recursal/Fanatic-Fandom huggingface dataset:
The Homeboys

The Homeboys are the black gangsters that reside in the prison cellblocks. They are the primary force of the drug trade, as well as the Latinos are. This gang is one of the biggest gangs inside, as most of the inmates are black and non-racist.

## Organization

The Homeboys are the leading force of the drug and contraband trade besides the other gangs. It mostly contains inmates who got arrested for crimes like drug dealing, murder, or a act of violence. The higher ranks and leaders are feared by lower ranking thugs and dealers, due to their savage crimes. To get membership into the Homeboys, you must do something to gain you a reputation of being ruthless or feared. Most members have done this in or outside of prison, and have earned the place they are in.

In the drug & contraband trade, the Homeboys are currently running it with the Latinos with no problem. The Homeboys work detail is the cafeteria kitchen where they sell contraband and small bladed weapons. They are also the lead force in selling "tits" or drugs, so many inmates look to them to buy them. As one of the biggest gangs, they are feared by others for what they have done to earn them a reputation. It is currently led by Johann Pavlos and second in command is Arnold "Poet" Jackson.

The Homeboys mainly fued with other gangs in the prison over the drug and contraband trade. Right now, they are allied with the Latinos and are muscling the Italians out of the drug trade. Having control of the kitchen and drug trade, they know what goes in and out of the prison. To become a higher rank, you must prove your loyalty or improve your reputation. To get exiled, you must murder another Homeboy, bring shame to the gang, or steal from them.

## Current Leadership

They are currently lead by Johann Pavlos and Arnold "Poet" Jackson. Leaders & higher ranks:

Johann Pavlos (leader)

Arnold "Poet" Jackson (Lieutenant and Second in Command)

Lieutenants

Gangsters/Advanced Dealers: DeJoel Nendo

Lower Ranks (what you start at)

Like I said, to get into the Homeboys, you must improve your reputation by murdering somebody, causing havoc, being put in solitary, etc.
The BIkers

The Bikers are the incarcerated motorcycle gang members in the prison. They are allied to the Aryan Brotherhood and have mostly white members in it. Three known motorcycle clubs are in this gang: Hells Angels, The Iron Horsemen, and Redgate Bikers.

## Organization

The Bikers are allied with the Aryans in the prison and conduct most business with them. Bikers are the leaders of selling cigarettes and some contraband in the prison. Most people who smoke buy these items off of them in private. They also gain income from working in the mail room and from clubs on the outside. It is rumored the leader is coming to prison but this has not been approved yet.

To get into the Bikers, you must be a Aryan or you must show and prove your loyalty to them. Once in you will be branded a Biker tattoo and will be allowed to hang around them. Bikers also do "asks" or favors for the Aryans, being they are allies.

## Allies

The allies of the Bikers are:

The Aryan Brotherhood

Rednecks

These are their only allies but they are powerful as a force.

## Head Bikers

Leader

Second in Command

Lieutenant

Trusted Thugs
Andrzej Olgierdowicz

**Andrzej Olgierdowicz** (ur. ok. 1325 r. — 12 sierpnia 1399 r.) –— książę połocki i pskowski, syn wielkiego księcia litewskiego Olgierda Giedyminowica i Marii Anny witebskiej. Poślubił nieznaną z imienia kniaziównę izborską, mieli czterech synów z których trzech zmarło przed ojcem. Przyrodni brat króla Polski Władysława Jagiełły.

## **Historia**

### **Sezony I i II**

Postać nie występuje.

**Sezon III** - **Bohaterowie**
Johann Pavlos

Johann Pavlos is a gangster and leader of a gang in Baltimore and the Homeboys. Both of these gangs are allied and run by Johann with a iron fist. He is a meth addict who values money, violence, and drugs to rise in power.

## Biography (birth to conviction)

Johann was born in a bad neighborhood some time in the 80s or 70s. Growing up, he got addicted to meth and began to steal and kill to get by. But in 2001, he got involved in a shootout with another gangster and ended up getting sent to Oz because of it. After arriving, he tried to survive and later in 2003, he plotted to rule the drug trade in the prison. After killing a couple inmates and connecting a few allies to help him, the Homeboys decided to let him lead them, as the other leader had quit the drug trade.

In recent years, Johann has been ruling the drug trade with the Latino gangsters in Oz. The Italians are out of the drug trade and the Homeboys currently run the kitchen. He is still a drug dealer and addict, becoming one of the most richest powerful men in Oz. He leads the gang with a iron fist and is trusted by his fellow gangsters for his leadership and power.
Bats

Bats (x4)

**"Weak alone, but strong in numbers! Summon a swarm with the Night Witch's help!"**

*Information*

*Bats* are Monster type cards. They come in groups of 4, with extremely low HP and damage. However, they may be summoned and attached to the Night Witch, to deal additional damage. All bats attack at once. They may not have armor or weapons attached to them.

Each has 5 HP

(*Additional Rule*: When the Bats are directly attacked, only one will die per attack, unless you have splash. However, if you hit the Night Witch with a 5< damage attack, one bat will die per hit.)

*Attacks*

*Bats*have 1 attack.

* **Bite**: 10 damage (Per bat, 40 with 4 bats, 30 with 3 bats, etc.)
The Latinos

The Latinos are the Latin and Spanish gangsters that reside in the prison's walls. They are heavily involved in the drug trade and are currently allied with the Homeboys.

## Organization

There are 2 Latino and Spanish gangs in each prison: El Norte and El Cero. Both of them are very involved in the drug trade and respect those who lead them. The Latinos reside in every cell block of each prison and are heavily respected. Most of the gang members are loyal to the leader and each other, not snitching out fellow members, etc. Those who do snitch are kicked out of the group and later targeted for murder.

Currently the Latinos work in the prison cafeteria as chefs and kitchen workers. But some members also work in the hospital and sell pills and such to whoever is willing to pay. They also make money by being partners with the Homeboys in the drug trade, thus having good income and cash all together. The leader gets the most money, but lower ranks get a cut for helping out and selling contraband. Currently, they are working with the Homeboys to muscle the Italians out of the drug and contraband trade.

Another thing about them is membership. How you can get into the gang is more simple than other gangs in the prisons. You must prove that you are from Latin/Spanish heritage and also be loyal to your fellow gang members as well. Once you do either of those things, you will be seen as Latin and will be welcome into El Norte for the time being. The gang has many members divided up in the prison cell blocks, but are good as a force and ally.

## Current Leadership/Higher Ranks

The current leaders and higher ups in the gang are:

David Belliqua (leader)

Lieutenants

Foot Soldiers (trusted thugs)

Lower Ranks (average thugs and dealers)

You start as a lower rank, but if you work with them, you will rise up in the ranks to a Lieutenant.
Ice King

Ice King

**"Freezing doesn't stop this brute! Show your opponent what bones can really do!"**

*Information*

*Ice King*is a Monster type card. He has below moderate health, and a good attck, as well as a status move. He is a very tall skeleton, dressed in full ice armor.

He has 130 HP, and 30 Defense

*Attacks*

*Ice King*has 2 attacks, a primary and status attack.

* **Axe Slash**: 80 damage
* **Below Zero**: 40 damage, flip a coin. If it is heads, Freeze the target Monster.
Sweeping Edge

​Sweeping Edge

**"Behold the might of a Sweeping Edge! Crumble your foes under the pressure of a strong blade."**

*Information*

The *Sweeping Edge*is a support type card. Upon being played, it attaches to a card. It allows you to attack all of your opponent's Monsters in play, and is discarded when the holder dies. If this is attached to a Monster, that Monster cannot hold a Weapon.

*Ability*

The *Sweeping Edge*lets you attack all of your opponent's Monsters, but at the expense of -50 attack damage.

* **Large Swipe**: Hit all of your opponent's Monsters, at -50 attack damage.
Rune Boost

Rune Boost

**"Rise, rise up! Gain the power needed to destroy everything in your wake!."**

*Information*

*Rune Boost*is a Spell type card. It allows a boost for Rune Powered monsters.

*Ability*

*Rune Boost*gives a boost to all Rune Cards of yours.

* ***Rune Boost***: When this is cast, all your active Rune cards gain +50 damage. After 3 turns, discard this spell.
The Aryan Brotherhood

The Aryan Brotherhood are a sub-division of the real life Aryan Nations white-supremacist organization. Aryan members must be fully white and come from pure Aryan blood to join them. They are also seen as slavers by many people, as they rape people and keep them as sex slaves.

## Organization

The Aryans have a strict white-only policy that it's members abide by. Some of the members do not like drugs but the others sell them. The Brotherhood's main base of operations is Unit C (or Cellblock C) in the Discord, but some are found in other cellblocks. Most members upon pack around each other and protect their brothers at all cost, as well as themselves. To get into the Brotherhood, you must do a couple things and require a couple things (I will explain these things later).

Aryans and members of the AB in the prison often fued with other gangs, usually ending in one member from one side dead or wounded. Many Aryans carry shanks or blades and are ready to attack if needed.

The Brotherhood also works in the mail room of the prison and see everything that goes in & out of it. If you try to pull a scam or two, you will be exiled from the mail room but still in the AB.

## Membership

It is tough to get into the Brotherhood. You must be fully white American blood and must do 3 things or only one:

1. Kill a member of another gang

2. Do various jobs for them

3. Show that you have true American blood

Upon joining the Brotherhood, you will be "branded" with a Nazi tattoo to show that you belong to them. From that point on, you will most like be a foot soldier for them and hang around them. Most places to talk to Aryans about becoming a member are the cafeteria, in Discord Messages (DMs), or in Unit C.

To truly be a member, you must have the Aryan/Nazi tattoo on you. (If you are a guard or staff member, have it in a hidden place).

## How to Get Exiled

(Note: I don't recommend this, but it's your character's story not mine).

To get exiled, you must show that you have remorse for another race or you must kill a fellow Aryan. From that point on, you will be seen as a exile and will be put in the normal prison population.

## Current Higher Ranks

The current HRs and leaders are:

Unnamed Leader

Matthew Hardin (2nd In Command)

Various Higher Ranks

Trusted Soldiers

## Alliances

They are allied to the rednecks in the prison and the Bikers, as both gangs have mainly white members. The AB will ally other gangs if they absolutely need to, but otherwise they will remain with their own allies.

## Nicknames

The AB has various other names, main ones being the AB, the Brotherhood, Aryans, and Nazis or White Supremacists. These names are referred alot in roleplay and OOCly.
The Cellar

The Cellar

**"The Cellar will show your opponent who controlls the field! Burn your opponents for 5 turns."**

*Information*

*The Cellar*is a support type card. Upon being played, it will go onto the support card slot. The only boost it provides is Burn x5 for all of your Burning moves.

*Ability*

*The Cellar*provides Burn x5 boost to all your Monsters for 5 turns. In example, burn would then do 50 damage a turn instead of 10. After 5 turns, discard *The Cellar*.

* **Hell's Flames**: Burn is amplified to Burn x5 for 5 turns on all of your Monster's attacks.
Spell Cards

Spell Cards

**"Use Spell cards to give yourself the upper hand in combat! Discard every spell after it is used!"**

*Spell cards are cards that usually deal a combination of instant damage, status effects, or any other interaction that would not commonly be found in a Monster card's attacks. They are not required in a deck.*

Spell cards are one of the most vital things in a deck. They should usually be put into a deck second, assisting Monsters that you've added in your deck.

Spell cards take one phase to put down, and usually last for one phase, dealing whatever they list as their effect as soon as you cast it.

Most spells are discarded after use. However, all spells have a listed explanation of what to do when they are used. In example, *discard after use*implies that you must discard the spell after it serves what it lists.
Nook Inc.

“Nook Inc.”是一家首次出现在集合啦！動物森友會的开发公司。 它由狸克拥有，提供荒岛逍遥游套餐等旅游服务。 蒂米和汤米向玩家介绍他们的度假岛，稍后将为玩家提供出售铃铛物品并提供有用建议的能力。 玩家将得到汤姆·努克（狸克）的帮助，他将为他们提供一张工作台，可以在其中制作家具、工具等以供使用，DIY食谱以及其他服务（例如建造桥梁和坡道）。 通过这家公司，努克和他的侄子帮助玩家建立定居点，学习与周围的世界互动，并最终将前面提到的度假岛变成一个繁荣的城镇。
在此过程中，Nook Inc. 向玩家提供 NookPhone 来帮助实现这一目标，通过该手机，狸克 可以奖励玩家 Nook Inc. 专用的货币 Nook Miles。 它还提供许多服务和其他游戏内应用程序来提高岛上的生活质量。 居民服务大楼的Nook Stop可用于使用Nook Miles购买Nook Inc.相关商品，以及DIY食谱和家具。 随着游戏的进行，玩家将能够使用 Nook Miles 门票继续进行神秘之旅，在那里玩家可能会遇到村民并邀请他们住在自己的岛上。

完成游戏的“主要故事”后，狸克 将让玩家能够通过 NookPhone 上的 Island Designer 应用程序对岛屿进行景观设计，从而让玩家能够更自由地定制岛屿。 此外，玩家在离开帐篷后还可以选择升级和定制他们的家。

琐事
--

* Nook Inc. 徽标使用的字体与任天堂官方徽标中使用的字体相同。 更具体地说，字体是“Nu Hanafudaya”。

Template:新视野
Redgate Correctional Facility Wiki

## Welcome to the Redgate Correctional Facility Wiki

A discord group that is inspired to create realistic roleplay of the life inside a prison,with many chances to screw up,just watch out for punishment. We inspire you in the RP to follow the roleplay guide which I will link here soon.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

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

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Miner

Miner

**"'Huhy-uh!' That's the sound of the Miner, bursting from the ground and attacking from behind."**

*Information*

*Miner*is a Monster type card. He is the only card in the game that has 2 abilities, and a multiplier base attack. He is great for damage, but you will have to keep raising his base damage to increase the damage multiplier. You cannot attach weapons to him. He has an old miner's helmet, a shovel, and boasts moderate HP and base damage.

He has 70 HP

*Attacks*

*Miner*has 2 abilities, and 1 attack.

* ***Ability-Burrow***: After each turn, flip a coin. If it's heads, negate all damage done to the *Miner* during your opponent's next turn. If the *Miner*has a status condition, even Freeze or Paralyze, they will be healed if he burrows.
* ***Ability-Tower Killer***: The *Miner* deals x2 base damage to all Tower cards.
* **Heavy Shovel**: 50 base damage, x1 base damage multiplier. Every time the *Miner*attacks, he loses 10 base damage. However, his multiplier will go up by 1. (50, x1, then 40, x2, then 30, x3, etc.) The max damage multiplier is x20.
Weapon Cards

Weapon Cards

**"Aid even the weakest Monsters with Weapons! Go kill some pests!"**

*Weapons are great for increasing damage output.*

Weapons cost a phase to put down on a Monster. In addition, they cost a phase to withdraw.

A Monster can only hold one Weapon card at a time. When that Monster dies, or you manually discard it, put it in your discard pile.

*While Weapons boost attack, they can also boost other things.*

* **HP**can be boosted through holding a Weapon
* **Defense** can be gained while holding a Weapon
* **Thorns** can be acquired through holding a Weapon

*All boosts from Weapons will be lost when the Weapon is discarded or withdrawn.*
Prison Slang

These are the key words to use in roleplay to define some things.

## Meanings

Prag-A sex slave to someone out of protection or fear.

Example: "Nice job prag."

Tits-Drugs like heroin or cocaine, common slang for drug addicts and gangsters.

"Give me those tits man."

Shank-A blade made from a piece of metal.

"Shank him I'll cut you in."

Whack-To kill someone.

"You should whack em."

All Day-A life sentence or life without parole.

"I'm in here all day."
Day Switch

Day Switch

**"Use this card to toggle the field between day and night!"**

*Information*

The *Day Switch*is a support type card. Upon being played, it will go onto the support card slot. You can toggle between day or night, and it has not set lifetime. During night, both sides cannot use spells. During day, the field returns to normal.

*Ability*

The *Day Switch*allows the effect of changing between day and night.

* **Field Timing**: Switch between day or night. Only the user can switch timing.
Demiurge

Demiurge

**"It is said the two heads resemble creation and destruction. Destruction is ever more present, resulting in uneven growth among the heads."**

*Information*

*Demiurge* is a Monster type card. He is a very great setup card and attacker, bearing 3 moves. He is very large, and deep purple in color. He has 2 heads, and multiple pink and red crystals growing from various sections of his body.

He has 400 HP

*Attacks*

*Demiurge*has 3 attacks, a primary and secondary attack, and a stat boost move.

* **Crystal Shard**: 50 damage
* **Claw-Out**: 300 damage, discard the top 2 cards of your deck
* **Crystallize**: Gain +40 defense, and +30 thorns. This may only be used once
Defense Slot

​Defense Slot

**"Make your opponent direct all attacks to one card! The Monster on the Defense slot cannot attack, or hold items."**

*Information*

The *Defense Slot'***is a support type card. Upon being put down, it will go directly in front of all 3 of your lanes. It cannot be active until you put a Monster on it. Although it is in front of the lanes, it is considered to be in the support card slot. When the Monster on it dies, you do not have to discard the *Defense Slot,* only the monster on it.**

*Ability*

The *Defense Slot*makes sure all of your opponent's attacks go straight towards the card on top of it. This includes attacks, spells, status effects, etc. The card on this cannot attack or hold items.

* **Total Defense:**The card on this will take all damage from opponent attacks until it dies. It cannot do anything other than defend.
Fire Tower

Fire Tower

**"Put this tower down do burn down the toughest of enemies! Cripple your foes, but watch out for the tower's own crippling state!"**

*Information*

The *Fire Tower*is a tower type card. Upon entering the field, it starts with 70 SP. It loses 10 SP a turn.

*Attacks*

The *Fire Tower* has one attack

* **Flame of Decay:**While this building is on the field, you may deal 20 damage a turn, to one of your opponent's Monsters, for no phase cost. Every turn this attacks, add +20 damage to the tower.
Tornado

Tornado

**"It swirls. And swirls. And... swirls..."**

*Information*

*Tornado*is a Spell type card. it deals small amounts of damage to every one of your opponent's monsters.

*Ability*

*Tornado* deals very small damage to every foe present. Discard after the damage has been dealt.

* ***Highspeed Winds***: When this is cast, deal 20 damage to every monster on your opponent's field. Then, switch one card on their field with a card from their hand. Discard after use.
Moon Light

​Moon Light

**"Use the Moon's guidance to cast spells at night!"**

*Information*

The *Moon Light*is a support type card. When played, it does not take up any space on the field, but still costs a phase to put down.

*Ability*

The *Moon Light*allows the user to cast spells during night, for 3 turns.

* **Moon's Light**: You may use spells for 3 turns during night time.
Soul Suckers

Soul Suckers

**"What are they? No one knows. But everyone knows they leech health from a Monster, and store it as a health bank!"**

*Information*

The *Soul Suckers*is a support type card. Upon being put down on the field, it will attach to an enemy monster. Every turn it leeches 10 HP from that Monster, and stores it. Once that Monster dies, all HP stored in the *Soul Suckers* will be added to a random Monster of yours, and then be discarded. Shield HP does not count towards leeched HP, and Defense can block out the leeching effect.

*Ability*

The *Soul Suckers*allows you to sap health from a Monster, and transfer it to your one of your own Monsters.

* **Leech Out**: Take 10 HP a turn from one of your opponent's Monsters, and store it in the *Soul Suckers*card. Discrad this after the target dies.
Redgate Correctional Facility

Redgate Correctional Facility is a maximum security prison located on the outskirts of Las Vegas, Nevada. It houses a few thousand prisoners and a good staff team.

Motto: "Protecting the good and excluding the bad."

## History (1940s-2017)

Redgate open in the early 1940s on the outskirts of Las Vegas. Back them guards and staff we're called Wardens or guards. The prison has survived the test of time and has made some fame in the area. As time passed on, so did the prison, so changes we're made to the prison in structure, electricity, etc. Into the 1960s and 70s we're violent decades, with older inmates remembering many murders and killings here.

Into the 80s, many people were imprisoned in the prison following the crack epidemic and drugs in the 1980s. Many of these inmates we're released in the 2000s after long sentences we're up. More renovations we're made to the prison, as well as adding a high school education program for inmates to get a GED. Cells in every unit became crowded with gangsters and drug dealers into the 80s.

In the 1990s to the modern days, many addicts we're imprisoned in the prison. With the birth of a new century, the prison added computers and a new TV to various cell blocks of the prison. The decade went smoothly as well, most inmates in now a days first arriving then. The GED program also flourished then, some inmates getting paroled from the prison.

Now, things are going smooth. The staff have a good hand on things, drugs are going in and out smoothly, and overcrowding is barely a problem.
Rage Potion

Rage Potion

**"Gain a temporary boost for all your monsters!"**

*Information*

*Rage Potion*is a Spell type card. It gives a temporary damage boost to all your monsters.

*Ability*

*Rage Potion*provides a damage boost to all monsters. Discard after 2 turns.

* ***Damage Spur***: When this is cast, all your monsters will deal +70 damage for 2 turns. Discard after.
Aptitudes

Le nombre de capacités de chaque arme dépend de sa rareté. Les armes de rareté communes ont seulement 2 compétences (y compris 0SP), et elles augmentent d'une compétence par rareté supérieure. Les armes légendaires et de Set ont des compétences identiques.

Certains Set et mythique comportent des compétences uniques.
Demonic Gate

​Demonic Gate

**"The Demonic gate is a gate showing the deepest depths of hell!"**

*Information*

The *Demonic Gate*is a support type card. It will go onto the support card slot when played. Once played, it needs to be unlocked by the D*emonic Key*to boost Monsters.

*Ability*

The *Demonic Gate*applies heavy boosts to your Monsters, that go down by 10 every turn. This means it has no set life time.

* **Demon's Screams**: Gain +50 thorns and defense when this is active. This will go down by 10 every turn it is in play.
Thristle (Rune)

Thristle (Rune)

**"Stop, don't touch! It wont bite, just deal tons of thorns damage."**

*Information*

*Thristle (Rune)*is a Monster type card. It controls the ever growing Thorns Rune. It has below average HP, and below average damage. It resembles a large thorn bush.

It has 80 HP

*Attacks*

*Thristle (Rune)*has 1 Rune power, and 1 attack

* ***Rune Power-Spiky***: For every turn this is active, gain +20 thorns
* **Stab**: 50 damage
Green Bow

Green Bow

**"Used by the legendary Bengal, this bow empowers all who even touch it."**

*Information*

*Green Bow* is a weapon type card. Upon being put down, it will become attached to the monster it is on. It will give the monster additional boosts, but can only deal damage with an arrow. It will be discarded when the holder dies. It is a green bow, with a purple glow around it. It's an enchanted weapon.

*Ability*

*Green Bow'*s ability does damage to your opponent's cards, and gives your monster boosts.

* **Arrows Damage:** The bow does damage equal to any arrows inside of it. Discard when the monster holding this dies. Gain +50 hp by holding this. (ENCHANT) Surpass all opposing defense while you hold the bow.
Suffering Skull

Suffering Skull

**"'And then there were none.' - *Textbook of deadly spells*"**

*Information*

*Suffering Skull*is a Spell type card. It gives multiple status effects to an opponent.

*Ability*

*Suffering Skull*inflicts many status effects on a foe. It costs 2 phases to use.

* ***Eternal Pain***: When this is cast, choose a foe. That monster is **Frozen**, **Burned**, **Poisoned**,and **Infected**.
Snake

Snake

**" 'Good god, that's a huge snake. How does that even move?' -Unnamed Fighter"**

*Information*

*Snake*is a Monster type card. It has great support moves, including status effect and additional damage moves. It has above average HP. It is a large, orange serpent, about 5x the width, height, and length of a Black Mamba.

It has 120 HP

*Attacks*

*Snake*has 2 attacks.

* **Bite**: 30 damage, Poison and Infect to the target monster
* **Tighten**: 50 damage, flip a coin, if  it is heads, deal +50 damage
Armor Cards

Armor Cards

**"Armor makes things tough. In this case, make your Monsters into Nightmares, all with armor!"**

*Armor cards are very great at protecting a Monster*

Armor is very valuable, and can be a quick turning point in a game. You should consider filling some empty deck space with Armor.

Armor costs a phase to put down onto a Monster, and a phase to withdraw. Armor may be manually discarded, or discarded when the Monster it is on dies.

*A Monster can only have one Armor card on at a time.*

Armor can add multiple effects to your Monster.

* **Defense**is almost always guaranteed to be added to your Monster from Armor
* **HP** can also be added by some Armor
* **Damage** has a chance of increasing with Armor
* **Thorns** is rare, but can be acquired through Armor
* **Shield** hit points can be found on shield Armor cards

*All buffs from Armor will be lost when the Armor is discarded or withdrawn.*
Bitwa pod Stubnem

**Bitwa pod Stubnem** (nazywana także **bitwą dwóch sióstr**) — bitw,a stoczona w lutym 1387 roku koło wsi Stubno, pomiędzy wojskami polskimi a węgierskimi, podczas wyprawy wojsk polskich, którym towarzyszyła Jadwiga Andegaweńska na Ruś, zajętą przez będące pod panowaniem króla Marii Andegaweńskiej, Węgrami. Maria nie była obecna. Zwycięstwo odniosły wojska polskie. Żadna z sióstr nie miała czynny udział w walkach.

## **Przypisy**

1. ↑ Władysław II Jagiełło był wtedy zajęty chrztem Litwy

**Wydarzenia w Koronie królów sezon 3**
Support Cards

Support Cards

**"If you really want to get a head of the game, pull out a support card! They can really turn the tide in battle!"**

*Support cards are very valuable in spite of combat, but may be hard to use.*

Support cards are like longer spells, with smaller buffs. Each support card has a designated life time it may be out before having to be discarded.

*They should not be a big hassle to worry about when making a deck.*

While costing a phase to put down, Support cards do not cost a phase to withdraw. This is because some Support cards aid both players.

Support cards have a designated spot, but some may attach strait to a Monster. Only one Support card may be present on both sides at once.
Demon Relic

​Demon Relic

**"Use this special, mysterious relic to aid your Monsters in attacking other Monsters!"**

*Information*

The *Demon Relic* is a support type card. Upon being put down, it will go into the support card slot, not on a monster. It lasts for 3 turns, then must be discarded.

*Ability*

The *Demon Relic'*s ability effects your opponent's cards.

* **Demon Curse:**While this support card is in play, your opponent's Thorns and Defense do not take effect.
Stats Totales

Il s'agit d'un tableau totalisant les statistiques des Équipements et Montures disponibles, classés par rareté et niveau.

Pour simplifier le tableau, voir la page FAQ. Pour plus de détails sur un équipement spécifique, voir la page Équipements.

## Tableau

**Légende** :

* Z1 est la Zone 1 (Bit Valley)
* Z2 est la Zone 2 (Marais Hivernaux)
* Z3 est la Zone 3 (Lac Paisible)
* Z4 est la Zone 4 (Ashvale)
* Z5 est la Zone 5 (Aramore)
* Z6 est la Zone 6 (Morgoroth)
* Z7 est la Zone 7 (Cambora)
* P1-P8 est le palier 1 au palier 8 en Défis et en Épreuves.
* R1 est le Raid 1 (Le réveil d'Astaroth), voir la page Raids pour plus d'informations.
* R2 est le Raid 2 (Hyper Dimension), voir la page Raids pour plus d'informations.
* R3 est le Raid 3 (Le Booty de Woodbeard), voir la page Raids pour plus d'informations.
* R4 est le Raid 4 (A Haile of a Mistake), voir la page Raids pour plus d'informations.
* R5 est le Raid 5 (Le Labyrinthe de Zol); voir la page Raids pour plus d'informations.
* WB3-WB8 est le palier 3 au palier 8 en Boss du monde.
Andrzej Andegaweński

## Królewicz Andrzej Andegaweński

**Andrzej Andegaweński** - syn królowej Elżbiety Łokietkówny i króla Węgier, Karola Roberta. Brat króla Ludwika Andegaweńskiego i królewicza Stefana. Siostrzeniec króla Polski Kazimierza Wielkiego, księżnej Kunegundy Łokietkówny i Stefana. Wnuk króla Polski Władysława Łokietka i królowej Jadwigi Kaliskiej. Królewicz węgierski. Książę Neapolu, mąż królowej Joanny I. Ojciec pogrobowego syna, księcia Karola Martela.

## **Historia**

### **Sezon I**

Królewicz Andrzej pojawił się wraz z braćmi i mamą Elżbietą podczas obrad i zjazdu wyszehradzkiego.

### **Sezon II**

Andrzej został zamordowany poprzez zaduszeniem sznurem i został wyrzucony przez okno. Pojawił się wiele razy we wspomnieniach matki. Królowa popadła w rozpacz po śmierci ukochanego syna.

**Sezon I i II - Bohaterowie**
Battle Ram

Battle Ram

**"Clank, Clank, BOOM! That's the sound of two Skell-Minis holding a large Battle Ram. Driving lessons not needed."**

*Information*

*Battle Ram*is a Monster type card. It is a large, frosted over battering ram, which is held by two Skell-minis. The ram itself bursts when it loses HP or when it attacks. It, nor the Skell-minis, take thorns damage while still in Ram form.

It has 70 HP

*Attacks*

*Battle Ram*has 1 ability and 1 attack.

* ***Ability-Charge!***: Whenever the *Battle Ram* attacks, or loses all HP, turn this card into 2 *Skell-Mini* cards. Each has 30 HP and 30 damage. They both will attack together, in one phase. After both *Skell-Mini*s have died, discard the *Battle Ram*.
* **Ram**: 60 damage. Flip a coin, if it is heads, deal +30 damage. Lose 70 *Battle Ram* HP.
Monster Cards

Monster Cards

"**Monster cards are the basic principle of the entire game! Build your deck from around them!"**

*Each deck requires exactly 15 monster cards*

Monster cards are how the whole game works. They are what should be added in a deck first, and then built off of when making the rest of the deck. They are like the skeleton of the deck, very important!

**Monster cards have many essential parts that make them unique, and dynamic play wise from each other.**

Every Monster has an HP bar. While it is called an HP *bar*, it is actually just a number followed by 'HP'

Every Monster has an HP count that is a multiple of 10. The lowest base HP for a card is 10, while the highest is 650.

Every Monster also has attacks. Not all of the attacks however, deal damage. Damage is also in increments of 10. Thus meaning the lowest possible damage is 0, which isn't rendered in as damage. The lowest possible rendered damage is 5.

Some Monsters can bring back dead cards, some also can give status effects through an attack. Some even have special powers, like runes, that make them very unique when on the field.

Monster cards, like most other cards, take a phase to put onto the field. They may not attack two times in a row.

If you have no more Monsters in your hand, shuffle your entire hand back into your deck, and re-hand yourself with 7 cards, and continue until you have 3 or more Monsters in your hand.

Monsters, like all other cards, will go on the top of their player's discard pile when they die.
Great Sword of Ox

G. Sword of Ox

**"Slashing and hacking, use this enchanted weapon to wreak havock on the field."**

*Information*

*G. Sword of Ox* is a weapon type card. Upon being put down, it will become attached to the monster it is on. It will give the monster additional attack damage and boosts. It will be discarded when the holder dies. It is a large, brown sword with a tan hilt, and purple runes enscribed on the blade.

*Ability*

*G. Sword of Ox'*s ability does damage to your opponent's cards, and gives your monster boosts.

* **Sword Damage:** Gain +100 damage and +10 regen per turn while holding this.  (ENCHANT) Surpass all opposing defense while you hold the sword.
Aramore

**Aramore** est la cinquième zone de quêtes. Elle contient les donjons :

* Chambre Forte de Torlim
* Gantelet de Zorul
* Palais de Tealk
* Necromore

Necromore devient accessible lorsque le joueur a terminé les trois autres donjons en difficulté héroïque.

## Équipement

### Butins

Tous les équipements d'Aramore peuvent être obtenus sur n'importe quel drapeau ou donjon.

### Boutique

D'autres équipements peuvent être obtenus en magasin contre des gemmes.

## Familiers

### Chambre Forte de Torlim

Familiers uniques de la Chambre Forte de Torlim :

* Emmyt
* Kroger
* Bebemenz
* Torlim (boss)

### Gantelet de Zorul

Familiers uniques du Gantelet de Zorul :

* Conan
* Amby
* Melv'Guin
* Zorul (boss)

### Palais de Tealk

Familiers uniques du Palais de Tealk :

* Mummih
* Brute
* Sitra
* Tealk (boss)

## Dialogue

* **Z5F3**
	+ Bebemenz: Bebemenz!! Bebemenz!! Huehuehuehue
* **Z5D1**
	+ Torlim: Meep. Meep. Meep. MEEEEEEEEEEEEEEEEEP. Meep. Meep. Meep.
* **Z5F6**
	+ Conan: HEY SKINDIANA BONES! Dont be jealous that I'm shredded like lettuce.
	+ Player: ...
	+ Conan: Gemm got nuffin on me! Check out my OWLBLIQUES!
* **Z5D2**
	+ Zorul: I am the Calamity of Winter!! I will chill you to your bones.
* **Z5F9**
	+ Brute: I cant see my toes!? I CANT SEE MY TOES!!
* **Z5D3**
	+ Tealk: Wook into my Mind Contrwol stwaff... you are getting shweepy... wery wery shweeeeeepppyyy
	+ Player: ...
	+ Tealk: BAH! I shwouldn't have swaid it was a Mind Contwol stwaff!! ...ATWACK!
Heal Spell

Heal Spell

**"Use this to regain some health! Instantly heals HP."**

*Information*

*Heal Spell*is a Spell type card. It allows a one time, small HP boost to a card.

*Ability*

*Heal Spell*gives a small healing factor to a card. Discard after use.

* ***Healing Elixir***: When this is cast, Heal 50 HP from one card.. Discard after.
Home Page

***About the wiki***

Welcome to the Dungeon Maulers Wiki!

A fan-made card game created by the Creator of this wiki! Feel free to look around and have fun!

General game play can be found here.

*General Wiki Rules*

Since this is a wiki dedicated to a card game made by the creator, it is a general policy not to add pages under the "Main Game" category, which is exclusively used for main game aspects. If you wish to add a page, please add it under the "User Made" category. However, if there is a spelling, capitalization, etc. error you see, feel free to fix it while listing the changes made.

**Basic Rules**

Bullying, Harassment, Spam, Vandalism, etc. will not be tolerated, and will result in some sort of ban.

Please do not list a page as 'WIP' or 'TBA'. We will consider these spam articles of left that way for over 48 hours.

Do not put 'DELETE' on a page. Please contact an *Admin* if you need help with deleting a page.

(We will have a coding help page soon)

Have fun exploring!

## Latest activity

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

File:Placeholder
Shadow Thief

Shadow Thief

**"Watch out! Sneaking behind you, the Shadow Thief is crazy strong!"**

*Information*

*Shadow Thief*is a Monster type card. He has a great ability for damage, and has below moderate HP. He has a dark cloak covering his whole body.

He has 70 HP

*Attacks*

*Shadow Thief*has 1 ability and 1 attack.

* ***Ability-Suprise!***: Flip a coin. If it is heads, deal x2 damage next turn
* **Stab**: 50 damage
The Eater

The Eater

**"Ever hungry, this beast of a creature devours anything he can, even time itself! No one knows how it does it..."**

*Information*

*The Eater*is a Monster type card. It is great in various ways, sporting an ability to reverse the play back to the user, and above moderate damage. It is considerably large and grey, and it has 6 legs. In addition, it bears 2 long, curved molten knives, and has huge horns on it's head.

It has 200 HP

*Attacks*

*The Eater*has 1 ability, and 1 attack.

* ***Ability-Time Consumer***: Search your deck for a *Counter Switch* card. Put one in your hand, and shuffle your deck afterwards.
* **Slice-Up**: 90 damage
Building Cards

Building Cards

**"Buildings are very special cards, so special that they in fact have their own designated slot on the field! Just be careful, they are fragile. In addition to being able to be attacked, they lose 10 SP a turn!"**

*Buildings are cards that are able to do a wide variety of things.*

They have their own space on the field, meaning that you have to put it down on the building slot. Only one building may be present on each side at once.

Buildings can be attacked, but also have a SP bar. SP stands for *Structure Points*, which go down by 10 each turn, and cannot be healed. This is to make sure that buildings do not aid a permanent boost, but rather a spur of the moment boost.

A building, like many other cards, is a phase to put down. However, buildings may not be withdrawn. Choose wisely!

Buildings go into the discard pile after being destroyed.
Lane Switcher

Lane Switcher

**"Thwomp! Move opponents to different lanes, and damage more at once."**

*Information*

*Lane Switcher*is a Spell type card. It allows the user to switch one foe's card into another lane.

*Ability*

*Lane Switch*switches a foe's monster's lane. Discard after.

* ***Switch Out***: When this is cast, choose one of your foe's monsters. Move it to another lane. Every card in that lane will take the same amount of damage from an attack directed at either card in the lane. Discard after.
Soul

Soul

**"Use this support card to give a Monster that extra second life, or activate the Soul Dungeon!"**

*Information*

The *Soul*is a support type card. Upon being put into play, it will attach to a Monster card. When that Monster dies, it will gain a second life, while still discarding cards attached to it, including the *Soul*. Alternitavly, you may use it to activate the *Soul Dungeon*. Regardless, both ways will discard it after use. You may not carry out the other purpose if you decide to carry out a specific purpose for the *Soul.*

*Ability*

The *Soul* offers either a second life for a Monster, or an activator for the *Soul Dungeon.*

* **Soul Power**: When putting this down, choose of you want a second life, or to activate the *Soul Dungeon*. Either way, discard it after.
Heinshr'lki

Heinshr'lki

**"He is... Powerful!"**

*Information*

*Heinshr'lki*is a Monster type card. He is considered one of the strongest cards base stat wise, bearing a very good secondary move. He is very tall, and wears a long, dark purple robe that covers his body. In addition, he has long black hair, and a large ram skull covering his head.

He has 500 HP

*Attacks*

*Heinshr'lki*has 2 attacks, a primary and secondary attack.

* **Blade Flat**: 50 damage
* **Final Slash**: 400 damage, discard the top 3 cards of your deck
Old Demon-Lost Realmer

Lost Realmer

**"No one has seen the Lost Realmer. Only tales of portals with black arms signify the Lost Realmer's presence."**

*Information*

*Lost Realmer*is a Monster type card. It is an Old Demon. It has one ability, and below average HP. All that is known is that it is a green portal, with a black arm reaching out.

It has 80 HP

*Attacks*

*Lost Realmer*has 1 ability

* ***Ability-Zeroth Dimension***: Put all cards in both players discard piles into the Zeroth Dimension. They cannot be revived or accessed for the rest of the game.
Cursed Wizard

Cursed Wizard

**"He is... Powerful!"**

*Information*

*Cursed Wizard*is a Monster type card. He has low damage attacks, and moderate health. However, he is hard to kill, due to his paralyzing effect and switch out move. He is a tall, floating grey entity, adorned by a long, tattered tan robe along his body. He has electricity flowing all around him.

He has 200 HP

*Attacks*

*Cursed Wizard*has 2 attacks, a status attack, and a retreat attack.

* **Bolt**: 40 damage, Paralyze the targeted monster
* **Teleport**: 30 damage, switch cards with this card
Tomb Support

Tomb Support

**"Aid your side with a few extra bones! Discard after the limit of Skell-Minis has been reached."**

*Information*

The *Tomb Support* is a support type card. Upon being put down, it will go onto the support card slot, not onto a monster. Once it is down, all Monster cards on your side that die in 2 turns will go onto the *Tomb Support*. After the 2 turns, or limit of 5 Skell-Minis have been reached, discard it.

*Ability*

The *Tomb Support*allows you to gain some extra support on your side.

* **Grave Rise:**After the *Tomb Support* is discarded, all Monsters in there will be turned into Skell-Minis with 5 HP and 5 attack damage. They will all attack at once with a card of your choice. However, they will go into that card's lane, and be susceptible to splash. The spawned Skell-Minis cannot have Weapons or Armor.
Ruins City

​Ruins City

**"The Ruins City is an old, deserted city. It is said that Acient Demons gain powers from here..."**

*Information*

The *Ruins City*is a support type card. Upon being played, it will go onto the support card slot, where it will provide boosts to Ancient Demon cards for 3 turns.

*Ability*

The *Ruins City*gives your Ancient Demon cards +70 attack damage and +50 HP for 3 turns.

* **Shrouded Plague**: Any Ancient Demon you control gain +70 attack damage and +50 HP for 3 turns.
Fire Nob-Glob

Fire Nob-Glob

**"Nob-Glob Nob?"**

*Information*

*Fire Nob-Glob*is a Monster type card. It is a moderate HP unit, with great status coverage. It resembles some sort of brown, old, sheet ghost with 3 red eyes, and fire spewing from its mouth.

It has 200 HP

*Attacks*

*Fire Nob-Glob*has 1 attack, and 1 status coverage move.

* **Flare Blitz**: 50 damage, Burn x2 to the targeted monster
* **Flare Coat**: +50 thorns, +10 damage, and +20 defense. This can only be used once
Curse of Binding

Curse of Binding

**"Lock your opponent into a sticky situation!"**

*Information*

*Curse of Binding*is a Spell type card. It prevents your opponent from using any abilities on any active monster, but they cannot withdraw them either. It lasts 3 turns.

*Ability*

*Curse of Binding*prevents enemy ability and withdraw use. Discard after.

* ***Lockout***: When this is cast, your opponent cannot use abilities, or withdraw cards, for 3 turns.
Boss du monde

Le mode Boss du Monde (*World Boss - WB)* permet à tous d'invoquer un boss (créer une salle) pour 20 Energies. Il y a actuellement 2 boss: le Clan Orlag et le NetherWorld.

* Torlag
* Yorlag
* Gorlag
1/3
Il est possible d'obtenir des matériaux de fusions, des schémas et des équipements uniques, de l'or, de l'EXP et des gemmes.

## Création du groupe

les créateur de la salle peut la rendre privée, exclure des joueurs et réorganiser l'équipe. Tous les joueurs doivent cliquer sur le bouton Prêt avant que le créteur de la salle puisse lancer le combat. La salle peut être lancée même partiellement remplie.

Le créateur de la salle peut envoyer des invitations à n'importe quel joueur en ligne.

## Paliers

Le Palier détermine le niveau d'équipement qui peut être trouvé. Des difficultés plus élevées augmentent le bonus d'objets trouvés.

Les joueurs débloquent de nouveaux Paliers en terminant les zone existantes. Par exemples, le Palier 5 est débloqué lorsque la la Zone 4 (Ashvale) est terminée.

Les objets de qualité Définie (*Set)* sont exclusifs aux Paliers 6 et au dessus et uniquement en difficulté héroïque. l'équipement légendaire peut lui être trouvé à partir du Palier 4, quelle que soit la difficulté. Les équipements épiques sont présents à tous les Paliers.
Crusher

Crusher

**"BAM! Down goes the Crusher! Deals immense damage to high HP monsters, but low damage to low HP units. Decays over time."**

*Information*

The *Crusher*is a tower type card. Upon entering the field, it starts with 50 SP. It loses 10 SP a turn.

*Attacks*

The *Crusher*has one attack

* **Mega Crush:**While this building is on the field, you may attack once a turn for no phase cost. Deal damage equal to the target's HP, -50.
Cambora

**Cambora** est la septième zone de quêtes. Elle contient les donjons :

* Plateau de Scorpius
* Vedaire Fourré
* Grimbora

Grimbora devient accessible lorsque le joueur a terminé les deux autres donjons en difficulté héroïque.

## Équipement

Tous les équipements de Cambora peuvent être obtenus sur n'importe quel drapeau ou donjon.

### Boutique

D'autres équipements peuvent être obtenus en magasin contre des gemmes.

## Familiers

### Plateau de Scorpius

Familiers uniques du Plateau de Scorpius :

* Scorpuis (Boss)

### Vedaire Fourré

Familiers uniques de Vedaire Fourré :

* Védaire Fourré (Boss)
Healer (Rune)

Healer (Rune)

**"Aid friendly troops with the Healer! Speaking of friendly, she doesn't look very friendly..."**

*Information*

*Healer (Rune)*is a Monster type card. She controls the Healing Rune. She is significant in the healing process, keeping Monsters alive. Due to this, she has below average HP, and low attack damage. She resembles a grey ghost-like skeleton, with a tattered robe, and a staff.

She has 100 HP

*Attacks*

*Healer (Rune)*has 1 Rune power, and 1 attack.

* ***Rune Power-Heal***: As long as this Rune is active, heal 30 HP a turn from a Monster card of your choice for free
* **Staff Hit**: 30 damage
Soul Collecter

Soul Collector

**"Centuries of ruling over the Soul world has made this king into a spirit himself! Now he banishes mortals who enter the Soul world."**

*Information*

*Soul Collector*is a Monster type card. He has a single move, but it is great for regaining dead Monsters. He is large, and semi-transparent light blue. He has a large crown, sword, and shield.

He has 200 HP, and 50 Shield HP

*Attacks*

*Soul Collector*has 1 attack

* **Soul Call**: 70 damage, search your discard pile for a random card, and put it in your hand or deck. You may only regain 3 discarded cards, after that, only deal damage
Soul Dungeon

Soul Dungeon

**"The Soul Dungeon provides a mysterious energy for one of your Monsters! Use a Soul to activate it."**

*Information*

The *Soul Dungeon*is a support type card. Upon entering the field, it will go onto the support card slot, not on a Monster. In order to use the powers it offers, it must be activated with a *Soul.*It lasts for 3 turns, then must be discarded.

*Ability*

The *Soul Dungeon*offers a big boost to one of your cards for 3 turns.

* **Energy of 1000 Souls:**While this card is active, choose 1 of your Monster Cards. That cards gains +200 HP and +50 attack damage for 3 turns.
Blood Bow

Blood Bow

**"Forged with the blood of thousands from the Athra'al, it strengthens those whom hold it."**

*Information*

*Blood Bow* is a weapon type card. Upon being put down, it will become attached to the monster it is on. It will give the monster additional boosts, but can only deal damage with an arrow. It will be discarded when the holder dies. It is a red and black, spiked bow.

*Ability*

*Blood Bow'*s ability does damage to your opponent's cards, and gives your monster boosts.

* **Arrows Damage:** The bow does damage equal to any arrows inside of it. Discard when the monster holding this dies. Gain +30 hp, +10 damage, and +20 thorns by holding this.