recursal/Fanatic-Fandom huggingface dataset:
River Troll

A semi-aquatic species, River Trolls dwell within large rivers, lakes and other such large bodies of water. One of the larger species of Troll, with their bulls often being of colossal size, their hide is covered in a thick slimy layer that deflects blows. Territorial and renown for tipping boats they are avoided by all who spot them.

River trolls usually live in family groups, a large elder Bull presiding over groups of 5 to 15 females and young. Rather than swim, river trolls tend to wallow in shallow water, their massive bulk making it impractical to swim for extended periods of time. Due to their territorial nature, massive size, and poor eyesight bull River Trolls can be extremely dangerous when provoked, charging blindly at anything that presents even the slightest threat to it's brood.

Because of this, younger males tend to live alone, sheltering under bridges and rocky outcrops until they are old enough and large enough to challenge an established bull for territory and mates. River trolls are omnivorous, devouring fish, foliage, crops and even livestock, and are more than just an annoyance for any settlers who have placed their dwellings near to their resident waterholes.

## Famous River Trolls

### Old Grogg

The venerable river troll that inhabits the waters under Troll Bridge.
The Credent Plate

**The Credent Plate** is a set of Tier 2 Terminator Armour that has the Anchored passive.

## Overview

The Credent Plate is a unique set of Armour that has no other variants. It provides +3 HP and +3 Armour by default, and also grants the Anchored passive, preventing Damage falloff for Ranged Weapons. When upgraded, the Max HP and Armour increase to +5 and +4 each.

It is the only item in the game that grants the Anchored bonus. The only Ranged Weapons usable with Terminator Armour currently are Storm Bolters and Psycannons, combining well with ones that have high overall Damage or Range, such as the Sister's Tear or Elrin's Oath.

It also has very high defensive stats, only beaten by Armour sets focusing on these, such as The Silver Carapace or Will of the Aegis.
Titans Wrath

For the Tier 1 version, see Doom Lance.
For the Tier 2 version, see Lightsinger.

The **Titans Wrath** is a Tier 3 Halberd that specializes in First Strike.

## Overview

The Titans Wrath is the final version of the Lightsinger and Doom Lance. It has the same 5 base Damage, but its First Strike Auto has increased again to a guaranteed 100%. When upgraded, its Damage can now be increased to 6 total, along with the same 2 uses per turn and Knockback upgrades the previous version had.

This is a mostly incremental improvement over the Lightsinger, mainly making the First Strike completely consistent, and increasing the Damage to match other Tier 3 Halberds. The only difference in how it functions is that now First Strike can be entirely relied on to deal damage and potentially counter melee attacks.
Manticore

Manticores are highly dangerous creatures, thought by scholars to have originated from the dark and twisted lands of Gaulag.

They resemble great hunting cats, with the heads of men and the tails of scorpions, with which they use to spear their prey. They are agile and lithe beasts, with sharp teeth and claws, and manes full of needle sharp spines to protect themselves from attack. A Manticore is a vicious hunter of men, and as such is a deadly monster to encounter upon your adventures.
Solaris

For the Tier 3 version, see Ferocity.

The **Solaris** is a set of Tier 2 Falchions that can afflict Pinned.

## Overview

The Solaris is a midgame weapon for limiting enemies' actions. It has 5 base Damage and +10% Crit chance, but also comes with the Pinned effect, granting a 25% chance to remove 1 Action Point from a target each turn. When upgraded, Force Strike gains a 50% chance to also afflict Pinned, the Crit chance increases to +20%, and the base Pinned chance also increases to 50%.

As this can only trigger once per turn, this means you'll only be removing 1 Action at most. This could be useful for larger targets or bosses, where you want to limit their effectiveness. Otherwise this is a relatively average set of Falchions for this tier.
Storm Shield

The **Storm Shield** is a ranged weapon exclusive to Paladins.

## Overview

The Storm Shield is categorized as a "ranged" weapon, but actually functions more like an additional piece of Armour. It deals no direct damage, focusing more on passive buffs for the Paladin.

Equipping it means giving up on most of your ranged damage output, but potentially allows the Knight to withstand large amounts of damage while taking little to no injuries.

## Abilities

### Defend Position

Defend Position is the main ability of the Storm Shield, granting two effects. The first is that it temporarily increases the Paladin's Armour by 3 until the next turn, similar to Aegis Shield. This can be increased to 5 Armour with Paladin abilities, or 8 with a Warp Charge ability.

The second effect is that it creates a 3-unit wide Zone, where the first enemy to move in this area gets knocked back. This area can be further increased to 4 units with another Paladin ability. It does 0 Damage and can only trigger once per turn. This differs compared to the ability found on Blightlord Champions, which does deal Damage and has a wider overall radius.
Stave of Hope

For the Tier 2 version, see Law's Balance.
For the Tier 3 version, see Fortitude.

The **Stave of Hope** is a Tier 1 Warding Stave that specializes in Resistance.

## Overview

The Stave of Hope is a low-level weapon that only offers a slight stat buff. It is identical to the default Warding Stave, except that it starts with +15% Resistance. When upgraded, this increases to +30% total Resistance.

This makes for a very small improvement over the default version, as +30% is still somewhat unreliable. Additionally, it is unlikely that players will have access to weapon upgrades before finding better alternatives, so it will be mostly limited to the base +15% bonus, further degrading its effectiveness.
Vortimer's Hand

For the Tier 1 version, see Doomfist.

The **Vortimer's Hand** is a Tier 2 Doomfist that specializes in Stun power.

## Overview

The Vortimer's Hand is an upgraded vesion of the Doomfist for the Dreadnought. It has a higher base Damage for Melee and **Heavy Flamer** Attacks, and increased Stun power. Upgrading it further increases Stun, and extends the **Heavy Flamer'**s Range.

Its advantages compared to other Tier 2 Left Arm Weapons are that it has an extrmely high Stun value, as well as a respectable Range on its **Heavy Flamer** ability. Its downsides are that its Damage is only average, and like all Dreadnought Melee options, it cannot move and attack in a single action.
Truebolt

For the Tier 2 version, see Heretic's Lament.
For the Tier 3 version, see Traitor's Due.

The **Truebolt** is a Tier 1 Storm Bolter that specializes in Range.

## Overview

The Truebolt is an early weapon with some small improvements over the base model. Its main feature is its increased Range of 12, which can later be upgraded to a maximum of 15. It also comes with a Crit Damage bonus of +1 by default.

Unlike most Tier 1 weapons, the Truebolt has most of its improvements as standard, only having a single upgrade option. This makes it a solid choice in the early game when the player probably won't have access to upgrades until after they've already started finding better Tier 2 variants.
The Brave

**The Brave** is a Tier 1 Crozius Arcanum that specializes in Crits.

## Overview

The Brave is a low-tier weapon that is immediately available in the Armoury when starting a new campaign. It is identical to a default Crozius, except that it also comes with a +1 Crit Damage bonus. It has no further upgrades.

This serves as an alternative to the default version when the player unlocks a Chaplain for the first time. For low-level Knights with no other Crit modifiers, the Damage bonus only comes into effect when using abilities like Hammerhand.
Thunder of the Ancients

For the Tier 1 version, see Plasma Cannon.

The **Thunder of the Ancients** is a Tier 2 Plasma Cannon that specializes in Blast Attacks.

## Overview

The Thunder of the Ancientsis an upgraded version of the Plasma Cannon for the Dreadnought. It has increased Damage, and a greater total Ammo count. Upgrading the weapon further increases these bonuses.

As a Tier 2 Right Arm Weapon, it can apply damage over a wide Area, and is the only option with Knockback. Its disadvantages are that it has the lowest base Damage value, and one of the shortest effective Ranges.
Traitor's Ruin

For the Tier 1 version, see Carnage.
For the Tier 2 version, see Saevus.

**Traitor's Ruin** is a Tier 3 Power Sword that specializes in Damage.

## Overview

Traitor's Ruin is a weapon added in the Execution Force DLC for the Eversor Assassin class. It has significantly increased Damage, but is otherwise identical to the default Power Sword. Upgrading it improves the Damage even further, and also adds a modest Crit chance bonus.

It has the highest base Damage out of any Power Sword, and the Crit modififier allows it to trigger **Precision Targeting** more regularly. Compared to its predecessor, the Saevus, it actually has a lower potential Crit chance, as it is lacking that weapon's unique **Eviscerate** upgrade.
Valiant Disruption

For the Tier 1 version, see Steel of Storms.

The **Valiant Disruption** is a Tier 2 Psilencer that specializes in Scattershot.

## Overview

The Valiant Disruption is a midgame weapon that improves on the Steel of Storms. It starts with 5 base Damage, along with the 5 Ammo and 12 Range of its predecessor. The upgrades are improved though, with the Ammo increasing to a maximum of 7, and the Scattershot Arc reaching 75 total.

Due to Scattershot granting +1 Damage every 2 Ammo, the increased Ammo capacity doesn't actually increase the bonus on its own. When combined with Purgator abilities or the Expanded Magazine item though, this can be enough to reach a new threshold. With all of the above, a Knight can get up to 12 Ammo, allowing this weapon to reach 11 Damage with Scattershot.
Tauma's Salve

For the Tier 2 version, see Lifegiver.

The **Tauma's Salve** is a Tier 1 Narthecium that specializes in Battlefield Medicine.

## Overview

The Tauma's Salve is an early-game weapon that improves on the Narthecium's core ability. It is identical to the default version, but its Battlefield Medicine ability heals for 6 damage. When upgraded, this improves further to 7 damage healed, and it gains a buff that extends the Apothecary's Biomancies for an additional turn.

This is a more of a supportive tool, allowing Knights to heal large amounts of damage for the 2 Willpower cost. It has the same downsides as the default Narthecium though, namely that it has one of the lowest Damage values in the game.
Skullseeker

**Skullseeker** is a Tier 3 Power Sword that specializes in Crits.

## Overview

Skullseeker is a weapon added in the Execution Force DLC for the Eversor Assassin class. It has slightly increased Damage, as well as a significant Crit modifier. Instead of the default Bleed Affliction, it has the **Augmented Hematosis** property, granting significantly increased Bleed for Crits. Upgrading it further increases the Crit chance and **Augmented Hematosis** bonuses, as well as adding a unique bonus to **Eviscerate**, lowering its HP cost.

It has the highest Crit chance for any Power Sword, almost double most alternatives. However, it cannot Afflict Bleed with standard attacks. It improves the Eversor Assassin's **Hematosis** ability, which adds Bleed when they Crit a target. Even with this condition, it still applies less Bleed than The Crimson Blade at Tier 2.
Warpscourge

For the Tier 2 version, see Warpscorn.

**Warpscourge** is a set of Tier 1 Terminator Armour that specializes in preventing Warp Surges.

## Overview

Warpscourge is an early-game set of Armour that has a unique ability. It provides +2 Armour by default, grants +1 Willpower, and also has the Warp Suppression passive, which prevents the Knight's Psychic Abilities from increasing Warp Surge. When upgraded, the Armour increases to +3, and Willpower to +2 total.

It is ideal for Knights that use a lot of abilities, such as the Librarian class, providing a modest Willpower boost, and also preventing excessive ability use from driving up the Warp Surge meter. It is an otherwise average set of Armour with no major downsides.
Ruthless

**Ruthless** is a Tier 2 Executioner Pistol that has the Snap Fire Auto.

## Overview

Ruthless is a weapon added in the Execution Force DLC for the Eversor Assassin class. It has a moderate Crit chance bonus, and comes with the **Snap Fire** Auto, giving the shooter a chance to gain an Action Point if they Crit with a Ranged Attack. Upgrading it increases the Crit modifier further, and improves the chance for **Snap Fire** to trigger.

It has one of the highest Crit chances for Executioner Pistols, matched only by the Tier 3 Deadheart. It is intended for units that take a lot of standard shots, giving them a chance to regain Action Points. Because Eversor Assassins get abilities to increase the Uses per Turn for Autos, this can potentially trigger more than once for high-rank units.
Arcanid Queen

At the heart of an Arcanid nest sits the bloated Queen surrounded by her chittering children. Grown fat and massive on the prey brought by her brood, some Queens rival Dragons in size and power.

Arcanid Queens can live for hundreds of years and plot incessantly ways to grow their dominion. Sending their children far and wide to hunt, an Arcanid Queen can spread her sinister influence over vast areas of land. They are intelligent, fast and wield a corrupted form of magical power; it will take a very prepared Warband to take one down.
Wargear

**Wargear** are special items that Knights can equip to augment their capabilities in Warhammer 40,000: Chaos Gate - Daemonhunters. They are split into three categories, **Grenades**, **Servo Skulls**, and **Equipment**. Each Knight has one Wargear slot by default, but specialized slots can also be added through various Armour and class abilities.

## Grenades

Grenades are the standard Wargear option. Tier 1 Frag Grenades are available by default, and this is the item that most Knights will come equipped with when they arrive. Other options need to be unlocked through Requisitions.

Each Grenade has a single charge by default, can be thrown up to Range 10, and costs only one Action Point to use. Various aspects of Grenades, such as Damage, Area, Range, and Ammo, can be improved through Armour or class abilities.

## Servo Skulls

Servo Skulls usually provide support-based abilities, and don't tend to damage enemies directly. Tier 1 Medicae Skulls are available by default, with other options becoming available through Requisitions, Research, and Apothecary abilities.

Most Skulls have a limited number of uses, and are used at range to provide various buffs or effects. Their usage can be improved with the Prodigy's Ward series of Power Armour, and various Apothecary abilities.

## Equipment

Equipment provides passive bonuses to the Knight, enhancing their capabilities in certain aspects. Tier 1 Sacred Incense is available by default, with other options becoming available through further Requisitions.

## Servitors

Servitors are a unique Wargear option for the Techmarine class. Their default unlock is the **Tier 1** Multi-Melta Servitor, with later Tiers and alternative options being purchased with Archeotech.

Each Servitor can only be used once per turn, but otherwise does not have any other limitations, provided they are not destroyed. They are generally used to customize the Techmarine's combat abilities, providing options such as **Overwatch**, **Support Fire**, or other, more specialized effects.
Starstrike

For the Tier 1 version, see Starbrand.

**Starstrike** is a Tier 2 Phase Sword that specializes in Crits.

## Overview

Starstrike is a weapon added in the Execution Force DLC for the Callidus Assassin class. It has a moderate Crit modifier, and comes with the **Righteous** Auto, giving the unit a chance to gain an Action Point when they get a Melee Attack Crit. Upgrading it increases both the base Crit chance, and the chance to trigger **Righteous**.

It has one of the highest Crit chances for a Phase Sword, only slightly below the Tier 3 Necromite. It is also the only one with the **Righteous** Auto, offering it a greater degree of action economy than most alternatives. Its main downside is that it has one of the lower base Damage values, being identical to the default version of the weapon.
Triumph of Will

For the Tier 1 version, see Mantle of Will.
For the Tier 2 version, see Credenda of Will.

**Triumph of Will** is a set of Tier 3 Power Armour that specializes in Willpower.

## Overview

Triumph of Will is the last version of the Credenda of Will and Mantle of Will. The HP bonus provided is now +4, and it starts with a +3 Max Willpower bonus, and the same +10% Focus as before. When upgraded, the Willpower improves further to a total of +5, the Focus increases to +20%, and it gains the Immunity to Drained effect that the previous version had.

This ends up being an incremental improvement over the Credenda of Will, only gaining small bonuses to HP, Willpower, and Focus. The most noteworthy difference is actually to Focus, as it's doubled to +20%, and now offers a decent bonus to Auto and Affliction builds when combined with other items.
Vindication in Glory

For the Tier 1 version, see Redemption.

The **Vindication in Glory** is a Tier 3 Narthecium that specializes in damage to Organic targets.

## Overview

The Vindication in Glory is a late-game weapon that functions as an improved version of the Redemption. It starts with 4 base Damage, and comes with +2 Damage and +25% Crit boosts against Organic targets. When upgraded, these increase to +4 Damage and +50% Crit respectively.

While the base Damage of this weapon is below-average for its tier, the improvements against Organic targets are notable. The overall damage is doubled, and a +50% Crit bonus will allow this weapon to regularly trigger Precision Targeting for more bonuses. The main downside is that in the late-game, many of the common will count as Daemonic or Mechanical, limiting this weapon's effectiveness.

## Trivia

* There is no Tier 2 variant of this weapon, it jumps straight from Tier 1 to 3.
Titan's Fury

For the Tier 2 version, see Serpent's Breath.

The **Titan's Fury** is a Tier 3 Incinerator that specializes in Area.

## Overview

The Titan's Fury is an improved version of the Serpent's Breath. Compared to the former, it starts with the same 7 Range that the previous version had when upgraded, but it also has an increased base Damage of 5, and Promethium Spray has increased to 75 Arc and 6 Range. When upgraded, the weapon's base Arc increases to a total of 75, and the Promethium Spray once again gets a Duration of 2 Turns.

This weapon has the largest cone when compared to other Incinerators. While the Range is still less than even the shortest Storm Bolters, the weapon can cover a wide Arc with both its standard attacks and Promethium Spray. Like the Serpent's Breath though, it's still limited to only 2 Ammo, which also reduces the effectiveness of Flames of Purity.

## Trivia

* This weapon has nearly identical stats to the Galan's Anima, differing only in Ammo, Promethium Spray Range, and lacking a base Burning Affliction.
Stealthsuit

The **Stealthsuit** is a default set of Armour for Vindicare Assassins.

## Overview

Stealthsuits are an Armour type added in the Execution Force DLC. It is a light Armour set that functions similarly to the Power Armour sets found on other classes. They generally enhance the user's mobility, but provide almost nothing in the way of defense.

It comes with two properties - **Stealth**, which allows the user to avoid sources of Ranged Damage, and **Enhanced Mobility**, which allows them to navigate the environment more easily.

## Abilities

### Stealth

Stealth is an ability that allows the user to avoid sources of Ranged Damage for one turn. When used, it has a 6 Turn cooldown, and it does not have an effect on Melee Attacks or Autos.

It is useful for situations where the unit is pinned down, by Overwatch or Suppression, and needs to relocate in order to act. It can also be used pre-emptively, if the user is in an exposed position where they would otherwise be shot next turn.

### Enhanced Mobility

Enhanced Mobility is a passive that grants the user the ability to navigate obstacles and the terrain more easily. Users with this ability can leap across gaps, and scale vertical walls, to cover ground more quickly than their counterparts.

This enables them to reach areas that would otherwise require long detours, making it useful on missions that involve a time limit, such as Bloomspawn Spreader missions, or to reach targets that would otherwise be out of reach.
Song of Purity

The **Song of Purity** is a Tier 1 Incinerator that can afflict Purge.

## Overview

The Song of Purity is a low-tier weapon that is immediately available in the Armoury when starting a new campaign. It is identical to a default Incinerator, except that it also has a 25% chance to afflict Purge, causing the target to lose all of its mutations. It has no further upgrades.

Because Incinerators cannot crit, this weapon has a different bonus when compared to most other marketing weapons. Because mutations in the early-game are infrequent, largely limited to Warp Surges or abilities used by the Apostate Preacher, the bonus on this weapon is somewhat situational.
Will of the Flame

For the Tier 2 version, see Heart of the Flame.
For the Tier 3 version, see Keeper of the Flame.

**Will of the Flame** is a set of Tier 1 Power Armour that specializes in Grenades.

## Overview

Will of the Flame is an early-game set of Armour. It provides +2 Max HP, and grants +1 Damage when using Grenades. When upgraded, the Max HP increases to +4 total, and it also gains a +2 Range bonus for Grenades.

This is a strong Armour set when using offensive Grenades, especially on Purgators or Purifiers specializing in their use. Both classes have abilities for increasing the number of Grenades carried and blast size, allowing the bonuses on this Armour to be even more effective.
Valdar's Discipline

For the Tier 2 version, see Ogen's Discipline.
For the Tier 3 version, see Gorvan's Discipline.

**Valdar's Discipline** is a set of Tier 1 Power Armour that specializes in a mix of Hit Points and Willpower.

## Overview

Valdar's Discipline is an early-game set of Armour offering several bonuses. In its base form, it only provides +4 Max HP. When upgraded, this bonus increases to +6 HP, and it gains +1 Willpower.

This acts as a compromise between the Prodigy's Plate and Mantle of Will Armour sets. It is identical to the former, except it grants a point of Willpower instead of Armour. Compared to the Mantle of Will, it has more HP, especially when upgraded, but has signficantly less Willpower, and requires upgrades to access it.
Veil of M'Shen

For the Tier 1 version, see Epiphany.
For the Tier 2 version, see Shadoward.

**Veil of M'Shen** is a Tier 3 Synskin Bodyglove that specializes in Armour.

## Overview

Veil of M'Shen is a set of Armour added in the Execution Force DLC for the Callidus Assassin class. It provides moderate HP and Armour bonuses by default. Upgrading it further increases the HP and Armour, and also adds an extra Wargear Slot.

It provides both the most HP and Armour out of any Synskin Bodyglove, and is the only one that provides a general Wargear Slot. This makes it a very strong defensive option, as well as providing a decent amount of flexibility. Otherwise, it has no major downsides, offering a good all-around Armour option.
The Argent Mace

For the Tier 1 version, see Absolution.
For the Tier 2 version, see Catechism.

**The Argent Mace** is a Tier 3 Crozius Arcanum that specializes in the Vulnerable Affliction.

## Overview

The Argent Mace is the final version of the Catechism and Absolution. Compared to the former, it now has an increased base Damage of 5, as well as the same +2 Damage for Force Strikes, 50% chance to afflict Vulnerable, and +10% Crit modifier as before. When upgraded, the base Damage increases again to 6, the Duration for Vulnerable increases to 3 Turns, and the Crit modifier becomes +20%.

This is a relatively minor improvement over the Catechism, as the weapon only gains +1 Damage, +10% Crit chance, and +1 Turn for the Vulnerable Affliction by comparison. The increased Duration is only really relevant for the toughest targets, as most of the common enemies can usually be finished off in one to two turns.
Sorrow

The **Sorrow** is a set of Tier 2 Falchions that specialize in attacking downed targets.

## Overview

The Sorrow is a unique weapon, and has no other variants. Its starting stats are identical to a standard set of Falchions, but it comes with the Righteous Auto, which has a 50% chance to give +1 Action Points when the Knight get a Melee Crit. When upgraded, it gets 5 total Damage, +3 Damage from Force Strikes, and an additional use of Righteous each turn.

Due to its low base Crit chance of +5%, this weapon is designed around getting Crits from attacking Stunned targets. In practice, this usually means gaining an extra Action Point from executions. There's still the possibility of triggering Righteous with regular strikes though, especially if you build for Crits, and this weapon also has one of the highest Damage values for a set of Tier 2 Falchions.
The Silver Carapace

For the Tier 1 version, see The Bronze Carapace.
For the Tier 3 version, see The Gold Carapace.

**The Silver Carapace** is a set of Tier 2 Terminator Armour that specializes in Hit Points.

## Overview

The Silver Carapace is an intermediate Armour set that improves on The Bronze Carapace. It now provides +4 Max HP by default, in addition to the same +2 Armour as before. With upgrades, these bonuses increase to +7 Max HP, and the same +4 Armour as its predecessor.

Unlike The Bronze Carapace, players will likely have access to upgrades at this point, allowing them to make full use of this Armour's strengths. Like before, it boasts unmatched defensive stats, with only the Will of the Aegis and The Credent Plate providing similar levels.
The Salve

**The Salve** is a Tier 1 Narthecium that specializes in Crits.

## Overview

The Salve is a low-tier weapon that is immediately available in the Armoury when starting a new campaign. It is identical to a default Narthecium, except that it also has a +1 Crit Damage bonus. It has no further upgrades.

This serves as an alternative to the default version before the player is able to unlock other variants. For low-level Knights with no other Crit modifiers, the Damage bonus only comes into effect when using abilities like Hammerhand.
Titan's Aegis

For the Tier 1 version, see Mark of the Aegis.
For the Tier 2 version, see Power of the Aegis.

**Titan's Aegis** is a set of Tier 3 Power Armour that specializes in Armour.

## Overview

Titan's Aegis is the late-game version of the Power of the Aegis and Mark of the Aegis Armour sets. It now provides a +4 HP bonus, and starts with +2 Armour. When upgraded, this bonus increases to +3 Armour total, and it gains the same Passive Equipment Slot as before.

This is the most armored set of Power Armour available, and compares more favorably to the HP-based equivalent than its predecessors. The Champion's Plate provides 8 more HP, but is still limited to only 1 Armour point.
DreamOn 驰骋梦想（Mini Game Jam）

“Mini Game Jam 第一场~~真的是第一场吗？~~，让我们一起探索 Game Jam 和创意的可能性。”

欢迎来到 Mini Game Jam，CCW 希望能够以肝酱制定主题，肝酱设定规则，肝酱参与评选，CCW 组织与宣传的模式来举办 mini Game Jam 与 Hackathon 以及未来的 Game Jam。

本次 Mini Game Jam 的活动主理人是索云Consolas ，主题为「 Dream on （驰骋梦想）」，参与比赛的肝酱需要围绕主题制作一款游戏。

## 赛事简介

### 举办时间

游戏创作：2022年09月16日 - 2022年09月30日作品评选：2022年10月01日 - 2022年10月10日（由于突发情况所以评分结果延迟发布）

## 创作主题

本届Mini Game Jam主题为

> **DreamOn——驰骋梦想**
>
> ——索云Consolas

## 评委名单

本次评委组由5位肝酱和5位官方人员组成;

**肝酱评委**

* 索云Consolas
* 天天TIAN
* MagicCube
* 浅歌碎梦
* 艾幻

**官方评委**

* 家铭Jamin
* 鸭鸭院长
* 精选作品推荐君
* 四块七酱
* 共创世界活动姬

## 获奖情况

### 奖项设置

 银奖
 铜奖
 最佳玩法创意奖
 最佳剧情奖
 优胜奖

另外，参加比赛都有机会获得本次限量勋章哦～

### 评选标准

* 【主题立意（25%）】：剧情方面的精彩程度、作品的中心思想等方面考量；
* 【游戏创意（25%）】：游戏玩法的创新性等方面考量；
* 【视听表现（25%）】：游玩手感，整体视觉和谐度、音乐音效等方面考量；
* 【游戏完成度（25%）】：游戏内容实现程度，关卡的完整性、游戏操作体验等方面考量。

各评委根据评分标准逐一进行评分，最后由主理人去掉各项评分的最高分最低分取平均值得到一个作品的综合评分，得到排名。

### 获奖作品

**金奖、最佳剧情奖**

The forever No.1

**银奖、最佳玩法创意奖**

小猫派对

**铜奖**

Dodge shells! 躲避炮台

**优胜奖**

猫的征途【联机物理引擎跑酷】

喵喵大冒险

驰骋赛车

## 你知道吗？

* 本次 Mini Game Jam 是第一次有肝酱参与评审的Game Jam。注：此“Game Jam”指代所有 Mini Game Jam 与所有正式的 Game Jam。

## 参考资料

1. ↑ CCW星球 - DreamOn驰骋梦想 | https://www.ccw.site/topic/DreamOn%E9%A9%B0%E9%AA%8B%E6%A2%A6%E6%83%B3
2. ↑ CCW创造者学院 - Mini gamejam圆满结束！快来看看比赛结果吧 | https://www.ccw.site/post/de4470aa-85a5-4115-8d55-e107899ab037
The Emperor's Price

**The Emperor's Price** is a Tier 3 Neural Shredder that specializes in Afflicting Bleed.

## Overview

The Emperor's Price is a weapon added in the Execution Force DLC for the Callidus Assassin class. It has a slightly extended Range, and can also Afflict Bleed with its attacks. Upgrading it slightly increases the amount of Bleed applied, and also extends the duration for the **Immobilizing Agony** ability.

Compared to other Tier 3 Neural Shredders, it has the lowest base Damage. However, it is the only one that can Afflict Bleed, and is the only one with an extended Duration for its **Immmobilizing Agony** ability. This allows it to lock down groups of Melee enemies while they gradually Bleed to death.
Writ of Agony

For the Tier 1 version, see Covenant.
For the Tier 3 version, see Apostate's Doom.

**Writ of Agony** is a Tier 2 Neural Shredder that specializes in Area.

## Overview

Writ of Agony is a weapon added in the Execution Force DLC for the Callidus Assassin class. It has an increased Arc for its attacks, but is otherwise identical to the default version. Upgrading it increases both the Ammo count and maximum Range.

Compared to other Tier 2 Neural Shredders, it has the largest Area by far, with its Arc being double that of most other options. It also has one of the longest Ranges, beaten only by its predecessor, the Tier 1 Covenant. Finally, it has the joint-highest Ammo count, along with the Fallax.
Warding Stave

The **Warding Stave** is one of the default melee weapons for most classes.

## Overview

The Warding Stave is a more defensive option, with some variants also giving buffs to other stats. It has a below-average damage output by default, and its Force Strike ability is the same as most other melee options. Its unique trait is the Aegis Reaction Auto, which gives a chance to automatically trigger Aegis Shield each turn.

## Abilities

### Force Strike

Force Strike is an ability which is shared by most melee weapons. By default, it can be activated during standard attacks to boost the Damage, though certain weapons can have different bonuses. For most weapons, this a +1 Damage boost, and each use costs +1 Willpower.

This is mostly used to ensure kills on targets that wouldn't otherwise be finished off with standard strikes. For weapon variants with different bonuses though, this can be used to apply Afflictions, or trigger Autos, such as those granted by Crits.

### Aegis Reaction

Aegis Reaction is an Auto that gives a 25% chance for the Knight to automatically trigger their Aegis Shield ability at the end of each turn. As an Auto, this chance can be increased with Focus bonuses, including those provided by some Warding Stave variants.

This allows for some strong tank-based builds, as the Knight no longer has to use an action casting Aegis Shield. Because it's an Armour bonus, this makes it effective as a defensive option against most Melee and Ranged threats. The only downside is giving up a small amount of potential damage.
Omnissiah's Grace

The **Omnissiah's Grace** is a Tier 3 Omnissian Axe that can **Afflict Purge**.

## Overview

The Omnissiah's Grace is late-game option for Techmarines. It has a base **5 Damage**, and starts with two **Purge** bonuses, **10%** for regular attacks, and **100%** for **Force Strikes**. It also comes with a **+15% Crit** modifier. Upgrading it increases it to **6 Damage**, as well as giving it **+30% Crit** and **+20% Purge** chance.

**Purge** causes the target to lose all of its **Mutations**. The chance is quite low for standard attacks though, so the only way to reliably trigger it is to use **Force Strikes**. Otherwise this weapon has decent **Damage** and **Crit** stats for general combat.

## Trivia

* This weapon uses the same icon as the Cantor's Knell.
Steelcarver

The **Steelcarver** is a Tier 2 Omnissian Axe that specializes in damage to **Mechanical** targets.

## Overview

The Steelcarver is mid-game upgrade for Techmarines. It starts with default stats, and has an **Armour Break 2** bonus on its **Force Strike**, as well as a general **+2 Damage** bonus against **Mechanical** targets. Upgrading it increases its base stats to **5 Damage** and **Armour Break 2**, bringing the total to **4** with **Force Strikes**.

This can be seen as an improved version of the Schism Omnissian Axe, as it has the same **Armour Break** values for standard and **Force Strikes**, but also has increased base **Damage** and further bonuses against **Mechanical** enemies. The only thing it lacks compared to the former is its **Crit** bonus, which is relatively minor in comparison.
The Weeping Blade

For the Tier 1 version, see Ballard's Blade.
For the Tier 2 version, see The Grey Blade.

**The Weeping Blade** is a Tier 3 Force Sword that specializes in Crits.

## Overview

The Weeping Blade is the final version of both The Grey Blade and Ballard's Blade. It starts with the same +20% Crit modifier for Force Strikes, but increases the base Crit chance to +15%, and the base Crit Damage to +3. When upgraded, the Force Strike increases to +40%, the Crit chance to +30%, and the Crit Damage to 5 total.

Compared to The Grey Blade, the main difference is the Crit Damage, almost doubling from the previous version. The Crit chance is only +10% higher than before. This means that when it Crits, it can do at least 9 Damage, but like the previous versions, its base Damage is still the default value of 4.
Vigilence

For the Tier 1 version, see Steadfast.
For the Tier 3 version, see Venerable.

**Vigilence** is a set of Tier 2 Terminator Armour that specializes in Resistance.

## Overview

Vigilence is an intermediate set of Armour that improves on the Steadfast set. It now provides +2 Max HP, grants the same +2 Armour as before, but now has +25 Resistance by default. When upgraded, these bonuses increase to +4 Max HP, +3 Armour, and +40% total Resistance.

The Resistance bonuses are identical to the Devotion set of Tier 1 Power Armour. It comes with significantly more HP and Armour though, at +2 HP and +3 Armour respectively. This is otherwise a relatively average set of Terminator Armour in terms of common stats.
Vengeance

The **Vengeance** is a Tier 1 Storm Bolter that specialzes in Crit Damage.

## Overview

The Vengeance is unique Storm Bolter that serves as an alternative to the True-Eye. Unlike that weapon, it has no higher tier variants. It starts with a +20% Crit modifier, and a +2 Crit Damage bonus when using Psybolt. Both of these can then be upgraded to a max of +30% and +4 respectively.

While the final stats for this weapon are higher than its couterpart, it comes at the cost of Willpower. This weapon has no base Crit Damage, it only comes from using Psybolt. By comparison, the True-Eye can be upgraded to have a base Crit Damage of +2, with its Psybolt only boosting the chance to Crit.

This makes the Vengeance stronger when it Crits, but less consistent overall. It makes up for this by having a greater Range, the default 10 shared by most Storm Bolters.
Swords for Hire

In the dangerous and untamed lands of ArcWorlde sometimes a little extra muscle is required, and many warriors roam the countryside offering their services. Some are mighty lone heroes who have gained a name for themselves over decades. Some are unlikely adventurers who found themselves in sticky situations. And some are even renegades from other Factions, who wish to make a name for themselves in the wider world.

There are many heroes in ArcWorlde up for hire, if you have the gold required, including some of the following:

* Mercenary Goon
* Rabin Tood
* Bruno Foccacia
* The Explorer and Enchanted Journal
* Giant/Giantess
Forest Dragon

Forest Dragons can be found in the depths of the Mildaark, their warty hides camouflaged under layers of lichen, moss and woodland detritus. They are ambush predators and lie in wait for weeks at a time for animals or adventurers to venture close enough to succumb to the poisonous fumes they exude. Any survivors are far from safe, as Forest Dragons are armed with both wickedly sharp horns, claws and a poison tipped tail to finish off any who escaped the noxious vapours.

Although their camouflage is surprisingly convincing, the wily Mildaark adventurer can generally spot a hiding Forest Dragon by noticing the large piles of bones surrounding any seemingly innocuous mound in the undergrowth.

### Juvenile Forest Dragon

Forest Dragons grow throughout their lives, taking a hundred years or more to reach truly titanic sizes. As such, many of the Dragons encountered in the Mildaark Forest are Juveniles, who are much more common than their massive parents.

Juvenile Dragons are much more active than their fully grown kin, and actively hunt and chase down prey. Their poisonous bite is lethal, and Juveniles can wait days for their victims to succumb to the toxins before delivering the killing blow.
Skull of Terror

For the Tier 2 version, see Skull of the Slayer.
For the Tier 3 version, see Skull of the Garantine.

**Skull of Terror** is a Tier 1 Synskin Bodyglove that specializes in Hit Points.

## Overview

Skull of Terror is a set of Armour added in the Execution Force DLC for the Eversor Assassin class. It grants a substantial amount of HP, but is otherwise identical to the default version. Upgrading it further increases this HP bonus.

It has the most HP out of any Tier 1 Synskin Bodyglove, but provides no new tactical options otherwise. It benefits Eversor Assassins that make heavy use of their abilities, giving them a large HP pool for the costs assosciated with it.
Stave of Supremacy

For the Tier 1 version, see Anval's Haven.
For the Tier 2 version, see Strifebreaker.

The **Stave of Supremacy** is a Tier 3 Warding Stave that specializes in Willpower.

## Overview

The Stave of Supremacy is the final version of the Strifebreaker and the Anval's Haven. Compared to the former, it now has a base Damage of 5, along with the same +2 Willpower bonus by default. When upgraded, the Force Strike Damage doubles to +2 like before, but now the Aegis Reaction Auto increases to 50% chance, and the Willpower bonus to +4 total.

This is a significant upgrade over the Strifebreaker, adding +1 Damage, +1 Willpower, and making Aegis Reaction more reliable. While this doesn't compare to the 100% guaranteed chance offered by the Tier 3 Rod of the Ancients, it's a notable increase to the weapon's defensive value. Like before, the increased Force Strike Damage synergizes well with the large Willpower bonus, allowing Knights to make more liberal use of it.
Tarim's Ward

**Tarim's Ward** is a Tier 3 Stealthsuit that specializes in Regeneration.

## Overview

Tarim's Ward is a set of Armour added in the Execution Force DLC for the Vindicare Assassin class. It provides a moderate amount of HP, as well as an Ammo bonus for equipped Grenades, and a unique Auto, **Activated Recovery**, which gives a chance for the user to regenerate some HP after being hit. When upgraded, the base HP significantly increases, the Grenade Ammo bonus improves, and the Duration for **Activated Recovery** is doubled.

**Activated Recovery** grants the user the Regenerate Status Effect, which will recover 2 HP each turn for the Duration. This synergizes with the Armour's HP bonus, which is the most out of any Stealthsuit, though only slightly more than some alternatives. Finally, it also benefits users that make use of Grenades, as it provides a significant increase to the amount a user can take on missions.
Ccw Wiki

# **欢迎来到共创世界**

这是一个关于共创世界（ccw.site）的百科。*以下内容摘自官网介绍*

> 共创世界是面向下一代 ACGN 创作者的 UGC 平台
>
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> 用户可以轻代码协同制作高互动性游戏和动画并邀请朋友一起创作游玩
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> 充分释放创造力，人人都能成为二次文艺复兴的“达芬奇”
>
>

> **我们要做一个像剪映一样易用的游戏引擎**
>
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> **它源于 Scratch，但超越 Scratch**
>
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> Scratch 是由美国麻省理工学院 MIT 的媒体实验室和乐高支持并且开发的新一代编程语言和创作工具。
>
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> 全球已有超过 8000 万的用户会使用 Scratch 语言进行创作。
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> 共创世界的工具基于全球广泛使用的 Scratch 语言进行改造，
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>
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> 增加了大量扩展和 API，提升了引擎性能，让 Scratch 从教学工具变成了生产力工具。
>
>

## 最近更改

此页面可以追踪本wiki最近期的更改。

 帮助

* wiki活动
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在指定的时间段内没有符合这些过滤条件的更改

视频和图片是最好的信息资源。您可以直接从您的电脑上传文件。
Cocklegriff

In ArcWorlde there are many different breeds of Gryphon and the Cocklegriff is a species native to the hills and woods of Hobbleshire. They resemble, as other Gryphons, a mixture between feline and avian, the Cocklegriff having the proud head, forelegs and wings of a great fighting cock.

Cocklegriffs have been used in battle by Halflings for many years, either herded into the fray or reserved for mounts for their best generals. Although not as gifted at flight as other Gryphons, they more than make up for it with their ferocity, disembowelling their victims with vicious strokes of their razor sharp spurs. It is a great show of bravery to creep into the nest of a pair of brooding Cocklegriffs and steal a precious egg, as they can be worth great deals of money on the open market.
Arcworlde Wiki

**Welcome to the Arcworlde Wiki!**
A repository of information about ArcWorlde, the narrative skirmish fantasy miniatures game from Warp Miniatures.

We're a collaborative community website about Arcworlde 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

Upper Arcworlde
Upper ArcWorlde

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Vindicare Assassin

> Sniper expert, precise eliminator of targets, deadly accuracy from afar.
>
> Classes | Warhammer 40,000: Chaos Gate - Daemonhunters

The **Vindicare Assassin** is a DLC class in Warhammer 40,000: Chaos Gate - Daemonhunters.

## Overiew

The Vindicare Assassin is a new class added in the Execution Force DLC. They specialize in eliminating targets at extreme range, and surgically crippling key adversaries to reduce their ability to fight back. Their biggest weakness is their relatively low HP, with few options to boost their survivability.

## Loadout

Vindicare Assassins come with their own set of Weapons and Armour, which dictates their playstyle. The Exitus Rifle functions similarly to Psilencers, allowing them to hit targets at extreme range, and make use of the **Disrupt Shot** ability.

The Exitus Pistol serves as their close-range option, and is the only Ranged Weapon in the game that has infinite ammo. Finally, their Stealthsuit gives them increased mobility, and allows them to slip past Ranged Attacks. They can also use the full arsenal of Wargear to bolster their abilities.

## Abilities

\* Some abilities use the Assassin's equipped weapon for base damage.
Wendyl's Guard

For the Tier 1 version, see Indomitable.

**Wendyl's Guard** is a Tier 3 Power Sword that specializes in the **Parry** Auto.

## Overview

Wendyl's Guard is a weapon added in the Execution Force DLC for the Eversor Assassin class. It has slightly increased Damage, an increased chance for the **Parry** Auto to trigger, as well as adding the **First Strike** Auto, which gives a chance for the unit to strike enemies that move close to them. Upgrading it also increases the chance for **First Strike** to trigger, as well as adding another Use per Turn for **Parry**, and slightly increasing the amount of Bleed Afflicted with standard strikes.

Compared to its Tier 1 predecessor, Indomitable, it has the same stats for its **Parry** Auto, but it replaces the XP bonus with **First Strike**, which can potentially kill a low health enemy before they can strike. This makes it the most defensively-oriented Power Sword, as well as having respectable Damage and Bleed values.
Grifling

Grifflings are one of the more common creatures that can be found in Upper ArcWorlde, from the cities of the civilised lands to the mountains and forests of the wild. A lesser member of the Gryphon family, they resemble a curious amalgamation between small fowl and house cats.

In the plentiful forests of Mildaark, Grifflings often grow larger than their urban cousins. Vast flocks can be seen flitting between the trees and many who dwell there keep them as pets. Although not naturally aggressive, their beaks and claws are sharp and their propensity to messily relieve themselves when startled can cause enough of a distraction to change the course of a fight.
Tarn's Interdict

For the Tier 1 version, see Agony's End.
For the Tier 2 version, see Astokar's Drill.

The **Tarn's Interdict** is a Tier 3 Narthecium that specializes in Armour Break.

## Overview

The Tarn's Interdict is the late-game version of the Astokar's Drill and Agony's End. Compared to the former, it has the same base 4 Damage, but now starts with a +20% Crit modifier and an Armour Break value of 2. When upgraded, the Damage increases to 5, the Crit modifier to +30%, and the Armour Break to a total of 3.

This is a smaller improvement over the Astokar's Drill, adding only +10% Crit and 1 additional Armour Break. The weapon's Damage is back to being below-average for its Tier. The most notable change is that at +30%, it can now be relied on to Crit somewhat regularly, allowing for Precision Targeting bonuses.
Death Kiwis

It is said that in the sweltering jungles of Chaq-Itza, behind each tree there is something that could kill you, and the affectionately nick-named “Death Kiwis” are no exception. Bigger and stronger than the best warhorses, and equipped with razor sharp claws and a crushing, serrated beak, these flightless bird-like reptiles are in the higher echelons of the jungle food chain. Hunting in packs of up to fifteen, Death Kiwis are lighting fast and can chase down and kill prey many times larger than themselves, using their beaks to tear flesh and crush bone.

Some Bayourk and Gremlin tribes trek into the jungles to find Kiwi packs; stealing eggs or young and raising them as beasts of war. Some of these captured creatures have escaped however, and there have been sightings of Death Kiwi packs roaming the Mildaark forests as far north as Hobbleshire...

### Death Kiwi Alpha

At the head of every Death Kiwi pack is the Alpha, a creature much larger in size and more ferocious than the rest. Growing almost twice as big as a normal Kiwi, a lone Alpha is a formidable opponent indeed. However, with a pack or ravenous Death Kiwis alongside them, they are a force to be reckoned with...
Traitor's Due

For the Tier 1 version, see Truebolt.
For the Tier 2 version, see Heretic's Lament.

The **Traitor's Due** is a Tier 3 Storm Bolter that specializes in Range.

## Overview

The Traitor's Due is the final version of the Heretic's Lament and Truebolt. It only has minor improvements over the former, increasing the base Damage to 5, and offering a +2 Crit Damage upgrade, bringing the total to +3.

This makes it a relatively incremental improvement over the previous version. The maximum Range is the same for both, but this weapon has slightly higher damage values. Like the Heretic's Lament, this weapon has no base Crit chance, so Knights will have to build for it in order to consistently make use of it.