recursal/Fanatic-Fandom huggingface dataset:
Chemist

## Overview

Chemist is a ranged based Focus class with healing elixirs and damaging Explosives and mixtures.

## Abilities

Chemist has three ability lines, Elixirs, Mixtures and Explosives.

Elixirs has healing.

Mixtures deals damage and cripples enemies.

Explosives deals damage.

### Ability Template

 Restoration Elixir
 Rejuvenation Elixir
 Amplifying Elixir
 Antidote
 Elixir Y

###
Milano

Questo articolo è una bozza. Puoi aiutare **Milano Wiki** cercando di espanderlo.

### Comuni confinanti

Arese, Assago, Baranzate, Bollate, Bresso, Buccinasco, Cesano Boscone, Cologno Monzese, Corsico, Cormano, Cusago, Novate Milanese, Opera, Pero, Peschiera Borromeo, Rho, Rozzano, San Donato Milanese, Segrate, Sesto San Giovanni, Settimo Milanese, Trezzano sul Naviglio, Vimodrone

## Altre informazioni

### Giorno festivo

7 dicembre

**Milano** è una città italiana di 1 356 534 abitanti, capoluogo della regione Lombardia, dell'omonima città metropolitana, e centro di una delle più popolose aree metropolitane d'Europa.

La città ebbe origine nel VI secolo a.C., fondata dagli Insubri. Nel 222 a.C. fu conquistata dai Romani e venne denominata Mediolanum. Durante l'età comunale divenne prima signoria per essere innalzata a dignità ducale alla fine del XIV secolo, rimanendo al centro della vita politica e culturale dell'Italia rinascimentale.

All'inizio del XVI secolo perse l'indipendenza a favore dell'Impero Spagnolo, per passare, quasi due secoli dopo, sotto la corona austriaca: grazie alle politiche asburgiche, Milano divenne il principale centro dell'illuminismo italiano. Capitale del Regno d'Italia napoleonico, dopo la restaurazione fu tra i più attivi centri del risorgimento fino al suo ingresso nel Regno d'Italia.

Principale centro economico e finanziario della penisola, Milano ne guidò lo sviluppo industriale, costituendo con Torino e Genova il "Triangolo industriale", in particolar modo durante gli anni del boom economico quando lo sviluppo industriale e urbanistico coinvolse anche le città limitrofe, creando la vasta area metropolitana milanese. In ambito culturale, la città meneghina è il principale centro italiano dell'editoria ed è ai vertici del circuito musicale mondiale grazie alla stagione lirica del Teatro alla Scala e alla sua lunga tradizione operistica. Milano è inoltre tra i principali poli fieristici europei e del design industriale ed è considerata una della quattro capitali mondiali della moda.
Disastro aereo di Linate

Il **disastro aereo di Linate** fu un incidente aereo avvenuto la mattina dell'8 ottobre 2001, all'aeroporto di Milano-Linate.

Durante la fase di decollo un McDonnell Douglas MD-87 della compagnia aerea Scandinavian Airlines entrò in collisione con un Cessna Citation CJ2 privato, entrato erroneamente nella pista di decollo, che causò l'uccisione dei suoi occupanti. L'aereo di linea, gravemente danneggiato, non riuscì a completare il decollo andando a schiantarsi contro un edificio adibito allo smistamento dei bagagli, situato sul prolungamento della pista. L'impatto e l'incendio che ne seguì, causarono la morte dei passeggeri e degli addetti allo smistamento bagagli al lavoro nel reparto.

L'incidente ebbe un bilancio di 118 vittime, diventando così il più grave disastro aereo della storia d'Italia per numero di morti. Uno degli addetti ai bagagli, Pasquale Padovano, seppur gravemente ustionato su gran parte del corpo, si salvò, risultando l'unico sopravvissuto al disastro.

Le indagini svolte in seguito fecero emergere numerose deficienze strutturali dell'aeroporto di Linate (segnaletica vecchia e non a norma, radar di terra non operativo e sensori di rilevamento di invasione di pista disattivati) e una serie di errori umani da parte dei controllori del traffico aereo e dei piloti del Cessna, causate in parte dalle condizioni di scarsa visibilità di quel giorno, dovute alla nebbia.

A seguito del disastro l'aeroporto fu oggetto di una vasta opera di ristrutturazione e adeguamento, atte a migliorare il livello di sicurezza del traffico aereo.
PalaItalia

Il **PalaItalia** sarà uno stadio di hockey su ghiaccio, attualmente in fase di progettazione, la cui costruzione è prevista nel gennaio 2021 e il completamento per il 2026.

L'impianto sportivo sorgerà nel quartiere Santa Giulia e ospiterà le gare di hockey su ghiaccio dei XXV Giochi olimpici invernali.

## Storia

Il PalaItalia rientra nel contesto di riqualificazione del quartiere Santa Giulia, situato nella periferia Sud-est della città e denominato Montecity-Rogoredo. L'idea nacque in occasione della candidatura di Milano alle Olimpiadi invernali del 2026, tuttavia l'amministrazione cittadina stabilì che l'impianto si dovesse fare indipendentemente dalla scelta del paese ospitante.

La progettazione è stata affidata alla Risanamento S.p.A., attraverso la controllata Milano Santa Giulia. A una settimana dal voto del Cio, la società ha reso noto di aver siglato un patto con la società australiana Lendlease e la Ogv Europe Limited per la costruzione del Palazzetto. La bonifica dell'area dove sorgerà l'impianto sportivo avrà inizio nei primi mesi del 2020.

## Fonti

1. ↑ milano.corriere.it, *[1]*, "Giochi 2026, Santa Giulia: un’arena olimpica per cambiare volto al quartiere"
2. ↑ milano.corriere.it, *[2]*, "Il PalaItalia""
3. ↑ www.ilgiorno.it, *[3]*, "Milano, arena a Santa Giulia: c’è il gestore"
4. ↑ www.ansa.it, *[4]*, "Bonifica Arena Santa Giulia inizio 2020"

## Guarda anche...

XXV Giochi olimpici invernali
 Altri eventi:
Canzone milanese

Questo articolo è una bozza. Puoi aiutare **Milano Wiki** cercando di espanderlo.

Per **canzone milanese** si identifica la musica tradizionale originaria di Milano.

## Storia

### Origini

La canzone milanese ha origine dai primi canti popolari provenienti da ogni angolo della regione, e soprattutto dalla campagna lombarda. Più che vere e proprie canzoni si trattava di filastrocche, strofette e cantilene tramandate principalmente a voce.

Le canzoni milanesi non differivano molto da quelle lombarde e avevano come principali temi: antiche ballate dal sapore epico medievale, brani rituali e di devozione popolare, canzoni d’amore, canzoni legate ai mestieri, al lavoro nei campi e, più tardi, nelle industrie, oltre agli stornelli e canzonette da osteria.

### L'Ottocento, i Barbapedanna ei Café Chantants

Al XIX secolo risale gran parte del repertorio di canzoni popolari anonime in milanese. Le canzoni di questo periodo ci sono note, oltre che per trasmissione orale, anche grazie ai fogli volanti. Questi, spesso anonimi ma non sempre, ci hanno conservato i testi di tante canzoni. Bisogna tuttavia osservare che chi ha riportato le canzoni su tali fogli aveva una certa cultura ed ha perciò modificato i testi in senso letterario, quando non li ha addirittura tradotti in italiano, e perciò si tratta di testi non esattamente popolari. La prima raccolta di canzoni e canti milanesi classici fu pubblicata nel 1857 da Casa Ricordi.

In questo secolo la figura del cantastorie ebbe il suo risvolto folkloristico nella figura del "Barbapedanna" o "Barbapedana". Questa espressione, che nel Seicento aveva indicato un giovanotto spavaldo armato di spada, ora indicava la "versione milanese" dei coevi *chansonniers* francesi, armati di chitarra e vestiti con una lunga zimarra nera ed un cappello a cilindro con la penna di gallo. Le origini di questa figura popolare è molto incerta, come non si sa con precisione quanti artisti nel corso dei secoli si siano identificati con questo nome. Il più noto, e l'unico a cui tutte le testimonianze si riferiscono, fu Enrico Molaschi, il quale, tra la seconda metà del XIX secolo e gli inizi del XX secolo, girava per le osterie e intratteneva i commensali con canzoni popolari e filastrocche. Il Molaschi è la figura di snodo fra la canzone popolare e quella d'autore milanese: è l'ultimo dei Barbapedanna ma è anche il primo nome che si ricorda di cantautore meneghino. Egli fu infatti anche uno dei più famosi artisti dei *cafés-chantants* milanesi, insieme a Luciano Molinari, detto "Lucien".

Nel 1891 si tenne il primo "concorso della canzone lombarda". La prima edizione fu vinta da *El gatt* di Federico Bussi e Pietro Girompini.
Elijah

**Elijah** is a boss added to Terraria, summoned by the Shadaine Clump. It consists of a large, purplish worm. Attacking its body will release Trapped Spirits, that inflict Light Fire. Contact with its head will do high damage, and inflict Void Flame.

**Elijah** is capable of dashing, where it will quickly reach a high speed. This dash does not occur often but adds a hint of unpredictability to the fight.

It is advised to stay off the ground, as **Elijah** can easily decimate a player on the ground.

Try not to hit its body, as it will spawn Trapped Spirits that are a nuisance to clear.

As of 0.5, **Elijah** no longer matches your top speed and instead has a fixed speed.

**Elijah**'s body has a ridiculous amount of defense, which makes its body virtually impossible to damage.
Debuffs

Erilipah adds a large variety of debuffs.

*Debuff name and details left, debuff icon right*

**Light Fire** - Deals more damage depending on your defense. It also slows you down.

*'The more defense you have, the more life you lose and the slower you are'*

**Infected** - Spreads from entity to entity. Turns the debuffed entity black and quickly drains life.

*'Find a cure or pray for mercy, but either way, stay away from others.'*

***Note***: This debuff cannot be cured by the Nurse, it can only be removed by dying or The Cure.

## Tips

If your NPCs get the Infected debuff you can quit out to the main menu and go back in to remove it from them.
Dracon(NPC)

Statistics

## Drops

> "Did you come to me just to hear my extensive thoughts and dialogue?"
>
>

The Dracon is a new Town NPC added in Erilipah. Its appearance is a waist-high dragon. It is noticeably longer than any other town NPC.

This NPC will spawn after Skeletron is defeated.

There is an enemy Dracon that attacks only if it's health is lowered. It launches a fireball that lingers on the ground. It deals the amount of damage the last enemy dealt to the Dracon. This means that if it was hit by a slime, it would do low damage. If it was hit by a Dungeon Guardian, it would do extreme damage.

The Dracon takes damage like any other NPC, but it will only take a maximum amount of damage. This means the Dungeon Guardian will do the same amount of damage as a normal enemy to the Dracon.

The Dracon has 750 HP as opposed to the normal 250 HP from other town NPCs.

Keep in mind that these are *dracons*, not *dragons*.

The Dracon sells different items to the player:

 Samael's Brew
 Half
(This gets removed once the player has entered
hardmode.)

The Dracon has an extensive amount of dialogue. He sometimes references his past friend, whose name is unknown.

Its eyes are known to occasionally change colors. The only name for the Dracon is Samael.

When the Dracon dies, It drops a couple of Bones and an item called Dracon Skull
Ability Template

## Overview

A 'build', 'template', or 'ability template' are common terms that are used to describe a selection of abilities that a player has chosen for a class.

## Creating a Template

Abilities are chosen in the abilities template screen after choosing a class. Each class has 6 sets of 3 different abilities choices. Each line column represents a different style of abilities. For example, one Ability Line may have more damaging or support abilities than another column.

Select one ability on each row to create a custom template that suits your play style.

## Ability Lines

An 'Ability Line' or 'Ability Column' is one column of abilities that represent a theme of a class.  Ability lines may have more damaging or support abilities than another Ability Line.

Only one ability may be selected from each row, however it is possible to select all of the abilities from a single ability line.

Ability lines are commonly referred to A, B or C. When paired with their ability row slot, they each have a unique designation (4c, 1b, 6a).

## Ability Rows

An 'Ability Row' is one row of abilities that corresponds to an ability slot. An ability slot is the corresponding number that will be pressed in game to activate the ability. The higher the number, the higher the relative power and cooldown of each ability. It is common for abilities on the Slot 1 row to have low power, but no cooldown, while abilities on the slot 6 row have high power and long cooldowns.

Individual abilities within each ability row are referred to as the number of their slot. When paired with their ability line, they each have a unique designation (4c, 1b, 6a).

## Common Templates

Players will often have go-to or preferred templates that are often played. Certain combinations of abilities work better and it is common to reuse certain builds that work well with other classes.

Examples of Build Names

* Mobility Archer
* DoT Assassin
* Healing Chemist
* Damage Cleric

For information on builds used for individual classes, see the individual class pages found on the Classes Page.
Archer

## Overview

Archer is a ranged based stamina class with quick mobility and deadly bow shots.

## Abilities

Archer has three ability lines, Marksmanship, Wind Magic and Speed.

Marksmanship has powerful ranged attacks.

Wind Magic uses the power of wind to deal damage to enemies and heal allies.

Speed has excellent mobility and escape abilities.

### Ability Template

###
Dracon (Entity)

The Dracon is an entity added in Erilipah

If it's health is lowered, it launches a fireball that lingers on the ground. It deals the amount of damage the last enemy dealt to the Dracon. This means that if it was hit by a slime, it would do low damage. If it was hit by a Dungeon Guardian, it would do extreme damage.
Casting Speed

## Overview

Cast speed may be increased or decreased with certain buffs or debuffs that affect casting speed and have the 'casting speed trait'

Casting speed increases are additive and range from -100% to +100%. Each % of casting speed gained increases the casting speed, making a spell cast faster. Each % of negative casting speed gained decreases the casting speed, make a spell cast slower.

## Casting Speed and Instant Casts

Casting speed does not affect instant casts directly; rather it reduces the global cooldown, allowing faster use of instant cast abilities.

## Casting speed and Casts

Normal casts gain a linear increase or decrease that corresponds with the casting speed increase or reduction. A spell that were to have a 10 second cast time would have its cast time reduced to 5 seconds at +50% casting speed increase and increased to 15 seconds at -50% casting speed reduction.

At +100% cast speed, the user will gain the Fast Casting effect. See the Fast Casting page for more information about fasting casting.

## Casting speed and Channels

Channeled casts, similar to normal casts, gain a linear increase and decrease that corresponds with the casting speed increase or reduction.

At +100% cast speed, the user will gain the Fast Casting effect. See the Fast Casting page for more information about fasting casting.

## Casting speed and Global Cooldowns

Similar to casting, global cooldowns receive linear increase and decrease that corresponds with the casting speed increase or reduction. However, a Global Cooldown cannot be reduced below 0.4 seconds or increased beyond 2.5 seconds.

## +100% Casting Speed

At +100% casting speed the user gains the Fast Casting casting effect and all cast abilities are treated as instant cast abilities. See the Fast Casting page for more information.

## -100% Casting Speed

At +100% casting speed the user gains the Silence effect and can no longer use abilities. See the Silence page for more information.
Tick

## Overview

A tick refers a single event that occurs within the duration of a channel or DoT/HoT effect. There may be multiple ticks within an effect, or a single tick.

## Tick Rate

Tick rate is the amount of times that a tick will occur within the duration of a channel or DoT/HoT effect. Average tick rates for DoT/HoT effects are 1 tick every second, and average tick rates for channeled abilities are 1 tick every 0.5 seconds.

## Channeled Ticks

During a channel, ticks will occur corresponding with their tick rate. A channel that is 2 seconds long with a 0.5 second tick rate will have 4 ticks.

## DoT/HoT Ticks

During a DoT/HoT effect, ticks will occur corresponding with their tick rate. A DoT/HoT effect that is 10 seconds long with a 1 second tick rate will have 10 ticks.
Cooldown

## Overview

Cooldowns are lockout times for abilities. Upon activating an ability or finishing a cast, the cooldown will activate and prevent further use of that specific ability. The global cooldown will also activate and prevent other abilities from being used too quickly.

If an ability is on cooldown, other abilities may be used. Not all abilities have cooldowns, most abilities in the slot 1 ability row will not have a cooldown and can be repeatedly used.

At this time, cooldowns other than the global cooldown cannot be reduced.

## Global Cooldown

The global cooldown is an internal cooldown that is not tied to any abilities. The Global cooldown triggers when an ability is activated. The default global cooldown is 1 second, however this can be increased or reduced with buffs or debuffs.

### Global Cooldown during casts

The global cooldown is handled in the same way for both casts and instant casts. Upon ability activation the global cooldown triggers.

### Global Cooldowns during channels

When channeling, the global cooldown triggers at the beginning of the cast, preventing rapidly canceling the channel and beginning a new channel.

### Global Cooldown Reductions

The global cooldown can be reduced by casting speed increases. See the Casting Speed page for more information.

## Cooldowns and Casted Abilities

Upon casting an ability, a global cooldown will trigger based on the amount of time it takes to cast the spell. The global cooldown is started when the cast ends, but is reduced by the cast duration. If the cast duration was above the minimum global cooldown (0.4 seconds) then there will be no global cooldown triggered.

Canceling a casted ability by moving will not trigger the global cooldown.

In nearly every situation except during Fast Casting, there will be no apparent global cooldown for casts.

See the Fast Casting page for more information.

## Cooldowns and Instant Cast Abilities

When an instant cast ability is activated the cooldown for the ability will immediately trigger and the global cooldown will activate.

## Cooldowns and Channeled Abilities

Channeled casts will instantly trigger the cooldown of the ability. The global cooldown is triggered at the beginning of the channel, similar to instant casting. This prevents channels from being activated, canceled and restarted.
Weapons

Weapons are essential items used for combat against enemies, bosses, and even other players during PvP games. Most weapons are crafted at any crafting Station, while others can only be found in Chests, as enemy/boss drops, or purchased from NPCs. Erilipah adds several new and unique weapons for players to use.

## Melee weapons

### Swords

Swords are melee weapons which can be divided into 2 basic categories: Shortswords, and Broadswords. Shortswords have a very limited range and attack with a horizontal stabbing motion instead of an arc. Broadswords are swung overhead, which makes it easier to defeat flying and jumping enemies than shortswords.

#### Pre-Hardmode

* Crystalline Sword
* Dune Gladius
* Earthen Shortsword
* Lunacritical
* Phlogiston Sword
* Sanguine Saber
* Void Spike
* Wither
* Wooden End

### Spears

Spears are melee weapons that have decent range (somewhat better than swords), but attack using a stabbing motion (like a shortsword, except that spears can be aimed). Spears also have a good chance of hitting targets more than once, especially large enemies.

#### Pre-Hardmode

* Arid Impaler
* Templar's Impaler

## Ranged weapons

### Bows

#### Pre-Hardmode

* Crystalline Bow
* Desert Conqueror
* Earthen Bolter

* Moonbow
* Phlogiston Longbow
* Templar's Lifebow

### Guns

#### Pre-Hardmode

* Detached Drone Blaster
* Granite Assault Rifle
* L.E.E.C.H.
* Phlogiston Arm Cannon
* Sacracite Arm Cannon
* Sanguine Dominator
* Seed Chaingun

## Magic weapons

### Staffs

#### Pre-Hardmode

* Crystalline Staff
* Earthen Wand
* Luna Staff
* Nidorose
* Night Scepter
* Phlogiston Wand
* Sacracite Grandstaff
* Sanguine Staff
* Templar's Grand Pearl Staff

### Tomes

#### Pre-Hardmode

* Dune Duster
* Forests Wrath

### Other

#### Pre-Hardmode

* Eye of the Tyrant
* Phlogiston Magic Dagger
Line of sight

## Overview

Line of sight is a term that refers to the sight of an actor.

It is commonly used to describe the act of putting objects between yourself and an enemy to avoid receiving damaging effects.

## Line of Sight and Casting

As most abilities cannot begin or complete a cast without having direct line of sight on a target, it is a common tactic to stay near an object or corner to easily prevent any enemy spell casts from finishing that may target you.

## Line of Sight and Targeting

You may not target enemies or allies that you do not have a direct line of sight on. This can be used to prevent an enemy targeting you during combat.
Critical Hit

## Overview

Critical hits are a form of increasing the damage of an ability. There is no innate critical hit chance, so in order to crit you must receive a buff or debuff that makes a target able to receive a critical hit.

## Critical Hit Chance

Critical hit chance may be gained by certain buffs or debuffs that increase a user's critical hit chance. This chance scales linearly up to +100%. A player with 40% critical hit chance will have a 40% chance to deal a critical hit to an enemy with 0% critical defense.

## Critical Multiplier

Upon getting a critical hit an ability is multiplied by the critical multiplier; for most abilities the critical multiplier is 1.5x.

An ability that deals 1000 damage that critically hits will deal 1500 damage.

## Critical Hit Defense

Critical hit defense reduces the chance to be critically hit and can be gained by certain buffs or debuffs. Critical hit defense scales linearly up to +100%.

If player A has +100% crit chance and player B has +50% critical defense chance, player A will only have +50% when attacking player B.

## Critical Hit Vulnerability

Critical hit vulnerability increases the chance that a target will be critically hit and can be gained by certain buffs or debuffs. Critical hit vulnerability works with critical hit defense. Critical hit vulnerability of +50% will effectively cancel out a critical hit defense of +50%.

If player A has +50% critical vulnerability and player B has 0% crit, player A will have a 50% chance to crit while attacking player B.
Eternal

## Overview

Eternal is a the first gameplay map available in *Enter the Arena*. Eternal features 8 different major line of sight objects, 4 Large pillars that are equal distances away from each other in the center of the arena and 1 small lamp post half-way between the outer edge of each large pillar and the edge of the map (4 total).
Assassin

## Overview

Assassin is a melee based stamina class with wicked poisons and sharp daggers.

## Abilities

Assassin has three ability lines, Daggers, Poisons and Escape.

Daggers has quick wounding strikes that dispatch the target quickly.

Poisons have utility effects to make bad situations worse for enemies.

Escape has support abilities to aid allies and survive in tough situations.

### Ability Template

 Practiced Stab
 Blade Twisting
 Knife in the Dark
 Sinister Shadow
 Eviscerate

###
Healing

## Overview

Healing is commonly known as effects that restore a health or resource pool. The opposite of Healing is Damage.

## Healing Methods

### Direct Healing

Direct Healing directly restores your target's health pool. Abilities that heal may be cast, instant cast or channeled. Some additional buffs may also heal to your target such as heal over time effects.

Direct healing can be increased through buffs or decreased with debuffs.

### Healing Over Time

Heal over time (HoT) abilities are friendly buffs that are placed on your target that will periodically restore health. The average tick rate for a HoT is 1 second. Some HoTs may have varying tick rates, but generally range from 0.5 - 2 seconds.

HoTs may have their tick rate increased or decreased with casting speed increase/decreases. Please see the casting speed page for more information on this.

HoTs may have their healing effects decreased/increased through buffs or debuffs on the target. Buffs or Debuffs on the user other than casting speed increase/decrease should not affect the healing of HoTs.

## Healing Types

Healing damage is a type of damage that restores health to the target. Healing actions are generally performed through spells that restore a target's health.

Healing shares it's subtypes with Magical Damage

#### Healing Subtypes

* Magic (generic)
* Arcane
* Dark
* Divine
* Electric
* Earth
* Fire
* Ice
* Lightning
* Life
* Mystic
* Nature
* Water
* Wind
Pool distribution

## Overview

Different Classes have different resource values. Health/Stamina/Focus pools are determined based on 36k point total pools in the following manner.

 How Pools Are Determined

Health and resource Pools are determined based on a very simple rule:

Health + Resource = 36,000 points total

Resource will always refer to the **primary** resource.

## Stamina and Focus Classes

Stamina and Focus Classes have the following rules.

Health + Primary Resource = 36,000 points total

Secondary Resource = Primary Resource / 2

An average class will have a 50% resource split between health and its primary resource.

An average Stamina Class will have 18,000 health, 18,000 stamina and 9000 focus.

An average Focus Class will have 18,000 health, 9000 stamina and 18,000 focus.

## Hybrid Classes

Hybrid Resource Classes are handled slightly different:

Health + Resource = 36000 points total

Focus & Stamina = 75% of resource

An average Hybrid Class will have 18,000 health and 13,500 stamina and 13,500 focus

## Resource Weights

Resource weights may also weight heavier in favor of health or the primary resource, which will provide a lower or higher secondary normal resource value.

Health heavy = 22,000 health, 14,000 primary resource and 7000 secondary resource

Resource heavy = 14,000 health, 22,000 primary resource and 11,000 secondary resource

Health heavy hybrid = 22,000 health, 14,000 resource = 10,500 stamina and focus

Resource heavy hybrid = 14,000 health, 22,000 resource = 16,500 stamina and focus
Glancing Blow

## Overview

Glancing Blows are a form of decrease the damage of an ability. There is no innate Glancing Blow chance, so in order to glance you must receive a buff or debuff that makes a target able to receive a glancing blow.

## Glancing Blow Chance

Glancing Blow chance may be gained by certain buffs or debuffs that increase a user's glancing Blow chance. This chance scales linearly up to +100%. A player with 40% Glancing Blow chance will have a 40% chance to receeve a Glancing Blow to an enemy attack.

## Glance Multiplier

Upon receiving a Glancing Blow an ability is multiplied by the Glance multiplier; for most abilities the Glance multiplier is 1.5x.

An ability that deals 1000 damage that glances will deal 500 damage.

## Glancing Blow Chance

Glancing Blow defense reduces the chance to be Glancely hit and can be gained by certain buffs or debuffs. Glancing Blow defense scales linearly up to +100%.

If player A has +100% crit chance and player B has +50% Glance defense chance, player A will only have +50% when attacking player B.

## Glancing Blow Hit Chance

Glancing Blow increases and decreases may be gained by certain buffs or debuffs. Glancing Blow hit chance scales linearly from -100% to +100%. A glancing blow hit chance increase of +50% will effectively cancel out a glancing blow hit decrease defense of +50%.

If player A has +50% glancing blow hit chance and player B has +50% glance blow chance, player A will have a 100% to have their attack deal reduced damage as a result of a glancing blow against player B.

If player B has -50% glancing blow hit chance and player B has +50% glancing blow chance, player A will have a 0% to have their attack deal reduced damage as a result of a glancing blow against player B.
Resource Modification

## Overview

Resource modification refers to abilities and effects that modify resources. For more information on resources please see the Resource page.

Resource damage and healing does not follow the same rules that damage and healing follows. Damage increasing/decreasing buffs/debuffs will not affect the healing output of resource healing abilities. However, casting speed will increase the tick rate of any resource heal/damage over time effects in the same manner that affects DoT/HoTs.

## Resource Modification Types

Resources deal two types of damage to their intended target.

* Stamina
* Focus

For more information on resources please see the Resource page.

## Resource Damage Methods

Resource damage deals damage to your target's stamina or focus pools.

### Direct Resource Damage

Direct Resource Damage directly damages your target's stamina or focus pools. Abilities that damage resources may be cast, instant cast or channeled. Some additional buffs may also damage your target's resources, such as resource heal over time effects.

Direct resource damaging abilities do not follow the same rules that damage follows. Damage increasing/decreasing buffs/debuffs will not affect the healing output of resource healing abilities.

### Resource Damage Over Time

Resource damage over time abilities are hostile debuffs that are placed on your target that will periodically damage your targets stamina or focus pools. The average tick rate for a Resource damage over time is 1 second. Some Resource damage over times may have varying tick rates, but generally range from 0.5 - 2 seconds.

Resource damage over times may have their tick rate increased or decreased with casting speed increase/decreases. Please see the casting speed page for more information on this. Buffs or Debuffs on the user other than casting speed increase/decrease should not affect the damage of Resource damage over times.

## Resource Healing Methods

Resource healing restores your targets stamina or focus pools.

### Direct Resource Healing

Direct Resource Healing directly restores your target's stamina or focus pools. Abilities that heal resources may be cast, instant cast or channeled. Some additional buffs may also restore your target's resource's, such as resource heal over time effects.

Direct resource healing abilities do not follow the same rules that healing follows. Heal increasing/decreasing buffs/debuffs will not affect the healing output of resource healing abilities.

#### Resource Heal Over Time

Resource heal over time abilities are friendly buffs that are placed on your target that will periodically restore your targets stamina or focus pools. The average tick rate for a Resource heal over time is 1 second. Some Resource heal over times may have varying tick rates, but generally range from 0.5 - 2 seconds.

Resource heal over times may have their tick rate increased or decreased with casting speed increase/decreases. Please see the casting speed page for more information on this. Buffs or Debuffs on the user other than casting speed increase/decrease should not affect the healing of Resource heal over times.

###
Silence

## Overview

Silence is an effect that is gained when the recipient gains less than -100% casting speed increases from buffs, debuffs or other methods.

Silence prevents the recipient from using abilities or casting.

## Gaining Silence

When the recipient gains less than -100% casting speed increases from buffs, debuffs or other methods. Silence will be immediately lost if the user goes above -100% casting speed.

Certain abilities that grant Silence grant at least -100% casting speed. Silence overrides Fast Casting and will always stop a user from casting.

See the Fast Casting page for more information on fast casting.

## Silence During Casts

During normal casts, Silence will interrupt the cast and prevent any new casts from starting for the duration of the silence.

## Silence During Instant Casts

Silence will prevent instant casts from being activated.

## Silence During Channels

During Channeled casts, Silence will interrupt the cast and prevent any new channels from starting for the duration of the silence.

## Silence and Global Cooldowns

Silence does not directly affect global cooldowns, instead the passive casting speed decrease increases the global cooldown to its cap of 2 seconds. As most abilities cannot be activated during silences, experiencing a massive global cooldown increase is uncommon.

## Using Abilities While Silenced

If specified some abilities may be usable while silenced; however, the casting speed reduction will apply as normal.
Damage

## Overview

Damage is commonly known as effects that damage a health or resource pool. The opposite of Damage is Healing.

## Damage Dealing Methods

There are two primary methods of dealing damage to your target. Direct damage and Damage over Time.

### Direct Damage

Direct damage directly deals damage to your target's health pool. Abilities that deal damage may be cast, instant cast or channeled. Some additional debuffs may deal damage to your target such as the damage over time effect.

Direct damage can be increased through buffs or decreased with debuffs.

### Damage Over Time

Damage over time (DoT) abilities are hostile debuffs that are placed on your target that will deal periodic health damage. The average tick rate for a DoT is 1 second. Some DoTs may have varying tick rates, but generally range from 0.5 - 2 seconds.

DoTs may have their tick rate increased or decreased with casting speed increase/decreases. Please see the casting speed page for more information on this.

DoTs may have their damage decreased/increased through buffs or debuffs on the target. Buffs or Debuffs on the user other than casting speed increase/decrease should not affect the damage of DoTs.

## Damage Types

There are several types of damage: Physical, Magical, Healing and True Damage. Physical, Magical, and Healing damage types have additional damage type subgroups. Healing is generally considered magical, and shares subgroups with the Magical Damage type.

### Physical Damage

Physical damage is a type of damage that is done to a target. Physical attacks are generally performed through abilities that would physically touch the target in some way, such as an arrow from a bow, a sword, a mace or a fist.

#### Physical Damage Subtypes

* Physical (generic)
* Acid
* Bleed
* Crush
* Disease
* Poison
* Slash
* Thrust

### Magical Damage

Magical damage is a type of damage that is done to a target. Magical attacks are generally performed though abilities that have a type of magical component to them, such as summoning jets of fire or cursing a target.

#### Magical Damage Subtypes

* Magic (generic)
* Arcane
* Dark
* Divine
* Electric
* Earth
* Fire
* Ice
* Lightning
* Life
* Mystic
* Nature
* Water
* Wind

### Healing

Healing damage is a type of damage that restores health to the target. Healing actions are generally performed through spells that restore a target's health.

Healing shares it's damage subtypes with Magical

### True Damage

True damage is a type of damage that deals special damage to the target. True Damage abilities are uncommon, and are often found as direct damage spells.

True damage is a unique damage type that bypasses all damage reduction that the target may have; in turn, it is not affected by any damage increases that the user may have.
Health

## Overview

Health measures the amount of damage that your character can take before dying. Health is represented by the red bar on the player's UI. Each class Health may also be referred to as health points or hit points.

## Removing Health

Health can be removed by dealing damage with abilities. If a character's health is reduced to 0, they die.

## Restoring Health

Health can be restored by healing with abilities. A Character may only be healed to their maximum amount of health, determined by their health pool.

## Player Health Pools

Player health pools are distributed differently between different classes. See the Pool Distribution page for further information.
Resource

## Overview

Resources are pools that drawn from to use abilities. In *Enter the Arena* there are two different pools of resources stamina and focus. Each ability is typically weighted towards one resource.

Each ability will almost always have a dual resource cost of both Stamina and Focus. Abilities will often be weighted towards one resource or the other, physical abilities tend to be weighted towards heavy stamina costs while magical abilities are tend to be weighted towards heavy focus costs.

## Stamina

Stamina is a resource associated with physical actions such as swinging a sword. The stamina resource pool is represented by the green bar on the player's UI. Stamina can be modified by certain abilities, see the resource modification page for more information on how this happens.

## Focus

Focus is a resource associated with magical actions and actions that require mental exertion such as casting a spell or aiming an accurate shot. The focus bar is represented by the blue bar on the player's UI. Focus can be modified by certain abilities, see the resource modification page for more information on how this happens.

## Player Resource Pools

Player resource pools are distributed differently between different classes. See the Pool Distribution page for further information.
Feathercloud

## Description

**Feathercloud** is a long-haired ginger tabby she-cat with white splotches.

## History

### *Shadows*

Feathercloud is seen talking to her apprentice, Pebblepaw.

## References

1. ↑ Revealed in *Shadows*, Allegiances
2. ↑ Revealed in *Shadows*, Allegiances
3. ↑ Revealed in *Shadows*, Allegiances
4. ↑ 4.0 4.1 4.2 Revealed in *Shadows*, Allegiances
Curlpaw

## Description

**Curlpaw** is a cream tabby she-cat with curly fur.

## History

### *Shadows*

Curlpaw is seen walking into the clearing with herbs held between her jaws. She is followed into the clearing by Dustmask and Torntail.

## References

1. ↑ Revealed in *Shadows*, Allegiances
2. ↑ Revealed in *Shadows*, Allegiances
3. ↑ Revealed in *Shadows*, Allegiances
4. ↑ 4.0 4.1 Revealed in *Shadows,* Allegiances
Torntail

## Description

Torntail is a black she-cat with a torn tail.

## History

### *Shadows*

Torntail is seen following Curlpaw into the ShadowClan camp. Torntail is later made Sunpaw's mentor.

## References

1. ↑ Revealed in *Shadows*, Allegiances
2. ↑ Revealed in *Shadows*, Allegiances
3. ↑ Revealed in *Shadows*, Chapter One
4. ↑ 4.0 4.1 Revealed in *Shadows*, Allegiances
Flykit

"*It's fine [...] I wouldn't want to be leader anyway.*"
—**Flykit** to Sunkit about pretending to be leader in their game in *Shadows*, Chapter One

## Description

**Flykit** is a lilac spotted tabby tom with white patches.

## History

### *Shadows*

Flykit is seen sitting with Pearkit near Thrushwhisper in the nursery. He is watching Hollykit and Emberkit play-fighting, whilst Sunkit is trying to get Hollykit to let go of Emberkit when she pins her down. When Smoketail scolds the kits for being so noisy, she looks at Sunkit and wonders why he is playing when he is going to become an apprentice that day. When Smoketail mentions this, Flykit says that he would miss the cheerful tom. Flykit then hopes that his mentor will be either Birchstar, Duskbreeze, or Mistypelt. When Flykit and the others leave the nursery, Flykit sees that everybody is busy. Flykit then runs over to his littermates and Sunkit. Hollykit and Emberkit are arguing again, about who will be the leader in their game. Sunkit suggests that it should be Flykit, but Hollykit says that Flykit would be a terrible leader and that the name Flystar sounds stupid. Flykit says that he doesn't want to be the leader in the game anyway. Sunkit pretends to be leader instead, and makes Flykit a fake warrior name: Flycloud. When Shadepaw goes past them, Flykit jumps up and greets her, asking the apprentice if she can play with them. Birchstar then calls a Clan meeting for Sunkit's apprentice ceremony, and Flykit and his siblings follow the kit to the clearing. Flykit and his siblings sit near Thrushwhisper. Flykit calls Sunpaw's name. After the ceremony, Birchstar tells Flykit that it is not far off from his own apprentice ceremony. Birchstar says that he has a mentor in mind for Flykit, but when Flykit asks who it is, Birchstar does not tell his son.

*More coming soon...*

## Family

**Mother:**

Thrushwhisper - Living (As of *Shadows*)

**Father:**

Birchstar - Living (As of *Shadows*)

**Brother:**

Pearkit - Living (As of *Shadows*)

**Sisters:**

Shadepaw - Living (As of *Shadows*)

Hollykit - Living (As of *Shadows*)

Emberkit - Living (As of *Shadows*)

**Grandmother:**

Roseberry - Deceased, verified StarClan member

**Uncle:**

Unnamed tom - Deceased, residence unknown

## References

1. ↑ Revealed in *Shadows*, Allegiances
2. ↑ Revealed in *Shadows*, Allegiances
3. ↑ Revealed in *Shadows*, Chapter One
4. ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Revealed in *Shadows*, Allegiances
5. ↑ Revealed in *Shadows*, Chapter One
6. ↑ Birchstar's mother
7. ↑ Birchstar is said to have a brother in the Prologue of *Shadows*
Birchstar

"*Thank you, Rainstar! I won't let you down!*"
—**Birchstar** to Rainstar in *Shadows*

## Description

**Birchstar** is a large, light cinnamon spotted tabby tom with a sleek pelt, a white muzzle and underbelly, and shiny leaf-green eyes.

## History

### *Shadows*

Birchstripe is receiving his nine lives. He is twitching his tail nervously when Roseberry approaches. Roseberry gives Birchstripe a life for courage, and tells him that she is proud of him. Birchstripe clenches his teeth as pain shoots through him. He asks Roseberry whether his brother is going to give him a life, but Roseberry doesn't answer and looks at Birchstripe guiltily. Rainstar then appears, and gives Birchstripe his final life. She gives him a life for wisdom. Birchstripe then becomes Birchstar, and the StarClan cats begin to call him by his new name. Straight after this, the clearing is plunged into darkness and Birchstar looks around frantically for the StarClan cats. Four cats then appear before Birchstar, and he is told a prophecy: *Claws will fly and shred the shadows from the falling snow.* Birchstar is confused, and wakes up. Copperwing tells Birchstar that they'd best be getting back to camp, as everyone will be wondering where they are. Birchstar follows Copperwing home, whilst still thinking about the prophecy.

Flykit hopes that Birchstar will be his mentor when he becomes an apprentice. Birchstar is later seen sat on a branch above the leader's den. Shadepaw then mentions, to Sunkit, that it looks like Birchstar is getting ready for his apprentice ceremony. Birchstar then calls a Clan meeting. He makes Sunkit an apprentice, Sunpaw, and gives him Torntail for his mentor. Birchstar then leaps off the branch above his den and walks to Flykit. He says that it's not long until Flykit becomes an apprentice, and that he has a mentor in mind for him. Flykit asks who, but Birchstar does not answer and walks over to Duskbreeze.

## Family

**Mate:**

Thrushwhisper - Living (As of *Shadows*)

**Daughters:**

Shadepaw - Living (As of *Shadows*)

Hollykit - Living (As of *Shadows*)

Emberkit - Living (As of *Shadows*)

**Sons:**

Flykit - Living (As of *Shadows*)

Pearkit - Living (As of *Shadows*)

**Mother:**

Roseberry - Deceased, verified StarClan member

**Brother:**

Unnamed tom - Deceased, residence unknown

## References

1. ↑ Revealed in *Shadows*, Allegiances
2. ↑ Revealed in *Shadows*, Allegiances
3. ↑ Revealed in *Shadows*
4. ↑ Revealed in *Shadows*, Prologue
5. ↑ Revealed in *Shadows*, Prologue
6. ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 Revealed in *Shadows,* Allegiances
7. ↑ 7.0 7.1 7.2 7.3 Revealed in *Shadows*, Prologue
8. ↑ 8.0 8.1 8.2 Revealed in *Shadows*, Chapter One
Thrushwhisper

## Description

**Thrushwhisper** is a chocolate tortoiseshell she-cat.

## History

### *Shadows*

Thrushwhisper is seen sat near Flykit and Pearkit. Thrushwhisper is seen again when it is Sunkit's apprentice ceremony. She is sat with Flykit, Pearkit, Emberkit, and Hollykit. She is seen looking at her kits, but Flykit pads away towards Sunpaw.

## Family

**Mate:**

Birchstar - Living (As of *Shadows*)

**Daughters:**

Shadepaw - Living (As of *Shadows*)

Hollykit - Living (As of *Shadows*)

Emberkit - Living (As of *Shadows*)

**Sons:**

Flykit - Living (As of *Shadows*)

Pearkit - Living (As of *Shadows*)

## References

1. ↑ Revealed in *Shadows*, Allegiances
2. ↑ Revealed in *Shadows*, Allegiances
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Revealed in *Shadows*, Allegiances
4. ↑ Revealed in *Shadows*, Chapter One
Enchanter

Enchanter is a ranged based Focus class that uses wards and incantations for help allies and curses to hurt enemies .

## Abilities

Enchanter has three ability lines, .
Wards heal and proctect allies from taking damage
Incantations heal and buff allies
Curses deal damage to enemies and weaken their ability to deal damage

### Ability Template

 Ward of Healing
 Magic Ward
 Impairment Ward
 Affliction Ward
 Ward of Prevention

###
Shadepaw

"*I'm an apprentice, not a stupid mewling kitten.*"
—**Shadepaw** to Emberkit and Flykit in *Shadows*, Chapter One

## Description

**Shadepaw** is a dark-furred grey spotted tabby she-cat with green eyes.

## History

### *Shadows*

Shadepaw walks over to the nursery with moss held between her jaws. She is noticed by Flykit and Emberkit, who ask her to play with them. She says that she can't, and then looks over to Sunkit, saying that it looked as if Birchstar was getting ready for his apprentice ceremony. During Sunkit's apprentice ceremony, Shadepaw is sat with the other apprentices.

## Family

**Mother:**

Thrushwhisper - Living (As of *Shadows*)

**Father:**

Birchstar - Living (As of *Shadows*)

**Brothers:**

Flykit - Living (As of *Shadows*)

Pearkit - Living (As of *Shadows*)

**Sisters:**

Hollykit - Living (As of *Shadows*)

Emberkit - Living (As of *Shadows*)

## References

1. ↑ Revealed in *Shadows*, Allegiances
2. ↑ Revealed in *Shadows*, Allegiances
3. ↑ Revealed in *Shadows*, Allegiances
4. ↑ 4.0 4.1 Revealed in *Shadows*, Allegiances
5. ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Revealed in *Shadows*, Chapter One
Spiderfang

## Description

**Spiderfang** is a cat with an unknown description and gender.

## History

### *Shadows*

When Birchstar is about to receive a prophecy, he is seen calling the names of multiple StarClan cats, and mentions Spiderfang's name.

## References

1. ↑ Revealed in *Shadows*, Prologue
2. ↑ Revealed in *Shadows*, Prologue
3. ↑ Revealed in *Shadows*, Prologue
CaptainFroggie

Froggie's the Magic-obsessed nerd and also trouble maker. She used to be home schooled and hasn't really adjusted to not being able to study what she wants to and not being allowed to create her own schedule. She's confident, ambitious, smart, self-centered, excitable and obsessive. She puts her research before others. This has caused her to loose many of her friends and her girlfriend. Froggie doesn't take too nicely to people who disagree with her

## Backstory

Froggie's family owns a hotel in the seaside town of Glasswheat. She used to be home schooled but her parents decided that she needed to interact more with people her age and sent her to a public school in Glasswheat. She and a group of friends found a mysterious magical book there that supposedly contained all the secrets of the universe. The problem was no one could read it so they couldn't be sure. It was then that Froggie's obsession with magic started.She would spend hours trying to translate the book and reading up on other magic-related things. The school soon shut down and she had to be sent somewhere else-Baku. One of the first people she met there was Nanami. She also became friends with Mikayla and Geo who she'd continue to do magic research with.

## Story so far

I'll write later... you can write if ya want-the real Froggie