission to purchase higher XP boosts. Check out **https://bendingmasters.enjin.com/shop** to buy ranks! Custom item and armor recipes are added as well. Go to /warp recipe to see what is required to craft them. You may need to craft custom recipes with items usually obtained from glades, brewing certain items in a cauldron, and other custom items. You can do quests in NPC towns to earn money, xp, etc.

## **"How do I make money?"**

* Win Tournaments.
* Do quests in NPC towns.
* Get jobs.
* Beat mob arenas.
* Sell items in /warp shop etc.

## "How do I use a cauldron to brew items?"

1) Place a cauldron over a lit campfire.

2) Use correct water level displayed in "/warp recipe".

3) Drop items in the cauldron in order to create a custom recipe displays in "/warp recipe".

## "How do I claim chunks?"

Visit the towny page to learn how to use towny.

## "How do I start completing glades?"

It all starts in Nocturna. Use "/warp wild" and enter the portal to get there.
Fighting Styles

In the server a player fighting can be defined by a certain style, or multiple. Usually High Threat Level fighters flunctuate between many styles to be more effective.

Styles are split between 3 main categories similar to DnD Alignment, we will categorize them here by using a O/C/B(Offensive,Control,Balance) 0-10 scale, the higher the scale, the better they fit that specific category.

### **Offensive/Rusher - The fighter**

Rush your foe and continuously strike them.

* O10 Destroyer: Non-stop rushing. Stop at nothing.
* O10 Excited: Extremely fast from the start
* O6C2B2 Raging: Become faster over-time.
* O5C5 Ninja: Dodge. Hit. Repeat.
* O5B5 Runner: Hit. Run. Run.

### **Control/Adaptive - The gimmick**

Overcome the differences in power.

* C10 Dancer: Complete fluidity with your abilities.
* C8B2 Trickster: Pop in and out of vision
* C6B4 Trapper: Uses trap tactics.
* C5O5 Chainer: Chain abilities for original combos.
* C5B5 Genie: Calculate moves of the enemy.

### **Balance/Justifying - The balanced**

Balance your defense and offense.

* B10 Fighter: Take and deal damage.
* B5C5 Fortress: Don't budge.
* B7C3 Comboer: Mainly use combos.

**Hard to categorize:**

Ranger: Stay safe far away and snipe.

Performant: Counter enemy skills with your own.

### **Definitions and Faq**

**Offensive** - Sacrifice to hit.

**Control** - Battlefield tempo, manipulate the field, not just the enemy.

**Balance** - Trades blows for similar results on both parties(You and your enemy)

#### Confusion clarity

* What exactly would a Dancer do?

A dancer would continously use their abilities to do many things at nearly the same time, moving, evading, shielding and attacking with their element. It mostly fits the Air and Water abilities more.

* What exactly would a Fortress do?

A fortress would rarely move from their advantageous terrain, why move when you can win from where you are standing. It mostly fits the Earth and Water abilities more.

* Excited vs Raging?

Why not just have a "Go fast style". Excited would naturally fall off as time goes on(even if it takes forever), while raging gets used to the patterns and only grows faster.

* Ninja vs Runner?

A Ninja evades. A runner runs. A ninja goes face first into an ability but dodges it, a runner goes the opposite direction losing precious time to strike back but risking less health.
Venedig

**Wird thematisiert in den Bänden**

– 4: Blutsbande

– 5: Tod und Teufel

– 7: Mörder, Maler und Mäzene

**Ist die Heimat von**

- Agostino Barbarigo

- Antonio de Magianis

- Astorre Caruso

- Bartolomeo d’Alviano

- Emilio Barbarigo

- Rosa

- Sandro

- Silvio „Il Rosso“ Barbarigo

- Teodora Contanto

- Ugo

Stützpunkte der Bruderschaft in VenedigVenedig im SpätmittelalterDie Herrschaftsbezirke der Seemacht VenedigDie Piazza San Marco mit Dogenpalast (links)Die Rialtobrücke im 15. JahrhundertDer Zugang zum Fondacco dei Tedeschi, wie er sich heute präsentiertDas Arsenal von Venedig
Coin of Fate

*Wondrous Item, Uncommon*

On the surface, this coin appears to be no different from a traditional gold coin used across all the lands of Alathor, yet you can't help but feel a slightly enchanting sensation when holding it. Perhaps today is your lucky day!

As a bonus action, you may flip a Coin of Fate. Roll 1d6 - if the result is odd, the coin is identified as a **Coin of Tragedy**, and if it is even the coin is identified as a **Coin of Fortune**.

A **Coin of Fortune** can be used as a free action after rolling for an attack or skill check, or as a reaction after rolling a save, allowing you to roll again and take the better result. Only one Coin of Fortune can be used per round.

A **Coin of Tragedy** can be used as a reaction to a creature within 100 feet of you rolling for an attack, skill check, or a save, forcing the creature to roll again and take the lesser result.

Once a Coin is used, its magic fades, and it becomes a standard gold goin. Also, once a coin is identified via flipping, it must be used within 24 hours or its magic will fade.
Mob Arenas

## **Difficulty:**

The higher the difficulty the higher the reward obtained. In Easy arenas, maybe you will get 1 diamond after completion while in Havenless arenas you might get 5 diamonds in 1 wave.

* **Easy** - The easiest arenas, great to train and enjoy some time. For Any Player.
* **Normal -** Provides some challenge and enjoyment. For Casual Players.
* **Hard -** Very Hard arenas. The waves of mobs easily wipe out entire parties. For Strong Players.
* **Scaling -** These grow harder as it progresses and how big of a group is in them. For Any Player.
* **Havenless -** Extremely challenging arenas. Sometimes with gimmicks. For Hardcore Players.

## **Domain:**

The domain of an arena defines some of the bosses and mobs that appear in it. Some Domains are:

* Lamma - Basic Mobs. Passive mob as bosses.
* Circus Vexa - Rare Mobs like ghasts, charged creepers... Flying Mobs as bosses.
* Nethertary - Nether Related mobs. Things that shoot as bosses.
* Eradicators - All Mobs, but much stronger. All mobs and extremely rare mobs such as Ravager as bosses.
* The Hunters - Mobs that can be related to **Wanted Boards**. Bosses as bosses.

## **Arenas List:**

* Plain (Easy) - Lamma
* Bridge(Normal) - Circus Vexa
* Netherwar(Normal) - Nethertary
* Netherism(Hard) - Nethertary
* Train1(Scaling)
* Colosseum(Havenless) - The Hunters
* Waste(Havenless) - Eradicators
Gravity Crush

## Description

### Description

The gravity of a 25-foot-radius, 100-foot-high cylinder at a point you select within range becomes greatly magnified for the spell's duration. Upon casting the spell, each creature in the zone must make a Constitution Saving throw. If they fail the save, they take 7d8 Force damage, and are knocked prone. Creatures that are flying will immediately slam into the ground, suffering an additional 3d6 Bludgeoning damage. On a successful save, they take half as much damage but are not knocked prone, and flying creatures will still be forced to land but will not suffer the Bludgeoning damage. Any creature ending its turn in the area while the spell is active must make the save again. In addition, while the spell is active the area is considered difficult terrain, and it is impossible to fly within the area.At higher levels: This spell deals an additional 1d8 Force damage for each spell slot consumed above the 5th.

*5th-level Transmutation*

**Casting Time:** 1 action
Range: **100 feet**

Components: **V, S**

Duration: **1 minute (Concentration)**

The gravity of a 25-foot-radius, 100-foot-high cylinder at a point you select within range becomes greatly magnified for the spell's duration. Upon casting the spell, each creature in the zone must make a Strength Saving throw. If they fail the save, they take 4d8 Force damage, and are knocked prone. Creatures that are flying will immediately slam into the ground, suffering an additional 3d6 Bludgeoning damage. On a successful save, they take half as much damage but are not knocked prone, and flying creatures will still be forced to land but will not suffer the Bludgeoning damage. Any creature ending its turn in the area while the spell is active must make the save again. In addition, while the spell is active the area is considered difficult terrain, and it is impossible to fly within the area.

As a free action, you may stop concentrating on the spell to dismiss it.

***At higher levels:*** This spell deals an additional 1d8 Force damage for each spell slot consumed above the 5th.

Spell lists: Sorc/Wiz, Bard
Chi Blocking

## The Chi Blockers

In the cartoons, Chi Blockers tended to be tired of tyranical leaders and lived in oppression. The Chi Blocker with the most combat prowess known to day is Ty Lee/Amon(With BloodBending). Chi Blockers carefully evade their enemies attacks and use melee techniques to paralyze their foes, Currently the most feared Chi Blocking technique is Full Paralyzing.

## Capabilities

* Damage: High
* Area of Effects: Very Low
* Ability Streak: Extreme
* Defences: Low
* Quickness: High
* Status Effects: Moderate

Explained: Fighting Capabilities
Amafosa (Glade)

#### **Lore:**

Amafosa or the **Land of Amafosa** was a nameless town where Amafosa did most of his research into curing mortality. He found the deep below this town, giving him access to energies of the void. By continuing his research blinded by the power of knowledge, he slowly corrupted everything and anything around the deep, corrupting creatures and landscape alike. These new lands are fused with the Nether and other lands unknown. The creatures became extremely sturdy, and mostly only the Undead survived. Spiders and other creatures alike were no longer able to withstand the power unleashed there. His diary is said to be in the **Tomb of Amafosa**.

## General Info

**Location:** ???

**Tier:** 20+ (Deep 25+)

**Main Mobs:** Undead Mobs.

**Quests:**

* **WIP**

**More NPCs:** Kyun, Julius(Shop, has **Recall**), Sylvie, Fanra, Helsy.

**Secrets:** Access to the **Abyss**.

## Dungeon Area:

Tomb of Amafosa is a Maze like dungeon, where many strong undead mobs spawn, you simply need to find your way through it, which mostly goes down. There is a shortcut by diving into a short lava pool above, goes straight to the middle of the maze.

1. The first part is a maze like Tomb with alot of mobs.
2. The inhabitants of the Deep Tomb, doesn't contain alot of mobs.
3. See below.

### Loot:

* **Special Mobs can drop Soul Gems**.
* **First Tomb Floor:** Various Mob Drops, **Black Shield(Unique)**, Nether Star, Ingots, Stone Tools, Books, Mythic and Gardenic Enchantment Books, Netherite Scraps.
* **Deep Tomb:** Some foods.

## **Bosses:**

### (Neutral)Amafosa Acquaintances:

They helped Amafosa, up to a certain point. As they were in the central area of the Deep, they were corrupted the most. These survivors are now ashamed and afraid of going out as they can possibly corrupt that which is around them.

#### **Heral:**

Heral is able to inflict **Shock** and summon the **Abyssal Leviathan**.

**Drops**: Source Shard (Extremely Rare), Black Shard(Rare).

**Lore**: Unknown.

**Location:** Deep Tomb.

#### **Nanny:**

Nanny has the ability to open **Abyss Rifts**.

**Drops**: Source Shard (Extremely Rare), Black Shard(Rare).

**Lore**: Unknown.

**Location:** Deep Tomb.

#### **Amafosa:**

Amafosa abilities are described in his **Diary.**

**Drops**: Rift Key.

**Lore**: Unknown.

**Location:** Deep Tomb Rift Chamber.
Fanon: Ion Storm (Transformers Prime)

This article is Fanon, and it doesn't follow the ideas of the creator of the brand in which it takes place.
Please don't edit this article unless you have the original writer authorization.

## Ion Storm

### Occupation

DecepticonCommander

Strategist

## Appearances

### Appears in

Transformers: Hassle (Fanfiction)Transformers: Acid Storm (Fanfiction; sequel)

Ion Storm is the strategist and Second in Command of the *Ravager,* and will follow Acid Storm's orders to the letter.

### History:

Ion Storm was assigned to the Seekers at birth, and trained as a guard and bomber. in his spare time, he studied the greatest Strategists on Cybertron, including Zeta Prime and Ultra Magnus

When the Civil War Broke out, Ion Storm was uninterested to join the Decepticons, but reluctantly followed Acid Storm and Sun Storm into the ranks of the Decepticons

Ion Storm was sent with Acid Storm by Shockwave after the *Hassler* and is Acid Storm's most trusted crew member.

Ion Storm's alt modeIron Storm's Proto-form
Voidblade

## Description

### Description

You engulf the hand of your choice in void magic, forming a short, bright blade of purple energy that envelopes your hand. You may make melee attacks with the blade while it is active. The blade is considered a magical light finesse weapon, and deals 1d6 force damage on hit, and you are proficient with it. While the blade is active, the hand that it is enveloping must remain rigid and straight, preventing you from using that hand to grasp objects or complete somatic components of spells (any other hands available can still be used for somatic components). If this hand's pose is significantly altered, willingly or otherwise, the spell may end prematurely.In addition, as a bonus action you can choose to concentrate on the spell to retract the blade into your arm, effectively "sheathing" the blade and freeing your hand without ending the spell. The spells duration continues to elapse and your veins in your arm glow with purple energy while the blade is sheathed this way. While the blade is sheathed, you may stop concentrating on the spell as a free action to reactivate the blade. If you lose concentration unwillingly, the blade springs back out from your arm against your control, potentially damaging you depending on how your arm was articulated when it sprung.

You may only have one Voidblade spell active at a time.

At higher levels: The duration increases by another 8 levels for each spell slot you expend beyond the first

*1st-level conjuration*

**Casting Time:** 1 action

**Range:** Self

**Components:** S

**Duration:** 8 hours

**Description:** You engulf the hand of your choice in void magic, forming a short, bright blade of purple energy that envelopes your hand. You may make melee attacks with the blade while it is active. The blade is considered a magical light finesse weapon, and deals 1d6 force damage on hit, and you are proficient with it. While the blade is active, the hand that it is enveloping must remain rigid and straight, preventing you from using that hand to grasp objects or complete somatic components of spells (any other hands available can still be used for somatic components). If this hand's pose is significantly altered, willingly or otherwise, the spell may end prematurely.

In addition, as a bonus action you can choose to concentrate on the spell to retract the blade into your arm, effectively "sheathing" the blade and freeing your hand without ending the spell. The spells duration continues to elapse and your veins in your arm glow with purple energy while the blade is sheathed this way. While the blade is sheathed, you may stop concentrating on the spell as a free action to reactivate the blade. If you lose concentration unwillingly, the blade springs back out from your arm against your control, potentially damaging you depending on how your arm was articulated when it sprung.

You may only have one Voidblade spell active at a time.

*At higher levels:* The duration increases by another 8 hours for each spell slot you expend beyond the first

**Spell Lists:** Voidmage exclusive spell
Leviathan (Weapon)

## Leviathan

**+1 Trident** (Epic - requires attunement)

**Type:** Martial Melee Weapon

**Weight:** 4lbs

**Damage:** 1d6 piercing

**Properties:** Versatile (1d8), Thrown (range 30/60), Versatile Reach

**Magical Effects**

**Versatile Reach:** As a free action, you can enable or disable the Reach property with this weapon.

**Aquatic Affinity:** While this weapon is wielded, you are able to breathe water, and your swim speed is doubled. If you do not have a set swim speed, your swim speed becomes double your normal speed. In addition, melee attacks you make against non-aquatic creatures are at advantage if you are underwater.

**Rimesmite:** When throwing this weapon, you can have it throw out an imitation of the weapon made out of ice, rather than the weapon itself. This causes the throw to deal its damage as cold damage, and also allows you to keep the actual weapon on hand. While underwater, the throwing range is doubled.

**Hydra Breath:** Once per day, you can invoke this weapon to eject an icy mist in a 20-foot cone in front of you. Creatures in the cone must take a Dexterity save (DC 16), taking 6d8 cold damage on a failed save, or half as much on a successful one. Creatures must also make a Strength save (DC 16), and upon failing the save they are either frozen (incapacitated) for 1d4 rounds if they failed their Dexterity save, or Restrained for 1d4 rounds if they succeeded their Dexterity save. Frozen creatures reattempt their save at the beginning of their turns. Creatures that avoid all damage from succeeding Dexterity saves due to a class feature, such as Evasion, do not need to make the Strength save if they succeeded the Dexterity save. Creatures that are wet or underwater make all these saves at disadvantage.

Without attunement, the weapon does not benefit from any magical effects, and is treated as a standard Trident.

This precious weapon was guarded by a mighty beast in the underwater tunnel networks afore the lair of the Guardian of the Water Mask. The head of this three-pronged pole is made of an iridescent metal, and the shaft of a teal, scaly material. The outer two prongs curve inward and away from the center, and a round sapphire gem is inlaid within the center of the base of the head. Aside from its magical effects, there is a turning mechanism towards the bottom half of the shaft that, when adjusted, extends the shaft outward at the base of the head, allowing the weapon to make reach attacks.
Galvanic Bracers

*Wondrous Item, rare (requires attunement)*

These iron bracers are embossed with a smooth, round sapphire. While these gauntlets are worn and attuned, you can use a bonus action to activate them, sheathing any melee weapons you wield with lightning, causing them to gain the Shock property, dealing an additional 1d6 lightning damage on hit. The lightning lasts until you release the weapon, and once used, the bracers cannot be reactivated until a long rest.
Staff of Command

**Quarterstaff** (Rare - requires attunement)

**Type:** Simple Melee Weapon (quarterstaff)

**Weight:** 4

**Damage:** 1d6 bludgeoning

**Properties:** Versatile

**Magical Effects**

**Commanding Aura:** Creatures within 100 feet that are under your command always know your location, and gain a bonus on attack rolls, spell DC, and damage dealt by attacks equal to this weapon's magical enhancement bonus.

**Empower** *(1 charge)*: You may invoke this staff as a bonus action, giving all creatures under your control advantage on the next attack they make within 1 minute. This ability recharges after a long rest.

Magical effects are only effective if the staff is equipped and attuned.

This wooden staff is topped with a twisting knot and a strip of enchanted cloth that wraps around the head. It exudes a charismatic aura.
Episode 9

Jackson accidentally takes Pamela's skirt with him.

## Summary

At the Smith's Store, Carol and Frank Smith recall yesterday's afternoon event where Jackson saw an imaginary 'Wet Floor' sign. Carol was saddened that she and Frank had to come in the store earlier that morning because Jackson had seemed so frightened. Frank assumes that it must have been challenging for Jackson to be the new kid at school, so Carol suggests that they should take upon the idea of hosting the foreign kid that they had discussed in Episode 8. She feels that Jackson might feel better with more company at home and school. Frank agrees.

In the gymnasium, the coach announces to his class that another group will be joining them for a volleyball game. In the other group is Brenda. When Exer spots her, he is immediately stunned by Brenda's beauty until he doesn't realize that his jaw is dropped. David notices this and asks Exer who he's looking at. Playfully, he guesses that Exer has a secret crush, so David says that it must be 'Bre' . . . Miss Breanna, the music teacher. Of course, Exer tells David that his crush is not Miss Breanna. David then turns to a male student talking to Brenda. He calls the guy a pig and threatens that he will be dead meat if he gets too close to her. David then quickly turns back to Exer in a now cheery tone. The coach asks David and Exer if they've seen Mr. Jake(Jackson).

*To read the full episode, visit www.webtoons.com or view the episode on WEBTOON's free mobile app.*

## Characters

* Frank Smith
* Carol Smith
* Coach
* Brenda Miller
* Exer Campbell
* David Miller
* Miss Breanna
* Jackson Smith
* Pamela Lopez
* Richard
* Marty

## Trivia

* Episode 9 was released on March 6, 2021
* *She-Ra*, the character that Richard calls David, is a fictional heroine from the 1985 Filmation series, *She-Ra: Princess Power*.
* The music teacher, Miss Breanna, is based off of Paola Batalla's editor, Breanna Boswell.

## Previous Episode

In Episode 8, Brenda noticed the stain on Pamela's shirt and jacket. David is questioned why Jackson ran away so suddenly. Tía Carol discussed with Tío Frank about the exchange student.

## Next Episode

In Episode 10, Exer and David assume Jackson has stolen Brenda's skirt.

## Credits

*The story and art is the work of Paola Batalla(@burdiedraws) and the episode was edited by Breanna Boswell.*
Tome of Storms

*Wondrous Item, Rare (requires attunement by a Wizard)*

A stylized bolt of lightning is embroidered to the cover of this purple spellbook. Enchanted books of this kind are given to high-ranking mages within Galedyr's military. The book is fairly durable, resistant to damage from fire and water, and small arcs of lightning skitter across its perimeter when it is used to cast spells imbued with elemental lightning.

While this spellbook is attuned to you, you may cast the Call Lightning spell inscribed within it as if it were a Wizard spell, though you may not copy the spell to other books or write scrolls of it. In addition, when you cast a spell within this spellbook that deals lightning or thunder damage while it is attuned to you, you may activate the Tome as part of casting a spell, expending one charge to cast the spell at one level higher than the slot you expend. You do not need to be able to cast spells at the elevated level, but you must be able to cast spells at the expended slot's level, and this ability cannot bring a spell past level 9. This tome has 2 charges, and regains a charge after you take at least 20 lightning damage from an outside source. All charges are restored after a long rest.

This spellbook comes inscribed with the following spells:

* *Chromatic Orb*
* *Call Lightning*
* *Elemental Bane*
* *Lightning Bolt*
* *Storm Sphere*
* *Chain Lightning*
* *Control Weather*
Guardian Keeper

-WIP-

## Phase 1

### **Guardian Spirit**

You form a bond with a Guardian Spirit, an Angelic Knight that will fight for your and obey your commands. It levels up as you do, and when it is summoned it has its own initiative roll. The Guardian can be summoned or dismissed as a movement action. While dismissed, the Guardian retreats to the Prime Plane, maintaining its initiative, and regenerating 1d4 hp every turn, but otherwise taking no actions. While summoned, the Guardian manifests in an unoccupied space of your choosing within 30 feet, and obeys your will telepathically (you directly control the Guardian during its turn). You cannot move the Guardian farther than 30 feet from your position, and if the Guardian starts its turn farther than 30 feet away from you, it will instantly teleport to an unoccupied spot of your choosing within 30 feet of you. If there is no valid space to teleport to, the Guardian is dismissed.
When the Guardian is brought to 0 hp or below, instead of dying it will instantly be dismissed and brought to 0 hp. It will regenerate HP as normal, but cannot be summoned again until it reaches at least half HP if it is dismissed this way.

Summoning the Guardian requires a verbal OR somatic component, and the Guardian cannot be summoned or moved to an anti magic zone, but otherwise this ability is not considered a spell for the purposes of casting multiple spells in a single round. Dismissing the Guardian requires no components.

The Angelic Knight starts with its own set of equipment. It cannot equip other items, and cannot store items on its person. It can hold items while summoned, but cannot use them offensively, and if dismissed it will drop the items to the ground.

See the Angelic Knight stat sheet for more information.

### **Resonance**

A spiritual bond between you and your Guardian manifests as a reservoir of energy shared between the both of you. You have a maximum number of Resonance points equal to your character level. Resonance points are used in various features related to your Guardian. Resonance points regenerate while your Guardian is dismissed, at a rate of 1 point every other round where you begin your turn with the Guardian dismissed while in combat, or one point every 10 minutes out of combat.
Andromeda Glorian

.Młodsza siostra wydziedziczonej Alexii Glorian. Córka Christine Glorian i nie znanego mężczyzny W przeciwieństwie do siostry, ta nienawidziła mugoli i mugolaków.

## Historiaedytuj | edytuj kod

Sprzeciwiała się uczeniu półkrwi miała o to nie jedną kłótnię z swoją siostrą. Poglądy o mugolakach i mugolach miała takie jak reszta rodziny. Była jedną z pierwszych którzy zapoczątkowali strajk uczenia też półkrwi. W głowie rodziców zawsze była ich oczkiem. Pozwalali jej na wszystko co tylko chciała, była tylko jedna zasada - nie niszczyć żadnej rzeczy / zwierzęcia należących do czystokrwistych. Z półkrwiami, zdrajcami krwi, mugolami i mugolakami mogla robic co chce torturowac zabijac, co jej sie podobalo. W szkole magii Cerusamis trafiła do domu Glorian, co dla rodziców było znakiem że będzie godną następczynią ich rodu.

W wieku 16 lat zmarła

### Jak zmarłaedytuj | edytuj kod

Kroniki opisują że była na spacerze, a za krzakiem stał jakiś mugolak, którego ona nie widziała. Zaklęciem niewerbalnym ten sam mugolak trafił ją zaklęciem oszołamiającym, a za nim zdążyła wyjąć różdżkę, już ją trafiło, a potem trafił ją zaklęciem mordującym.

## Wygląd i charakteredytuj | edytuj kod

Andromeda była bladą, dumną i ambitną dziewczyną, z włosami między cienkimi a grubymi falowanymi końcówkami czarnymi włosami. W włosach miała zielono - biały kwiat ~ Lilię zieloną, którą dostała od razu po urodzeniu od mamy. Bardzo przestrzegała się poglądów rodziny, i nie nawidziła swojej siostry za to że się sprzeciwia tym poglądom, i nie podobał też się styl ubierania jej siostry, i nie lubiła jej też za to że trafiła do Animonu ~~ to z tego głównie powodu została wydzieciczona z rodu, a pomysłem było to Andromedy. Mama zawsze powtarzała że jest idealna na każdym kroku, że nikt jej nie podskoczy i tym podobniejsze słowa, co ukształtowało w Andromedzie że jest najlepsza.
Desert Princess

**+1 Scimitar** (Very Rare - requires attunement)

**Type:** Martial Melee Weapon (sword)

**Weight:** 3

**Damage:** 1d6 slashing

**Properties:** Finesse, Light

**Magical Effects**

**Keen Edge:** This weapon can crit when rolling 18-20 on an attack roll. It does not guarantee a hit with anything less than a Natural 20.

**Bandit's Guile:** Dealing damage with a critical hit from this weapon causes sand to be kicked up from the ground. The creature hit must make a Constitution save (DC 14) or be blinded for 1d4 rounds.

**Sandwhip:** As an action, you can invoke this weapon to make a circular slash that extends the reach of the attack by whipping sand from the edge. Creatures within 10 feet of you must make a Dexterity saving throw, with the DC being equal to the disadvantaged attack roll and damage being equal to the weapon's damage. On a successful save, the creature takes half damage. On a failed save, the creature takes full damage and must make a Constitution save (DC14) or be blinded for 1d4 rounds. If you roll an 18-20 on the attack, you deal critical damage, and all creatures must take the Constitution save, regardless of if they made the Dexterity save. You can use this ability 3 times before needing to recharge it with a long rest.

Without attunement, the weapon does not benefit from any magical effects, and is treated as a standard Scimitar.

The Jackal's signature blade. This wave-like scimitar has a particularly wide blade and a bronze hilt, grip wrapped in dark leather. The ends of the cross-guard curve in opposite directions, the side away from the edge pointing upwards, parallel to the blade, and the edge of the blade is finely slit to facilitate its sand-slinging properties. The pommel is a setting which houses an Earthshaper Sigil, giving the weapon its magical properties. Based on its condition, it appears to have been made very recently.
Infused Nighteye Pouch

*Wondrous Item, very rare*

This pouch has the ability to infuse mundane flowers with demonic energy, converting them to Nighteye Flowers. These flowers are incredibly delicate, and will dry out into a fine powder as soon as they are removed from the pouch.

As a bonus action, you can grab a fistful of petals and throw them at your feet, causing a mist of obscuring black powder to envelop the 10-foot area around you until the end of your next turn. The mist can be dissipated early with an intense wind.

Inhaling the powder will grant you 60-ft truesight for 1 minute. While you are within the mist you benefit from half-cover, and have advantage on attacks against creatures outside of the mist, unless they have truesight or can detect you through a sense other than sight.

In areas of intense wind, a mist area cannot be created as the wind will instantly blow it away, but you can still move a handful of petals to your mouth to inhale the powder.

There's enough petals in the pouch to launch 3 fistfuls of powder. When the pouch is empty, you can search for mundane plants to put into the pouch (Nature check DC 14 in an area where flowers are present). After 24 hours within the pouch, the spent charges are restored as the flowers are converted to Nighteyes.
Torcello

**Torcello** liegt im Nordosten der Lagunenstadt Venedig in der *laguna morta*. Die Insel ist knapp 1,2 km lang und 1 km breit.

Als man auf Rialto, um das mit der Zeit das heutige Venedig entstand, noch mit dem Trockenlegen des Landes beschäftigt war, stand Torcello bereits in voller Blüte. Lange blieb die Insel mit ihrem Hafen, an dem Holz, Salz und Sklaven aus dem Balkan und Fisch gegen Gewürze, Seide und Getreide getauscht wurden, das Herz der Lagune. Durch den regen Handel in Torcello verdiente das Herzogtum Venedig so viel Geld, dass es eine beeindruckene Kriegsflotte aufbauen und seine Herrschaft in der Adria antreten konnte.

Im 12. Jahrhundert begann Torcello langsam zu versanden. Die in die Lagune mündenden Flüsse spülten unablässig Ablagerungen in die Lagune. Der Hafen musste schließlich aufgegeben und nach Rialto verlegt werden. Was Torcello noch lange erhalten blieb, waren die Glasbläser, die sich rund um die Kirche Santa Maria Assunta und die Klosteranlagen angesiedelt hatten.

Der endgültige Niedergang des einstigen Zentrums des venezianischen Herzogtums kam mit der Pest und einem veheerenden Brand im Jahre 1348. Die Menschen zogen fort, ans Festland oder nach Rialto.

Heute hat Torcello nur noch ganze 14 Einwohner.
Piero di Vespucci

**Piero di Vespucci** ist ein florentinischer Diplomat und Vater von Ezios Jugendliebe Cristina. In den Nachwehen der Pazzi-Verschwörung gerät Piero in Ungnade bei den Medici, wird des Verrats angeklagt und für mehrere Jahre inhaftiert. Nach seiner Begnadigung verliässt er Florenz und zieht nach Mailand.