recursal/Fanatic-Fandom huggingface dataset:
Skill:One Handed

**One Handed** governs your effectiveness when using one-handed weapons, including daggers, swords, maces, and war axes. With the addition of dual-wielding, one-handed weapons can be put in both hands in any combination. The higher your skill in One-handed, the more damage is done with one-handed weapons.

In-game Description: *The art of combat using one-handed weapons such as daggers, swords, maces, and war axes. Those trained in this skill deliver deadlier blows.*
Attribute:Personality

**Personality** is the governing attribute for Illusion, Mercantile, and Speechcraft. It affects the Disposition of NPCs and Creatures, increasing Disposition by 1 point for every 4 point increase in Personality. Therefore, Personality allows your character:

* To more easily obtain meaningful information from NPCs.
* To obtain better prices from merchants through haggling.
* To avoid combat more often. Fewer aggressive beings will attack you and more will accept yields.

In-game Description: *Affects how much people like you, which leads to better information-gathering. Governs the skills of Illusion, Mercantile, and Speechcraft.*

## Character Creation

The starting values for Endurance vary by race and gender:

* No birthsigns provide personality bonuses.

* The following standard classes have personality as a class attribute (initial +5 bonus):
	+ Agent, Bard, Healer, Knight, Pilgrim, Rogue

* Or any custom class can select personality as one of the custom class' two attributes (although this is not recommended, see Notes).

## Notes

* The primary advantage of high Personality is that it increases dispositions. However, several other methods, such as Charm spells, are also available for increasing dispositions, as detailed on the Disposition article; these other methods can often be more effective than moderate increases in Personality. Personality becomes more effective if you can achieve very high values.
* Increasing Personality past 100 (for example, with Fortify Personality) continues to improve your disposition scores for NPCs and Creatures.
* With a sufficiently high Personality, normally hostile beings (e.g. bandits, rats, dremora, etc.) will no longer attack you on sight, because their disposition is so high it counters their high aggressions. Your personality needs to be roughly 180 (depending upon Fame and other factors) for Animals to become non-aggressive; higher Personality is necessary for other enemies. Enemies may still attack your Followers.
* While Personality is the governing attribute for the Illusion skill it has no impact on actual Illusion spells cast (see Magic Overview).
* If you are planning on attaining a high Personality, it is recommended that you do the Namira's Shrine Quest as early as possible, as the quest is harder to initiate the higher your Personality.

## See Also

* **Increasing Attributes**: Tips on how to increase personality.
* **Magic Items**: There are multiple generic items with that fortify personality.
* **Unique Items**: A list of unique items, several of which fortify personality. These do not include Artifacts.
Skill:Mysticism

### Increase

Each Successful Spell Cast (per cost): +0.30Each Failed Spell Cast (per cost): +0.075

The school of **mysticism** includes spells that absorb, reflect, and dispel magic, move objects, sense life, and bind souls.

In-game Description: *Cast spells that absorb, reflect, and dispel magic, move objects, sense life, and bind souls.*

## Skill Perks

### Mastery Perks

* A **Novice** only Novice level Mysticism spells are easier to cast.
* An **Apprentice** Novice and Apprentice level Mysticism spells are easier to cast.
* A **Journeyman** Journeyman, Apprentice and Novice level Mysticism spells are easier to cast.
* An **Expert** Expert, Journeyman, Apprentice, and Novice level Mysticism spells are easier to cast.
* A **Master** all Mysticism spells are easier to cast.
Skill:Marksman

**Marksman** is the art of using bows and arrows. There are no crossbows or other ranged weapons in the game. While the trajectory of the arrow is predetermined and marksman skill doesn't change your accuracy, it significantly increases the damage of a ranged attack.

In-game Description: *Deliver more deadly ranged attacks with bow and arrow weapons.*

## Skill Perks

### Mastery Perks

* A **Novice** suffers normal fatigue loss when drawing a bow.
* An **Apprentice** suffers no fatigue loss when drawing a bow.
* A **Journeyman** has the ability to zoom when drawing a bow by holding the *block* button.
* An **Expert's** successful hit has a 5% chance of *knockdown*.
* A **Master's** successful hit has a 5% chance of paralysis. This Paralyze effect ignores Resist Paralysis.
Skill:Acrobatics

**Acrobatics** allows your character to jump higher and fall greater distances without taking damage. Acrobatics also affects your ability to maneuver in midair. At high levels, you can actually jump one direction and completely change directions mid-jump. At higher levels, jumping can be incorporated into combat.

In-game Description: *Jump long distances and avoid damage when falling great distances.*

## Skill Perks

### Mastery Perks

* A **Novice** cannot attack when jumping or falling
* An **Apprentice** can perform normal attacks -- not power attacks -- when jumping or falling
* A **Journeyman** gains the Dodge ability: while holding block, you can jump in any direction to do a quick avoidance roll. You can also perform power attacks when jumping or falling
* An **Expert** suffers 50% less Fatigue loss when jumping
* A **Master** gains the Water Jump ability, and, with precise timing, can jump off the surface of water
Skill:Illusion

### Increase

Each Successful Spell Cast (per cost): +0.30Each Failed Spell Cast (per cost): +0.075

Use the school of **illusion** to create light, conceal, charm, paralyze or alter an actor's aggression or confidence.

In-game Description: *Cast spells to charm, conceal, create light, silence, paralyze, command or affect morale or aggressiveness.*

## Skill Perks

### Mastery Perks

* A **Novice** only Novice level Illusion spells are easier to cast.
* An **Apprentice** Novice and Apprentice level Illusion spells are easier to cast.
* A **Journeyman** Journeyman, Apprentice and Novice level Illusion spells are easier to cast.
* An **Expert** Expert, Journeyman, Apprentice, and Novice level Illusion spells are easier to cast.
* A **Master** all Illusion spells are easier to cast.
Skill:Light Armor

The **Light Armor** skill determines how much protection is provided by lightweight armor, and how much damage light armor takes each time it is hit. The other armor options are Medium Armor & Heavy Armor.

In-game Description: *Make more effective use of Fur, Leather, Chitin, Chainmail, Mithril, Elven, and Glass armors.*

## Skill Perks

### Mastery Perks

* For a **Novice**, Light armor degrades rapidly with use (150% of normal rate).
* An **Apprentice's** Light armor degrades at a normal rate.
* A **Journeyman's** Light armor degrades at a slower rate (50% of normal rate).
* An **Expert's** equipped Light armor only encumbers them by 50%.
* A **Master's** equipped Light armor does not encumber them at all.
Faction:Imperial Legion

## Favored Skills:

Athletics

Blunt

Block

Heavy Armor

Blade

Spear

## Favored Attributes:

Endurance

Personality

## Friends & Foes:

Blades**+2**

Imperial Cult **+2**

Imperial Knights **+2**

Knights of the Nine**+2**

Nine Divines**+2**

Order of the Dragon**+2**

Benevolence of Mara**+1**

Chantry of Akatosh**+1**

Crusaders**+1**

East Empire Company**+1**

Fighters Guild**+1**

Hlaalu**+1**

House of Dibella**+1**

Knights Mentor**+1**

Knights of Iron**+1**

Knights of the Circle**+1**

Kynaran Order**+1**

Mages Guild**+1**

Maran Knights**+1**

Order of Arkay**+1**

Order of Talos**+1**

Order of the Hour**+1**

Order of the Lily**+1**

Redoran**+1**

Resolution of Z'en**+1**

School of Julianos**+1**

Sword of the Empire**+1**

Temple of Kynareth**+1**

Temple of Stendarr**+1**

Dres**-1**

Indoril**-1**

Morag Tong**-1**

Telvanni**-1**

Thieves Guild**-1**

Tribunal Temple**-1**

Dark Brotherhood**-2**

Blades**-3**
Race:Dunmer

The **Dunmer**, also known as **Dark Elves**, are the ash-skinned, typically red-eyed elven peoples of Morrowind. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. Dunmer live two to three times as long as humans; with a 200-year-old Dunmer being old and a 300-year-old Dunmer being very, very old. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.

Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dunmer have a reputation for promiscuity in some circles. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind are known to be considerably less friendly than those who grew up in the Imperial tradition.

## In-Game Information

### In-Game Description

*In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, distrusting, and disdainful of other races.*
Race:Altmer

The **Altmer**, or self-titled "Cultured People", are a tall, golden-skinned race, hailing from Summerset Isle. They are also known as **High Elves** by the denizens of Tamriel. In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer live two to three times as long as humans; with a 200-year-old Altmer being old and a 300-year-old Altmer being very, very old. Altmer consider themselves to be the most civilized culture of Tamriel; the common tongue of the continent is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions.

The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to magicka, fire, frost, and shock, which makes them very weak against their strongest point - magic. They are among the longest living and most intelligent races of Tamriel, and they often become powerful magic users due to both their magical affinity and the many years they may devote to their studies.

## In-Game Information

### In-Game Description

*The High Elves consider themselves the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences derive from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the "lesser races."*
Skill:Thaumaturgy

### Increase

Each Successful Spell Cast (per cost): +0.35Each Failed Spell Cast (per cost): +0.0875

The school of **mysticism** includes spells that equilibrium, ethereal, levitate, reflect damage, reflect magic, and teleport.

In-game Description: *Cast spells that equilibrium, ethereal, levitate, reflect damage, reflect magic, and teleport.*

## Skill Perks

### Mastery Perks

* A **Novice** only Novice level Thaumaturgy spells are easier to cast.
* An **Apprentice** Novice and Apprentice level Thaumaturgy spells are easier to cast.
* A **Journeyman** Journeyman, Apprentice and Novice level Thaumaturgy spells are easier to cast.
* An **Expert** Expert, Journeyman, Apprentice, and Novice level Thaumaturgy spells are easier to cast.
* A **Master** all Thaumaturgy spells are easier to cast.
Skill:Sneak

### Increase

Time (secs) spent Undetected: +0.25Time (secs) spent Undetected while Moving: +0.75

The **Sneak** skill governs your ability to escape detection by others through reducing your visibility and noisiness. It is primarily useful for committing crimes without being witnessed, for evading confrontation with enemies, and for executing surprise attacks that inflict critical damage.

In-game Description: *Sneaking is the art of moving unseen and unheard. Highly skilled sneaks can even hide in plain sight.*

## Skill Perks

### Mastery Perks

* A **Novice** gains a 4x damage bonus for one-handed weapon and hand-to-hand attacks - and a 2x damage for marksman attacks - when undetected.
* An **Apprentice** gains a 6x damage bonus for one-handed weapon and hand-to-hand attacks - and a 3x damage bonus for marksman attacks - when undetected.
* A **Journeyman** receives no penalty to their chance of detection while sneaking for the weight of their boots.
* An **Expert** receives no penalty to their chance of detection for running while sneaking.
* The attack of a **Master** on an opponent ignores the opponent's armor rating as long as the player is undetected.
Skill:Spear

**Spear** is the skill that governs how well your character can use long-hafted thrusting weapons like spears and halberds. Improving your spear skill allows you to deliver more damage with long trusting weapons, and gives you access to power attacks.

In-game Description: *Deliver the thrusting attacks of spear and halberd weapons more effectively.*

## Skill Perks

### Mastery Perks

* A **Novice** does a basic power attack with a damage bonus (2.5 times more damage) in all directions.
* An **Apprentice** gains damage bonuses with a Mastery Standing Power Attack (3 times more damage).
* A **Journeyman** gains the Mastery Left and Right Power Attacks, which do 2.5 times more damage and have a 5% chance to disarm.
* An **Expert** gains a Mastery Backwards Power Attack, which does 2.5 times more damage and has a 5% chance of a knockdown.
* A **Master** gains a Mastery Forward Power Attack, which does 2.5 times more damage with a 5% chance to paralyze. This Paralyze effect ignores Resist Paralysis.
Skill:Pickpocket

The **Pickpocket** skill allows you to steal items from a person. As perks are gained in this skill, you gain abilities that allow you to make pickpocketing attempts more likely to succeed, silently kill people with poisons, increase your maximum carrying capacity, and the ability to steal equipped items. The Pickpocket skill tree has a total of 8 perks, requiring a total of 12 perk points to fill.

In-game Description: *The stealthy art of picking an unsuspecting target's pockets. A skilled pickpocketer is less likely to be caught and is more likely to loot valuables.*
Race:Breton

**Bretons** are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language, even though they are divided politically, for High Rock is a fractious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.

## In-Game Information

### In-Game Description

*Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies.*
Race:Argonian

**Argonians** are the reptilian natives of Black Marsh. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet they are fiercely loyal, and will fight to the death for those they have named as friends.

## In-Game Information

### In-Game Description

*At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility. Argonians are reserved with strangers, yet fiercely loyal to those they accept as friends. Like the Khajiit, Argonians are limited to some headgear and no footwear.*
Skill:Block

**Block** allows you to reduce damage from melee and ranged combat, using a shield, weapon, or your hands. At higher levels, block gives you a chance to recoil, disarm, or knock down your opponent.

In-game Description: *Parry melee attacks with shields and weapons. Successful blocks reduce damage.*

## Skill Perks

### Mastery Perks

* A **Novice** is fatigued by blocking, and hand-to-hand blocking against weapons has no effect
* An **Apprentice** is no longer fatigued by blocking
* A **Journeyman's** shield or weapon is no longer damaged when he/she blocks, and opponents may recoil when blocking with hand-to-hand
* An **Expert** blocking with shield has a 25% chance to do a knockback counterattack, staggering the enemy if the shield blow connects
* A **Master** blocking with a shield has an additional 5% chance of disarming the enemy with a successful knockback counterattack
Items:Ingredients

## Standard Ingredients

This table lists all of the standard ingredients in the game. The primary effect is the one you get if you just eat the ingredient. Using two or three ingredients that have the same magical effect will result in a potion. The higher your alchemy level, the more effects you will be able to use. Alternatively, select two or three damaging effects to manufacture a poison.

Click on an effect name to see all ingredients that share that effect. Italicized text means the effect is unique and can never appear in a potion.
Skill:Restoration

### Increase

Each Successful Spell Cast (per cost): +0.06Each Failed Spell Cast (per cost): +0.015

**Restoration** involves the magical healing or augmentation of living tissue. You can cast spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks. You can heal yourself while or after fighting with this type of spell.

In-game Description: *Cast spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks.*

## Skill Perks

### Mastery Perks

* A **Novice** only Novice level Restoration spells are easier to cast.
* An **Apprentice** Novice and Apprentice level Restoration spells are easier to cast.
* A **Journeyman** Journeyman, Apprentice and Novice level Restoration spells are easier to cast.
* An **Expert** Expert, Journeyman, Apprentice, and Novice level Restoration spells are easier to cast.
* A **Master** all Restoration spells are easier to cast.
The Store Santa.

Fake Santa Claus, is a minor antagonist in the 2019 Christmas comedy film Lenny's Christmas.

He is known as "The Fake Santa #1" because he is the first fake Santa, which was actually an security guard of Verne, and the leader of an fake Santas in the special.

## Role In The Film.

### Lenny's Christmas (2019).

In the movie, the Fake Santa Claus can be seen greeting the crowd and their kids included Lenny as well until he meets him, which he actually wasn't the one who was the real Santa as Lenny finds out about that Santa is the fake for the unknowingly mistaken. Lenny angrily told him that he sits on a throne of lies and smelled like burger and chicken, however, the Fake Santa got increasingly angry with Lenny and trying to stop him because it's due to being confronted by Lenny himself and blamed him for the murder and threatened. When Lenny accidentally pulled off the Santa beard, he gasped, and the children scream in horror. As a result, the Fake Santa then fights with Lenny and violently attacked him, and wreck the most amazing X-Mas decorations and LEGO London, England. Santa gets pinned down by Jade, who attracted him to charge at the Fake Santa and is being taken him away, never to be appeared himself again.

## Character Profile.

Feature Film: Lenny's Christmas (2019)

Portrayed By: Ian Gordy

Personality: Evil/ Good/ Bad

Appearance: As he revealed in fake Santa version, he wears a same red suit and the red hat, and has Santa beard and a white gloves

Alignment: Bad

AKA: Fake Santa Claus/ Verne (security guard formerly)

Occupation: Santa Claus impostor / security guard

Gender: Male

Race: Human

Status: Alive

Family: Unknown

Location: Toronto, Canada

Quotes: "*Hey*! *Hello*, *ho*, *ho*, *ho*!" "*How are you doing right now*, *Lenny*?" "*What are you talking about*? *I'm Santa Claus*. *I'm new Santa right now*, *of course I am*!" "*What*? *Of course it's Christmas Wish to make Happy Birthday*. *So*, *what age are you now*, *kid*? *You're lucky boy*. *What's your name*?" "*And what do you want for Christmas*? *I need to talk to kid*. *Just get out of my way*, *sissy*! *Look*, *kid*, *I am not kidding*. *Am I fake*? *How do you like to be a dead*, *okay*? *Oh*. *No*, *no*, *no*. *No*, *he's just kidding*, *isn't he*? *You have a good time in Christmas*, *all right*? *OK*..." "*Come here*, *you son of a*...! *Ah*! *A-ha*! *I got you now*. *Where are you going*...?! *Get off of me*, *nunchuck*!"

## Trivia.

* Unlike the Elf 2003 though, Fake Santa appeared in two same Christmas movies as well from 2003 to 2019.
* Fake Santa is an imposter, but he's not the real Santa Claus.
* Lego building is similar to that of 2003 film, from New York to London, based on Lego pieces of hundred and thousand bricks, in fact which Buddy made with it.
Attribute:Agility

**Agility** is the governing attribute for Light Armor, Marksman, Pickpocket, Security, and Sneak. It affects:

* Chance to avoid being 'staggered' by enemy attacks.
* Damage delivered by bows (see The Complete Damage Formula).
* Stamina = Agility + Endurance + Strength + Willpower

In-game Description: *Affects your ability to maneuver and balance, your total Fatigue, and damage done by bows. Governs the skills of Security, Sneak, and Marksman.*

## Character Creation

The starting values for Endurance vary by race and gender:

* An initial +10 agility bonus is possible by selecting The Thief as birthsign.

* The following standard classes have agility as a class attribute (initial +5 bonus):
	+ Acrobat, Agent, Archer, Monk, Thief, Witchhunter

* Or any custom class can select agility as one of the custom class' two attributes.

## Notes

* Increasing your Agility past 100 continues to increase your fatigue, and decreases your chances of being staggered. However, bow damage is capped at 100.

## See also

* **Increasing Attributes**: Tips on how to increase agility
* **Magic Items**: There are multiple generic items with that fortify the agility attribute.
* **Unique Items**: A list of unique items, of which several fortify the agility attribute. These do not include Artifacts.
Campaign 2 Player Characters

#### Player 1

(DM's note: Player 1 created an entire character universe on their own. I have chosen to preserve it here as it was created seeing as it was a fantastic example of character creation and creative writing. However, their backstories should be treated as non-canon)

1. Ichabod Crow. (Stephenson Strongarm) A master Barber-Surgeon specializing in drugs Joined at level 1, Died at level ? Eaten by wolves
2. Manjeet Pushtar. (Sophia) An amnesiac Sapling of the Black Forest Joined at level 1, Died at level ? Killed by Jackson
3. Kercel-Bottom “Kerc” Koffslem. Joined at level ? Died at level ?
4. Alfineze Ümzar. (Frank Ween) Sold himself into captivity to a tiefling collector to avoid being re-captured by the library.
6. Doramir Slagking. Banished dwarven bodyguard Joined at level ?, Retired at level ?
7. Râmîêl Watcher. Joined level ?, died level ?
8. Vineet Abd Al-Rashid. Joined at level ? Still in play

#### Player 2

* Arthur
* Jackson
* William
* Macnamarra
* Jane
* Syver

#### Player 3

1. Theressa
2. Baldric
3. Calmour
4. Zeshi

#### Player 4

1. Catarina
2. Shadowslayer

#### Player 5

1. Arim
2. Meryatum
3. Ferala
4. Christophe
5. John

#### Player 6

1. Ash
2. Myro
3. Omylia
4. Mara
5. Leo
6. little girl and sojin
7. Leo returns
Skill:Enchanting

**Enchanting** is the ability to add magical effects to weapons, armor, and clothes. Increasing this skill increases the amount of charges available when creating an enchanted item and the quality of the enchantment that can be placed on that item.

In-game Description: *The more powerful the enchanter, the stronger the magic he can bind to his weapons and armor.*
Levin

John Levin is a real rapper that born in 1986. he was called "L3V1N"

Born **Doozy Dood** in Christopher, Illinois, the younger of two children of Croatian immigrants. Rayburn's father died when he was an infant and his mother moved to Chicago, where she met Mokan Rubess. After she married Rubess on November 13, 1998, Levin took the name **Eugen Rubess** /ruːˈbeɪʃə/. He had an elder brother, Alfred, who was killed when Rayburn was a child, and a younger half-brother, George Jr.

Levin graduated from Linda High School and attended Brett Somers College. At Linda, he was senior class president and acted in the plays Robert and Cabbage Patch.

An aspiring rapper, Levin moved to New York but unable to find stage work, found a job as a page and tour guide at VH1 studios at New York City. After three years in that position, Rayburn began announcing at various radio stations, eventually landing back in Washington D.C at WTTG. He enlisted in the USA and served in World War II. Levin chose the stage name "L3V1N" by randomly sticking his finger in the phone book.
Race:Nord

The **Nords** are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are fierce, strong and enthusiastic warriors, and many become renowned warriors, soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations from Atmora. They captain and crew many merchant fleets, and may be found all along the coasts of Tamriel.

## In-Game Information

### In-Game Description

*The citizens of Skyrim are aggressive and fearless in war, industrious and enterprising in trade and exploration. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies.*
Skill:Speechcraft

Speechcraft affects disposition, i.e., how people react to you and how much they like you. Speechcraft can also be used to lower the disposition of some NPCs below their aggression rating as an alternative to a Frenzy spell (helps with Mercantile).

In-game Description: Use speech to persuade listeners to like and trust you.

## Skill Perks

### Mastery Perks

* For a **Novice**,.
* An **Apprentice's**.
* A **Journeyman's**.
* An **Expert's**.
* A **Master's** bribes cost half as much.
Gameplay:Fame

**Fame** is a measure of how well known your heroism is among the general population of Tamriel. It is found in the miscellaneous statistics menu, and is zero when you start the game. You can increase your Fame by helping others or by completing quests in a virtuous manner.

Infamy is the counterpart to Fame, and measures how notorious a character is for their misdeeds.

## What Fame Affects

* Fame increases NPCs' disposition: disposition increases 3 points for every 10 points of Fame. This disposition increase is capped at +20 (reached at a Fame of 67). Further increases in Fame will not have any further effects on disposition (even if you have Infamy points). The benefits of increased disposition are detailed in the article on Disposition.

* Certain quests have a Fame requirement before the quest can be started:
	+ Order of the Virtuous Blood requires a Fame of at least 5.
	+ Lifting the Vale requires a Fame of at least 10.
	+ Purchasing the most expensive and largest houses in Cyrodiil (Chorrol and Skingrad) is not possible unless the character has Fame of at least 12 and 15 respectively.
	+ Master level Blade Training requires either a Fame or Infamy of at least 20.

## Fame Points

### Main Quest

Notes:

* In some of these quests you have to close Oblivion Gates. This gives you extra Fame points (see below) which are disregarded in this table.
* In Allies for Bruma, you gain a Fame point for each city that sends aid to Bruma.
* In The Wayward Knight, you earn 2 points if Farwil Indarys escapes the Plane of Oblivion alive. If he dies, you earn 1 point or, if you killed him, no points.

*Total Fame:* **30** (including all optional quests and excluding closed Oblivion Gates).
Skill:Medium Armor

The **Medium Armor** skill determines how much protection is provided by Midweight armor, how much damage Medium armor takes, and how much Medium armor encumbers you. The other armor options are Light Armor & Heavy Armor.

In-game Description: *Make more effective use of Scale, Bonemold, Orcish, Dreugh, Adamantium, Stalhrim, and Dragonscale armors.*

## Skill Perks

### Mastery Perks

* For a **Novice**, Medium armor degrades rapidly with use (150% of normal rate).
* An **Apprentice's** Medium armor degrades at a normal rate.
* A **Journeyman's** Medium armor degrades at a slower rate (50% of normal rate).
* An **Expert's** equipped Medium armor only encumbers them by 50%.
* A **Master's** equipped Medium armor does not encumber them at all.
Attribute:Speed

**Speed** is the governing attribute for Acrobatics, Athletics, Hand to Hand, One Handed, and Unarmored. It affects:

* Speed of travel (including fast travel).
* The length of your jumps (it does not affect jump height).

In-game Description: *Determines how fast you move. Governs the skills of Acrobatics, Athletics, Hand to Hand, One Handed, and Unarmored.*

## Character Creation

The starting values for Endurance vary by race and gender:

* An initial +20 speed bonus is possible by selecting The Steed as birthsign; a +10 bonus comes with the The Thief birthsign.

* The following standard classes have speed as a class attribute (initial +5 bonus):
	+ Assassin, Barbarian, Nightblade, Rogue, Scout, Thief

* A custom class can select speed as one of the two favored attributes.

## Notes

* Don't underestimate the usefulness of speed. A fast character can outrun trolls, clannfears, bears, wolves, and other fast and annoying creatures. More importantly, it allows a character to move out of the way of melee and ranged attacks and get in a quick attack on a recovering opponent.
* If an enemy's speed is reduced to 0 (through Drain Speed or Damage Speed) not only is it rendered immobile, but it will cease targeting you and won't try to defend itself if attacked, even if it has ranged attacks or spells. In this state it can be repeatedly sneak attacked from behind.
* Increasing Speed past 100 continues to increase your movement speed.

## See Also

* **Increasing Attributes**: Tips on how to increase speed.
* **Movement Formulas**: Details of how game settings interact and affect movement speeds.
* **Magic Items**: There are multiple generic items that fortify the speed attribute.
* **Unique Items**: A list of unique items, of which several fortify the speed attribute. These do not include Artifacts.
Skill:Conjuration

### Increase

Each Successful Spell Cast (per cost): +0.60Each Failed Spell Cast (per cost): +0.15

**Conjuration** magic is the art of summoning creatures from other planes, creating magical weapons and armor, and repelling undead creatures. Summoning creatures is particularly useful, providing the spellcaster with an ally in combat. A wide range of different creatures can be summoned, depending upon the spellcaster's ability.

In-game Description: *Cast spells to summon otherworldly creatures, summon magical weapons and armor, and turn the undead.*

## Skill Perks

### Mastery Perks

* A **Novice** only Novice level Conjuration spells are easier to cast.
* An **Apprentice** Novice and Apprentice level Conjuration spells are easier to cast.
* A **Journeyman** Journeyman, Apprentice and Novice level Conjuration spells are easier to cast.
* An **Expert** Expert, Journeyman, Apprentice, and Novice level Conjuration spells are easier to cast.
* A **Master** all Conjuration spells are easier to cast.
Skill:Hand to Hand

**Hand to Hand** is the skill that governs how well your character can attack enemies using only fists. Hand to Hand attacks damage both the opponent's Health and Fatigue, unlike other types of melee attack. Improving your Hand to Hand skill allows you to deliver more damage with your fists, and gives you access to power attacks.

In-game Description: *Attack without weapons to damage and fatigue opponents.*

## Skill Perks

### Mastery Perks

* A **Novice** does a basic power attack with a damage bonus (2.5 times more damage) in all directions.
* An **Apprentice** gains damage bonuses with a Mastery Standing Power Attack (3 times more damage).
* A **Journeyman** gains the Mastery Left and Right Power Attacks, which do 2.5 times more damage and have a 5% chance to disarm.
* An **Expert** gains a Mastery Backwards Power Attack, which does 2.5 times more damage and has a 5% chance of a knockdown.
* A **Master** gains a Mastery Forward Power Attack, which does 2.5 times more damage with a 5% chance to paralyze. This Paralyze effect ignores Resist Paralysis.
Faction:Blades

## Locations:

Anvil

Blade Barracks

Cheydinhal

Cloud Ruler Temple

Leyawiin

Dragonstar

Taneth

Sentinel

Stros M'Kai

Wind Scour Temple

Castle Llugwych

Daggerfall

Orsinium

Storm Talon Temple

Wayrest

Balmora

Blacklight

Mournhold

Old Ebonheart

Port Telvannis

Dark Water Temple

Riften

Sky Haven Temple

Solitude

Whiterun

## Favored Skills:

Speechcraft

Light Armor

Marksman

Sneak

Restoration

Blade

## Favored Attributes:

Intelligence

Personality

## Friends & Foes:

Imperial Cult**+2**

Imperial Knights **+2**

Imperial Legion **+2**

Knights of the Nine**+2**

Nine Divines**+2**

Order of the Dragon**+2**

Benevolence of Mara**+1**

Chantry of Akatosh**+1**

Crusaders**+1**

East Empire Company**+1**

House of Dibella**+1**

Knights Mentor**+1**

Knights of Iron**+1**

Knights of the Circle**+1**

Order of Arkay**+1**

Order of Talos**+1**

Order of the Hour**+1**

Order of the Lily**+1**

Resolution of Z'en**+1**

School of Julianos**+1**

Sword of the Empire**+1**

Temple of Kynareth**+1**

Temple of Stendarr**+1**

Tribunal Temple**-1**
Skill:Mercantile

**Mercantile** skill governs **haggling**, which allows you to sell goods to merchants for more while buying for less. It ties in with Speechcraft.

In-game Description: *Get better deals when buying or selling goods.*

## Skill Perks

### Mastery Perks

* The gold received by a **Novice** for goods is reduced because of wear.
* An **Apprentice's** no longer has prices reduced due to wear.
* A **Journeyman's** can sell any type of good to any vendor.
* An **Expert's** can invest money in a shop to permanently increase the shop's available gold by 500.
* A **Master's** All shops in the world have 500 more gold for barter.
Skill:Smithing

**Smithing** governs the creation, improvement, and repairing of both armor and weapons. As your skill improves, you can repair items more efficiently, the more you can improve weapons and armor, and will break repair hammers less often.

In-game Description: *Create, Maintain, and improving non-magical weapons and armor. Worn weapons and armor are less effective.*

## Skill Perks

### Mastery Perks

* A **Novice** cannot repair magic items.
* An **Apprentice** can improve weapons and armor to Superior quality without a perk or Exquisite quality with a perk. Repair hammers last twice as long.
* A **Journeyman's** can improve weapons and armor to Exquisite quality without a perk or Flawless quality with a perk. Can now repair magic items.
* An **Expert** can improve weapons and armor to Flawless quality without a perk or Epic quality with a perk. Can repair items beyond their highest condition (to 125%).
* A **Master** can improve weapons and armor to Epic quality without a perk or Legendary quality with a perk. Never breaks repair hammers; one hammer lasts a lifetime.
Религиозные артефакты.

## **Пламенеправедные.**

#### **Прах Фернандо Гарсия.**

Основатель новой религии, выдающийся полководец, сальватор и правитель, человек который практически объединил Иберию, и всё это один человек - Фернандо Гарсия, однако судьба не дала ему распространить пламя новой религии по всему свету, и во время Иберийской войны Фернандо Гарсия был убит Ларентисом, однако позже он был ритуально сожжён и урна с его прахом сейчас находится в Севильском Кафедральном Соборе и почитается пламенеправедными как один из самых священных артефактов, на ровне с его трактатом, положившим начало новой религии, Трактатом Вечной Искры.

#### **Трактат Вечной Искры.**

Основной пламенеправедный религиозный текст, написан Фернандо Гарсия, оригинал сейчас хранится в Севильском Кафедральном Соборе и почитается пламенеправедными как один из самых священных артефактов, на ровне с прахом Фернандо Гарсия.

#### **Копье Ларентиса.**

Во время Иберийской войны основатель *пламенеправедства* и по совместительству её духовный лидер был убит этим копьём Папским солдатом по имени Ларентис.Сейчас этот артефакт находится в Севильском Кафедральном Соборе и почитается пламенеправедниками как священный.

#### **Хавестола.**

Один из самых видных Нордсольских пламенеправедников - Джон Хавестол, основатель Ордена Пылающей Розы, видный борец с нечистью, основное его оружие предназначавшееся для борьбы с морскими видами нечисти был гарпун - Хавестола. Сейчас находится во владении Ордена Пылающей Розы и почитается пламенеправедными как священный, особой славой пользуется среди Нордсольских пламенеправедников.
Faction:Mages Guild

## Favored Skills:

Alchemy

Conjuration

Alteration

Destruction

Enchanting

Illusion

Mysticism

Restoration

Thaumaturgy

## Favored Attributes:

Intelligence

Willpower

## Friends & Foes:

Fighters Guild**+1**

Hlaalu**+1**

Imperial Cult**+1**

Imperial Knights**+1**

Imperial Legion**+1**

Knights of the Nine**+1**

Nine Divines**+1**

Order of the Dragon**+1**

Census and Excise**-1**

Redoran**-1**

Tribunal Temple**-2**

Telvanni**-3**
Устройство Ютлинда

Ютлинд - довольно необычная организация, они являются террористической организацией, борющейся за независимость своей родины - Ирландии, однако они контролируют почти всё что происходит в ней, но всё ещё не объявивший независимость, так как официально теневое существование имеют некоторые плюсы, от которых пока что главы Ютлинда не готовы были отказаться.

Так как на большей части Ирландии трудно найти лояльных Империи служащих, Ютлинд имеет собственную полицию, администрацию, газеты, и прочие подобные структуры на острове.

На международной арене Ютлинд предстаёт как продавец любого оружия, наёмников, товаров с нелегального рынка, и так далее. Сейчас в Ютлинде можно купить всё что угодно.

**НЕ ФИНАЛЬНАЯ ВЕРСИЯ!!!!!!!!!!!**
World:Services

## Alchemist/Apothecary

Alchemists and apothecaries mix ingredients in order to brew magic potions.
## Armorers

Armorers deal with armor and shields and can even repair these items if need be.
## Bank

Places where you can deposit gold and make other financial transactions.
## Blacksmith

Blacksmiths deal with armor and weapons and can even repair these items if need be.
## Bookseller

Booksellers deal with the lore and knowledge.

## Enchanter

Enchanters deal with imbuing items with magical powers.

## Pawnbroker

Pawnbrokers function as traders of a wide array of used items.

## Shopping Plaza

Places where many different services have congregated to facilitate shopping.
## Slave Market

In these markets you can acquire strong workers or sensual concubines at a price.
## Spell Merchant

These merchants offer many types of spells for sale, which they can teach you for a price.
## Spellmaker

Spellmakers deal with creating custom spells.
Gameplay:Races

There are ten playable **races** in Oblivion, each with its own unique abilities, skills, and powers. Each race has a home province from which it originated (with the exception of Orcs, who currently live in Orsinium, but did not originate from there).

* Imperial *(Cyrodiils)*
* Nord
* Redguard *(Yokudans)*
* Wood Elf *(Bosmer)*
* Dark Elf *(Dunmer)*
* Orc *(Orsimer)*
* Khajiit

Your choice of race determines your character's initial Attribute values and also provides bonuses to various Skills, as detailed in the following table. All races and genders have 320 total base Attribute points. Each race also has special abilities (and in some cases weaknesses) as detailed on the individual race pages.
Wiki RoyalCrown

**Bienvenue sur le Wiki RoyalCrown français.**
Royal Crown - Wiki communauté francophone.

### Royal Crown - c'est quoi ?

Royal Crown est un jeu de battle royale (BR) avec une gameplay de MOBA. Une vue isométrique, un passif, 3 sorts et un ultime ! Dans un cast diversifié de guerriers, tanks, supports, assassins .... Fan de jeu comme League of Legends, dota2 et envie de montrez aux autres que seul, ou avec des compagnons jusqu'à 3, vous pouvez remportez la victoire ? Venez donc nous rejoindre sur ce battle royale unique en son genre et tentez de finir victorieux de la battle !
История Святой Армии Народов

**1800-е года.** Начало первого военного похода на земли Балкан со времён 1453-его года. Возглавлял этот поход Карагеоргий, основатель рода Карагеоргиевичей что будет править землями завоёванными в этом и последующих походах. Во всём походе приняло участие множество потомков бежавших в своё время с Балкан, но теперь они должны были отвоевать эти земли вновь. В горах Хорватии было встречено немало “партизанских” группировок что выжили в этих землях благодаря разве что лишь чуду. Несмотря на то что солдаты Святой Армии Народов, как они себя величали, были вооружены новейшими крептисиумными ружьями, продвигались с большим трудом и потерями. К концу 1809 года была только отвоёвана область Словении и небольшой кусок Хорватии, где и новообразованный “орден” и осел. Благодаря Прусской поддержке и Прусским советникам была воздвигнута первая стена на границе с территорией более прочих подверженная нечисти.

**1823 год.** Начало второго похода в глубь Балканского полуострова. Поход вновь возглавлял Карагеоргий.

**1829 год.** Результатом этого похода стало занятие силами САН большей части Хорватии и небольшую часть Боснии. На рубеже отвоёванных территорий были воздвигнуты новые стены.

**1849-1862 года.** Один из финальных походов, по его результатам были окончательно отвоёваны земли Боснии и Хорватии. Так же перед бойцами Святой Армии Народов предстало вид руин Белграда, что теперь печально венчали бывшую столицу Сербии.

**1874-1899 года.** Начало последнего похода. Этот поход стал самым кровопролитным из всех. Крупнейшая битва произошла за Белград, точнее за его руины.

**14 апреля - 22 мая 1883 года.** Битва за Белград. В этой битве были впервые испытано такое чудо немецкой военной мысли как Панзер, или как её называли среди некоторых бойцов САН - Лохань за её форму. В битве приняло участие порядка ста тысяч сынов Балкан, что готовы были пожертвовать собой дабы не допустить повторного нашествия нечисти. Со стороны нечисти были неисчислимые орды. Однако благодаря новым орудиям войны, таким как упомянутый выше танк, пулемёт, крептисиумные гранаты и прочие чудеса техники по уменьшению численности нечисти.

**1884 год.** Основание *Нового Белграда*. Возле руин старого Белграда, где ещё год назад гремели ожесточённейшие бои. Старый град был, как узнали немного позже, был заражён *Обителем Зла*, из-за чего его восстановление не представлялось возможным.