recursal/Fanatic-Fandom huggingface dataset:
Chaos Warriors

**Chaos Warriors** is a **Chaos** melee infantry unit in *Total War: Warhammer*. Chaos Warriors come alive in the midst of bloody battle; they thrive when slaughtering similar foes.

## Description

Chaos Warriors are fighters of unmatched prowess. Their strength is infernal and their bodies are as tough as the Iron Mountains. Imbued with the power of Chaos and encased in suits of hell-forged armour, a Chaos Warrior is equal to several battle-hardened mortal men. They are no longer truly human, but living weapons, honed perfectly for the bloody tasks before them. A Chaos Warrior has no need of food, drink or sleep, for he is nourished by the carnage that he wreaks. He has nothing but contempt for the weak or the cowardly and goes about the business of murder with a vengeance, for there is always a part of the man who was that rages against that which he has become. A Chaos Warrior's only solace is in slaughter - the fulfilment of his new existence as an instrument of his blasphemous God's will, and at battle's end, his armour is spattered with the lifeblood of the slain.

## Abilities

* **Armoured & Shielded**: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Lore of Heavens

The Lore of Light is a collection of magic spells that can be used by Certain Wizards.

## Lore Attribute

##### Roiling Skies

 Spells from the Lore of Heavens manipulate the ethers of the skies, buffering and pummeling winged creatures.

* The Passive of the Lore, active mapwide on casting another spell.
* -24% Speed for flying units for 25 seconds
* -22 Melee Defense for flying units for 25 seconds

## Spells

Heaven spells can be only used these who know lore of Heavens

## Chain Lightning

 Lightning arcs across the battlefield, leaping from foe-to-foe with crackling fury until there are none left within the storm.

## Comet of Casandora

 Reaching to the highest heavens, the Wizard draws a wandering meteorite down upon the battlefield.

 +34 Melee Attack

## Curse of the Midnight Wind

 The Wizard issues a three word curse, hexing the target unit and blighting their ability to attack and defend.

## Harmonic Convergence

 Divining auspicious signs, the caster guides the minds of targets, augmenting them with the foresight needed for victory.

## Urannon's Thunderbolt

 The caster calls down a mighty ball of lightning and hurls it - should the foe be struck they will surely be shattered!

 +36 Melee Defence

## Wind Blast

 The Astromancer seizes the winds of the battlefield, directing them against the foe to batter the targets with unhallowed gales.
Confederation

Factions of the same race may choose to **confederate** into one faction if conditions between them are right. Confederation can be agreed via diplomacy. Confederation combines the two factions into one, and cannot be reversed. Confederation incurs a public order and diplomatic penalty that will last five turns. You may not confederate again until this period ends, even if relations are good.

* Human and Dwarf factions may confederate with their own kind if mutual relations are good.
* Greenskin factions are more likely to confederate if one is much stronger than the other.

## Strategy

* While tempting, confederation should only be chosen if you can afford armies to cover the entire extended frontline and public order penalty. As such, always inspect the provinces being confederated into your empire before actually going through with the proposal. Bigger isn't always better. On the other hand, it can provide a significant boost in the late game and extend your reach if you confederate with a faction on the opposite side of the map and, say, the target of a lengthy war.
* Furthermore, all existing units and lords of the faction you confederate with come under your banner automatically.
Human

**Humans**, also called the race of **Man**/ **Men**, are a species in Warhammer Fantasy lore. Most humans in Warhammer are essentially like real-world humans, though some have magical/divine power. Most human nations are located in a region called The Old World.

In Total War: Warhammer and it's sequels, human factions tend to have some diplomatic bonuses towards each other compared to other races. Additionally, some character traits, skills, Items and Followers have effects regarding humans.

## Human factions

* All Empire Provinces, including Marienburg.
* All Bretonnian Kingdoms Kingdoms factions.
* The Tzardom of Kislev
* Southern Realms factions

### Others

* Many Norscan Tribes and some Warriors of Chaos units are humans, but they are a hardy northern folk and despise "weakling southerners". These factions do not share the diplomatic bonuses.
Corpse Cart (Balefire)

**Corpse Cart (Balefire)** is a **Vampire Counts** war machine unit. Infernal flames belch from dismal braziers, permeating the air with fragments of magic-confounding Warpstone.

## Description

Corpse Carts act like magnets for Dark Magic, drawing their power from the land itself and re-animating the dead around them. Sometimes a Corpse Cart is hung with a great bell, the clapper of which is a fell lodestone of eldritch provenance. When necromantic magic is thick in the air, the bell tolls and ripples of Dark Magic emanate from the Corpse Cart. Under the influence of this ominous knell, the dead are drawn back together and cadavers stagger to their feet. Other Corpse Carts are lit by braziers that burn with infernal flames. The smoke from these 'balefires' contains particles of Warpstone that can drive enemy Wizards temporarily insane. Though most were hunted down and put to the torch, for more than a thousand years the remaining Corpse Carts have wandered along the back roads and dirt tracks of Sylvania, wearing death and misery like a shroud. On dark nights, they enter ramshackle villages, stirring the dead in their graves and filling the dreams of slumbering peasants with visions of rot and death. These strange constructs are valued highly by Vampires, for Undead creatures near a Corpse Cart will fight with frenetic vigour, bolstering the battle line of their armies.

### Abilities

* **Balefire**
Balefire contains trace elements of warpstone, so the burning braziers slowly drive mortal men to madness.
* **Vigour Mortis**
The Corpse Cart hardens shattered spirits and emboldens tattered bodies to ever greater acts of violence.
* **Regeneration**
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
* **Crumbling**
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
* **Disintegrating**
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.

* **Magic Disruption**
Increases the chance of enemy Wizards miscasting in close vicinity to a Corpse Cart.
* **Regeneration**
flaming attacks will cause more damage to units with Regeneration.
* **Magical Aura**
This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
Hero

Hero characters may be recruited in service of a faction. A Hero may perform actions that strengthen the faction's armies or settlements, or to strike against enemy targets.

Heroes can move independently of armies, and can freely move into enemy territory. A selected Hero can join with a controlled army or move into a controlled settlement by right-clicking the target. A Hero marching with an army will fight alongside that army in battle. Thankfully, lone Heroes cannot be attacked by enemy armies, only by enemy Heroes.

## Hero actions

Heroes can perform actions to serve their faction, either in support of a controlled army or settlement, or to strike at an enemy army, settlement or Hero.

With a Hero selected, right-click the desired target to move the Hero there and show a range of options. A Hero can be deployed in controlled or enemy territory by clicking the Deploy Hero button. A deployed Hero provides a passive positive or negative influence in the target province.

Tooltips on the various Hero action buttons show more information about that action, including its chance of success. Hostile actions with Heroes do not directly lead to war. They may be discovered, however, which will worsen relations between the factions involved."
Lore of the Little Waaagh!

The Lore of the Little Waaagh! is a collection of magic spells that can be used by only Greenskin Goblin Wizards.

## Lore Attribute

### Sneaky Stealin'

 Goblin Shamans are sneaky and will steal the power from the enemy Wizard, cackling manically while doing so

* The Passive of the Lore, active mapwide on casting another spell.
* Reduced power recharge rate

# Spells

## Curse of Da Bad Moon

 With a chilling howl, the Shaman summons a great pale moon with a leering goblinoid face and large, tusk-like fangs.

## Gork'll Fix It

 The Shaman points a bony finger at a nearby enemy, cursing them in the name of Gork.

## Itchy Nuisance

 By vigorously scratching his armpits - cackling maniacally as he does so - the Shaman projects painful chafing onto a nearby foe.

## Night Shroud

 The Shaman throws a black-capped nightshade mushroom into the air, which bursts into a cloud of murky darkness.

## Sneaky Stabbin'

 The targets of this spell are driven to go right after "hurty bitz" or sneak up on opponents at unexpected angles.

## Vindictive Glare

 Green bolts of purest spite burst forth from the Shaman and streak towards the enemy.
Corpse Cart

**Corpse Cart** is a **Vampire Counts** war machine unit. Devilish chariots imbued with dark and eldritch power, driving the Undead to greater, more macabre acts.

## Description

Corpse Carts act like magnets for Dark Magic, drawing their power from the land itself and re-animating the dead around them. Sometimes a Corpse Cart is hung with a great bell, the clapper of which is a fell lodestone of eldritch provenance. When necromantic magic is thick in the air, the bell tolls and ripples of Dark Magic emanate from the Corpse Cart. Under the influence of this ominous knell, the dead are drawn back together and cadavers stagger to their feet. Other Corpse Carts are lit by braziers that burn with infernal flames. The smoke from these 'balefires' contains particles of Warpstone that can drive enemy Wizards temporarily insane. Though most were hunted down and put to the torch, for more than a thousand years the remaining Corpse Carts have wandered along the back roads and dirt tracks of Sylvania, wearing death and misery like a shroud. On dark nights, they enter ramshackle villages, stirring the dead in their graves and filling the dreams of slumbering peasants with visions of rot and death. These strange constructs are valued highly by Vampires, for Undead creatures near a Corpse Cart will fight with frenetic vigour, bolstering the battle line of their armies.

### Abilities

* **Vigour Mortis**
The Corpse Cart hardens shattered spirits and emboldens tattered bodies to ever greater acts of violence.
* **Regeneration**
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
* **Crumbling**
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
* **Disintegrating**
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.

* **Regeneration**
flaming attacks will cause more damage to units with Regeneration.
* **Magical Aura**
This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
Chaos Invasion

***As of December 2020, almost all of this has been changed. Needs to be updated.***

The **Chaos Invasion** is an end-game event that occurs in The Old World and Mortal Empires campaigns. It involves the forces of Chaos under Archaon, descending south to attack most other races.

## Overview

The invasion can be very destructive. The factions who attack are mostly hordes or similar factions, so they tend to raze a lot of settlements. Additionally, there is a global +2 Chaos Corruption during the invasion.

Factions involved in the invasion:

* Warriors of Chaos are the primary aggressors. In Mortal Empires this is expanded to also include several subfactions:
	+ Vessels of Chaos
	+ Puppets of Chaos
	+ Servants to Chaos
	+ Followers of Chaos
* Beastmen, especially:
	+ Warherd of Chaos
* Norscans, especially:
	+ Varg
	+ Skaeling

Opposing Chaos is The Empire, Dwarfs, Bretonnia and other human factions. In Mortal Empires, they are joined by High Elves and Lizardmen. These factions gain the diplomatic trait Shield of Civilization during a Chaos Invasion, making them more likely to stick together against Chaos.

Greenskins, Vampire Counts, Skaven, Dark Elves and Tomb Kings remain neutral, though Chaos will not hesitate to attack them if they get in the way.

Many factions have a campaign victory condition that involves killing/dealing with Archaon and the Warriors of Chaos.

When playing Norsca (or Wintertooth), the player will get an event called The Everchosen's Summons which allows them to choose to side with Archaon/The Warriors of Chaos, or to side against them and bring about your own invasion.

If the player is playing Warriors of Chaos themselves , then they will still have to fight a rival faction led by Sarthorael the Everwatcher.

## How it plays out

* The event Chaos Stirs indicates the initial spawning of Warriors of Chaos armies in the Chaos Wastes.
* The event The Doom Tide indicates the start of the full Chaos Invasion.
* When Archaon and the Warriors of Chaos are finally defeated for good, the invasion is over.
Ghal Maraz

Enables magic attacks
Melee attack: +8
Income from post-battle loot: +10%
Public order: +5% (factionwide)

**Ghal Maraz** is a Weapon item in *Total War: Warhammer*.

## Description

*Ghal Maraz is the legendary hammer of Sigmar. This rune-encrusted weapon is not only the symbol of the Emperor's mantle, but one of the most potent artefacts in the world.*

## Effects

* Ghal Maraz
* Enables magic attacks
* Melee attack: +8
* Income from post-battle loot: +10%
* Public order: +5% (factionwide)
Master Engineer

**Master Engineer** is a **Dwarfs** Hero unit in *Total War: Warhammer*. Who dares damage my engines!

## Description

Given the number of war machines with which the Dwarfs can equip themselves, it is not surprising to find members of the Engineers' Guild accompanying a throng to battle. To most Master Engineers, this "field work" is tiresome, as it takes them away from their forges and workshops and shows them first-hand how their beloved engines of destruction are dragged into position, dented by enemy shot and invariably not as fully optimised as would be ideal. As all Dwarfs revere fine craftsmanship, their war machines are the most polished and best cared-for in the world, treated by their crews with all the respect due a venerable Clan member. Nonetheless, even this level of care falls well short of the wishes of the notoriously cantankerous Engineers. Master Engineers are doughty warriors who, although more interested in drafting plans for fortifications or designing new mines, are more than capable of fighting in the frontlines. To protect their precious war machines, they fight with all the determination and grit of their race.

### Abilities

* **Ballistics Calibration**
This Dwarf has an eye for accuracy, firing rates and enemy sweet spots. War machines will benefit from his presence.
* **Extra Powder**
There are those who have a knack for pushing artillery and their crews to new heights, allowing such machines to fire further than ever before.
* **Entrenchment**
All the sons of Grungni can dig-in, enabling them to better resist physical attacks from the foe. Any missile attacks they can make are also improved.

* **Ballistics Expert**
This unit improves all nearby friendly missile units.
* **Armoured**
Armoured units can block damage from any source apart from Armour-Piercing damage.
* **Armour-Piercing**
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.

## Actions

This Hero can perform the following actions on the campaign map:

* Heavy Lifting
	+ Increases the campaign movement range of the parent army by 10%
* Embed Hero
	+ Embeds the Hero into the army, joining it in battle
* Knuckle Down
	+ Modifies construction costs in the local province by -10%
* Sabotage
	+ Modifies the campaign movement range of the target army by -50%
	+ Positive outcome base chance: 50%
* Assassinate
	+ Kills the target character
	+ Positive outcome base chance: 25%
* Tinker
	+ Modifies the ammunition of enemy armies' artillery in the local province by -30%
* Damage Walls
	+ Damages the walls of the target settlement
	+ Positive outcome base chance: 50%
* Cleanse Corruption
	+ Reduces the amount of Chaos and Vampiric corruption in the local province by 2
	+ Constant passive effect
Banners

**Banners** are items that can be obtained by lords over the course of a campaign.

## How banners work

Banners can also be called standards, flags, totems, pennants etc.

Banners must be assigned to lords on the character inventory screen, in the same space as followers. Once a banner has been assigned to a lord, it can be equipped onto specific units in the battle preview panel. The banner will then provide that unit with various stat bonuses, attributes, and new abilities in the battle. Some banners have a special passive ability, which can apply a radius around the unit.

Banners which are not race-specific can be lost to other factions if you lose a battle.

Banners should not be confused with Marks of Chaos or Runes, which are similar.
Gifts

A **gift** is a diplomatic payment, when you ask nothing in return. This will provide a bonus to your relations with the target faction and can be a fast, though not inexpensive, method of improving relations. Note that gifts are not set in stone, but are given depending on the size of your treasury and economic might.
5-Star Bonus Guide

*In every episode in Cooking Dash 2016, a 5-Star Bonus is given when an episode gets 5 stars for the first time. Succeeding plays for that same episode, with a 5-star result, will no longer grant another 5-Star Bonus. 5-Star Bonuses can be in the form of Gold, Coins, or Supplies. Below are lists of 5-Star Bonuses in every episode for all Studios. (\*Hover your mouse over the bonuses for more details)*
Crooked Moon

## Background

Orcs and Goblins are the scourge of the Old World. Collectively known as Greenskins, they are an aggressive and brutal race with an unquenchable love of war. Orcs are built for violence – brutal, bullying creatures of jutting jaws and hulking appearance. The Goblins, by contrast, are smaller but more cunning as they mob-up in greater numbers.

Although many Greenskin tribes reside in the Badlands to the south, since the calamitous defeat of the Dwarfs in the wake of the Time of Woes, Orcs and Goblins have developed a taste for the “fine livin’” to be found within the Dwarfholds – specifically the abundance of “shiny fings” piled high in the halls beneath.

Now, the sneakiest Night Goblin, Skarsnik, self-styled ‘Warlord of the Eight Peaks’, hunts his prized Squigs in the Grey Mountains. Once he learns that mutinous gits from within his own tribe have betrayed him and taken the Eight Peaks for themselves there will most certainly be trouble of the psychotically-violent kind; Skarsnik’s Waaagh! is truly something to behold, or avoid if you’re on the opposing side! This is what Gork and Mork – da Green Godz – demand of their servants, and only total victory will satisfy their bloodlust!

## Lord Choices

* Skarsnik
	+ Additional Starting Units
		- Night Goblins (Fanatics)
		- Arachnarok Spider
		- Night Goblin Squig Hoppers
	+ Lord Effects
Lore of Beasts

The Lore of Beasts is a collection of magic spells that can be used by Certain Wizards.

## Spells

Beasts spells can be only used these who know Lore of Beasts

## Flock of Doom

 With a mighty bellow, the Wizard invokes Corvus the Crow Lord, summoning his servants to peck at the foe's eyes.

 Maximum Damaged Entities::

## Pann's Impenetrable Pelt

 Calling upon the beast-spirits of the wild, the Wizard sheathes his vulnerable flesh in unyielding fur and hide.

 +22 Ward Save

## The Amber Spear

 Sounding a gnarled horn, the Wizard summons a glowing amber spear and hurls it at the foe with uncanny accuracy.

## The Curse of Anraheir

 At the Wizard's command, nebulous nature spirits assail the foe, clawing with hands not nearly as insubstantial as they first appear.

 -20% Accuracy

## Transformation of Kadon

 Kadon was able to shift his shape to that of any monster, even a Manticore. One day he found he could not change back...

## Wyssan's Wildform

 The Wizard unleashes the beast within, using its fury to transform his allies into bestial forms.

 +22% Weapon Damage
Diplomatic

# Diplomacy

Factions may engage in diplomacy with one another. Diplomatic actions include declarations of war and peace, trade agreements, alliances and more. Diplomatic actions are received or can be proposed on the diplomacy screen. Some diplomatic actions are unilateral, such as a declaration of war or cancellation of an alliance, while others must be agreed on by both parties. A diplomatic offer may be accepted or rejected outright, or a counter-offer may be proposed.

## Diplomacy screen

Information about the player’s faction is shown on the left panel on the Diplomacy screen. If no second faction has been selected, the central panel shows a list of known factions.

The tooltips on the attitude icons shows detailed information about each faction's standing with the player along with the factors influencing one faction’s view towards another are shown on the tooltip of the attitude icons on the Diplomacy screen.

Additionally, just underneath the AI faction leader's portrait and their strength ranking, their diplomatic traits will be displayed.

Double-click a faction to open negotiations. Once negotiations are started the central panel can be used to construct a diplomatic proposal.

## Diplomatic options

* Non-aggression pact: A simple promise not to attack each other.
* Trade pact: An option to generate income for both sides.
* Defensive alliance: Promise to defend each other in case of an attack.
* Military alliance: Promise to assist each other in wars to come.
* Confederation: Permanent unification with the target faction.
* Vassals: Target faction is subjugated by yours.
* Declare War: begin open hostilities with a faction.
* Sue for Peace: End a war.

## Attitude

In general, you want other factions to like you, as this greatly reduces the chance of them declaring war on you and invading, as well as increased their chance of accepting various pacts. Each faction has an attitude towards your own, determined by a large number of factors. These include:

* Racial bias, according to the table appended at the end of this section.
* Your behavior: Each faction has its own allies and foes. If you make war, commit hero actions, or otherwise attack an ally, their attitude towards you will reflect that. If you make war on a hated foe, they will like you more.
* Great Power: Factions will condemn you slightly for being too powerful. This is mostly a balancing mechanic.
* Treaties: The more treaties you have with the faction, the more will they like you. Furthermore, you receive a snowballing bonus to diplomatic relationships the longer the treaty is in effect, which makes establishing positive diplomatic relations early paramount to creating a strong power bloc.
* Campaign scripting: Campaigns can also force certain modifiers.
	+ The Old World and Mortal Empires campaigns have a Chaos Invasion. This causes some factions to gain stronger aversion towards certain others. Additionally, certain factions gain the Shield of Civilization trait giving them attitude bonuses towards each other.
Alliances

Factions with closely aligned goals may choose to form an **alliance** through diplomacy. Allied factions commit at least to defending one another from foreign attack (defensive alliance), and may optionally go to war together (military alliance). Significant diplomatic standing (positive attitude) must be built up between two factions before an alliance proposal is likely to succeed.

Diplomatic standing between factions may be improved by agreeing and sticking to non-aggression pacts and trade agreements, or via diplomatic gifts.

An alliance is automatically broken by one party declining to join a conflict they would otherwise be compelled to enter. It is also possible to be in alliances with multiple competing factions, which may lead to a situation where you have to choose sides and break one alliance in favor of another.

## Strategy

* While alliances can be helpful, enter any kind of alliance with care - and usually it's better to decline if you have any sort of reservations. Inspect the allied faction's surroundings, enemies, and relations, otherwise you will be likely dragged into a war you don't want and don't intend to prosecute, taking a hit to your diplomatic reputation when you decline to assist.
Master Necromancer

**Master Necromancer** is a **Vampire Counts** melee infantry unit in *Total War: Warhammer*. Drifting between the living and the dead, a Master Necromancer summons Undead minions to fight enemies on his behalf.

## Description

As a man follows the dark path of the Necromancer, he becomes ever more detached from his mortal roots. Morbidly questing after the secrets of death, a Necromancer deeply steeped in the lore of the dead stands on the threshold between worlds, neither wholly alive, nor one of the Undead. His body twisted with unholy power, his mind seared by the horrors he has witnessed, a Necromancer often has more in common with his lurching, moaning minions than with the living he seeks to slay.

### Abilities

* **Undeath Resurgent**
Arise! Do not falter! Do not crumble! Back to life once more!
* **Master of the Dead**
Necromancers can not only marshall the dead, but leech the power from any souls fleeing their mortal remains.
* **Crumbling**
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
* **Disintegrating**
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.

* **Spellcaster**
This unit can cast spells.
Lore of the Big Waaagh!

The Lore of the Big Waaagh! is a collection of magic spells that can be used by Greenskin Orc Wizards.

## Lore Attribute

### Power of da Waaagh!

 Boosted by the positive energies of fightin' Greenskins, all Spells of Da Big Waaagh increase in power.

* The Passive of the Lore, active mapwide on casting another spell.
* Inproved power recharge rate

# Spells

Lore of the Big Waaagh! spells can be only used by Greenskin Wizards

## Brain Bursta

 Projecting violence in a mental wave, the Shaman glowers at his target and lets loose a bolt of brain-melting force.

 Maximum Damaged Entities::

## 'Eadbutt

 A wave of green energy emanates outwards, forming a shockwave of power that assaults any unfortunate foe.

 Maximum Damaged Entities::

## 'Ere We Go

 As the Shaman chants, he leaks fighty-energy, boosting the fierceness and prowess of friendly units nearby.

 Maximum Damaged Entities::

## Fists of Gork

 In a fit of fighting fury the target unit becomes harder than iron, increasing both its attack and defence capabilities.

 Maximum Damaged Entities::

## Foot of Gork

 The Shaman implores the sky with wild gesticulations. The almighty green foot of the Orc god descends to crush the foe!

 Maximum Damaged Entities::

## Gaze of Mork

 Mork gives the Shaman the ability to project beams of coruscating energy from his eyes.

 Maximum Damaged Entities::
Jade Wizard FLC-Update

## ABOUT THIS CONTENT

1/3
## Jade Wizard

Practitioners of The Jade Order study Ghyran, the Lore of Life. Powerful healers, they travel the Empire offering their services to civilians and armies alike.

Spells
Lifebloom (Augment)
Replenishes hit points of friendly combatants map-wide whenever a Life spell is cast

Awakening of The Wood (Explosion)
Magical damage, large explosion area, reduces target’s speed

Flesh To Stone (Augment)
Improves armour of friendly targets

Shield of Thorns (Augment)
Area-effect, improves missile parry and weapon damage of friendly combatants

Regrowth (Augment)
Replenishes hit-points of friendly target combatants & Physical Resistance

Earth Blood (Augment)
Area effect, replenishes hit-points of friendly combatants

The Dwellers Below (Direct Damage)
Large explosion area, strong vs multiple combatants, reduces target speed, severe damage, chance to resist
Lincoln Loud: O Guru das Meninas

**Episódio**
Galeria
Transcrição

Lincoln Loud: O Guru das Meninas

Informação de produção

Código de produção
119a

Audiência
1.630.000

Créditos

Storyboard
Darin McGowan

Roteiro
* Whitney Wetta
* Sammie Crowley

Direção
Chris Savino

**Lincoln Loud: O Guru das Meninas** é um episódio de The Loud House.

Sinopse
Lincoln e Clyde devem começar um negócio para um projeto da escola e eles precisam de experiência das irmãs de Lincoln.

Enredo
Lincoln e Clyde estão fazendo tortas de chocolate para um negócio, mas as irmãs de Lincoln são chocólatras e não sobra nenhum chocolate para as tortas, assim, eles usam sal e vinagre no lugar do chocolate. Artie gosta uma torta e mariscos diz que as tortas de Clyde e Lincoln são repugnantes, forçando-os a mudar de rumo vendendo casas de passárinho. As casas de passarinho também não vão muito bem, porque quando um pássaro entra dentro da casa, a casa de passarinho cai sobre ele.
Em seguida, eles vêem que Luan ganhou $100 com a venda de animais de balão, levando-os a retomar a ideia, enquanto Liam está olhando para os animais do balão terrivelmente mal feitos, Lincoln dá-lhe conselhos para impressionar a garota que ele está apaixonado, o conselho parece ser bem sucedido, levando-os a chamar Lincoln de "Guru das Meninas", dando-lhe a ideia de vender o conhecimento das meninas.
Lincoln dá conselhos para os garotos com base em suas experiência passadas com suas irmãs. Mais tarde, Lincoln e Clyde veem os meninos que tentaram utilizar as técnicas de Lincoln falharem com as garotas. Isso leva a todos odiarem Lincoln e Clyde, prometendo causar-lhes dor na próxima vez que os ver.
Lincoln e Clyde, em seguida, deixam a escola, e correm para casa se escondendo em latas de lixo. Quando entram dentro da casa, as meninas Loud imediatamente questionam o que eles estavam fazendo, e quando Lincoln explica-se, elas riem histericamente com a ideia de Lincoln saber coisas sobre as meninas, dizendo que todas as meninas são diferentes, e o que funciona para elas não vai funcionar para a maioria das outras meninas. Lincoln, em seguida, perguntando o que fazer agora que seu negócio falhou, ouve o Sr. Loud dizer algo sobre jogar fora as tortas de Lincoln, dando-lhe uma ideia.
Clyde agora passa a vender as tortas de sal e vinagre para as pessoas se vingarem do "Guru das Meninas". Claro, todo mundo na escola adquire uma torta, e tacam em Lincoln com elas, terminando o episódio.

Elenco
Original* Grant Palmer como Lincoln
* Catherine Taber como Lori / Jordan
* Cristina Pucelli como Luan
* Jessica DiCicco como Lynn / Zach
* Grey DeLisle como Lana / Lola / Lily
* Lara Jill Miller como Lisa / Liam
* Caleel Harris como Clyde
* Brian Stepanek como Lynn Sr.
* Caitlin Carmichael como Kat
* Blake Bertrand comoFlat Tire
* Jacob Hopkins como Andrew
* Daniel DiMaggio como Artie
* Jeff Bennett como Coach Pacowski
* Susanne Blakeslee como Agnes Johnson
* Mason Vaughan como Papa Wheelie
* Sydney Mikayla como Joy
* Hannah Nordberg como Mollie
* Wyatt Griswold como Rusty Spokes (não creditado)
* Leni , Luna e Lucy não possuem falas nesse episódio.
Military alliance

Factions with closely aligned goals may choose to form an xalliance through diplomacy. Allied factions commit at least to defending one another from foreign attack, and may go to war together. The military alliance is the highest form of alliance short of confederation or vassalisation. It has several benefits:

* Allies share their lines of sight from both units and settlements.
* Allied armies will reinforce one another in battle automatically.
* Allies can coordinate their attacks on their mutual enemies. This is particularly useful when projecting power into less habitable areas.
Lore of the Wild

The **Lore of the Wild** is a lore of magic unique to the Beastmen.

## Spells

Wild spells can be only used these who know Lore of Wild

## Bray Scream

 This spell unleashes a howling roar of such intensity that it mashes brains and bursts eyeballs.

## Devolve

 The Bray-Shaman magnifies the savage and animalistic parts of the foe's psyche until they are nothing more than growling beasts.

 Maximum Damaged Entities::

## Mantle of Ghorok

 Ghorok was a legendary Minotaur, ferocious as a storm. His spirit-mantle is terrible but dangerous to the bearer.

 +44% Weapon Damage

## Savage Dominion

 The Bray-Shaman sends his mind winging into the wilds to possess a Cygor, then summons it to the battlefield.

## Traitor-Kin

 The Bray-Shaman drives a spear of wrath into enemy hearts, unlocking the beast within and causing them to turn against their own.

 Maximum Damaged Entities::

## Viletide

 This spell calls to the creeping things of the undergrowth, sending a swarm of spiders, centipedes and slug-beetles onto the foe.
Buildings

**Buildings** are built in settlements or encamped hordes to improve your empire and boost it in many different ways, from generating money and income, to recruiting new military units.

## Buildings by race and faction

* Dwarfs Buildings
* The Empire Buildings
* Greenskins Buildings
* Vampire Counts Buildings
* Warriors of Chaos Buildings
* The Beastmen Building
* Wood Elves Buildings
* Bretonnia Buildings
* Norsca Buildings
Lord (Dwarfs)

**Lord (Dwarfs)** is a **Dwarfs** Lord in *Total War: Warhammer*. In battle, the Dwarfen Lord gets lost in the melee with hammer in hand, strong as a dozen Dwarfen soldiers.

## Description

The leaders of a Dwarf throng are its Lord and Thanes. These are the most powerful fighters in the army, fell-handed warriors equipped with the finest arms and armour of the Clan's weapon hoard. As a rule, Dwarf Lords and Thanes are a grim sort, for they are leaders of a dour people. Upon their broad shoulders is carried the weight of untold debt - the inherited grudges of a long-suffering and unforgiving race. It is their lot to avenge all wrongdoing to their Clan, Hold or race, not just in the present, but also for all time. Failure to redress an injury from antiquity is particularly galling, an act of disrespect to the much-revered ancestors. While Dwarfs are notably an infantry force, there are a few exceptions among their leaders; some Lords are carried into battle by Shieldbearers - stout warriors who serve their liege by hefting a shield as a fighting platform. This is common amongst Dwarfs of the southern Holds and has been continued elsewhere, notable by King Alrik Ranulfsson of Karak Hirn. In other Clans, especially northern ones, Lords and Thanes prefer to fight atop Oath Stones, rocks upon which runes are struck - listing out the Clan's honour, or perhaps the Lord's lineage or deeds. The stone is a symbol of their homeland, a piece of their Dwarfhold made manifest.

### Abilities

* **Deadly Onslaught**
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
* **Foe-Seeker**
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
* **Stand Your Ground!**
On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.

* **Armoured & Shielded**
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
* **Charge Defence Against All**
When standing and bracing against a charge this unit will negate the enemy's charge bonus.
* **Melee Expert**
Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
Campaign controls

## Total War Warhammer Hotkeys / Keyboard Shortcuts Guide

Our Total War Warhammer Hotkeys / Keyboard Shortcuts guide provides you with all the keyboard shortcuts/hotkeys that you can utilize to micro-manage things in the heart of the battle.

Universal Controls

* Toggle Sound Effects – Alt + X
* Toggle Music – Alt + M
* Select All – Ctrl + A
* Select Next – Period
* Select Previous – Comma
* Current Selection and Order Cancel – Backspace
* Standard Ping – Ctrl + F5
* Chat Panel On – Y
* Chat Panel Off – Esc

Camera Controls

* Move Forward Fast – Numberpad 8
* Rotate Up – V/+
* Rotate Down – C/-
* Camera Up – X/\*
* Camera Down – Z or /
* Accelerate – Page Up
* Decelerate – Page Down
* Rotate Left – Q/Num 4
* Rotate Right – E/Num 6
* Scroll Left – A/Num 1
* Scroll Right – D/Num 3
* Step Forward – W/Num 5
* Step back – S/Num 2
* Increase Camera Rotation – Shift + Page Up
* Decrease Camera Rotation – Shift + Page Down
* Intelligent Zoom – N
* Third-person Camera – Insert
* Toggle Unit Camera – Delete
* Show Tactical Map – Tab

Campaign Map

* Show Selected Overview – 1
* Show Garrison – 2
* Show Unit Recruitment – 3
* Show Hero Recruitment – 4
* Show Diplomacy – 5
* Show Faction – 6
* Show Finance Panel – 7
* Show Technologies – 8
* Show Objectives – 9
* Show Book of Grudges – 0
* End Turn Enter/Num Enter
* Toggle Move Speed – Space
* Disband Current Selection – Ctrl + P
* Create/Select unit group 4 – Ctrl + 4/4
* Create/Select unit group 5 – Ctrl + 5/5
* Create/Select unit group 6 – Ctrl + 6/6
* Create/Select unit group 7 – Ctrl + 7/7
* Create/Select unit group 8 – Ctrl + 8/8
* Create/Select unit group 9 – Ctrl + 9/9
* About Face – J
* Increase Unit/Group Width – Ctrl + Up
* Reduce Unit/Group Width – Ctrl + Down
* Step Unit/Group Backwards – Down
* Step Unit/Group Forwards – Up
* Rotate Unit/Group – Left Ctrl + Left
* Rotate Unit/Group – Right Ctrl + Right
* Strafe unit left – Left
* Strafe unit right – Right

Selection Controls

* Select All Artillery Units – Ctrl + B
* Select All Melee and Infantry Units – Ctrl + I
* Select All Cavalry Units – Ctrl + C
* Select All Missile and Infantry Units – Ctrl + M
* Deselect all – Enter
* Pan to Lord – Home

Game/UI Controls

* Cycle Battle Speed – T
* Show Unit Orders – Space
* Toggle Unit Information – I
* Toggle UI visibility – K
* Toggle UI (with Borders) – Alt + K
* Toggle Pause – P

Unit/Group Control

* Group/Ungroup Units – G
* Toggle Locked Group – Ctrl + G
* Toggle Melee Mode – F
* Toggle Unit Speed – R
* Pan to unit – End
* Special Ability Slot 1 – Alt + 1
* Special Ability Slot 2 – Alt + 2
* Special Ability Slot 3 – Alt + 3
* Special Ability Slot 4 – Alt + 4
* Special Ability Slot 5 – Alt + 5
* Special Ability Slot 6 – Alt + 6
* Create/Select unit group 10 – Ctrl + 0/0
* Create/Select unit group 1 – Ctrl + 1/1
* Create/Select unit group 2 – Ctrl + 2/2
* Create/Select unit group 3 – Ctrl + 3/3
Grey Wizard FLC-Update

## ABOUT THIS CONTENT

1/3
Grey Wizard
Disciples of the College of The Grey Order, Grey Wizards study Ulgu, The Lore of Shadows. It is an illusive Lore that twists the minds of its targets.

Spells

Smoke & Mirrors (Augment)
Map wide speed boost for friendly troops

Melkoth’s Mystifying Miasma (Direct Damage)
Strong vs multiple combatants, slows movement speed

The Enfeebling Foe (Hex)
Reduces target’s melee attack and melee defence

The Withering: (Hex)
Reduces target’s armour and leadership

The Penumbral Pendulum (Direct damage – wind)
Magical damage, large area of effect, strong vs multiple units

Pit of Shades (Vortex)
Magical damage, large explosion area, strong vs multiple units, disrupts units

Okkam’s Mindrazor (Augment)
Imbues bonus magical damage and bonus armour-piercing damage
Mousillon

Category:

**Mousillon** is a minor Vampire Counts faction in *Total War: Warhammer*. In the Grand Campaign, Mousillon is geographically separated from the other Vampire Counts factions - it lies in the west, surrounded by Bretonnian factions. Mousillon starts out controlling the city and region of Mousillon within the Lyonesse Province.

In the lore, Mousillon is a fallen city of Bretonnia with a dark reputation, stripped of its dukedom in days past. The city has been the lair of vampires and necromancers in the past, and the Black Knights of Mousillon who never lift their visors are rumoured to be undead.
Non-aggression pact

A **non-aggression pact** may be agreed between two factions via diplomacy as a statement of mutual trust. It is usually the first step in building relations towards trade and, eventually, an alliance.

A faction breaking a non-aggression pact will incur significant diplomatic penalties which make it less likely that other factions will trust them in future.
Lore of Death

The Lore of Death is a collection of magic spells that can be used by Certain Wizards.

## Spells

Death spells can be only used these who know Lore of Death

## Doom and Darkness

 Spirits of the departed assail the Wizard's foes, sapping their resolve and causing dread among their numbers.

## Soulblight

 Harnessing the sickly power of Shyish, the Wizard weakens his foes' will to survive the battle.

 -22% Weapon Damage
## Aspect of the Dreadknight

 An invisible aura of horror surrounds the Wizard's allies. Only the bravest foes now stand before him.

 Can Cause Terror
## Spirit Leech

 The Wizard extends an ebon hand towards the chosen foe, leeching its spirit through tainted sorcery.

## The Purple Sun of Xereus

 A colossal orb of purple-edged darkness materialises - those who do not escape its crystalline touch are doomed for eternity!

## The Fate of Bjuna

 Following the fate of the unsmiling warrior, Bjuna, the target of the caster’s ire will laugh himself to death.
Attrition

**Attrition** causes armies to take casualties if they move through hostile terrain such as snowy wastes,

deep ocean, deserts and swamps. Additionally, corruption and some other factors can cause attrition.

Any attritional effects present in an area on the campaign map can be seen on the tooltip shown when the cursor is held there.

Factions of the race of vampires will suffer attritional casualties when moving through non-vampiric territories, and vice-versa.

Terrain should not be confused with climate.
Norscan Peninsula

**Norsca** or the **Norscan Peninsula** is a region in the far north, a cold and mountainous peninsula which is home to many dangerous beasts. Norsca is inhabited by the Norscans, hardy Chaos-worshipping humans. Due to the cold climate and wild monsters, armies take attrition in Norsca (except Warriors of Chaos and Norscan armies). Only Norscan factions can colonize/occupy settlements in Norsca. Due to its northern location, Norsca experiences high levels of Chaos Corruption and high Winds of Magic.

The Norsca region appears in the Old World campaign (from Total War: Warhammer) and in Mortal Empires in its entirety. In the Eye of the Vortex Campaign (from Total War: Warhammer 2) only a small part of it appears. It does not appear in either the Season of Revelation mini-campaign or the Beastmen mini-campaign Eye for an Eye.

In TWW2, Norsca has a Chaotic Wasteland climate while nearby areas are Frozen and Mountain. In Mortal Empires, province capitals in the Norscan Peninsula have only 6 building slots, in contrast to 8 for most other province capitals in the campaign.

Norsca has 7 provinces:

* Mountains of Hel - starting location for Wintertooth playable subfaction.
* Vanaheim Mountains
* Goromandy Mountains
* Trollheim Mountains
* Helspire Mountains
* Mountains of Naglfari
* Ice Tooth Mountains - starting location for the Norsca playable faction.

The Gianthome Mountains and Troll Country are nearby.

Ironfrost Glacier and Aghol Wastelands are similar provinces.
Blood for the Blood God

## ABOUT THIS CONTENT

**Total War™: WARHAMMER® – Blood for the Blood God**

”I will slay you for my master. Blood beyond measure will I spill upon the battlefields of the world.”
-Marius Hollseher, Liber Malefic

From the frigid climes of Norsca to the arid wastes of the southern Badlands, The Old World echoes to the joust and jostle of ceaseless war. As each race struggles to establish its dominion – or merely to survive in this age of strife – there is but one certain outcome: blood will flow!

Blood for The Blood God brings a number of gory new mature-rated effects to Total War: WARHAMMER.

* Blood spurts
* Gory spatter on unit models
* Limb and head dismemberment (humanoids and non-legendary characters)
* Zombies, skeletons and Grave Guard may continue to fight after dismemberment!
* Explosive Gibbing from deadly mid-torso strikes
* Blood-drenched UI elements
* New random, global campaign events that generate greater carnage in battle

Once downloaded, Blood effects can be enabled in the Advanced Graphics Settings of Total War: WARHAMMER.

Please note that depending on your country of residence, Blood for the Blood God may raise the age rating of the main game.
Leadership

## Routing

The leadership state of a unit is shown on its tooltip. A unit’s banner flashes and then turns white when it wavers and routs. Units can be demoralised by allies routing, meaning that a leadership failure can propagate across an army. Some of the most effective methods of routing include:

* Encirclement: A unit attacked from more than one side will lose resolve much faster than if only engaged from the rear. Use rear ranks to encircle and attack.
* Cavalry charges: Several hundred kilograms of horse, rider, and armor crashing into someone will put a dent in morale. Shock cavalry excels at breaking enemy lines. Unless they have pointy things.
* Lords falling in battle. This has enough impact to potentially send the whole army packing.
* And, of course, terror and fear.

## Routing

The leadership state of a unit is shown on its tooltip. A unit’s banner flashes and then turns white when it wavers and routs. Units can be demoralised by allies routing, meaning that a leadership failure can propagate across an army. Some of the most effective methods of routing include:

* Encirclement: A unit attacked from more than one side will lose resolve much faster than if only engaged from the rear. Use rear ranks to encircle and attack.
* Cavalry charges: Several hundred kilograms of horse, rider, and armor crashing into someone will put a dent in morale. Shock cavalry excels at breaking enemy lines. Unless they have pointy things.
* Lords falling in battle. This has enough impact to potentially send the whole army packing.
* And, of course, terror and fear.

## Rallying

Routing units may be rallied by the army Lord, or they may rally of their own accord. Units that are **routing** from the battlefield may rally and begin responding to orders again once they have retreated a safe distance from the enemy.

A unit will not rally if there is no Lord present, or if its leadership state becomes shattered.

The rally ability of the Lord may also be used to raise the leadership of routing units close-by, so that they may return to the action. The rally ability is best used when the routing units are safe from immediate danger.

## Related attributes

**Can Cause Fear**: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

**Can Cause Terror**: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

**Undead**: The unit is Undead (does not rout, immune to terror, becomes unstable when is low). It will suffer from attrition when moving through territory not owned by the Undead.

**Immune to Psychology**: The unit is immune to psychological attacks (fear and terror).

**Unbreakable**: This unit does not suffer any form of leadership loss and will never rout.