recursal/Fanatic-Fandom huggingface dataset:
The Evillious Chronicles RP Wiki:Chat policy

## Policies

### Chat basics

It is expected of all users to interact with each other in a civil, respectful manner. If asked to stop doing/saying something in a non-satiric manner, the offending actions must cease immediately. If a user feels that they have done nothing to receive these requests, they can confide with a chat moderator or administrator. It should be known that violations of the rules will be handled appropriately and only by moderators or administrators.

If any of these violations or disruptions are committed, an administrator or moderator will issue a warning and the person will be asked to stop. If these actions persist, the offender will be kicked from the chat and/or banned depending on the severity of the violation and number committed. If a chat moderator or administrator feel that an issue does not warrant any immediate actions, please respect their decisions.

However, these guidelines' regulations only apply to public chat. If one of the above issues persists in private chat, please take a screenshot as proof for a chat moderator to review and determination if action needs to be taken upon. Because private chat is a space separate from the main chatroom, PM's will be judged by the user's willingness to participate in the conversation and/or the persistence of any harassment from any user. If users are aware of similar situations occurring with other users, it would be beneficial to ask those users to confirm such actions.

### Violations

These are the basic guidelines for what are considered violations. All violations are subject to change via an administrator's decision. The violations are as follows:

* Posting links to pornographic or sexually explicit images, videos, and websites
* Posting links to excessively gory and violent images and videos without a warning given to others
* Harassment of other users
* Excessive foul language
* Spamming of message or link
* Insulting other users
* Slanderous ideological, political, and religious remarks
* Racism, sexism, homophobic remarks, or other hate speeches
* Using chat to replace another wiki chat previously banned from
* Controversial, sensitive, or triggering topics
* Flame baiting--purposely saying something to start an argument

**NOTE**: These policies apply to everyone, including other administrators and chat moderators. These violations may also apply in Private Messaging if a user feels attacked, uncomfortable or non-consenting to any of these acts committed.
Ti'zo

The Little Watcher

**Ti'zo** is a venerable Drive-Imp who seems to know the ins and outs of the Nightwings' blackwagon.

## Rites Powers

**Implode**: Detonates his Aura around him, banishing himself in the process.

**Flutter**: Flutters up to evade adversaries' Auras. Hold to flutter longer.

**Zip**: Zips quickly forward, one skip at a time.

## Observations

Imps are known for having superior appetites but not for having much in the way of intellect. This particular imp defies all such common understanding, and seems to be deeply connected to the Blackwagon of the Nightwings, and, perhaps, the Rites themselves. You and he quickly formed an understanding.

## Biography

There are a lot of imps in the Downside, but few, if any, are like this one. In fact, he seems to be descended from the most famous imp of them all. Ti'zo is older than he appears, and drove the blackwagon of the Nightwings for many years, learning much about the Rites while traveling with the triumvirate. But, when misfortune fell, he disappeared. He re-ernerged years later, having become an integral part of Volfred's Plan, and to serve as a liaison between Volfred and a certain band of exiles whom he entrusted.
Frost Lands

Island

Travel Port

Frost Lands is a massive island that is bitterly cold. The Frost Lands usually has 2-3 ice blocks that hold a prehistoric gene. Like Long Winter, no edible flora grow here.

## Travel Port

The Frost Lands travel port has **dark blue tiles, all covered with skeletons**. The travel stele is topped with a **skull**.
Hellish Yard

The **Hellish Yard** was a realm in the Evillious universe. Located deep within the earth of the Third Period, the Hellish Yard became the forgotten and unused land of the dead with the absence of Levia. The hellish world's use was later revived by a new Master of the Hellish Yard.

## History

Following the creation of the Third Period, Levia established the Hellish Yard as the realm of the dead for the sinful deceased human souls. Once Levia was sealed away in BT 528, the Hellish Yard was left abandoned and largely unused. Following the creation of the vessels of sin in EC 014, some deadly sin contractors forbidden entrance to the Heavenly Yard came to reside in the Hellish Yard.

On January 30, EC 611, Gumillia, Behemo and Seth Twiright were transported into the Hellish Yard. Shortly after, Behemo left for the Heavenly Yard and a new Master of the Hellish Yard took over, revitalizing its use. After the destruction of the Third Period by Punishment in the late EC 998, the Hellish Yard began merging with the ground world, pulling the human souls back to the decimated surface to reside.

## Configuration and Laws

Originally existing only below the Third Period, the Hellish Yard was largely barren, lit only by the fires in its bowels. Although established as an afterlife for the deceased souls judged sinful in the ground world, the Hellish Yard remained unused save for the few unable or unwilling to enter the Heavenly Yard. Individuals located within the bounds of the Hellish Yard could conjure "concepts" from their memories, the illusions capable of behaving as physical objects would despite the souls themselves being immaterial.

Due to the nature of the Hellish Yard with the heavenly world, the two exerted a natural pull on the human souls of the Third Period, with the ground world itself creating a metaphysical boundary between them. As a result of its merging with the Third Period, the Hellish Yard became a stronger force, pulling souls from the Heavenly Yard. Distortions in the fabric of space and time could also occur following the merge.

The Hellish Yard's underworld also naturally emanated a miasma which slowly ate away at the soul of its inhabitants, gradually driving them insane. Magic was also part of the makeup of the world, making anything theoretically possible for its users if given enough power and time to utilize it.

## Locations

### Ground World

The Third Period after merging with the Hellish Yard. It contained the continents of Bolganio and Maistia and housed the deceased souls pulled down from the Heavenly Yard.

### Underworld

The bowels of the Hellish Yard. Situated deep within the earth, the underworld housed the deceased souls who refused to enter the Heavenly Yard or were contractors of the Demons of Sin in life. Its rocky terrain was covered in great pits of lava and fire; it also maintained gates leading into the area as well as leading directly up to the Heavenly Yard. A soul-eating miasma permeated the air.
Udmildhe

The Doom Sayer

She is an ancient witch with an unhealthy obsession for Yslach, the astral-born monstrosity.

Udmildhe is the leader of The Withdrawn.

## Rites Powers

**Blast**: Fires her Aura in a wedge-shaped pattern.
**Pounce**: Launches forward across great distances.
**Slither**: Slithers forward much faster but with less control

## Observations

She is one of the reclusive crones of the Southern Bogs, though she seems right at home here in the Downside. She frequently invokes the profane name of Yslach, and seems to be acting of the will of that dark, dead god. Whatever her intentions, they cannot possibly be good.
Adam's Tribe

Adam's tribe are nichelings that are native to Home Island, and are the kin of Adam.

## Behavior

Nichelings from Adam's tribe behave in an identical manner to wandering nichelings, in that they move around randomly on the island, gathering from berry bushes. The only difference from regular wandering nichelings however, are that members of Adam's Tribe will retaliate and attack back if they are attacked. Since they are venomous due to their Poison Fangs, their attacks will always poison your nichelings unless they have poison resistance.

Nichelings from Adam's Tribe cannot be invited to your tribe unless the player has at least one nicheling in their tribe that has the home island immunity as they enter Home Island. Furthermore, the player cannot mate with any if Adam's tribe unless they are invited, unlike regular wandering nichelings.

## Genes

Members of Adam's tribe will always have certain genes. These are: Big Body, Poison Fangs, Home Island Immunity, Two Runner Legs, and Hind Legs. Only females have the recessive Round Ears gene. Males do not have round ears in their genes whatsoever, and instead have both alleles of Medium Ears.

## Notes

* If the player's tribe enters Home Island without any nicheling having Home Island immunity, they will be unable to invite members of Adam's Tribe even if they give birth to a nicheling that has Home Island immunity.
	+ In this scenario, players will have to leave the island, and arrive at Home Island again, making sure that they have the Home Island immunity upon arriving to be able to invite nichelings from Adam's Tribe into your tribe.
* In Story Mode, all nichelings of Adam's Tribe will be dead after spending at least 23 days on the Home Island. This is because the youngest will be 2 days old upon arrival, and will be the last ones to die of aging.
A Little Visitor

### Other Rewards

Legendary Rainbow Stone, Scrolls, Marks, Key of Guidance, Yggdrasil Branch, Awakening Amber

### Advised Elements

Lightning, Dark

**A Little Visitor** is one of the events in the game. It's a collaboration event with *Final Fantasy Record Keeper*.

This event allows you to get the new character Tyro for free and has Scholar Mystina as a reward from the related gacha. The related Facebook campaign will grant 1,500 gems and Tyro's exclusive orb if 3,000 likes and shares are received.

## Gameplay

### Bonus

The following characters have bonus damage and gain more EXP during this event. Scholar Mystina also increases currency drops by 25.

Scholar Mystina

Tyro

The following weapons grant bonus damage and/or allow to get more event currency drops:

Dark Storm

Mithril Rod

Tratamento

The 5-star weapons of this event are:

Radian

Caliente

Cleopathi

Nigradius

### Treasure Vault

Treasure Vault is a gameplay feature where you need to open chests with keys. Keys are bought in the event exchange booth. Chests drop Gold, R.Keys, Stamina Potions, XP Beads, Free Skill Marks, Hammers and Tempering Crystals. If all chests were opened in one vault, player get access to the next vault. There is also a reward for completing each vault:

* Vault #1: Large XP Bead x1
* Vault #2: Divine Weapon Ticket: Gold x2
* Vault #3: Yggdrasil Branch x1
* Vault #4: Divine Weapon Ticket: Gold x2
* Vault #5: Yggdrasil Branch x1
* Vault #6: Disintegration Jewel x1
* Vault #7: Nameless Hero's Memory V x2
* Vault #8: Awakening Amber x1

### Stages

This stage has 5 paths, so will require 5 runs to complete it. 4 bosses are weak to specific weapon type each.

This stage same as before has 5 bosses.

Once again there are 5 bosses with 4 being weak to one of the weapon type. This time their resistance to other weapons types is more serious and you won't be able to get over them without setting your party for each party. They also have an elemental weakness:

* Neutral - Lightning and Dark
* Sword - Dark
* Greatsword - Ice
* Bow - Fire
* Staff - Lightning

This is the superboss stage. The boss is weak only to Dark and has resistance to Action Skills. He will get weaker on later turns, so the point here is to stay alive and not silenced until it weakens and then unleash all Dark Action Skills to wipe it out.
The Fate

The Fate are an hourable
Triumvirate determined to uphold the traditions of the Rites. They cling to the
belief that the Scribes are watching over them. The Triumvirate is currently
lead by Dalbert Oldheart, with help of his adopted son, Almer.

## Passage from the Book of Rites:

"*The Fate united under*
Many-Mane the Alpha Chief, he is brash, but follows his traditions. He prizes
faith, discipline, and honour… Qualities he seems to lack, at first.

*He formed The Fate under the precepts of olden bylaws of his*
four-legged ancestors. They believed in a certain natural order in the way of
things. Many-Mane wanted for The Fate to likewise show respect.

*Initially, he only chose from other Curs. He however, urged*
The Fate to replenish their numbers from any race or ethnic group thus willing.

*Thus, shall they anticipate what is to come, with open eyes*
and minds, and never frown upon what is in store for them."

 - Chapter VII: Nine Triumvirates, In the Words of Ha'ub the Swallow, the Accursed

## Known Members

* Dalbert Oldheart, most recent leader of the Fate
* Almer Oldheart, adopted som of Dalbert
* ...
* *[Feel free to add the names of any masked Fate you come across -HortX]*
Oshra

She is a Savage who worships Yslach Astral-Born alongside Udmildhe and The Withdrawn.

## Rites Powers

**Cast**: Throws her Aura in a straight line.

**Jump**: Plants her feet and then jumps to evade adversaries' Auras.

**Sprint**: Gains a sudden burst of speed after a moment.

## Observations

All you know of her for certain is that she serves The Withdrawn.
Dalbert

The Old Chief

He is an honourable old Cur bent on upholding the sacred traditions of the Rites with his son.

## Rites Powers

**Cast:** Throws his Aura in a long thin line.

**Jump:** Hops up quickly to evade adversaries’ Auras.

**Sprint:** Accelerates to a high top speed.

## Biography:

He took pride in his heritage, as an ancestor of the alpha-chiefs thought to be descended from Jomuer Many-Mane himself. But, his more-vocal attempts to preserve old tradition in
the Commonwealth often fell on deaf ears, or even roused anger. One day, he dared to publicly celebrate Fang-Song, even against the wishes of his family. His family’s caution was well-founded in this case, and he and Almer both were taken, and exiled. In the Downside, tales of their deeds preceded them, and The Fate soon approached them, and took them in.
The Rites

The **rites** present themselves as a the three-on-three gameplay system in Pyre that works much like a ball game sport. This is a close-quarters mystical competition. The main objective is to extinguish the opponents sigil flame before they can put yours out. Players will compete against adversaries using three exiles from their party. Equip them with powerful talismans and Masteries to gain an edge.

## Rules

* Each Player controls 3 exiles. A team of 3 exiles is known as a triumvirate.
* Only one exile can move at a time (*"The three shall act as one, to demonstrate their trust in one another, not just in themselves*")
* To win a rite, a triumvirate must bring their opponent's pyre down to 0 to extinguish it.
	+ To do this, a celestial orb must be maneuvered into the opponent's pyre.
	+ If an exile reaches the pyre with the orb, they become banished (removed from the game for a number of seconds depending mostly on their Hope stat), but receive a lot of points. If the exile tosses the orb into the flame, they do less damage to the pyre, but are not banished (due apparently to a quirk in the rules).
* If an exile steps into an opponents aura, they become banished.
* When an exile grasps the orb, their aura disappears, as it becomes temporarily absorbed by the orb.
Miklis

The sources of that river are in the Harald's Mountains. She streams through gorges and valleys until it reached the Elf Trap Cascades where the prince Iromil of the Dawnar Elves fished the boy Harald the Fair and kept with him for several years.

That series of waterfalls form a spectacular background to the royal city of Mikligard. The first harbor really deep to support ships of a decent size is twenty kilometers downriver.

She became a tributary of the river Lear to the south of the Skallagrim Domain in the jarldom of Vestfjor.
Hedwyn

The Free Spirit

**Hedwyn** wanders the Downside in search of a way to regain his freedom and return to his home.

## Rites Powers

**Cast**: Throws his Aura in a straight line.

**Jump**: High-jumps to evade adversaries' Auras.

**Sprint**: Runs much faster for a short time.

## Observations

He is the one who nursed you back from the brink after finding you in the Downside. His genial manner suggests that life in exile has not yet broken his spirit. He wears a bronze clasp identical to that of Jodariel, suggesting the two of them may have met before their exile. He has not yet revealed what he did to earn his sentence.

## Biography

While serving on the Bloodborder, by chance he had a run-in with a lone enemy Harp. They each felt a powerful connection, and escaped together rather than fight each other to the death, as would have been expected. He lost contact with her after their encounter, and left his post in search of her. But, he was caught, and exiled. In the Downside, he found Jodariel, who looked after him when he was a child. In time, he caught wind of an unbelievable rumor, and first heard the name of Sandalwood....

## Trivia

* He was voiced by Christopher Saphire
* The Harp mentioned in his biography is Fikani Shang
Falcon Ron

**Falcon Ron** is an odd creature who is carried across the game by a silent humanoid he calls **Dad**, though it is currently unknown if this is his actual biological father.

Falcon Ron seems to have a penchant for getting on people's nerves. In fact, Supergiant was apparently so conscious of this that the comical noises he makes while you peruse his wares can be turned off and on by clicking on him.

Falcon Ron's Slugmarket serves as Pyre's in-game shop, where items like talismans and stardust can bought from and sold to Falcon Ron in exchange for Sol.
The Nightwings appear to be one of his few, if not only, customers.
The Dissidents

The Dissidents are a Triumvirate of anarchists, who conduct the Rites for the sheer thrill. The Triumvirate is currently lead by Barker Ashpaws, a trouble-making Cur who thrills in the defeat of the Triumvirates that stand against him.

## Passage from the Book of Rites:

I, Myself, Ha’ub, did form the Dissidents, under this simple tenet: Those who do not belong, belong.

The other Scribes, some of
them showed, at first, reluctance to allow an imp (and one accursed) to
designate one of the nine triumvirates. But Murr, the horned one, stubborn as
he was, stood by my side.

In time, they came to
understand, for I remained, as ever, at their side, a living bit of proof of their
absurdity.

The Dissidents are an
extention of my oddity. This who do not adhere… They are not to be discarded,
underestimated or dismissed. They are as necessary as are those against whom
they rebel.
Sir Marsh

## Sentencing

### Years Exiled

Unknown

He is a wyrm-knight duty-bound to serving Sir Deluge and the Pyrehearts

## Rites Powers

**Slash**: Detonates his Aura-trail and snaps back to its end.

**Jump**: Leaps high enough to evade adversaries' Auras.

**Slither**: Surges forward at a high speed.

## Observations

All you know of him for certain is that he serves the Pyrehearts.
Barker Ashpaws

## Barker

The Chaos Mongrel

He is a trouble-making Cur who thrills in the defeat of the triumvirates who stand against him.

## Rites Powers

**Cast**: Throws his Aura in a long thin line.

**Jump**: Hops up quickly to evade adversaries' Auras.

**Sprint**: Accelerates to a high top speed.

## Biography

He was an accomplished hunter, and the people of the Commonwealth did have an appetite. But, he cherished the hunt itself far more than the work ethic, and spent his earnings on a variety of things that were quite bad for him. After one particularly raucous night with his pack, Barker was caught relieving himself on the foot of the statue of Archjustice Androbles IV, and that was the end of his citizenship. In the Downside, he was more in his element, and the Rites provide for him a thrill much like the hunt once did.
Curs

**Curs** are the races in Pyre

The List of Curs:

* Barker Ashpaws ²
* Charson ³
* Dalbert Oldheart ²
* Feryn ³
* Jomuer Many-Mane ⁴
* Marla ³
* Otto Greentail ⁴
* Pudder Greentail ⁴
* Reba Greentail ⁴
* Robby Greentail ⁴
* Rukey Greentail ¹
* Ruther Greentail ⁴
* Scarly ³
* Snarlo ³
* Walfie ³
* Yowlson Greentail ⁴

* ¹ playable in campaign and versus mode
* ² only playable in versus mode
* ³ non-playable
* ⁴ only mentioned
Pyre Wiki To-Do List

## Purpose of this Page

Although there is a Special Page already listing the array of "Wanted Pages", there are a variety of other things that need doing on the wiki. As such, here will be frequently updated a broadly categorized list of tasks and gaps in the articles, lists, images, and videos here.

*Note from HortX: So, honestly, I'm super new to this. I'm still not an admin, and I've never been much of a Fandom user before. I'd put up a special page, but I don't know how, and I reckon I'd not be able to. I'd create some kinda thread on the social side, but, well, no one's really there as of yet. So, this page is really largely for my own use. If someone else is reading this now, then, feel free to lend a hand! And change this page however often ya need. In the meantime, it'll track any projects for the site I can think of. -2020/01/10 (Go ahead and delete this note whenever it's outdated.)*

## The List:

* Add "The Eight Scribes" article the Main Page links to, and start filling out details on the Scribes themselves.
* Same goes for "The Greater Titans".
* Find a legal and conveniently-browsed way to organize the OST of Pyre, and link it to "The Music" on the Main Page.
* Find a consistent and thorough way to organize Triumvirate member bio pages.
* Figure out how to write an article summarizing the entire plot of Pyre.
* Speaking of, find a method of labeling articles that are or contain spoilers, based on where the player might be in the game.
* Start scrounging for info that might not even be on the internet yet, like the names of masked Triumvirate members, the wide variety of items that can be found in the game, the skill trees for playable characters, and possible Epilogue information.
Archipelago

Island

Travel Port

The Archipelago is a series of small Grassland islands broken up by deep seas. Traversing this island and leaving through the northern port will earn you the achievement 'Archipelago'.

Arriving at Archipelago will unlock Medium Islands in story mode.

## Travel Port

The Archipelago travel port has green grassland tiles, some covered with tall grass (which can be collected). The travel stele has pink flowers underneath it while having nothing on top. Note that Archipelago and Grass Mingle ports are almost identical, with the only differentiating factor being the pink flowers underneath the travel stele of Archipelago.

## Flora & Fauna

There are abundant food sources like berry bushes, digging up roots, collecting nuts and coconuts or hunting Rabbils and Stagmoles. There are also some Termite Hills, but make sure to use all your senses because they might be aggressive! At the beach edges of the island, your nichelings can crack open Shells and hunt Fish Swarms. In the water, you can also find Alga as nesting material. Beware of Razoranhas and Goldleech attacking when near the water! Crabbits will wander up from the beach into the inland parts and seek out your nichelings (they are harmless, but tasty). The only predator you will encounter on land is the Bearyena.

## Strategy

Water genes, Cracker Jaw, and Claws are especially useful here.
Mercenaries

One of the features of the world of Jorden, is the number of mercenaries companies, mainly Tarquinian both in troops and leaders. By his early thirties, he had been chosen ‘Primo Capitano’ by the other captains of the mercenary companies, which made him the unofficial leader and spokesmen of all of them

## Known captains

Coronado

Ennio

Moreno Cavallero

Vincenzo
Sir Gilman

The Honor Seeker

**Sir Gilman** is a once-proud knight of the Sea Dominion on a self-made quest to regain his honor.

## Rites Powers

**Slash**: Detonates his aura trail and snaps back to its end.
**Jump**: Leaps high enough to avoid adversaries' auras.
**Slither**: Surges forward at high speed.

## Observations

One of the outlandish Wyrm-knights of the Sea Dominion, he appears to have withstood many battles in the name of the Commonwealth, which employs many of his kind for its ongoing war against the Winged Remnants. His exile seems to be self-imposed, though even he can only take so much abuse from his fellow knights....
Lendel

**Lendel** is one of the characters in the game Pyre. He first appears at the Ridge of Gol. He is the leader of the exile triumvirate you encountered at the Ridge of Gol. He is the cold mannered head of the exile triumvirate you encountered at the Ridge of Gol. He leads the triumvirate, The Accusers and he habors ill will for something he thinks you did.
Vagabond

The Faithful Drifter

The "Vagabond" is a young, well, vagabond with an odd manner and an unshakable sense of curiosity.

*(When you encounter "Vagabond" for the first time, you can give her a different name from a populated list)*

## Rites Powers

**Cast**: Throws her Aura in a straight line.

**Jump**: Plants her feet then jumps to evade adversaries' Auras.

**Sprint**: Gains a sudden burst of speed after a moment.

## Observations

She appears to be a vagabond, who has wandered the Downside for some time, and has somehow managed to get by. Her simple and sincere demeanor suggests she likely was shunned in the Commonwealth, and would have been considered a savage by the standards there. She seems unusually interested in the legends of the Eight Scribes.

## Names for the Vagabond

* Bae the Bloodless
* Chae the Changeling
* Dae the Dense
* Fae the Fair
* Gae the Gray
* Kae the Unkempt
* Lae the Lonely
* Mae the Moon-Touched
* Nae the Nuisance
* Rhae the Wretched
* Shae the Shoddy
* Tae the Tattle
* Xae the Poxy
* Zhae the Zealous
Oralech

The Shadow of the Past

He is a former exile of the Nightwings, betrayed and abandoned in his moment of glory.

## Rites Powers

**Cast:** Throws his Aura in a slow thick line.

**Jump:** Leaps and slams down, forcing back those in the vicinity.

**Rush:** Lunges forward in one swift motion.

## Biography

He was repulsed by what he saw on the Bloodborder, which sowed in his heart a yearning for a greater peace. He tried to use his influence to negotiate a treaty with the Highwing Remnants, but not everyone was swayed. One day, he received direct orders to return to the front. When he refused to soil his hands again, they cast him down. There, in time, he became affiliated with the Nightwings, and grew to become one of their finest Rites conductors, until tragedy struck, and he was left clinging to life at foot of the sacred mountain.
Ramet

He is a Savage who worships Yslach Astral-Born alongside Udmildhe and The Withdrawn.

## Rites Powers

**Cast**: Throws his Aura in a straight line.

**Jump**: Plants his feet and then jumps to evade adversaries' Auras.

**Sprint**: Gains a sudden burst of speed after a moment.

## Observations

All you know of him for certain is that he serves the Withdrawn.
Titan Stars

The Titan Stars will appear after your first Liberation Rite, selecting any of them will make the Rite more challenging but you will gain more enlightenment if you prevailed, each Titan Stars are sorted by their appearance

* **Endriga the Widow**: Your Pyre suffers 30 damage at the beginning of the Rite.
* **Limbless Arizech**: Grants +8 Hope to all adversaries.
* **Yslach Astral-Born**: Make your adversaries more intelligent and more quick to react.
* **Archbeast Sung-Gries**: Your adversaries' Pyre gains +30 at the beginning of the Rite.
* **Unfathomed Plures**: Grants +8 Quickness to all adversaries.
* **Lord Gandroth**: Grants +8 Presence to all adversaries.
* **Time-Singer Harn**: Grants +50% Stamina to all adversaries.
* **Xivias Horse-Headed**: No longer banishes enemies that plunge into your Pyre.
* **Bialanthius**: Adversaries deal an extra 5 damage to your Pyre.
* **Shax Six Shoulders**: Once all adversaries are banished, all of them immediately return from banishment.
* **Dolnis the Locket**: Adversaries recover up to 5 Pyre health each time they douse your Pyre.
* **The Tattered Mantle**: When your adversaries acquire the Orb, their Auras slowly shrink rather than vanishing immediately.
Temperature

Temperature is a survival mechanic. Each biome has its own temperature, and this temperature may vary. For a creature to be "comfortable" and not have negative effects from the temperature, they must have equal or higher temperature resistance to the current temperature.

## Resistances

There are 2 types of temperature, and therefore 2 types of resistances: "Heat" and "Cold".

Cold resistance is affected by the following genes:

* Big Body (+2)
* Heat Body (+4)
* Medium Body (+1)
* Medium Tail (+1)
* Mammoth Feet (+1)
* Big Ears (-1)
* Tail Fin (-1)

It is also possible to gain temporary cold resistance by standing in a hot spring (=5), or have 2 adjacent creatures (+2).

Heat resistance is affected by the following genes:

* Lean Body (+3)
* Medium Body (+1)
* Big Ears (+2)
* Big Body (-1)

Heat resistance can be gained by moving into water, or by standing under a shade tree (+2).

## Effects

If a creature is too hot or too cold, they will suffer lose an action point for the day. If a nicheling is cold for two consecutive days without warming anytime in between, they will freeze when the third day begins, causing them to take one day of damage while also being unable to move. However, packmates can manually warm up frozen creatures by means of licking them, which will remove the status. Moving packmates nearby so the creature gains the "Warmed by packmates" buff will also remove the frozen effect.

## Temperature and Weather Cycles

Depending on the island, the temperature will cycle a particular way after a number of days. Nicheings with a dominant antenna gene are able to predict when these changes in temperature and weather will occur.

When the temperature reaches an extreme heat (3+), all the tiles in the island will appear slightly reddish in hue. Likewise, under extreme cold (3+), all the tiles will appear slightly blueish in hue.
Bertrude

The Serpent Queen

She is a bog-dweller once feared and respected in the Commonwealth for her sorcerous work.

## Rites Powers

**Blast**: Fires her Aura in a wedge-shaped pattern.
**Pounce**: Launches forward across great distances.
**Slither**: Slithers forward much faster but with less control.

## Biography

If you needed someone cursed, or guarantees of fortune on a big day, or to consort with elder patrons such as Ophem Unburied or Marsus Needle-Eyes, you would go see Big Bertrude. She was one of the most infamous alchemists of her day, and plied her trade right under the Commonwealth's nose without regard. Ironically, it was a modest-sounding request for printing inks that ultimately got her into trouble' resulting in her exile. In the Downside, her reputation preceded her, and she resumed her practice.
Tamitha

The Wings of Vengeance

She
is a vengeful tactician of the Highwing Remnants, who plots the Commonwealth’s ruin.

## Rites Powers

**Tackle:** Hurtles forward, engulfed in Aura, immune to adversaries’ auras.

**Fly:** Takes flight, evading adversaries and obstacles. Hold to fly longer.

**Dash:** Dashes forward, shoving aside adversaries in the way.

## Biography:

After the fall of the empire, all the tribes and nations it subsumed began to work together to rebuild. all but one. Some Harps retreated to their ancestral mountain homes. Tensions grew, and war erupted many times since then. She vowed to put an end to it. She orchestrated an ambitious plot to overthrow the Commonwealth from within. But, at a key point in the mission, she was betrayed by a Commonwealth sympathizer – her own sister. She was caught, clipped and exiled as a prisoner of war, but remains steadfast in her ultimate goal.
H. Manley Tinderstauf

The Silver Tongue

> *"Manley Tinderstauf is not to be trusted. Reveal neither yourselves to him, nor me." -*Volfred
>
>

The narcissistic **Manley Tinderstauf**is the leader of The Chastity, an exile Triumvirate that plays the rites solely for personal gain.

He is a sycophant who seems certain he will land a position of high standing once he is free.

## Personality

When Manley is first introduced, he puts on an air of affability, approaching the Nightwings with condescending politeness and false flattery. During the rite, however, this veneer quickly drops. If his attempts at bribery fail and his Triumvirate begins to lose their match, he quickly resorts to insults and threats.

He intends to use the Rites to gain power in the Commonwealth, allowing him to send anyone who disagrees with him to Downside.

## Rites Powers

**Sprout:**Spawns a Sapling at a nearby location, which has its own Aura.

**Shield:**Channels a barrier that deflects adversaries' casted auras back at them.

**Blink:**Vanishes underground, emerging further forward almost immediately.

**Root Growth:** During the first trial against Manley, he will cause the roots of the forest to slowly consume the battlefield, making movement increasingly difficult.

## Biography

The offspring of a semi-famous sap industrialist, he was born into wealth and lived in the lap of luxury, never having to fend for his own. He was offered a cushy position that required little more than a silver tongue to convince the Commonwealth that he was keeping busy. He became good enough at doing nothing much that he started using his family's riches to raise his status. But one day, he attempted to pay off the wrong individual, who turned him in and had him sent downriver - he now plots his glorious return.
Genes (Niche - B&E)

This page contains all of the 121 genes that are currently available in the Niche - Breed & Evolve mobile game.

A complete list of the genes available in *Niche - A Genetics Survival Game* could be found here.

## Eyes

 2
 3

## Fur Color

Fur Color genes work by incomplete dominance, meaning that both alleles combine to create a mixed color. Fur Color has no stats.

## Mane Color

Mane Color genes work by incomplete dominance, meaning that both alleles combine to create a mixed color. Mane Color has no stats.

## Horn Color

Horn Color genes work by incomplete dominance, meaning that both alleles combine to create a mixed color. Horn Color has no stats.

## Mane Type

 2
 3

## Pattern Type

Pattern affects the entire body of the nicheling. Each pattern is based on density and size (see below), but the exact pattern is unique.

## Pattern Size

 2
 1
 3
 5

## Pattern Density

 2
 1
 3
 5

## Pattern Combinations

Each nicheling gets an individual pattern based on its pattern size & density. Nichelings with the same pattern genes may look very different due to the randomization. A pattern - especially a larger size one - may also look very different on a baby nicheling than it will look when they grow up. A large / very big or very small pattern paired with (very) sparse density might show no pattern markings at all.

## Pattern Color

Pattern Color genes work by incomplete dominance, meaning that both alleles combine to create a mixed color. Pattern Color has no stats.

## Mask Size

Mask is a gene that creates a pattern affecting the fur around a nicheling's eyes, tips of its ears, paws, belly and tail. The very small pattern barely marks the ears and eyes, while a bigger mask pattern will increasingly spread out to belly, paws and tail.

Unlike in PC version, the mask pattern has its own gene location in the DNA string. This means that a mask can be combined with another pattern. The mask pattern is affected by the same pattern color gene as the regular pattern, smoothly combining both patterns into a unique look.

Although the gene slots for Mask are shown as incomplete dominance (the lower one not greyed out), breeding shows that there is actually a dominant and recessive gene, only the dominant (gene on top) is being expressed.
Stardust

Stardust is a substance represented in Pyre as a set of different items.

Stardust comes in several different forms, each having the same in-game description, but with a different +X modifier.

Higher levels of Stardust cost a lot more relative to how much they can rank up a talisman and if the option is available, its always best to buy e.g. 2x Pinch of Stardust rather than 1x Dash of Stardust when possible, however, talismans in Pyre don't always change until they've reached a certain rank and not every form of stardust is always available, so its possible the cost can be justified in more than one way.

## In-game description

Raises the rank of certain talismans: [+form modifier]

*A shimmering substance with mystical properties, said to come from the heavens themselves.*

## Forms

**Pinch of Stardust**: +1

**Dash of Stardust**: +2

**Handful of Stardust**: +3

**Scoop of Stardust**: +4
Sandra

The Expelled Teacher

She is a wraith, expelled for eternity within the Beyonder crystal, and bound to serve the rites.

**Sandra** is a specter who has been banished to the Beyonder Crystal
for 837 years since the game's start. She has been tasked with providing trials
to members of the Nightwings when they reach the appropriate prerequisites.

Naturally, she has grown very
bored and enjoys the company of the Reader.

Sandra does, however, have a
sharp tongue and tends to conduct the trials not much unlike a drill sergeant.

She disdains the Scribes and
her imprisonment.

## Rites Powers

**Cast:** Throws her Aura in a straight line.

**Jump:** High-jumps to evade adversaries’ Auras.

**Sprint:** Runs much faster for a short time

## Observations:

She is an apparition who appears to be trapped in perpetuity within the Beyonder Crystal, for some sort of wrongdoing committed long ago… how long, exactly, it is difficult to tell. Her eyes appear to be sealed shut, although she can sense your presence

## Biography:

Almost a millennium ago, she set out to find the missing Emperor, and take his life. She had her many reasons. She and her Sisters of the Arch plunged down the river willingly. When at last they found their mark, they found a man transformed, and humbled. But Sandra thought this yet another one of Emperor's deceptions, and struck at him repeatedly, even as her sisters relented. The Scribes had to respond. Blinded and expelled, Sandra became a living instrument in the Rites. She now exists to train exiles in the Rites, and teach them penitence.
Flower Field

Flower Field is the first biome available on Evergreen Island. The biome requires nichelings to have Perception and Collecting abilities in order to effectively gather from here. Unlike all other biomes, Flower Field has a max level of 3.

Despite requiring Perception and Collecting, the Flower Field biome never goes above the initial value of 0, thus making this biome easily gatherable by all nichelings regardless of their genetics.
Rukey Greentail

The Fast Talker

**Rukey Greentail** is an opportunistic and well-connected Cur still clinging to his once-comfortable lifestyle.

## Rites Powers

**Cast**: Throws his Aura in a long thin line.

**Jump**: Hops up quickly to evade adversaries' Auras.

**Sprint**: Accelerates to a high top speed.

## Observations

He seems to be the most well-connected of the masked wanderers who found you, and knows something of the land. He has a rather opportunistic disposition, and his ostentatious clothing suggests a lucrative background in the mercantile business. Even still, you do not yet know for sure what he did to earn his sentence.

## Biography

He barely made a living as a trader in the Commonwealth, trying to provide for an aging mother and several good-for-nothing uncles, until he found a much more lucrative clientele among those exiled to the Downside. To them, he would ship various commodities... but just as things were looking up, he was finally caught, and cast down the river. There, after Jodariel saved him from a pack of howlers, he promised to repay her.

## Trivia

* He is voiced by Darren Korb, the composer of the games soundtrack.
* He has 5 uncles, named Yowlson, Ruther, Robby, Pudder, and Otto.
* His mother Reba does not know he was exiled and believes he is just on a business trip.
Ragnarok The Last Adler Wikia

## Welcome to the Ragnarok The Last Adler Wikia

One of the longest series of heroic fantasy on the Web. Its creator walt Marsters has published on deviantArt the adventures of Falco Adler since May 2012. In four years the authors has written more than 1 804 000 words in his world, thice the length of *War and Peace*.

## The story

A young prince falls victim to a marauding band of goblins, led by a huge orc. From there on, things only get worse. He escapes after a long and degrading captivity but his adventures are only beginning :  he must reconquer his kingdom and face invasion by neighbouring kingdoms. Searching for lost members of his family, he discovers secrets of his ancestry.

Book I : The Fall of a Prince (revised PDF version), formerly Leaving Midgard (a prologue, 14 chapters and 56 541 words)

Book II : The Iron Fist of Moorgash (revised PDF version) formerly Utgard (3 parts, 35 chapters, an epilogue and 212 420 words)

*Book III : Meanwhile in Griffnar (subsumed in the revised version of Book II as the second part)*

Book IV : Going Home (50 chapters and 196 588 words)

Book V : The War for Griffnar (47 chapters and 179 986 words)

Book VI : Falco's Reign (100 chapters and 440 904 words)

Book VII : The Northern Enigma (63 chapters and 312 654 words)

Book VIII : The End of Innocence (59 chapters and 331 945 words)

Book IX : The Year Before the End (13 chapters and 73 387 words)
Almer

The Fanged Firebrand

He is the dutiful foster-son
of Dalbert Oldheart, and is very protective of him above all else.

## Rites Powers:

**Cast:** Throws his Aura in a straight line.

**Jump:** Plants his feet then jumps to evade adversaries’ Auras.

**Sprint:** Gains a sudden burst of speed after a moment.

## Biography:

Abandoned as a child, he was found by Dalbert and raised as his son, and taught both the ways of the Commonwealth’s native folk and of the Cur traditions. Though much more cautious than his father, he always loved his father deeply. So, when his father was being taken away for his blasphemous recognition of olden practices, Almer put up enough of a fight to where he ended up sharing his father’s fate. In exile, they have remained inseparable.
Midgard

High Kingdom on the south continent, its borders are to the East the Volldan Mountains, to the Southeast the Cursed Mountains. On the South Bifrost Pass and the Citadel Mountains separing it from Jotunheim. To the  Southwest, behind the same mountains by the kingdom of Waessyex. To the West, the Westwall Mountains, where reside a community of dwarfs, separe it from the Abandoned Realms.

Its founder was Harald the Fair was a Viku living at the start of the Age of Ragnarok, who conquered the main part of the continent and was the first High King of Midgard.

## The Nine Kingdoms

Arioviki : capital Berinval, jarl Hagen Fauster (b, 1277 AOR) of House Fauster

Armorica : capital Arinor, jarl Rowan Galen of House Galen

Caledonia : capital Glendare, jarl Argyle (d. 1304), jarl Erskine (b.1285) of House Bhaltair

Erin : capital Defalin, jarl Maud Faol of House Faol

Frisia : capital Icehold, jarl Floris Angore of House Angore

Hendeby : capital Haroval, jarl Rudolf (abd. 1304), jarl Irena of House Larsson

Sacred Realm : capital Yggdrasil, Supreme Priest of Odin

Valkar  : capial Mikligard, seat of the High King Olaf II Garadson  of House Garadson with Prince-Regent Philgar since the Royal Althing of 1304

Vestfjor  : capital Griffnar, jarl Falco Adler of House Adler

a further division of the kingdom is the Royal Domain  with the garrison city of Heimdall
Pyre Wiki

In Pyre, players will follow a cast of characters, struggling to earn back their freedom. Make your way across Downside, a vast, mysterious and forsaken land. Characters include hulking demons, winged Harps and more. Everyone in Pyre has a unique story and a reason they are determined to return. Players can enjoy the single-player campaign or the action-packed three-on-three battle system. You can also challenge a friend (or CPU) in Versus Mode. The game has plenty of challenges and action to bring lasting value to the player.

Help **•** Terms of Use **•** Wanted Pages **•** Administrators **•** Categories
The **Pyre** Wiki is a collaborative resource about the game Pyre that anyone can edit. We are currently editing over 92 articles, and 193 files, and you can help!

**The Downside****The Eight Scribes****The Rites****The Triumvirates****The Greater Titans****The Characters****The Plot****The Music****The Book of Rites**

Pyre - Versus Mode TrailerPyre Original Soundtrack - Forbidden Knowledge (Trailer Edit)Pyre Original Soundtrack - In the FlamePyre Original Soundtrack - Path to Glory (Trailer Edit)

**‘Pyre’ Creative Director on Taking Risks to Make Innovative Games - Hollywood Reporter - - 2017/08/09 07:00**

‘Pyre’ Creative Director on Taking Risks to Make Innovative Games  Hollywood Reporter...

**Review: 'Pyre' Is a Game About a Game—But It's Really About Why We Play - WIRED - - 2017/07/27 07:00**

Review: 'Pyre' Is a Game About a Game—But It's Really About Why We Play  WIRED...

**5 Tips I Wish I Knew Before Starting Pyre - Game Revolution - - 2017/07/24 07:00**

5 Tips I Wish I Knew Before Starting Pyre  Game Revolution...

**Pyre Review - IGN - - 2017/07/24 07:00**

Pyre Review  IGN...

**SuperGiant's Pyre may eventually make its way to Xbox One - MSPoweruser - - 2016/05/18 07:00**

SuperGiant's Pyre may eventually make its way to Xbox One  MSPoweruser...

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Ignarius

The Horned Campion

Ignarius is the notorious Demon leader of one of the most feared triumvirates in the Rites.

## Rites Powers

**Cast:** Throws his Aura in a slow thick line.

**Jump:** Leaps and slams down, forcing back those in the vicinity.

**Rush:** Lunges
forward in one swift motion.

## Biography

Born to a middling Commonwealth family, he got into trouble early and often but found his calling in the Commonwealth’s not-entirely-legal red light district. Most notably, He watched the doors at the Starry Eight, an
infamous tavern where high-ranking Commonwealth officials sometimes showed up incognito
to blow off steam. One evening, a particularly belligerent guest got under his
skin, so he gave him a tremendous thrashing. This guest turned out to be a wealthy Chamberlain, who used his connections to get him arrested and exiled.
Adlerburg

It was built by Ingram Adler, the first man to set foot on the shores of the Great Fjord. It is the seat of the jarls of Vesfjor in Griffnar. It is now surrounded by a small lake, formed by the waters from both the Scaldis and the Lar Canal, the only access is a bridge ending on the Market of the Lion. Eight mighty towers protect the extern walls of the castle.
Karl Adler

Karl Adler by Sean Loco O' Donnell at DeviantArt

Karl Adler was a prince and jarl of Vestfjor. He was married first to Katherine Thorolfson, without posterity. After the annulation of his union for infertility, he wed Kari Alfhild, two boys were born to the couple Agrim (b.1282) and Falco (b.1287).

Karl appears first in the Prologue of Book I as a man  in his early twenties with his friend Heinrik. At the time he is only the heir to the jarldom.