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Ladybug and Cat Noir's Adventures Wiki

**Welcome to the Ladybug and Cat Noir's Adventures Wiki!**
Join Ladybug, Cat Noir, Rena Rouge, Carapace, Vesperia, Viperion, Pegasus, King Monkey, Ryuko, Bunnyx, Pigella, Polymouse, Purple Tigress, Minotaurox, Caprikid, Rooster Bold, Miss Hound, and Argos as they journey beyond Paris to make new friends, battle bitter enemies and save the world at the same time.

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

## Important articles

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Arizona

Arizona lives in the upper area of the Mainlands, the Aurora Town. She is the leader of all mages in the Aurora Town. Arizona has a sister named Maine. They were both strong mages, but one time, Maine betrayed Arizona because she wanted to be the leader that time. Maine came to a place of death and temptations; Maine also became an evil mage. Arizona was not in tears, but she was exasperated. Arizona went to the place where her sister was secretly. Arizona cursed the place with a great blessing. All of the faults went up in the sky and formed like a dragon. Arizona was never in fear, she even defeated the fault dragon. Nevertheless, Maine was cursed by an evil lord and was in tears and crying for help. Arizona only cursed the Lord, but not her imprisoned sister in the cursed mountain. Arizona went home and told the story to everyone at Aurora Town.

***Release Date: October 29, 2020***

## **CHARACTER SKILLS**

**SKILL 1: CURSE OF THE AURORA**

* Arizona summons a terrific magic that slows enemies for 5.7 seconds. Lifesteals 25% health of enemy or creeps when used. Deals 30-40 magic power and (+50) if supported by equipment.

**SKILL 2: DEATH DIAMOND**

* Arizona summons a diamond and throws it to the target direction. Stuns them for 3.2 seconds and slows for 2.6 after effect. Dealing 50 Magic Power and (+40 if supported by equipment or other characters.)

**SUPER SKILL: RETRIBUTION RAIN**

* Arizona uses her wand and shows it to the Mother of Powers. Gives a rain of death diamonds to the enemies who are inside the retribution. Every rain effects for 2 seconds. Deals 60 Magic Power and (+60 if supported by equipment or other characters.)

## **CHARACTER SKINS**

Arizona has four (4) skins currently released and available.

* **BASIC:** Curse of the Aurora
* **SUPERIOR:** Power of Souls
* **GRAND:** Justice Revolution
* **MYTHICAL:** Lord Legend
* **DUPLICATE:** Curse of the Aurora - Blessing of the Aurora **(Unreleased)**
Azrielonworld

**Planet Name: Azrielon**

**Description:** Azrielon is a sprawling and diverse world, rich with magic, mythical creatures, and ancient secrets. Its landscape is a tapestry of enchanted forests, towering mountain ranges, vast deserts, serene lakes, and bustling cities. The skies are illuminated by shimmering constellations that hold hidden meanings and prophecies, guiding the destiny of its inhabitants.
Zander

Zander is a 15-year-old, he wears a purple chain up jacket, and army-like pants, and grey boots

He likes the movie Trippin'

He has a father

He is a fan of Live Entertainment (Company)

He also sports a hat and hair.

He goes to Bell High School.

He is a troublemaker.

Has multiple tapes in his room!

Was a fan of Scott Pilgrim, until he grew out of it in 2021

born in 2008

His mother died.

Hates HTF (Happy Tree Friends)

and this is his life!
Passoridotto

Passoridotto (also known as passoridotto) is an Italian YouTuber That makes old film projector videos. He joined YouTube in October 2013. As of November 19, 2023, his latest video is: Trailer italiano de "Il monello" + "Giorno di paga" con C. Chaplin (copia in 16mm). Which can be seen here:https://youtu.be/QW73iEIg\_-Q His oldest video is: Titoli iniziali del film 'Braccio di Ferro contro gli indiani"' (copia 16mm). Which can also be seen here:https://youtu.be/AMRgZqB\_eAY

His profile picture, which features a cat and a projector
Leviathan

In the world of Azrielon, the Leviathan is a colossal and awe-inspiring sea creature, renowned for its imposing appearance:

1. **Monstrous Size:** The Leviathan is a true titan of the deep, dwarfing even the largest ships. Its body can extend for hundreds of feet, and it is often described as a moving island of the sea.
2. **Serpentine Form:** The Leviathan's body is serpentine in shape, resembling a massive, sinuous snake. It undulates through the water with grace and power, making it an intimidating sight.
3. **Luminescent Scales:** Its scales are often iridescent and glow with a mesmerizing play of colors, creating an otherworldly aura around the creature. These scales provide it with some degree of camouflage in the depths.
4. **Jagged Spines:** Along its back and flanks, the Leviathan possesses jagged, bone-like spines that resemble natural armor. These spines can deter predators and even deter smaller creatures from approaching.
5. **Giant Maw:** The Leviathan's mouth is vast, lined with rows of enormous, sharp teeth that can easily crush ships and prey. When it opens its mouth, it reveals a dark, cavernous interior that seems to stretch into infinity.
6. **Glowing Eyes:** Its eyes are large and luminescent, enabling it to see in the darkest depths of the ocean. These eerie, glowing orbs add to the creature's mystique.

**Internal Functions:**

1. **Deep-Sea Habitat:** Leviathans are creatures of the deep ocean, and they rarely venture close to the surface. They are most commonly found in the abyssal depths of Azrielon's oceans.
2. **Apex Predators:** Leviathans are apex predators, feeding on large sea creatures and anything else that crosses their path. They are known to consume entire schools of fish in a single gulp.
3. **Territorial Behavior:** Leviathans are territorial creatures and are fiercely protective of their hunting grounds. Encounters with other Leviathans often lead to intense battles for dominance.
4. **Ancient Age:** Leviathans are believed to be among the oldest and most ancient creatures in Azrielon. Some legends suggest that they are as old as the world itself, adding to their air of timelessness and wisdom.
5. **Mystical Connection:** In Azrielon's folklore, Leviathans are often associated with mystical forces and the secrets of the deep. Their scales are said to possess magical properties, and their presence is sometimes seen as a harbinger of significant events.
6. **Enigmatic Intelligence:** The true intelligence of Leviathans is a subject of debate among scholars. Some believe they possess a profound, almost spiritual intelligence, while others consider them to be purely instinctual creatures.
7. **Symbol of Power:** Leviathans are symbols of immense power and the untamed forces of nature. They serve as reminders of the vast and mysterious depths of the world, instilling both awe and fear in the hearts of those who hear their legends.

Encounters with a Leviathan in the deep waters of Azrielon are rare and momentous events. These colossal creatures embody the mysteries and wonders of the ocean, reminding the inhabitants of Azrielon of the boundless and untamed aspects of their world.
Disney XD

* Disney XD is a Pay television service channel founded on February 2009 and began making promos on Toon Disney and Jetix in December 2008.
* Up until 2015, the channel aired boy programs as to what Disney channel did to the girl side. ￼
* Most Shows have been taken off due to Disney+.
* The Yes! era (not cartoon network's) is very popular. ￼
* Until 2013, the launch announcer was the main role of the channel. Doing promos, we'll be back announcements.
* and more. In Late August-September 2013, however, had a new announcer that will later replace the now defunct 2009 announcer in November 2013.
* In 2015 everything changed! From The bumpers zooming in and out to flashy green and purple bumpers.
* As of 2021, no originals from the channel were not seen any   more as they were all cancelled.
Ladybug and Cat Noir in Ninjago: Dragons Rising

**Ladybug and Cat Noir in Ninjago: Dragons Rising** is the sequel series to *Ladybug and Cat Noir in Ninjago: Masters of Spinjitzu*.

## Episodes

### Season 1

1. The Merge: Part 1
2. The Merge: Part 2
3. Crossroads Carnival
4. Beyond Madness
5. Writers of Destiny
6. Return to Imperium
7. Mindless Beasts
8. I Will Be the Danger
9. The Calm Inside
10. The Battle of the Second Monastery
11. The Temple of the Dragon Cores
12. Gangs of the Sea
13. Wyldly Inappropriate
14. The Last Djinn
15. They Call It Doom
16. Land of Lost Things
17. The Administration
18. Absolute Power
19. We Are All Dragons
20. The Power Within

### The Elemental Mechs

1. What the Mech?
2. The Mech Master
3. A Pain in the Mech!
Texture (disambiguation)

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

Texture, can refer to many things:

* For his many channels, see Texture (channel).
* For the character, see Texture (character).
* For the video that announces his gang, see Texture's Gang! (video).
Hydra

In the mystical world of Azrielon, Hydras are colossal and awe-inspiring creatures, known for their unique appearance and incredible adaptability:

1. **Multiple Heads:** The most distinguishing feature of a Hydra is its multiple heads, which can number anywhere from three to a dozen or more. Each head is topped with a crown of sharp, horn-like protrusions. These heads are attached to a long, serpentine neck that allows for a wide range of motion.
2. **Serpentine Body:** Hydras have long, sinuous bodies that snake through their habitat. Their scales vary in color, often reflecting the environment they inhabit, from earthy browns and greens in forests to darker, mottled patterns in swamps.
3. **Enormous Size:** These mythical creatures are massive, with some reaching lengths of up to fifty feet or more. Their sheer size alone makes them formidable inhabitants of Azrielon's wild landscapes.
4. **Aquatic Adaptations:** Many Hydras are amphibious, equipped with webbed claws or flippers that make them proficient swimmers in lakes, rivers, and marshes. This enables them to hunt in a variety of aquatic environments.
5. **Poisonous Breath:** Certain species of Hydras possess a venomous breath weapon. They can spew a noxious gas or acidic substance from their mouths, making them even more dangerous adversaries.

**Internal Functions:**

1. **Regenerative Abilities:** One of the most extraordinary traits of Hydras is their remarkable regenerative abilities. If a Hydra's head is severed, two or more heads may grow back in its place, depending on the species. This incredible regeneration makes them challenging to defeat in combat.
2. **Ambush Predators:** Hydras are ambush predators. They lie in wait, often partially submerged in water, and use their long necks and powerful jaws to strike swiftly and snatch prey that ventures too close.
3. **Carnivorous Appetite:** These creatures have voracious appetites and are known to consume a wide range of prey, including fish, mammals, and even other creatures of their size. Their multiple heads allow them to tackle multiple prey simultaneously.
4. **Solitary Nature:** Hydras are generally solitary creatures, with territorial instincts that drive them to claim and defend specific areas as their hunting grounds. They are known to be aggressive toward other creatures that encroach on their territory.
5. **Mythical Resilience:** Hydras possess a level of mythical resilience that allows them to endure environmental conditions that would be lethal to most creatures. Some are even said to be immortal, unable to die of old age.
6. **Cultural Significance:** In some regions of Azrielon, Hydras are revered and considered symbols of adaptability, resilience, and regeneration. They often feature prominently in the myths and stories of the inhabitants.

Hydras in Azrielon are not just awe-inspiring due to their appearance but also due to their incredible regenerative abilities and their role as top predators in various ecosystems. Their presence adds to the mystical and mythical aura of the world, making encounters with them both thrilling and dangerous.
Illusion Magic

### Illusion Magic in Azrielon

In the mystical realms of Azrielon, Illusion Magic stands as a testament to the boundless possibilities of the mind and the senses. Masters of this craft, known as Illusionists, weave intricate spells that manipulate perception, creating realities that blur the line between the real and the unreal. Their art is one of deception, intrigue, and unparalleled creativity, allowing them to craft illusions that can both enchant and confound.

#### Origins and Philosophy

The art of Illusion Magic has ancient roots, tracing back to the earliest civilizations of Azrielon. It is believed to have originated from the understanding of the mind's power to shape reality. Illusionists operate on the principle that reality is subjective, and with the right manipulation of sensory inputs, one can craft experiences that are indistinguishable from reality.

#### Abilities and Techniques

Illusionists in Azrielon are adept at a range of techniques that allow them to craft convincing illusions:

1. **Sensory Manipulation**: Illusionists can alter or create sensory experiences, making people see, hear, smell, taste, or feel things that may not actually be there.
2. **Disguise and Camouflage**: They can alter the appearance of objects or individuals, making them appear as something or someone else entirely.
3. **Phantom Creations**: Illusionists can create phantom objects or creatures, which appear real but lack physical substance.
4. **Dream Weaving**: Skilled illusionists can craft complex dreamscapes, pulling individuals into immersive illusory worlds within their own minds.
5. **Emotional Influence**: Through subtle manipulations, illusionists can influence the emotions and thoughts of others, swaying their feelings or decisions.
6. **Mirage Creation**: In the grandest display of their power, illusionists can create large-scale mirages, altering the appearance of entire landscapes or creating illusory structures.

#### Role in Society

Illusionists often find roles as entertainers, creating wondrous displays for the amusement of others. However, their skills also make them adept spies, diplomats, and strategists, able to use their illusions to influence outcomes in various situations. In the darker corners of Azrielon, illusionists might use their skills for deceit, theft, or other criminal activities.

#### Training and Progression

Becoming an illusionist requires not only a deep understanding of magic but also a keen insight into psychology and the workings of the mind. Aspirants undergo rigorous training to hone their skills, learning to craft illusions that can withstand scrutiny and manipulate perceptions with finesse.

#### Notable Practitioners

Throughout Azrielon's history, there have been illusionists who have risen to fame, known for their breathtaking displays of illusory art or their cunning use of illusions in various endeavors. These individuals are both admired and feared, their abilities a source of both wonder and caution.
Texture (channel)

## The Jasuto Band (Formerly, Mr Incredible Archive.)

* Jasuto Band
* Archive

## Texture's M\*BU Reuploads

*Not what you were looking for? See Texture (disambiguation).*

**Jonathan "Jack"**, better known online as **Texture**. (or formerly known as **justjack1971**, and **Mr Incredible Archive**.) is an American YouTuber.

## Quotes

* *"Its Thursday and you still have no bitches!"*
* *"CLICK IT!"*
Some Seniors Get Grounded

The video starts with Joaquim asks everyone if they were accounted for, Neville points out that Augustus isn’t here yet. A second later, he walks in the auditorium and tells Steele to move. He agrees and does so that. Murray says we’re getting Zeppelin arrested, Later on, Midas and George says that they been wanted to get revenge on Zeppelin for 2 months because they were caught by him for gaming in class. Marvin asks how there gonna get Zeppelin arrested. Dante says there littering on ground, and Joaquim says yes. Neville complains that a lot of people done this a lot of times. Joaquim calls Neville a smartass for and says to him he would like to see a better idea. He says to Joaquim that he isn’t a mastermind. Joaquim agrees and all get outside. Steele asks that what are they gonna litter today, Joaquim shows everyone a bomb. Everyone is shocked. Midas asks where he got it from, and Joaquim says he bought it on Craigslist. Everybody starts laughing, after that, Joaquim drops the bomb, and everybody walks off. Everyone except Murray, who runs the wrong direction. Murray apologizes and walks in the right direction. Mr. Zeppelin walks up to school, explaining how hard his job is. He looks down in the bomb and then gets caught by Rhys’s Father, who is also a police officer. And arrested him, later, when he gets to the station, they lock him in jail. Zeppelin later finds out. Zeppelin’s wife can’t bail him out. So he bails himself out by finding a hole in the wall, and he escapes. While this is happening. Joaquin, Dante, Steele, Midas, George, Augustus, Marvin, Casey, Neville, Justice and Murray feels successful, however, Neville says some Jail jokes that makes everyone laugh. Zeppelin finally catches them, he tells them there going to call there parents, and they ending up getting for 3-7 months. Zeppelin walks off saying the he can finish off the day without anything too bizarre.
Nymph

Nymphs in Azrielon are ethereal and enchanting beings, closely tied to the natural world. They come in various forms, each associated with a specific element or aspect of nature:

1. **Water Nymphs:** These nymphs appear as fluid, graceful figures, often adorned with glistening, watery garments. Their skin shimmers with a faint, aquatic luminescence, and they have flowing hair that resembles cascading waterfalls.
2. **Forest Nymphs:** Forest nymphs have a verdant and earthy beauty. They are often seen with skin that mirrors the color of tree bark, adorned with leaves and flowers. Their hair is reminiscent of vines and moss, and their eyes hold the depth of ancient forests.
3. **Fire Nymphs:** Fire nymphs embody the essence of flames. Their skin radiates a warm, fiery glow, and their hair appears as flickering flames. They have a fierce and captivating presence, evoking the energy of a roaring bonfire.
4. **Air Nymphs:** Air nymphs are light and airy in appearance. Their skin seems almost translucent, resembling the sky at dawn. Their hair moves as if carried by a gentle breeze, and their eyes hold the boundless expanse of the heavens.

**Internal Functions:**

1. **Elemental Affinity:** Nymphs are intrinsically connected to their respective elements. They can manipulate and control these elements to varying degrees. Water nymphs can control water and summon rain, forest nymphs can manipulate plants and commune with animals, fire nymphs can create and control flames, and air nymphs can manipulate wind and create gentle breezes or tempests.
2. **Symbiotic Existence:** Nymphs are inextricably linked to the natural world they represent. Their well-being is tied to the health of their element or habitat. If their element suffers, they, too, weaken. Conversely, their presence can enhance the vitality of their element.
3. **Enchantment:** Nymphs possess innate enchantment abilities, allowing them to create illusions, influence emotions, and communicate with creatures of their respective element. They often use these abilities to protect their domains and guide those who respect the natural world.
4. **Rejuvenation:** Nymphs have the power to heal and rejuvenate the land, water, or air within their domain. They can cleanse polluted waters, restore withered forests, and calm raging storms, serving as guardians of ecological balance.
5. **Longevity:** Nymphs have a significantly longer lifespan than mortals, and their age is often tied to the vitality of their element. When their element thrives, they remain youthful and vibrant.
6. **Elusiveness:** Nymphs are elusive and reclusive beings. They rarely reveal themselves to outsiders, preferring to maintain the secrecy of their domains. Encounters with nymphs are considered rare and are often viewed as mystical and transformative experiences.

Nymphs are protectors of the natural world in Azrielon, serving as both its guardians and its embodiment. Their existence is a testament to the profound connection between magic, nature, and the mystical realms of this diverse and enchanting world.
Sphinx

Sphinxes in Azrielon are magnificent and enigmatic creatures, typically found dwelling in the vast desert landscapes of the world. Their physical form embodies the grandeur of a lion, with a powerful, muscular body covered in golden or tawny fur. These regal beings possess piercing, almond-shaped eyes that gleam with an otherworldly intelligence. Crowned atop their noble, leonine heads are feline ears, and from their backs unfurl two magnificent wings, feathered like those of a majestic eagle, granting them the ability to soar through the desert skies.

However, the most distinctive feature of a Sphinx is their leonine countenance, which exudes wisdom and agelessness. Their lion's face often bears a serene expression. Their fur-covered skin may range from pale ivory to rich bronze, while their flowing mane adds to their striking appearance.

Internally, Sphinxes possess a range of captivating abilities:

1. **Riddles and Wisdom:** Sphinxes are renowned for their profound knowledge and wisdom. Acting as guardians of ancient tombs, temples, and sacred sites, they challenge visitors with riddles. A correct answer allows passage, while failure can result in being turned to stone.
2. **Guardians of the Desert:** Sphinxes protect the desert's secrets and hidden treasures. They manipulate the sands to create illusions, traps, or barriers, deterring would-be tomb raiders with their presence alone.
3. **Stone Curse:** Sphinxes wield a formidable ability known as the "Stone Curse." When threatened or angered, they can fixate their gaze on a target, turning them to stone for a duration. This power serves as both defense and a deterrent against those who wish them harm.
4. **Guardians of the Celestial:** Sphinxes share a unique connection with celestial bodies, particularly the sun and the moon. During events like solar and lunar eclipses, they conduct ceremonies, harnessing cosmic energies for their purposes.
5. **Sorcerous Knowledge:** Sphinxes are skilled in arcane and celestial magic. They use these abilities to create protective wards, summon celestial allies, and perform divination rituals, glimpsing into the future.
6. **Ageless Existence:** Sphinxes do not age as mortals do. They are considered ageless and can live for millennia, with their wisdom and magical abilities deepening as they grow older.
7. **Guardians of Prophecy:** Sphinxes are believed to possess the ability to foresee the future through divination rituals. Seekers of prophecy often make pilgrimages to the desert to seek their counsel.
8. **Nomadic Existence:** While often associated with desert regions, Sphinxes lead nomadic lives, moving among desert oases and sacred sites. They follow the cycles of celestial events, guiding them to their next destination.

Sphinxes in Azrielon are revered for their profound knowledge, majestic presence, and their role as keepers of ancient desert mysteries. Their imposing appearance and powerful abilities make them both protectors and enigmas in the arid landscapes they call home.
Factions

**Factions:**

**Bloodbound**: formed by the wild races after being freed from slavery, they unite the wild races and allow any race cast out or persecuted to join them.

**Dawnsworn**: A large group of native races to Azrielon seek unity with nature and the divine but also promote stability and peace other than conflict. However, the rising storms of war are coming from the Bloodbound. The Humanari and Luminari welcome all to join their ranks for a magical and peaceful future together.
Troglans

**The Troglans of Azrielon: Guardians of Ancient Secrets**

**Origin and Creation:** The Troglans, native inhabitants of Azrielon, have always been deeply intertwined with the land's very essence. Unlike other races that were products of the War of Arcane Alchemy, the Troglans emerged naturally from the mystical energies that permeate Azrielon. Their origins are as old as the land itself, and they are believed to have been born from the very soil, rocks, and waters of Azrielon.

**Physical Appearance:** Troglans are stout, robust beings with earthy-toned skin that ranges from deep browns to mossy greens. Their bodies are adorned with natural patterns that resemble the landscapes of Azrielon, such as mountain ranges, river paths, and forest canopies. Their eyes, often a shimmering shade of blue or green, reflect the depth of knowledge and wisdom they possess.

**Culture and Society:** The Troglans are deeply spiritual, with a profound connection to the land and its secrets. They are the keepers of ancient lore, and their wisdom is sought after by many races. Their society is built upon respect for nature and the understanding of the mystical energies that flow through Azrielon.

Their settlements, often located in secluded valleys or hidden caves, are harmoniously integrated with the environment. Troglan architecture is renowned for its organic designs, using natural materials that blend seamlessly with the surroundings.

**Faction Leaders and Notable Figures:**

* **Trogar the Wise:** The paramount leader of the Troglans, Trogar is a sage who possesses an unparalleled understanding of Azrielon's ancient lore. His counsel is often sought by leaders of other factions, and he plays a pivotal role in the decision-making processes of the Bloodbound faction.

**Role in the War of Arcane Alchemy:** While the Troglans were not direct products of the War of Arcane Alchemy, they played a crucial role in aiding the races that were. Their deep understanding of the land and its energies allowed them to heal and restore areas affected by the war's magical experiments. They also provided sanctuary to races seeking refuge from the war's devastation.

**Unique Abilities:** Troglans have the innate ability to communicate with the land. They can sense disturbances in the natural order and often predict natural calamities or significant events. This connection also allows them to harness the land's energies, performing rituals and spells that can heal, protect, or even manipulate the environment to some extent.

**Challenges and Aspirations:** The Troglans, while peaceful, face challenges from factions that seek to exploit Azrielon's resources. They aspire to educate others about the importance of maintaining a balance with nature and hope to foster a future where all of Azrielon's inhabitants live in harmony with the land.

In conclusion, the Troglans stand as a testament to the ancient and mystical essence of Azrielon. Their deep connection to the land, combined with their wisdom and spiritual practices, makes them invaluable guardians of Azrielon's secrets and traditions.
Nature Magic

### Nature Magic in Azrielon

In the verdant expanses of Azrielon, Nature Magic is the gentle yet potent force that binds all living things. Practitioners of this ancient and revered school of magic, known as Nature Mages, are the guardians and nurturers of the land, capable of harnessing the raw energies of the natural world to weave spells of growth, harmony, and protection.

#### Origins and Philosophy

Nature Magic is as old as Azrielon itself, a primal force that has flowed through the veins of the world since the dawn of time. It is deeply rooted in the belief of interconnectedness, where every leaf, stone, and creature holds a vital place in the grand tapestry of life. Nature Mages seek to foster a harmonious relationship between all beings and the environment, using their magic to maintain the delicate balance of nature.

#### Abilities and Techniques

Nature Mages and Druids possess a diverse range of abilities that allow them to interact with and influence the natural world:

1. **Flora Manipulation**: They can accelerate the growth of plants, shape trees into structures, or create lush gardens in barren lands.
2. **Animal Communication and Control**: Nature Mages can communicate with animals, understanding their needs and desires, and can even exert a degree of control over them, guiding their actions in times of need.
3. **Elemental Command**: They have the ability to influence natural phenomena, such as summoning rain to nourish crops or calming storms to protect coastal villages.
4. **Healing**: Using the restorative energies of nature, they can heal wounds and cure diseases, often using herbs and other natural remedies in their practices.
5. **Nature's Wrath**: In times of conflict, Nature Mages can summon the forces of nature to defend themselves and their lands, using spells that can unleash devastating natural disasters or command swarms of creatures to their aid.

#### Role in Society

Nature Mages often serve as the caretakers of the land, working to ensure the health and vitality of ecosystems and the creatures that inhabit them. They may be sought as advisors, healers, and leaders in communities that value a close relationship with nature. Their wisdom and guidance are considered vital in maintaining the harmony between civilization and the wild.

#### Training and Progression

To become a Nature Mage, one must undergo a period of apprenticeship, often under the guidance of a seasoned practitioner. This training involves not only the study of magical techniques but also a deep immersion in the natural world, learning to read the language of the wind, the trees, and the animals.

#### Notable Practitioners

Throughout Azrielon's history, there have been individuals who have reached a profound level of mastery in Nature Magic, becoming legends in their own right. These individuals are known for their deep wisdom, their connection to the land, and their ability to perform feats of magic that seem to defy the very laws of nature.
Evocation

### Evocation in Azrielon

In the mystical realms of Azrielon, Evocation stands as a beacon of power and a testament to the raw force that magic can wield. Evokers are the tempests in the quiet world, capable of summoning forces that can reshape landscapes and alter the very essence of the physical realm. They are the masters of raw energy, channeling the primal forces of the universe to wield power of unimaginable scale.

#### Origins and Philosophy

The school of Evocation has ancient roots, tracing back to the primordial forces that shaped Azrielon. The first evokers were visionaries who sought to harness the raw energies of creation, drawing upon the elemental forces that fuel the cosmos. This school of magic is grounded in the belief that the universe is a cauldron of untamed energies, waiting to be shaped by those with the will and knowledge to do so.

#### Abilities and Techniques

Evokers in Azrielon are known for their formidable abilities, which include:

1. **Elemental Mastery**: Evokers can summon and control the elemental forces of fire, water, air, and earth, creating cataclysmic events such as firestorms, tsunamis, tornadoes, and earthquakes.
2. **Energy Manipulation**: They have the ability to manipulate energy in its purest form, creating shields, barriers, or even weapons of pure energy that can cut through the toughest materials.
3. **Explosive Force**: Evokers can create explosions of tremendous power, capable of leveling mountains and reshaping landscapes.
4. **Light and Darkness**: Mastery over the forces of light and darkness allows them to create illusions, blind enemies, or even manipulate shadows to their advantage.
5. **Sound Manipulation**: They can manipulate sound waves to create deafening roars or silent zones where no sound can penetrate.
6. **Time Manipulation**: Advanced practitioners can even touch upon the flow of time, slowing it down or speeding it up within localized areas.

#### Role in Society

Evokers often occupy positions of great responsibility and power within Azrielon society. Their abilities make them formidable warriors, and they are often found at the forefront of battles, using their powers to decimate enemy ranks. However, their skills are not limited to warfare; they also serve as creators, helping to build and shape the world through their manipulation of raw energies.

#### Training and Progression

Becoming an evoker is a path fraught with danger, as the energies they manipulate are volatile and unpredictable. Aspirants undergo rigorous training to hone their control and understanding of the primal forces they wield. This journey is one of self-discovery, as they learn to balance the immense power at their fingertips with the wisdom to use it responsibly.

#### Notable Practitioners

Throughout Azrielon's history, there have been evokers who have risen to legendary status, known for their feats of power and the legacies they have left behind. These individuals are both feared and revered, their names echoing through time as symbols of the awesome power that magic can achieve.
Banshee

Banshees in Azrielon are eerie and ethereal undead beings, primarily manifesting in the form of women. These spectral entities are known for their haunting appearance and their ability to wail with a mournful,chilling sound.

**Physical Appearance:**

* **Ethereal Apparitions:** Banshees are ethereal and transparent, giving them a ghostly appearance. They often appear as they did in life, taking on the form of women from various races and backgrounds. Their features are delicate, and their eyes glow with an otherworldly light.
* **Tattered Attire:** Many Banshees are draped in tattered, flowing garments, which seem to float and billow as if moved by an unseen wind. These garments are often remnants of the clothing they wore in life or attire from a bygone era.
* **Long, Flowing Hair:** Banshees typically have long, flowing hair that appears to be in a constant state of disarray. Their hair often shimmers with a ghostly luminescence, adding to their eerie aura.
* **Glowing Eyes:** Their eyes are the most striking feature, glowing with a haunting, unnatural radiance. The color of their eyes can vary but often appears as a pale, ethereal blue or green.

**Internal Functions:**

1. **Mournful Wail:** Banshees are known for their mournful wail, a haunting and chilling cry that can be heard from a distance. This wail is said to foretell death or misfortune for those who hear it, making it a feared and dreaded sound in Azrielon.
2. **Harbingers of Death:** In Azrielon's folklore, Banshees are considered harbingers of death. Their appearance and wail are believed to signal the imminent passing of a loved one or a significant event, particularly among certain cultures.
3. **Ethereal Existence:** Banshees exist in a state of undeath, tethered to the mortal realm by unresolved emotions or a tragic past. They are bound to specific locations or individuals and are often unable to move on to the afterlife until their purpose is fulfilled.
4. **Ethereal Touch:** When a Banshee chooses to interact with the physical world, their touch is said to be cold and numbing. They can pass through solid objects at will and are often associated with poltergeist-like phenomena.
5. **Guardians of the Ethereal:** Some Banshees serve as guardians of ethereal realms or sacred sites. They protect these places from desecration and ensure they remain untouched by the living.
6. **Cursed Fate:** Many Banshees are believed to be the result of curses or tragic events that occurred during their lifetimes. They are bound to a cycle of lamentation and are often tormented by their own sorrow.

Banshees in Azrielon are mysterious and eerie figures, embodying the sadness and despair of the ethereal realm. Their mournful presence and chilling abilities make them both feared and revered by those who encounter them, as they are often seen as omens of fate and reminders of the mysteries that linger in the shadows of the world.
Ursidaeians

**Ursidaeians: The Gentle Giants of Azrielon**

**Origin and Creation:** The Ursidaeians trace their roots back to the tumultuous times of the War of Arcane and Alchemy. As the war raged on, alchemists and mages sought to create powerful beings to serve as formidable warriors on the battlefield. Drawing from the wild bears of Azrielon, they combined potent alchemical concoctions with arcane rituals, giving birth to the Ursidaeians. These massive humanoid bears, while designed for war, possessed a gentle spirit, deeply connected to the natural world from which they were born.

**Society and Culture:** The Ursidaeians, despite their war-bred origins, are a peaceful race at heart. They have a profound respect for nature and its cycles, often serving as caretakers of the forests and mountains of Azrielon. Their settlements are harmoniously integrated into the landscape, built with a deep understanding of the environment.

Their culture is rich in oral traditions, with elders passing down tales of their creation and the ancient world. Music, particularly deep rhythmic drumming, is an integral part of their celebrations. They also have a unique form of dance that mimics the movements of the wild bears, a homage to their origins.

**Faction Leaders and Notable Figures:**

* **Ulgar the Gentle Giant:** As mentioned in the provided document, Ulgar stands as a beacon of wisdom and leadership among the Ursidaeians. A sage and healer, his calm demeanor and vast knowledge of Azrielon's flora and fauna make him an invaluable asset to the Bloodbound faction. Under his guidance, the Ursidaeians have emphasized healing and restoration, using their innate connection to nature to aid their allies.
* **Mara the Whisperer:** Mara is a renowned communicator with the wild creatures of Azrielon. Her ability to understand and resonate with animals has led to the Ursidaeians being able to form bonds with various creatures, further enhancing their role as caretakers of the land.
* **Borun the Protector:** A formidable warrior, Borun represents the Ursidaeians' capability to defend their land and allies. While he embodies the strength and power of his race, he is also a staunch advocate for peace and diplomacy.

**Role in the Bloodbound Faction:** The Ursidaeians, as part of the Bloodbound, play a crucial role in the faction's healing and restoration efforts. Their deep understanding of the land and its resources makes them invaluable in times of need. They also serve as mediators, often using their calm and gentle nature to diffuse tensions and promote understanding among the diverse races of the faction.

**Conclusion:** The Ursidaeians, while born from the fires of war, have chosen a path of peace and coexistence. Their journey from being instruments of battle to guardians of nature is a testament to their resilience and spirit. As Azrielon continues to evolve, the Ursidaeians stand as a symbol of hope, unity, and the enduring bond between nature and its inhabitants.
Magician (Profession)

The magician profession is indeed the gateway to a vast and enchanting world of magical possibilities. It's the first flicker of a flame that, with the right guidance and dedication, can grow into an awe-inspiring conflagration of mystical expertise. Allow me to illuminate the fascinating journey that a novice magician embarks upon, revealing how this initial foray into the arcane arts can serve as a stepping stone to a myriad of magical professions and the ultimate attainment of mastery as a Magician.
Announcer

**Basic Kills**

* First Blood
* Enemy First Blood
* Enemy Slain!
* Ally Slain!
* You have killed an enemy!
* An enemy has killed you!

**Multi-Kills**

* Double Kill
* Enemy Double Kill
* Triple Kill
* Enemy Triple Kill
* Quadra Kill
* Enemy Quadra Kill
* Deathless Kill
* Enemy Deathless Kill

**Scored Kills**

* Nice Kill
* Enemy Nice Kill
* Awesome Kill
* Enemy Awesome Kill
* Mythical Kill
* Enemy Mythical Kill
* Godlike
* Enemy Godlike
* Super Kill
* Enemy Super Kill

**Battlefield Announces**

* Welcome to Glorious Slash!
* Troops are now deployed!
* You destroyed a tower!
* An ally has destroyed a tower!
* An enemy has destroyed a tower.
* Master has spawned.
* Master has been killed by enemy!
* Master has been killed by ally!
* The God has spawned.
* The God has been killed by enemy!
* The God has been killed by ally!
* Tower is under attack.
* Aegis is under attack!

**Signs Announces**

* Need Help!
* Gather!
* Retreat!
* Attack!
* Beware from bushes!
* Ambush!
* Set!
* Attack the enemy!
* Enemy missing!
* Enemy resurrecting soon!
* Destroy the tower!
* Push and attack!
Races

**Races and Cultures:**

1. **Luminari**: Inhabitants of the enchanted forests, deeply connected to nature and magic. These are elves of Azrielon.
2. **Stoutfolk**: Resilient mountain-dwelling dwarves skilled in craftsmanship and mining. Kin to Humans but keep to their own.
3. **Humanari**: the most prominent species on Azrielon are humans. Agile and smart, they rule two powerful kingdoms.
4. **Dracos**: Hunted and inherently magical, they rallied together and learned to shape-shift into the races that hunt them.
5. **Smallfolk**: Are the gnome-like race of Azrielon. They have a love obsession with magic and machinery.
6. **Minotaurans**: Humanoid race of bovines genetically altered beasts to be soldiers.
7. **Leonyrians**: This race appears as humanoids with feline features, another beast race altered for war
8. **Ursidaeians**: A race that has been altered for war, gentle for the most part but massive in size, they appear as humanoid bears
9. **Caninari**: A humanoid race of wolves mutated to be fierce warriors. They appear as werewolves but are not Lycans.
10. **Tuskfolk**: This race appears as large tusked pigs. They’re another beast race mutated for war.
11. **Troglans**: A race natural to Azrielon, who are the trolls of this world.
12. **Goblins**: another race closely related to Troglors, small but cunning, they’re the con artist and typically a neutral race to play.
13. **The Damned**: A race Sentient undead who have have retained their sentience but are shunned by the majority of races of Azrielon.
Gun Workshop

Used for making higher level guns. Broken guns must be found in different loot and brought back to create a gun along with Gun Parts. You may also research Gun Parts at a Tier 3 Research Table to create as needed. The Double Barrel Shotgun is the only gun crafted with Gun Parts and has no broken gun needed.

## Crafting

Gun Workshop is crafted with the following resources:

 **Gun Workshop**
Planter

The Planter is crafted by the player and can grow any seed in the game. It can also grow potatoes by planting a single potato. The planter can also grow bushes through bush seeds for wood.

The planter requies no water or sunlight, only time to grow the plant.

## Crafting

Planter is crafted with the following resources:

 **Planter**
Medusa

In the mystical realm of Azrielon, the Medusa is a creature of both mesmerizing beauty and dread:

1. **Serene Visage:** At first glance, the Medusa appears as a strikingly beautiful woman with a serene countenance. Her skin is porcelain pale, and her features are refined, giving her an air of elegance.
2. **Ebon Serpent Tresses:** What sets the Medusa apart are her long, ebony tresses that cascade down her back. At a casual glance, these locks appear to be normal hair. However, upon closer inspection, they are revealed to be a writhing mass of serpents. This hair conceals her most deadly secret.
3. **Lustrous Gaze:** Her eyes are hypnotic orbs, often described as mesmerizing pools of otherworldly beauty. Those who meet her gaze may become ensnared in a trance, unable to look away.
4. **A Stony Presence:** Clad in flowing, dark robes that blend seamlessly with the shadows, the Medusa moves with an almost ethereal grace. She exudes an aura of ancient malevolence.

**Internal Functions:**

1. **Illusory Tresses**: While it may seem as though the Medusa sports normal hair, it's an intricate illusion concealing the true nature of her serpentine locks. With a mere thought, she can dispel the illusion, unveiling the actual snakelike coils that make up her hair. serpents hidden beneath her hair.
2. **Petrifying Gaze:** Her mesmerizing eyes hold a deadly power. When she locks her gaze upon a living being, they may become entranced, their bodies slowly turning to stone. This petrification process is irreversible without magical intervention.
3. **Hunting Technique:** The Medusa is a patient and cunning hunter. She often uses her beauty to lure unsuspecting prey into her domain before revealing her true form and ensnaring them with her gaze.
4. **Eternal Vigilance:** Medusas are known for their eternal vigilance, rarely letting their guard down. They reside in remote and hidden locations, guarding their lairs fiercely.
5. **Isolation:** Due to the danger they pose, Medusas are solitary creatures, rarely forming alliances or social bonds. Their isolation further adds to their air of mystery.
6. **Mythical Symbolism:** In the folklore of Azrielon, the Medusa is often seen as a symbol of the dual nature of beauty and danger. She represents the allure of the unknown and the perils that can be encountered in the pursuit of curiosity.

Encounters with a Medusa are fraught with peril, as her beauty conceals a deadly trap. Those who seek to confront or evade her must exercise great caution, for her gaze has turned many adventurers into stone statues, forever frozen in time.