recursal/Fanatic-Fandom huggingface dataset:
Dystopia

Composed of a massive, plane spanning city called Dis, Dystopia is one of the three realms that make up Hell. Being a lawful plane, all beings within Dystopia forced into a highly detailed and overly complex hierarchy of social status and power. At the peak of Dis's hierarchy is the Overlord. Currently this title is recognized as belonging to the dark God of Magic: Malifucius. However, he was not the first. Prior to the rise of the first Overlord, Dystopia was divided into 9 empires, each with its own Lord and Legion. These armies of devils and undead fought an unending war for absolute control. One devil rose up from nowhere, becoming the Lord of his legion and, after a brilliant campaign, brought the other 8 under his control by war and diplomacy. This figure, lost to history, proclaimed himself Overlord, organized the infernal Hierarchy, founded the city of Dis, and set his sights beyond his new empire: all of creation. Even now, as political alliances shift in the 9 legions, Malifucius continues his predecessors goal in his own way, also seeking to extend his control and agenda beyond his diabolic realm.

~~However, the city of Saanar is a bastion of hope in Dystopia.~~ (Note: Dystopia is supposed to be a Hell. More over, it is supposed to be Axiomatically pure. You can not have a "good city" inside a Hell just as you can not have an "evil city" within a Heaven. Beings that are good can not exist inside Dystopia without being in constant pain and torment from Hellfire. It is a natural corrosive environment to them, defense against which is impossible to sustain.)

## Hierarchy

In theory, at the peak of Dis's hierarchy is Malifucius, the Overlord. Beneath him are 665 tiers of descending social status and political power. In practice, things are much more complectated then that. Answering to no one but Malifucius are the 9 Lords of the 9 Legions. While supposed to be equals, it is clear that they are themselves ranked 1 to 9 in importance. Even still, to be a high ranking subordinate of the First Legion is more prestigious then being the Ninth Lord or even the Fourth Lord. From there down, the status become even more of a gradiation finer then even the 666 tiers can define. At the lowest are slaves and worse: weakling devils and damned souls deemed fit only for use as building materials, toys, food, and even more nefarious purposes to demeaning to think of. Constant political backstabbing as every Devil and Damned Soul tries to climb this social pyramid may be the only thing keeping this infernal society from effectively taking over Etape or any other Realm

## The Nine Infernal Legions

### The Third Legion:

Lord: Iblis, Prince of Smoke (Fire/Air Elemental)

## Overlords

### Second Overlord: Lillith (Devil)

Current Status: Imprisoned by Leviathan and Behemoth in an unknown location

### Fourth Overlord: Iblis (Fire/Air Elemental)

Current Status: Lord of the Third Legion. Overthrown by Malificius.
Magic

Etape is a medium fantasy world. It contains unique sources of magic.

## Magical Sources

### Ley Lines

Ley lines are paths along which magical energies are emitted. The can be thought of like faults in tectonic plates. Magic is amplified along them due to the concentration of energy. Each ley line has a specific elemental energy.

### Ruptures and Rifts

Abuse, disruptions, intersections can cause one of these different types of disturbances along ley lines

1. elemental distortion: elements mixed/gone haywire
2. wild magic: rift gone wrong; gravity, lights, and physics gone wrong
3. void maw: energy drawn away; rift to eternal plane/arcane plane/darkness

### Arcane

Wizards study and understand properties; able to recreate those effects through magical script.

Sorcerers are their own ley lines; tied to larger strength as they grow closer to ley lines.

### Divine

Clerics and Paladins: deities bestow power upon

### True Name Magic

Using words of power, true naming, and songs of power a melody can be created with a duet of arcane and divine, the harmony between chaos and order, and the beauty between good and evil.

Monks know their own true name, utilizing ki and body control.

Bard know other's true name and use it to inspire or manipulate.

Barbarians know the true name of chaos, totems or ancestors.

## Rarity

### Magic Items

Etape is a world of fantasy and magic. It is no surprise that there exists a multitude of different magical weapons, armor, and artifacts across the lands.

### Magic Creatures

Ley Lines have a high concentration of magical creatures.

Some villiages have a 'guardian' or 'patron' beast/creature, but most will stay away from civilization.

### Knowledge

Commoners are aware of zombies, goblins and deities.

Commoners are not aware about details about vampires, werewolves, other uncommon monsters, troll weaknesses, and ley lines.

Commoners are aware of magic, but not how it works.
Dragonborn Pantheon

## Overview

These Quasi-Dieties are the patrons of an ancient Dragonborn religion that is still practiced on Prakanda. These beings were originally powerful true dragon spirits that were called from the afterlife by the needs of there kin. As such they can take the form of a True Dragon or a Dragonborn. The nature of there birth into divinity stunted the amount of power they developed. Indeed many only have one domain that they can influence. Another product of there birth is that they can only manifest in the material plane in a incorporeal forms.

There are many more gods (Dami) and goddess’s (I'llo) in the pantheon but their power waxes and wanes depending on the needs of the followers. No one knows if there is a deity for every domain that exists or if there is a more powerful being that decides which souls is taken to be elevated in such a way.

Listed here are the most commonly worshiped and coincidentally the most powerful and stable in the pantheon.

## Known Deities

### Qelqiroth Dami

alingment: NG Draconic Color: Red Favored Weapon: Long Sword
Domain: Combat

### Ophilarys I'llo

Alignment: NG Draconic Color: Brass Favored Weapon: Dagger
Domain: Healing

### Fenbith I'llo

Alignment: LG Draconic Color: Gold Favored Weapon: Spear
Domain: Life

### Uricoria I'llo

Alignment: NG Draconic Color: Green Favored Weapon: Scicle
Domain: Agriculture

### Balrinn Dami

Alignment: LG Draconic Color: Silver Favored Weapon: Natural
Domain: Family

### Valyries I'llo

Alignment: NG Draconic Color: Green Favored Weapon: Long Spear
Domain: Community

### Tazrinn Dami

Alignment: N Draconic Color: Unknown Favored Weapon: Mace
Domain: Ancestry

### Caluxan Dami

Alighment: N Draconic Color: Gold Favored Weapon: Natural
Domain: Magic

## Relationships with Other Deities

They are ignored. Viewed as nothing more than persistent spirits that found a way to leach power of the Dragonborn to extend there Draconic life and not real gods. Qelqiroth is the most well-known as he frequently challenges other deities of war and combat to duels attempting to better his skills and grow the reputation of the pantheon. They occasionally humor him and send a angelic champion in there steed.
The Iron Legion

Led by the High Lord of the Iron Legion, Bel Tyranus, this organization is charged with enforcing the peace throughout Acharis by direction of the Coin Council. Equally known for their brutality as well for their efficiency, this martial force endlessly polices the streets and protects the interests Acharis and her citizens.

## Organization

### Branches

#### Operations

The Operations branch coordinates all special mission units operating within Acharis and abroad.

#### Patrol

The Patrol branch of the Iron Legion is made up primarily of the city guard.

#### Investigations

Investigations is primarily responsible for investigating all crimes against Acharis. Particularly feared for their ruthless pursuit of the truth, members of this rank have little patience and low tolerance for anyone who gets in their way. They are known to efficiently solve crimes by any means necessary to include torture and aggressive alchemical and spellwork efforts.

### Chain of Command

#### Enlisted

**Recruit**: Rank used to identify Legionnaires in training.

**Private**: Entry-level rank of the Iron Legion. Obligated to serve two years as guard duty.

**Corporal**: Rank awarded after two years of service.

**Sergeant**: After becoming a seasoned member of the Iron Legion and proving their worth, Sergeants are offered greater responsibilities as patrol leaders and opportunities among special mission units.

**Deputy Sergeant**: Individuals with this rank normally serve as second in command to their respective Senior Sergeants and Detectives within their unit.

**Senior Sergeant**: Equivalent in rank to Detectives, Senior Sergeants serve under the Operations and Patrol branches of the Iron Legion. Typically, members with this rank are special unit commanders, squad leaders, or serving as other supervisory roles.

**Detective**: Equivalent to the rank of Senior Sergeant, Detectives are lead investigators who oversee all criminal investigations in Acharis.

**Commissioner**: Most senior enlisted member of any branch. Only three members of the Iron Legion maintain this rank at any given time.

#### Officer

**Lieutenant**: Entry level officer position typically assigned with common administrative of field duties.

**Lieutenant Commander**: Seasoned leaders who have proven effective and given more strenuous tasking.

**Commander**: Overall in charge of a special operations team or patrol shift.

**Inspector**: Overall in charge of a criminal investigative case or unit.

**Lord Commander**: Officer in charge of Patrol or Operations.

**Chief Inspector**: Officer in charge of Investigations.

**High Lord of the Iron Legion**: Commands the entirety of the Iron Legion and answers to only the Coin Council.
Calendar

## Calender (added by CPG)

Weeks on Etape are devided into 7 days honoring the 3 Eternals and 4 Primals, starting with Vitasday, followed by Terrusday, Igneousday, Aurusday, Auquasday, and ending in Mortemsday. Xahaxday is considered a transitional day between Mortemsday and Vitasday, bridging the next week with the previous. Each year is divided into 53 weeks, commonly the dates are refereed to as week number week day, year. For example, 18 Igneousday, 1490 is the Igneousday of the 18th week of the year 1490. There are three variations on this calendar, in reference to how Xahaxday is numbered.

### Common/Vitan Calander

Xahaxday is numbered on the previous week (i.e. 18 Xahaxday follows 18 Mortemsday and precedes 19 Vitasday). This is the official calander of the Vitan church and the one used by most nations, religions, and cultures for practical purpose.

### Mortem Calander

To the followers of Mortem, the god of death and the end must always be the last day of the week. They number Xahaxday on the following week (i.e. 18 Xahaxday follows 17 Mortemsday and precedes 18 Vitasday). Otherwise, their calendar is indistinguishable from the Vitan calendar and local practices. Mortemayrs undercover will follow the common dating conversions to remain undetected, but tend to do so with passive aggression.

### Xahaxian Calander

Practitioners of Xahaxism do not number Xahaxday. Instead, each Xahaxday is named after a different incarnation of Xahax, 52 in a calendar year. Because the solar new year and the Xahaxian new year don't always occur on the same date, naming for Xahaxday may differ from year to year. For this reason, Xahaxians will both give the common date and Xahaxian date for a given Xahaxday. Example 18 Xahaxday, 1490 was Ober-Xahaxday, 1490 by Xahaxian calander and 18 Ober-Xahaxday, 1490 in the mixed version.

### New Year Day

Etape has a 365 day sidereal year. Each new year begins on the day after the winter solstices. Since 52 weeks of 7 result still leaves 1 day leftover, New Year Day changes dates every year and falls in the middle of a week. This week is dated as the 53rd week of the year prior to New Year Day, and dated the 1st of the next year starting on New Year Day. For example, if New Year Day was 1 Aquuasday, the previous day was 53 Aurusday. Tthe Xahax year always ends the day before Morde-Xahaxday and begins the day afterwords. Because of this, every seven years, Xahax New Year shifts one week earlier from the common year's start.
Nanomancer

Type:

In many corners of the globe are Mancy Shops, where specially trained individuals called Nanomancers utilize their knowledge of ancient OE Tech to calibrate, repair, and build devices capable of creating Magic. Which Nanomancers are often eccentric, odd, and a bit off-setting, their work is invaluable as one of the last links to the old world decades before the Great War. It is not known how Nanomancers gain their knowledge, whether by seclusion in clandestine camps hidden away from the world, self-study, or otherwise. But their skills are a closely guarded secret shared only with the ones they hand-select as protege. No one else.
Спина

#### 6. Лежим в таком положении 5 минут.

**Если все сделано правильно, ваш скелет начнет немедленно принимать естественную для него форму – и вы ощутите, как живот чудесным образом «втягивается» внутрь тела. Однако этот процесс может быть болезненным.**

*Если вам слишком сложно сразу выдержать пять минут, начинайте с минуты-двух, каждый день увеличивая время «отдыха на валике». Результаты станут заметны окружающим примерно через месяц.*

**За время каждого сеанса кости и суставы слегка сдвигаются с места, поэтому вставать с полотенца нужно очень аккуратно, без резких движений.**
The Fallen Depths

Located: At the bottom of a sinkhole in the city of Acharis, on the continent of Prakanda.

Theme: A water focused dungeon with several branches.

## Sections

### Floor Zero

Some of the poorest citizens of Acharis, who could not afford to move when the sink hole swallowed their homes live below the surface. They must attend with fear of monstrous sounds from below and raining of garbage as the holes has become the de facto dump of the city. They will help you grapple up to the surface, but are unlikely to help you with anything deeper in the pit.

### Center

The players can jump into deep water and swim to the shallows at the edges of the room. Something is feeding off the trash being dumped in (paranas, jelly, or otyughs). Players may also awake a hibernating dragon turtle that may offer information.

### North-Easteast

This is a disused naga temple. The first room as you enter these carved halls, is adorned by a statue. The north most room on the left is adorned with a shrine which grants a boon. A longer passage indicated by arrow leads out to the Scale Slip statue.

### South-Easteast

A passage heading somewhere into the city.

### South-Southeast

Mostly flooded with a few islands. Contains a portal to the plane of water within it's depths. May contain elementals, sahuagins, and nagas. There is also a whirlpool to avoid.

### South-Southwest

A bog giant (northern cavern) and sea hag (southern cavern) have a tenuous alliance. Southern exit lets out under the docks and norther leads to the underdark, but both are flooded.

### North-Northwest

The north most room contains an artifact that is calling drowned sailors to walk towards it along the seabed. There is a shipwreck mysteriously in the room and the exit to the west leading deep out to sea. The zombie pirates and sailors cannot exit the water and will fall inactive if the artifact is removed from the area and onto shore. Disturbing the artifact may release a wraith.

The eastern exit narrows greatly, drops, ramps up, and after some more twists leads lets out into Skenheat lake.

### North-Northeast

Contains playful and kindly sprites. It eventually lets out inland near Broken Craigs.

## Plot Hooks

People are disappearing from the docks and there are some suspicious bones piling up between the sea hag and bog giant.

Skenheat's pond has sea creatures surfacing or starts to boil. You're sent to investigate and solve the problem.
Война в Цвингилии

## Расценки армии

Солдат с автоматом – 1 еденица.

Солдат с гранатомётом/сапёр – 2 еденицы.

Снайпер – 7 едениу.

Проводник – только наём среди местных. Цены вариативны.

Абориген. Не несёт потерь в скорости джунглях. – наём среди местных. Цены вариатвины.

Полевой врач – 20 едениц.

Летающий воин – 4 еденицы.

Десантник ВДВ – 8 едениц.

Командос. Не имеет потерь в скорости на любой местности. Крут. – 30 едениц.

Деверсант-шпион. Почти Штирлиц. – 50 едениц.

Артиллерийский расчёт – 40 едениц.

Танк – 80 едениц.

БТР – 50 едениц.

Джип/грузовик – 10 едениц.

Авианосец (несёт 20 самолётов)– 400 едениц. Может идти по крупнейшим рекам.

Истребитель – 60 едениц.

Штурмовик – 70 едениц.

Бомбардировщик – 100 едениц.

Зенитный расчёт – 75 едениц.

Боец ПЗРК – 16 едениц.

Инжинер – 30 едениц.

Рабочие – сгоняйте местных под автоматами.

Химическое оружие – 200 едениц.

Катер (Все реки на карте) – 70 едениц.

Нефтяная вышка – 500 едениц. Приносит при наличии транспорта до порта 20 едениц в сутки.

Шахта – 240 едениц. доход зависит от того, что добываешь.

Форт – 10 инженеров и 400 едениц.

Железная дорога – 2 инженера и 30 едениц на 20 километров.

## Баш

Режим постоянных реинвестиций, начиная с 500 солдат и 19 нефтяных вышек.

## Топаз

И еще остается 2000 единиц, на возмещение потерь, дальнейшее строительство ж.д. и финансирование союзников.

### Форпост

5 Жемчужных шахт

30 инженеров

1 Форт

200 км Железной дороги

10 зенитных расчетов

### Ударный отряд

Авианосец

5 бомбардировщиков

15 истребителей

17 БТР (к каждому приписано 20 солдат с автоматами)

8 полевых врачей

50 снайперов

75 гранатометчиков

10 джипов (к каждому приписано 5 солдат с автоматами)

10 танков

### Отряд «Призрак»

Стелс БТР (Модификация, стоит 100, меньше замедляется, трудно обнаружить)

11 диверсантов.
Public Services

**Public services** is a services that every habitants need to live in the player city. Without this services, habitants may demonstrate and make a riots that may destroy the player city. Every player need to fulfill this services to make a successful running city.

## List Of Services

### **Fire**

The first service is fire. This service contains 2 buildings(Small fire station,Fire Station)to prevent fires.See more

### **Health**

The second service is health. This service contains 2 buildings (Doctor and Hospital), to prevent health accident appears in the player city. See more.

### **Police**

The third service is the police department. This service will help keep crime at bay. See more

### **Education**

The fourth service is education. This service helps citizens learn. See more
Ironhine

is a stronghold northeast at the foot of the cloudikiss peaks

**history**

the city was bild 1500BC with the name mountain hill village. after 300 years they found iron in the mountain next to the village and renamed de village to iron village. the village hat a population of 700 inhabitants before they had found iron.3 years later it hat already 20000 inhabitans. once again they changed the name of the village. to ironhime what it still has. still there were many inhabitans comming the city to work in the ironmine or exploit the workers of the mines from their money by  stealing, opening een shop, saloon, casino or brothel.in this time ther ar kild evry week 5 to 40 inhabitans. but ironhine gros faster and faster after gold was also found in the mountain.  after 10 years it had 150000 inhabitans of which 50000 lived in tents. 500 years later the city was sacked and sacked agan and agan over a period of 20 years before it was conquered by orcs. for one year for rebels had captured it back. then they decided to build a wall around it and put a castle next to it.by doing it the city gros aga fast.and thy bild a second wall around de city. 100 years later the city has 500000 inhabitans.  a nother 100 years later a part of the town burned down and kild mor dhan 5000 inhabitans.  500 years later  it hat 600000 inhabitans. now the city has nearly one million inhabitans. the city is now  the gambling capital of the dvulvash. with more than 50 casino's, and inhabitans from al ofer dvulvas even from other continents come to irnhime to gamble

**\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_**

**Significant Locations**

the strip: the place with the most casinos

**\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_**

**districts of the city**

1. the strip: it has de most casinos of the city
2. iron swacpol: Here stands the castle
3. delva: ( dwarfs for a

 term of endearment among the dwarves; also a form of gold nodule
indigenous to the beor mountains that the dwarves greatly priz) :Here the rich live

1. vasa: ( elvish for food) here are farmers

**\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_**

**inhabitants**

the inhabitans of irohine are humens, hafligs, dwarfs, gnomes and oder races
Xavilla

## Story

Many would be tempted to laugh at Xavilla's slight form. They often end up burning in her magic. Xavilla has entered the tournament for one reason - to get her land back after it was stolen from her. Her anger burns hot, and it's best not to get on her bad side, teammate or not.

### Hints

* With full lantern charges, Xavilla can spam her Lantern Strike ability for lots of damage.
* Use Spirit Dance when running away. It will damage your pursuers and protect you from crowd control effects.
* Totem Spirit is a great tool to damage tight groups of enemies.

## Skills

### Wisp Bolt (Basic Attack)

Shoot the first enemy in line!

* Xavilla shoots in a line in the specified direction, the first enemy hit takes 110 physical damage.

### Lantern Strike

Xavilla blasts the targeted area.

* Summons a Ghost Lantern. Enemies within range of the lantern are dealt 200 Elemental Damage. If you have a lantern charge, the charge is expended and this skill immediately resets its cooldown time.

### Spirit Dance

Xavilla gains immunity to movement effects and shoots bolts at nearby enemies.

* Become Immune to Movement Effects and fire bolts of energy every 0.25 seconds. These bolts will target the nearest enemy within range, passing through walls and dealing 60 Elemental Damage. Each enemy can only be hit once every 0.75 seconds.

### Totem Spirit

Xavilla's Totem Spirit blasts an area

* Deals 240 Elemental Damage to enemies within range, then charges the nearest enemy within range units, dealing 240 Elemental Damage to all enemies hit.

 Casting Time
 Cooldown
 Range

## Traits

### Ghost Lanterns

Xavilla gains lanterns that reduce the cooldowns of skills.

* Xavilla spawns with a Lantern Charge. If she has fewer than 3 Lanterns, she will gain one every 10 seconds and 3 each time she scores a Knockout Blow.

### Wisp Fire

Xavilla's Basic Attack deals Elemental Damage and explodes.

* Xavilla's Basic Attacks are projectiles that deal Elemental Damage. Once a target is hit, the Wisp Fire sticks to them, exploding again after 0.75 seconds, dealing 30 Elemental Damage to all enemies within 6 units.

## Weapons

### Dragon Staff

* +10% Attack Speed
* +10% Energy Regen
* +10% Elemental Resistance
* After respawning, Xavilla gains 10 Movement Speed for 5 seconds

### Skull Staff

* +10% Attack Damage
* Spirit Dance deals 15% additional damage

## Skins

* Cryptkeeper Xavilla 3,000 Coins 15 Chips

## Guides

We need your help! Tell us wiki guys a build and we will put it here!

Skull Crusher Xavilla
Koori

Não se sabe muito sobre este clã, apenas que estes possuem uma linhagem sanguínea avançada.

Personagens que possuem esse Kekkei Genkai conseguem ter uma perícia com selo superior a de outros ninjas.

**Koori Novato(Nível 1):**Concede ao usuario do selo 8% de danos com jutsus de propriedade magica, Libera à habilidade Shunpo e 5 de agilidade ao usuário.

**Koori Intermediario( Nível 2):**Concede ao usuario do selo 15% de danos com jutsus de propriedade magica,Libera à habilidade Shunpo e 10 de agilidade ao usuário.

**Koori Avançado( Nivel 3):** Concede ao usuario do selo 21% de danos com jutsus de propriedade magica,Libera à habilidade Shunpo e 15 de agilidade ao usuário.

**Mestre Koori (Nivel 4):**Concede ao usuario do selo 30% de danos com jutsus de propriedade magica, Libera à habilidade **Shunpo** e 20 de agilidade ao usuário. Além de fornecer ao usuário os jutsus **Ativar selos com 1 mão**, **pericia em selos** e **Futividade**.

**Shunpo**: O usuário atinge uma velocidade de movimento incrível, fica quase invisível a olho nu fornecendo 10% de velocidade de movimento durante 5s com cooldown de 10s e delay de 2s.

**Ativar selos com 1 mão**: Reduz o tempo de conjuração de 5 jutsus em 50%, a habilidade dura até que os 5 jutsus sejam utilizados com cast de 1,5 segundos fixos e cooldown de 60s.

**Pericia em Selos**: Permite ao usuário andar ou mesmo atacar com ataques físicos enquanto conjura magias.

**Furtividade**: possibilita que o usuário fique invisível caso esteja perto de alguma parede.
Leatherhead

## Story

Leatherhead is the ultimate in both offense and defense. Able to protect himself in his thick shell, and throw ammunition from his turret, he's a talking tortoise on a mission. What that mission is, most aren't sure, but it generally leaves destruction in its wake. Right now he's bent on getting that Championship.

### Hints

* Bunker Buster stuns enemies and is very efficient at it.
* Leatherhead can use Shell Shock to slow down enemies and make them easier to hit.
* Leatherhead and allies can become immune to Hexes with Mobile Fortress, making this and ideal skill to use at the start of a battle.

## Skills

### Rocket Launcher (Basic Attack)

Shoot the first enemy in line!

* Leatherhead shots in a line in the specified direction, the first enemy hit takes 100 Physical Damage.

### Shell Shock

Lobs a massive shell at target location.

* Deals 400 Physical Damage. Inflicts -40% Movement Speed for 5 seconds.

### Mobile Fortress

Boosts the resistances of nearby allies, reflect damage to enemies and grants immunity to debuffs.

* You and your nearest ally within range gain Debuff Immunity, 1 Damage Resistance and 50 Damage Reflect for 5 seconds.

### Bunker Buster

Damages enemies in a line and stuns them.

* Deals 500 Physical Damage. Inflicts Stun for 2 seconds.

 Casting Time
 Cooldown
 Range

## Traits

### Hardened Armor

Leathered gains 10% Attack Damage after taking damage.

* Leathered gains 10% Attack Damage 2 seconds after taking damage.

### Combat Veteran

Every time leathered uses a skill, he restores 40 health.

* Every time leathered uses a skill, he restores 40 health.

## Weapons

### Turret Gun

* +10% Max Health
* +10% Physical Resistance
* +10% Elemental Resistance
* +10% Energy Regen
* After respawning, Leatherhead's first Skill used has its Energy Cost reduced by 100%

### He Gun

* +10% Attack Damage
* +20% Max Energy
* Shell Shock's radius is increased by 10%

### Eagle Gun

* +20% Max Health
* +10% Health Regen
* Mobile Fortress's Cooldown time is reduced by 10%

### Slug Gun

* +20% Attack Damage
* +5% Critical Chance
* Bunker Buster deals 15% additional damage.

## Skins

* Roller Derby Leatherhead 3,000 Coins 15 Chips
* Totem Leatherhead 9,000 Coins 40 Chips
* Patton Leatherhead 9,000 Coins 40 Chips
* Sandbagger Leatherhead 90 Chips

## Guides

We need your help! Tell us wiki guys a build and we will put it here!
Minos

## Overview

Minos is a playable champ in Trans Galactic Tournament. Minos is an Offense character, so he is mostly meant for directly attacking the enemy. Minos is a good player in Conquest games because his Gore is an area-of-effect attack which can be activated from a distance, making it a good ability to quickly clear out Minions on enemy Nodes.
Oddilus

## Story

Quick and fierce, this foreign warrior fights to save his homeland. Like his ancestors, Oddilus relies on his natural attributes in battle. He can blister enemies with a slimy protective coat, or leap across the arena with his frog-like legs.

### Hints

* Oddilus deals extra damage with Basic Attacks to debuffed enemies.
* Take advantage of Catapult and Corrode to ensure you always deal more damage.
* Use protective Coat to increase his defenses and deal damage back to attackers.

## Skills

### Smack (Basic Attack)

Smash in an arc!

* Oddilus attacks in a narrow arc, damaging the first enemy hit for 147 Physical Damage.

### Catapult

Leaps to the target location and damages nearby enemies.

* Leap to the target location, dealing 380 Physical Damage to enemies. Inflicts -30% Movement Speed for 3 seconds and -30 Damage every second for 10 seconds.

### Corrode

Spits a glob of acid at the targeted area.

* Deals 360 Elemental Damage to enemies near the target location. Inflicts -50 Elemental Damage every second for 10 seconds.

### Protective Coat

Applies a protective coat to targeted ally, boosting their damage resistance and reflecting damage to enemies.

* You and the ally hit gain 40% Damage Resistance and 100 Damage Reflect for 5 seconds.

 Casting Time
 Cooldown
 Range

## Traits

### Speed of Thought

Oddilus moves faster for a short time after using a skill.

* After using a Skill, Oddilus gains a +20 Movement Speed for 3 seconds. This does not stack with itself.

### Opportunist

Oddilus deals extra damage to debuffed enemies

* When Oddilus attacks a debuffed enemy with a melee attack, Oddilus deals 10% additional damage.

## Weapons

### Grippers

* +5% Attack Damage
* +10% Max Health
* After respawning, Oddilus gains 10% Movement Speed for 5 seconds.

### Cat Hooks

* +5% Attack Damage
* +20% Max Energy
* Catapult's radius is increased by 50%

### Mightier Quill

* +10% Attack Damage
* +5% Critical Chance
* Corrodes' Energy Cost is reduced by 20%

### Aztec Rings

* +10% Physical Resistance
* +10% Elemental Resistance
* +10% Energy Regen
* Protective Coat's Cooldown time is reduced by 10%

## Skins

* Bobcat Oddilus 90 Chips
* Noble Oddilus 3,000 Coins 15 Chips
* Aztec Oddilus 15,000 Coins 60 Chips
* Pugilist Oddilus 15,000 Coins 60 Chips

## Guides

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Tutorials/Game Mechanics

## Tutorials

Here are some helpful tutorials to explain how to play the different game modes.

Official Kiz Studio's Plunderball 101

Official Kiz Studio's Conquest 101

Official Kiz Studio's Annihilation 101

## Buffs

### Damage Reflect

* Definition: When target that has damage reflect takes damage, some damage is reflected back to the attacker.
* The amount reflected is not based on amount of damage taken/dealt, but by the amount specified by the ability.
* Champions with Ability: Oddilus (on Self and one Target Ally) Leatherhead (on self and one Target Ally) Minos (Applies to target enemy)

### Movement Speed

* Definition: Increases/Decreases Targets movement speed according to the amount specified on the Ability.
* This ability can be a buff for self and allies as well as many champions have a debuff that decreases enemy movement speed.
* Champions with Positive
* Champions with Negative:

### Heal over Time (HoT)

* Definition: Heals target Champion over a duration of time instead of a bigger heal all at once.
* Usually heals for more than regular after the full duration and sometimes require the target to stay in a specified location for the heal (think Platimus' Nest)
* Champions with Ability:

### Damage Resistance

* Definition: Decreases amount of damage taken by the amount specified by the Ability. Damage Resistance can also by a negative value which then acts as a debuff that increases the amount of damage taken.
* This ability is based on percentages. For example: If a Champion uses an ability with 40% damage resistance and they are attacked with 100 damage, then the Champion only takes 60 damage. Using the same example: If that same Champion with 40% resistance gets hit with a 60% negative resistance, then the champion would take 120 damage.
Rook

## Story

Rook may have been sleeping for thousands of years, but now she's awake and ready to prove herself. No one really knows where she came from, but they will all know better than to get in the way of her mystical powers. Rook is out and ready to fight now that she's awake again.

### Hints

* Rook can use Shadow Mist to teleport instantly, leaving behind a zone that severely stuns enemies. This makes her excellent at evading enemy attacks and carrying the Plunderball.
* Rook creates a Crystal Wall, preventing enemies from passing through. This can be used to trap opponents trying to flee as well.
* Rook goes stealth after standing still for 2 seconds.
* Each time Rook uses a Skill, other Skills on cooldown will be ready faster.

## Skills

### Arcane Blast (Basic Attack)

Shoot the first enemy in line!

* Rook shoots in a line in the specified direction, the first enemy hit takes 100 Physical Damage.

### Dark Bolts

Launches two bolts of dark energy that damage, slow down, and make their targets lose damage resistance.

* Shoots 2 bolts that seek out the 2 closest enemies. Deals 300 Elemental Damage and inflicts -50% Damage Resistance and -30 Movement Speed for 5 seconds.

### Crystal Wall

Creates a wall of crystals at targeted location.

* Create a wall of Crystals. Each Crystal has 250 Health and lasts for 8 seconds.

### Shadow Mist

Teleports and leaves a cloud that stuns and makes attackers heal themselves. She gains damage resistance.

* Teleports to the targeted location, leaving behind a cloud that lasts for 3 seconds. Inflicts enemies within the field with Stun for 1 second and heals enemies who attack them for 40 Health for 5 seconds. After teleporting, you gain 60% Damage Resistance for 30 seconds.

 Casting Time
 Cooldown
 Range

## Traits

### Skillful

When Rook uses a skill, other skills cooldown faster.

* When Rook uses a Skill, all other Skills in Cooldown have their time reduced by 1 second.

### Prowl

Rook becomes Stealthed when stationary.

* After 2 seconds of not moving, attacking, or using a Skill, Rook gains Stealth. Moving, taking damage, using Skills, or attacking will cancel this effect.

## Weapons

### Bats

* +20% Attack Damage
* +5% Critical Chance
* Shadow Mist's Energy Cost is reduced by 20%

### Cards

* +20% Attack Speed
* Dark Bolts deals 15% additional damage.

### Crystals

* +10% Physical Resistance
* +10% Elemental Resistance
* +10% Energy Regen
* After respawning, Rook's first Skill used has its Energy Cost reduced by 100%

### Orbs

* +20% Max Health
* +20% Health Regen
* Crystal Wall's Cooldown time is reduced by 10%

## Skins

* Astronomer Rook 15,000 Coins 60 Chips
* Jingle Rook 1,500 Coins 10 Chips
* Merlin Rook 9,000 Coins 40 Chips
* Uncle Sam Rook 15,000 Coins 60 Chips
* Prestige Rook 90 Chips
Sentinel

Type:

Not so much a profession as it is a moral standing, Sentinels are voluntarily people who uphold the law in absence of the capital's watchful eye. They adhere to the pre-war mandates and do not necessarily answer or pay heed to The Tribunal's teachings. As such, their edicts vary from region to region, county to county. Because they are honed through countless battles, they are typically very powerful combatants, comparable to those found in or scouted by The Hours. Unfortunately, this makes them a potential target by both bandits, assassins, and the Tribunal alike, Sentinels lead regrettably short lives unless unnaturally good at their work. They are identified by the sheriff badges they wear, a relic of a bygone era.
Platimus

## Story

A platypus who dresses as a unicorn, Platimus is out for blood. He's throwing tiny versions of himself at the enemy, which some might consider "crazy" but most realize is actually terrifying. Platypus always has something new up his sleeve, and is willing to be the most insane Champion on the field.

### Hints

* Collect your own eggs for a large boost to survivability.
* Put out eggs constantly, they will stick around and help allies when you are knocked out.
* Don't be afraid to use Rainbow Spray when you have no Puggles attached, it can heal your allies and swing a battle.
* Egg Buffs don't stack with each other, so spread them out to cover a larger area
* Nesting Burrow has a slowing effect enemies. You can use it to catch them or retreat.

## Skills

### Piercing Unicorn (Basic Attack)

Smash in an arc!

* Platypus attacks in a narrow arc, damaging the first enemy hit for 132 Physical Damage. This ability can crack fully mature eggs.

### Rainbow Blast

Platimus shoots a wave of energy, damaging enemies and healing allies.

* Allies hit restore 440 Health. Deals 440 Elemental Damage to enemies. If the enemy does not have a Puggle attached, transfer one. On allies, grants 10% Attack Damage and 10% Skill Effectiveness for 30 seconds. On enemies, inflict -20% Movement Speed and -50 Damage every second for 10 seconds.

### Nesting Burrow

Platimus puts down a nest, healing allies and slowing enemies.

* Allies inside the Nesting Burrow restore 85 Health each second. Enemies inside this zone are inflicted with -40% Movement Speed for 6 seconds. This zone lasts for 5 seconds. Nesting zones do not stack.

### Egg Toss

Platimus tosses out an egg that restores energy and increases attack speed.

* Throw an egg to the targeted location. Eggs created take 15 seconds to mature. Allies near one or more eggs gain 20% Attack Speed. You can have a maximum of 3 eggs out at a time.

 Casting Time
 Cooldown
 Range

## Traits

### Egg Cracker

Platimus can crack mature eggs.

* Platimus's Basic Attack will target and crack fully matured eggs. When he does, a new Puggle is attached to him. Each Puggle attached grants +6% Damage Resistance, and +5% Skill Effectiveness. Platimus can have a maximum of 3 Puggles attached at a single time.

### Incubator

Platimus doubles the maturity rate of nearby eggs.

* Platimus doubles the maturation rate of eggs within 6 units of him.

## Weapons

### Unihorn

* +10% Attack Damage
* +10% Max Energy
* After respawning, Platimus gains 10% Movement Speed for 5 seconds

### Clobber Helm

* +10% Health Regen
* +10% Max Health
* Rainbow's Blast's Energy Cost is reduced by 20%

## Skins

* Latosse Platimus 3,000 Coins 15 Chips
* Sailor Platimus 90 Chips

## Guides

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Trans Galactic Tournament Wikia

## Welcome to the Trans-Galactic Tournament Wikia

This is a wikia for Kiz Studios's game Trans-Galactic Tournament! Here you can find general information about the game, different strategies of how to play characters, and patch notes for future game updates. Feel free to add any information that you believe belongs here that hasn't been added yet!

Want to view this wiki on your mobile? Click Here!

## Latest activity

Click the link above to see what has been recently changed to the wikia!
Happiness

Happiness is a BIG factor in your city.

* Listen to the citizens
* Build parks

* Keep commercial/residential away from industrial
* Decrease Traffic

* Ignore citizens, this is a bad idea
* Put industrial close to Commercial/Residential, Industrial usually causes pollution
* Using dirt roads **ONLY**, they need proper roads than dirt
* Leaving massive land without trees. That affects the environment
Mass Transit (Buses and Trains)

## Bus Transportation

Significantly cheaper then railway transportation, the Bus system decreases street traffic by offering an alternate option for citizens to commute. Also, the coverage radius of bus stops is significantly smaller than that of train stations, yet is only 1x1 in space compared to 3x3 with rail stations. It is not recommended to build a bus stop on a bridge.

### Bus Depot

Required for functioning Bus Stops, the depot is the building that spawns buses to move from stop to stop picking up and dropping off citizens. Costs 16.0kT with an upkeep of 10.0T per month.

### Bus Stops

Can only be placed on roads, the Bus Stop is a gathering place for citizens as they wait for the local bus to transport them to a separate stop. Costs 800.0T initially with no upkeep cost.

### Routes

Routes are is a chain of Bus stops where the buses go.the bus stops also have to be able to drive to the Bus depot.They can be made and upgraded with tickets which are received when buses continue on their routes.

## Railway Transport

An expensive yet quick method of transporting citizens around the city. The trains follow elevated or ground tracks above (or beside and below)the roads. Roads don't interfere with tracks unless it is a normal track,which may go on roads.Buildings block both railways. A City Hall is required to build both the Railway Station and the Railways themselves.

### Railway Station

Is equivalent to a Bus Stop and serves the same purpose. It has 2 exits which lead to tracks to take the train throughout the city. Costs 6.0kT initially with a monthly upkeep of 5.0T.

### Railway

Is equivalent to a simple road and serves the same purpose. It connects Railway Stations to each other and can go over water, and roads. Costs 100.0T initially with a monthly upkeep of 1.0T.
Warhammer Armies: Daemons of Chaos (7th Edition)

## THE REALM OF CHAOS

The Blood God's Domain

The Realm of the Sorcerer

Land of the Plaguelord

The Dark Prince's Realm

## THE COMING OF CHAOS

The Birth of Chaos

The Fall of Xahutec

The End of an Empire

The Fate of the Dwarfs

The Ruin of Ulthuan

The Phoenix King's Wrath

The Great Ritual

## AN UNHOLY TIDE

The Vaults of Winter

The Battle of Krudenwald

The Sack of Braquiron

N'kari's Revenge

## THE DAEMONIC LEGIONS

Greater Daemons

Bloodthirster

Lord of Change

Great Unclean One

Keeper of Secrets

Bloodletters of Khorne

Pink Horrors of Tzeentch

Plaguebearers of Nurgle

Daemonettes of Slaanesh

Flesh Hounds of Khorne

Screamers of Tzeentch

Nurglings

Seekers of Slaanesh

Bloodcrushers of Khorne

Flamers of Tzeentch

Beasts of Nurgle

Fiends of Slaanesh

Daemon Princes

Chaos Furies

Chariots of the Gods

Skarbrand, The Exiled One

Kairos Fateweaver

Ku'gath Plaguefather

Skulltaker

The Blue Scribes of Tzeentch

The Changeling

Epidemius, Nurgle's Tallyman

The Masque of Slaanesh

Karanak, Hound of Vengeance

## DAEMONIC MAGIC

Daemon Lore of Tzeentch

Daemon Lore of Nurgle

Daemon Lore of Slaanesh

## DAEMONS OF THE CHAOS ARMY LIST

Lords

Heroes

Hero Mounts

Core

Special

Rare
Traffic

**Traffic** is a major factor in city optimization, and is typically only a problem when a big city is highly developed.

Traffic is view able in its own filter, and also is a factor in city happiness.

The easiest way to decrease traffic is by upgrading dirt roads to city roads, and from there, more organization is required for further optimization. Expressways, one-ways, and buses are all very important in fully optimizing a city's traffic system.

## Tips for Improving Traffic

Building a One-way road, Expressway, Mass Transit Service, and Highway would help improve your city traffic happiness and thus reducing traffic jams. It is not recommended to build a Bus Stop on a bridge, a non-elevated Highway system, and a Train Station at far end of your city.

In the settings you can change the traffic volume in the **Other** tab. You can choose the traffic volume between 25%, 50%, 75%, 1x, 2x, 4x, 8x, 16x, 32x and 64x.
Nexi

## Story

Nexi may have started as a smuggler, but she's much more than that as she attempts to build her own syndicate across the world. But to get talent, Nexi needs to make a splash - and what better way than to steal the Trans-Galactic Tournament herself? Nexi is out to be the next great Champion, and steal the pants off of everyone in her way.

### Hints

* Nexi uses Mirror Phantom to confuse opponents into targeting fake Nexi.
* Nexi can Rend enemies, damaging them over time.
* Siphon Swarm can heal Nexi for each enemy champion hit.

## Skills

### Maiming Strike (Basic Attack)

Smash in an arc!

* Nexi attacks in a narrow arc, damaging the first enemy hit for 154 Physical Damage.

### Rending Claws

Nexi Slashes in an arc, dealing damage and debuffing enemies.

* Deals 100 Physical Damage. Inflicts -80 Elemental Damage every second for 10 seconds.

### Siphon Swarm

Nexi Summons a swarm of bats, healing herself with each enemy hit and leaving a damage over time effect on enemies.

* Deals 140 Elemental Damage. Heals yourself for 400 Health for each enemy hit. Inflicts -60% Damage Resistance for 5 seconds.

### Mirror Phantom

Creates a clone that attacks enemies. Nexi gains stealth.

* Creates a Phantom and gains Stealth. The Phantom has 300 Health and deals 232 Damage. The Phantom lasts for 10 seconds or until it is killed.

 Casting Time
 Cooldown
 Range

## Traits

### Vampire

Nexi's Basic Attacks heal her for 10 Health.

* Nexi's Basic Attacks heal her for 10 Health.

### Blood Fury

Nexi gains Attack Speed when she hits an enemy with a Basic Attack.

* When Nexi hits an enemy with a Basic Attack, she gains a Blood Charge. Nexi can have a maximum of 10 Charges. For Each Blood Charge, Nexi's Attack Speed is increased by 6. Every 6 seconds without hitting an enemy, Nexi loses a Blood Charge.

## Weapons

### Dread Claws

* +10% Attack Damage
* +10% Max Energy
* After respawning, Nexi's first Skill used has its Energy Cost reduced by 100%

### Evening Gloves

* +10% Elemental Resistance
* +10% Energy Regen
* Rending Claws deals 20% additional damage.

### Night Drivers

* +10% Max Health
* +10% Energy Regen
* Siphon Swarm restores and additional 25% Health for each hit.

## Skins

* Lost Girl Nexi 9,000 Coins 40 Chips
* Mistletoe Nexi 15,000 Coins 60 Chips
* Victorian Terror Nexi 15,000 Coins
* Harvest Queen Nexi 90 Chips

## Guides

We need your help! Tell us wiki guys a build and we will put it here!
Energy

Energy is the other of the main two supplies. If you do not have energy, some buildings will stop working and people in zones will be incredibly unhappy. There are several energy buildings.

## Steps

* First off are the wires. They are pretty simple. Connect them start them next to a power generator and end them near a building.
* Second is the underground wires. They're wires, but underground. Much more useful for space conservation.
* Third are the transmission wires. These connect other cities to your power grid. They could also be used for long distance wires in the same city.
* Fourth is the solar power plant. Produces a small bit of energy for a small hamlet. ( There is no such thing as a hamlet in this game. Just picture something very small.)
* Fifth is the wind turbine. It can produce energy for a village.
* Sixth is the gas power plant. This one is big and produces pollution, but it is very cheap.
* Seventh is the coal power plant. 10,000kW your speaking with this big power plant. It causes a lot of pollution.
* Eight, is the nuclear power plant. Definitely not least, it is worth ten coal power plants. However, it requires water to keep running and cooling otherwise it will eventually explode later.
* Ninth, is the Fission Power Plant, it is worth 7 and a half nuclear power plants. however it needs Helium 3 or else it could not be unlocked
* Tenth, the last ones, are the Microwave Energy Stations which use a Dyson Sphere to generate electricity, it produces a whopping 100 million kilowatts!!!