recursal/Fanatic-Fandom huggingface dataset:
Sabios

## Características

¿Y la ciencia? ¿alquimia? ¿matemáticas? los sabios son más científicos que magos. No se puede negar que usan magia, pero están más versados en el lado racional y natural de esta. Prefiere comprender y estudiarla, al igual que las ciencias naturales. Los sabios aprenden en escuelas, legalizadas por todo el continente. Estos suelen ser, además, jueces, arquitectos y personas que como bien indica su nombre, son sabias.

La escuela más grande está en **La confederación,** siendo en este lugar, dónde más se les respeta y se les valora. Ahora bien, vamos a responder lo que todos os estáis preguntando...

### ¿Cómo funciona la magia de un Sabio?

Los sabios no usan magia como tal, al menos nunca pura o verbal. Siempre usan hechizos compuestos, sin embargo sus hechizos compuestos son increíblemente poderosos. Los sabios usan la tecnología que había durante el renacimiento pero, dándoles toques de magia. Un ejemplo, sería una poción que al impactar congelase todo lo que tocase, un lanzallamas reducido, un mecanismo levitador y bueno, alguna que otro artefacto sacado del steampunk.

Teniendo en cuenta que los Sabios solo usan materiales naturales que no sean en su mayoría de origen animal. Es decir, olvidaos de tener arcadas por los ingredientes, como sería el caso de los brujos o nigromantes.
(AoS) Foot Knight

The Foot Knight is one of the most basic upgrades. Although not particularly good for its cost at the start, it is affected by Blacksmith technologies and can also be upgraded into Heavy Foot Knights. It also has strong armor and bonuses against many units, making it an ideal choice as an early game heavy infantry.

* Cost: 4
* HP: 22
* Power: 10 (melee) (+1) (+1)
* Range: 1
* Armor: 4 (+1) (+1)
* Pierce Armor: 3 (+1) (+1)
* Speed: 3
* Sight: 4
* Action/Turn: 1/1
* Heal Bonus: 2.0
* Spell Resistance: 0%
* Size: 1x1
* Builders: Town Center, Barracks, Castle
* Bonuses: 50% against Light Foot Melee, Medium Foot Melee, Archers, Ships; 100% against Structures, Siege Machine
* Upgrade To: Heavy Foot Knight
Undead/Units

*Return to: Undead*

The following is a list of all units produced by the undead. As their flavour text contains many typos, they will not be included.

## Basic, Armored and Golden Skeletons

The skeletons are the most basic type of unit available to the undead, available from the very start of the game.

### Skeleton Denizen

The Skeleton Denizen is a one-turn militia unit producable in graveyards and town centres. They primarily serve as filler summons for civilian corpses.

### Skeleton Fighter

Skeleton Fighters are infantry producable in town centres and graveyards. They are the basic summon for swordsman corpses.

### Skeleton Shielder

Skeleton Shielders are shielders producable in town centres and graveyards, possessing high health and very high pierce armor. They are the basic summon for shielder corpses.

### Skeleton Lord

Skeleton Lords are lord infantry producable in town centres, graveyards and mansions. They have a demoralise aura that reduces the attack power of nearby enemies. Lord corpses resurrect into Skeleton Lords without any upgrades

### Skeleton Spearman

Skeleton Spearmen are anti-cavalry units producable in town centres and graveyards. They are the basic summon for spear corpses.

### Skeleton Hound

Skeleton Hounds are animal scouts producable in town centres and graveyards. They are the basic summon for animal corpses.
Age of Strategy

Age of strategy is a free turn based strategy game created by Zerotouchstystems and released on Android. There are currently 3 variants of AoS:The original Age of Strategy, Age of Fantasy, and Age of World Wars. Age of Strategy depicts battles in the Classical Eras to Late Medieval Eras. Age of Strategy features 3 game modes: Skirmish/Random Game, Campaigns/Storylines, and Multiplayer. A map editor exists in Aos and variants too. A multiplayer account is needed to play online multiplayer games and to create maps in the map editor.

There are over 300 maps and more than 150 unit types.
The game is a Retro "8-bit" game, so it is not pretty, no fancy animations, this is a pure gameplay oriented turn based strategy.

Includes

* more than 160 Campaign maps to explore(historical ones too! eg: Battle of Troy and so on)
* mote than 50 random maps to play
* more than 150 units to train and use
* more than 40 technologies to invent
* multiplayer game (with option to coop against AI-s)
* rewarding systems: collecting stars, collecting gems for unlocking new unit/building types.

## Gameplay

In Standard/Random game in Age of Strategy, you start with one TC on map. You must start capturing TCs with your available units to gain more production buildings. Each TC can train many types of unit.The more TCs you have, the more units you can produce. Each TCs can provide 1 more factory building.

Everytime you complete a campaign level, you gain gems. The more star you get the more gems you get. You get more starts if you complete a campaign faster than the turn limit. 1 star = 1 gem, 2 stars = 2 gems, 3 stars = 4 gems. With these gems, you can buy upgrade items and power ups. Upgrade items are items that you can buy to gain more variety of units, structures, and techs. Upgrade items can give you more variety of strategy in your game. Power up gives you a boost in your game. You can always adjust power up use limit for a fair game. You can also adjust if upgrade items are available or not.

Before starting a match, you must choose a map and set the match in the way you want it to be.
(AoS) Upgrades

Note: This data is accurate as of public version 1.132.

## Most Valuable Upgrades

This list of most valuable upgrades is entirely subjective. Feel free to make any changes.

* Factories (e.g. Docks)
* Fortified Buildings (e.g. Fortress)
* Light Structures (e.g. Frisian Horse)
* Blacksmith Upgrades
* Default Unit Upgrades (e.g. Priest)
* Hybrid/Ranged Polearm Wielders (e.g. Voulgier/Svardstavier, Pikemen)
* Stronger Light/Medium Cavalry (e.g. Sipahi, Hussars)
* Base Units/Upgrades (e.g. Foot Knights, Light Cavalry)
* Heavy Healing Units (e.g. Templars, Hospitallers)
* Foot Power Range Units (especially heavy)
* Mercenaries (especially those trainable from TC)
* Siege Ships, Anti-Ship Ships (e.g. Demolition Boat/Ship, Ballista Ship)
* Gunpowder Units (especially those with gunpowder weapon as ability)

## Easter Egg

Fighting for the Kingdom can be glorious, but heroes Come and go. Upon winning, leaders forget the brave ones and bonds of friendship are Shattered. Getting the Throne is the only thing that counts!

Sometimes we have to break the walls, we build ourselves. Sometimes we have to take a step back. Maybe not this time.

To seek the forbidden knowledge of the future - you must step back. Not now however. Not here.

Something crumbled behind.

Get to the elder

Elder: I know what You seek, but the fate is cruel. The peace will be for one, not the whole kingdom. Let me show you.

Darien: Is that my grave? But ... No. It cannot be the fate - whatever dangers are in front - I am gonna survive. There is a lot of things to do, what must be done for peace.

Elder: You may believe, you may not. It won't change anything anyway. But please have this. Someone behind you may use it.

A golden egg? Weird. That's it. It's hidden knowledge how to contact and aquire help of mysterious CoolGuy. Sadly, it doesn't change anything. It cannot help sir Darien avoid the fate.

Elder: You won't use it, but it'll go higher up. Farewell.
Spells/Abilities

Spells/Abilities are different skills that units possess and that can make them useful in some way. There are many different kinds of spells and abilities, giving different types of effects. Detailed descriptions of most of them can be found in the helpfile. Some spells can be resisted by spell/mental resistance or other measures, which is also usually stated in the helpfile. A few spells require the research of certain technologies to use them, due to their strength. The difference between a spell and an ability is that a spell is 'visible' and is indicated by the buttons on the bottom right. An ability is 'invisible' and is not indicated by buttons; for example: construction, death touch. Note that spells deal bonus damage that is rounded up, which is different from the rounding in the helpfile.

## **Types of Spells/Abilities**

Spells/Abilities can be divided into a few categories:

* Recovery

This restores a friendly unit's hp. Essential for unit conservation. (e.g. Heal, Group Heal, Regeneration, Mend)

* Strengthen

This increases the capability of units, allowing them to be more effective. Usually temporary. (e.g. Sharpen Weapon, Berzerk)

* Weaken

This decreases the capability of units, reducing their effectiveness. Also usually temporary. (e.g. Demoralize, Excommunicado)

* Creation

This creates a new unit or structure. Does not just apply to construction. (e.g. Build, Summon)

* Attack

This attacks the enemy directly. Can be useful in avoiding dodging or counter attack if it deals damage. (e.g. Magical Arrow, Conversion, Stealing, Sabotage)

* Transform

Transforms a unit into different stances. Can greatly increase unit versatility. (e.g. Change Stance)

## **Main Spells/Abilities**

This is a list of the main Spells/Abilities:

## Healing

Recovers a friendly flesh and blood unit's hp. Represented by a green cross. This effect is multiplied by the heal bonus, while particular technologies can increase the heal rate for some.

## Mending

Recovers a friendly non flesh and blood unit's hp. Click on a worker (or some other builder) to use it. Worker mend rate\*(1+target mend bonus) determines the mending rate for the target. Again, particular technologies can increase the mend rate for some.

## Convert

Converts an enemy to your team. Indicated by two golden arrows circling above and below. The conversion chance is given as ability possibility of converter\*(1-resistance of target). Each unsuccessful conversion decreases the resistance of the target unit by 25%. Converters are often religious and some can also heal.

## Build

Constructs a structure or non flesh and blood unit. Check the buildlist of a worker or other builder to see what they can construct. The construction speed is mend rate\*(1+target construction bonus).
(AoS) Spartan Hoplite

The Spartan hoplite is a powerful infantry unit that can be unlocked with 4 gems. It's an expensive unit with a very high pierce armor, high normal armor, strong attack, and decent speed. This unit can be very dangerous for archers, and most infantries. With it's unconvertable ability, this unit can cause a huge trouble on unprepared enemy.

* Cost: 7
* HP: 31
* Attack: 14
* Range: 1
* Armor: 6
* Pierce Armor: 8
* Speed: 3
* Sight: 4
* Action/Turn: 1/1
* Spell Resistance: 100%
* Size: 1x1
* Builders: Town Center, Barracks
* Bonuses: 100% against all buildings, siege weapons (besides ballista), and 50% for some infantries
(AoS) Fortress

The Fortress is an advanced defensive structure. It is able to carry 2 unit. It has much higher attack power, range  and health, then it's ancestor, the guard tower. You can unlock this structure for gems in the upgrades section.

This structure is a very useful defensive building that has a burning weapon ability meaning hthe tower can shoot fiery bullets that can be used to defend against enemy ships and in range siege machines.

[Active Effects: Burning Weapon],

* Cost: 1
* Hp: 100
* Attack: 6
* Range: 8
* Armor: 2
* Pierce Armor: 8
* Speed: 0
* Sight: 8
* Action/Turn: 1/1
* Carry: 2
* Heal: 10
* Constr. bonus: 48%
* Mend bonus: 50%
* Spell Resistance: 100%
* Size: 1x1
Builders

This structure is suggested to be built In mid-game due to their slow construction rate.

* Damage bonuses: +150% against ships.
(AoS) Catapult

The Catapult is one of the starting units, and does not require gems to unlock. The technology 'Ballistics' must be researched to produce Catapults (among other things). Catapults are very effective against buildings, siege machines and ships, but they can miss if they are used against moving units. They are also vulnerable to most foot and mounted melee units so make sure to protect them when you are using them. They can transform into Stand Mode, which increases attack and range but removes ability to move, as well as Packed Mode, which removes range and attack but increases speed. Researching the technology 'Area Damage' will allow catapults to deal area damage, thus increasing its effectiveness.

* Cost: 8
* HP: 16
* Power: 10 (ranged)
* Range: 6
* Minimum Range: 3
* Miss (\*speed): 15%
* Armor: 0
* Pierce Armor: 3
* Speed: 1
* Sight: 4
* Action/Turn: 1/1
* Power Range: 0 (+2)
* Spell Resistance: 40%
* Size: 1x1
* Builders: Town Center, Siege Workshop
* Bonuses: 20% against Siege Machine, 50% against Ships, 75% against Ranged Siege Ships, 125% against Structures and Great Ships, 150% against Armored Siege Machines, 190% against Fortified Buildings, 215% against Unknown Machines, as well as 520% against Mega Buildings.
* Upgrade To: Heavy Catapult
Races/Nations

**Races/Nations** are a new feature added in Age of Fantasy and Age of World Wars. Players in those games are allowed to choose one race or nation out of a selection. This affects styles of play by giving unique characteristics, structures and units.

## Races

There are six races existed currently in AoF. Those are:

* Humans
* Undead
* Elves
* Orcs
* Dwarves (Under development)
* Scaledfolk (Under development)

The Human race is focused on a generalist playstyle that closely matches Age of Strategy. While their general catalogue of units lack the specialties of other races, their siege machines, powerful workers and naval power allows them to hold a dangerous edge. They dominate by investing in powerful technologies and upgrades, combined with easy setup of logistics and a diverse set of offensive options. Human production buildings include the Barracks, Archery Range, Stable and Wizard's Tower. Their super building is the Castle.

The Undead focuses on rapid offense and spells. Their main characteristic is the ability to resurrect corpses with a caster, allowing them to easily cover losses and grow faster in strength during a battle. These corpses can also be used for other means, such as restoring health or creating deadly, temporary units. Most of the units can walk slowly on water and have higher piercing armor than other units. Undeads can dominate a game by using corpses and production buildings well to overwhelm opponents early on before transitioning to the weaker late game. Their production buildings include the Graveyard, Crypt and Dark Altar. Their super building is the Mansion.

Elves specialise in speed and range. Their most powerful weapon is their archers and mounts, which can create long-range deathballs or snipe down enemy forces. However, they are weak when faced with melee combat and have low options when it comes to tackling fortifications. Elven production buildings include the Elven Archery Range and Glade Headquarters. Their super building is the Great Tree.

Orcs are powerful and deal heavy blows faster than others. They can mass produce incredibly dangerous wolf riders, as well as having a very diverse set of super units which can overdrive an army's strength to unprecedented heights. Their spellcasters can also help units wreak havoc by having access to the Trample buff. Orc production includes the Orc's Tent, Shaman's hut and Beast's Den. Their super building is the Volcano.

## Nations

There are five nations currently existing in AoW:

* United States
* Germany
* Soviet Union
* United Kingdom
* Japan
(AoS) Heavy Knight

The heavy knight is an upgrade from the standard knight, and can be obtained by researching the "Knight to Heavy Knight" tech at a stable, after unlocking the upgrade with gems. It is, as the name suggests, a bit heavier than a normal knight. It has better armor and HP, but also deals slightly more damage. Just like the knight, it is excellent at killing archers, siege weapons, and infantry, but it struggles against fortifications, and pikemen and lancers spell certain death for a heavy knight. It is recommended to use these cavalry in groups, as they are very tough to kill, and even a small group can typically reach their targets before succumbing to ranged fire. Heavy knights are affected by the "Cavalry Armor (1 and 2)" and "Sword Mastery (1 and 2)" techs available at the blacksmith. When fully upgraded, they are truly a force to behold.

* Cost: 4
* HP: 39
* Attack: 12
* Range: 1
* Armor: 2
* Speed: 5
* Sight: 5
* Action/Turn: 1/1
* Spell Resistance: 0%
* Size: 1x1
* Builders: Town Center, Stable
* Bonuses: 50% against most infantry and ranged footmen, as well as all siege weapons besides ballista. 100% against battering rams.
* Upgrades From: Knight
(AoS) Celtic Swordsman

The Celtic swordsman is a cheap but effective anti-infantry unit that can be unlocked with gems. Although it may not be the strongest infantry unit, its low cost and ability to strike twice per turn make it a solid choice for many players seeking to counter enemy infantry. Its significant bonuses against infantry make it a dangerous threat to even the most fearsome melee units such as legionairres and men-at-arms. When backed up by units such as centurions or banner bearers, an army of Celtic swordsmen can be even more threatening. However, they lack good armor and good shields, so a player would be wise to keep these barbaric warriors away from ranged fire. It is not affected by any upgrades available at the blacksmith.

* Cost: 2
* HP: 11
* Attack: 7
* Range: 1
* Armor: 1
* Pierce Armor: 0
* Speed: 3
* Sight: 4
* Action/Turn: 2/2
* Spell Resistance: 0%
* Size: 1x1
* Builders: Town Center, Barracks
* Bonuses: 100% against all infantry, including other Celtic swordsmen
(AoS) Skirmisher

The Skirmisher is a basic starting unit, requiring no gems to unlock. Skirmishers are very cheap ranged units with high pierce armor to counter other ranged units. This unit is very prone to melee units so never use it against them. The Skirmisher is affected by the techs Archer Armor 1 and 2 as well as Master Archery 1 and 2. The high pierce armor of this unit make them hard to kill by most ranged units especially in early game. Use this unit to fight enemy archers

* Cost: 2
* HP: 8
* Power: 4 (ranged) (+2) (+2)
* Range: 4 (+2) (+2)
* Armor: 0 (+2) (+2)
* Pierce Armor: 5 (+2) (+2)
* Speed: 4
* Sight: 5
* Action/Turn: 1/1
* Spell Resistance: 0%
* Size: 1x1
* Builders: Town Center, Archery Range
* Bonuses: 50% against Archers and upgrades, Longbowman, Tanegashima ashigaru, and Heavy horse archers
* Upgrade To: Elite Skirmisher
(AoS) Huskarl

The Huskarl is the strongest trainable heavy infantry in Age of Strategy when at full power. It may initially seem weak for its cost and availability, but it is affected by Blacksmith Technologies and has the *Full Counter* indicator, which means its counter damage remains the same as its damage instead of halving. It can only be trained at the Nordic Hall as a concession to these advantages, but this means that it is largely supplanted by Elite Foot Knights in late game, despite its slight superiority in stats.

* Cost: 6
* HP: 31
* Power: 11 (melee) (+1) (+1)
* Range: 1
* Armor: 7 (+1) (+1)
* Pierce Armor: 4 (+1) (+1)
* Speed: 3
* Sight: 4
* Action/Turn: 1/1
* Heal Bonus: 3.0
* Spell Resistance: 100%
* Size: 1x1
* Builders: Nordic Hall
* Bonuses: 50% against Light Foot Melee, Medium Foot Melee, Archers, Ships; 100% against Structures, Siege Machine
(AoS) Worker

The Worker is one of the starting units, and does not require any gems to unlock. It is a very important unit to build your buildings. It has a low hp and have the ability to build and mend a building or a non-flesh-and-blood unit. You start every skirmish match with one of this. You must use your workers to build factories to increase the capability of your production. If you want to build, select your worker and touch the button on the right. When a yellow bricks icon shows up, touch one of them. Then select the unit or building you want to build. You must touch the building or unit again to build if you activate building confirmation. Workers are one of the most important troops in Age Of Strategy. They construct and repair buildings and siege weaponry. They lack attack power, armor, and have low HP making them vulnerable to enemies.

**Appearance**

Workers have white skin and yellow hair. They hold a hammer in left hands. Their pant color identifies their team.

**Stats**

* Cost: 3
* HP: 10
* Attack: 0
* Range: 1
* Armor: 0
* Pierce Armor: 0
* Speed: 3
* Sight: 5
* Action/Turn: 1/1
* Mend Rate: 10
* Spell Resistance: 0%
* Size: 1x1
* Builders: Town Center

**Strategy**

Workers should be kept safe from enemies as they are relatively weak. Instead of combat they should be used to build training structures, defenses, guard towers, siege weapons, and more. If enemy workers attempt to build or repair structures, kill them before they can finish.
Bleach: Fade to Black, I Call Your Name

## [[Переглянути шаблон]]

**Bleach: Fade to Black, I Call Your Name** (*яп. 君の名を呼ぶ BLEACH Fade to Black*, *укр. Бліч: Вирушаючи в порожнечу, я звала тебе*) — третій аніме-фільм знятий за мотивами манґи *Bleach*.

Прем'єра фільму відбулася 13 грудня 2008 року. Центральна музична тема «Koyoi, Tsuki wa Miezu Tomo» виконана гуртом Porno Graffiti, сценарій написаний Нацуко Такахасі, сценаристом основного серіалу. Новелізациія фільму з кольоровими ілюстраціями була видана в грудні 2008 року.

## Сюжет

У лабораторії Маюрі Куроцуті відбувається вибух, який викликає втрату пам'яті у всіх сініґамі в Сейрейтеї.

Кутікі Рукіа, яка знаходилася далеко від Сейрейтею і тому уникнула амнезії, піддається нападу загадкової людини з косою. Вона також втрачає пам'ять.

Тим часом, Куросакі Ітіґо в людському світі відчуває небезпеку і розуміє, що факт існування Рукії на мить зник з його свідомості. Ітіґо та Кон відвідують магазин Кіске Урахари, який повністю забув Рукію. Проте, він допомагає їм переправитися в Світ душ.

## Саундтрек

*Bleach: Fade to Black, I Call Your Name Original Soundtrack* — саундтрек до фільму, випущений 10 грудня 2008 року. Композитор — Сіро Саґісу.
(AoS) Wagon

The Wagon is a basic starting unit, requiring no gems to unlock. Wagon is a non-combat support unit that can transport units. You can use this to transport slow moving units such as catapults. Remember to protect a wagon with units inside because if it's destroyed only a random unit inside it survive. Double tap a wagon to see what's inside and unload them. Move a unit to a wagon to load the unit. Important things: A wagon cannot past forest tiles and beware of fire.

* Cost: 4
* HP: 25
* Attack: 1
* Range: 1
* Armor: 0
* Pierce Armor: 3
* Speed: 5
* Sight: 5
* Action/Turn: 1/1
* Carry Capacity: 3
* Construction Bonus: -67%
* Mend Bonus: 0%
* Spell Resistance: 100%
* Size: 1x1
* Builders: Town Center, Worker

A wagon build phase
Campaigns

Campaigns are fictional storylines comprising of a few maps. They are often the best way to gain the gems required to unlock upgrades in the upgrades section.

For all maps, it is recommended for players to activate it as a skirmish map draft (long click on incomplete map, then select appropriate button) to gain information concerning the units/structures, environment, and triggers. Unfortunately, some maps are of the old kind (TMX) and only show grassland in the draft.

## Easy

These campaigns are considered easy and are meant for beginners (or as a gem source).

* Beginner's Manual
* Newbie Challenges
* Snowy Campaign
* Revolution
* Grim Company
* Gorgon Delight
* Carnage
* Challenge
* Almost Got It
* War of Factions

## Medium

These campaigns are slightly harder and are meant for somewhat more experienced players.

* Heir to the Throne
* Viking Age
* Two Kingdoms
* Paths of Rome
* Aquarias
* Brothers War
* Fire War
* Rise of Namu

* Asgeir
* Exile
* Grave Missions

## Hard

These campaigns are again harder and meant for the most experienced players.

* Power Creep
* Kingdom Come
* Puzzles
* Maximus
* The Rebel King
* Suhari Kingdom
* Owaguchuk
* Mercenaries
* Ambition
* Nyadhos Strategy
* Age of Nyadhos
* Hornburghs Dominion
* Prison Planet
* Savage Story
* Descent
* Yaren Clan
(AoS) Archer

The Archer is a basic starting unit, requiring no gems to unlock. The archer is a basic ranged unit to attack enemy unit without the enemy strike back. It's cheap, versatile, and able to beat stronger enemy in hight quantity. Archers are affected by the techs Archer Armor 1 and 2 as well as Master Archery 1 and 2. Archer can be dangerous in a large number. Use this unit to kill enemy's swordsman, pikeman, and ornithopters in early game. Remember that skirmisher is tough to beat with archers.

* Cost: 2
* HP: 11
* Power: 5 (ranged) (+1) (+1)
* Range: 5 (+1) (+1)
* Armor: 0 (+1) (+1)
* Pierce Armor: 0 (+1) (+1)
* Speed: 3
* Sight: 5
* Action/Turn: 1/1
* Spell Resistance: 0%
* Size: 1x1
* Builders: Town Center, Archery Range
* Bonuses: 50% against Ornithopters, Swordsman and its upgrades, and Hatamoto
* Upgrade To: Crossbowman
Gundam Virsago Chest Break Cross Rays

Return to **Main Page, Unit List**

## Gundam Virsago Chest Break

* English
* Japanese

Registration Number : NRX-0013-CB
A successor to Gundam Virsago developed by the Government Reconstruction Committee to fight against the Space Revolutionary Army.
The Government Reconstruction Committee, established among the upper class of the former United Nations Earth, develops the unit with the intention to resurrect Gundam, a high-takes weapon that is said to be the symbol of the United Nations Earth in the previous Great War. One of them is the Gundam Virsago. This unit inherits its characteristics, and is able to adapt to the space environment together with improved overall combat ability.
Initially, the Gundam Virsago, which had a high overall ability is redeveloped to further specialize in its artillery combat ability. Among them, the Mega Sonic Cannon, a powerful armament is added to the chest and two additions to the abdomen. Also, the output has been enhanced and implemented as Triple Mega Sonic Cannon.
It is capable of doing a link-up with the Gundam Ashtaron Hermit Crab, where the unit receives microwave energy and transfers it to the consort unit to release a powerful attack, Satellite Launcher, which has the same potential as the Satellite Cannon.

【型式番号: NRXー0013ーCB】
政府再建委員会が宇宙革命軍との戦争に備えて『ガンダムヴァサーゴ』 に改修を施したMS。
旧地球連邦政府の上層部を中心に設立された政府再建委員会は、前大戦での連邦軍の象徴とも言える決戦兵器 『ガン夕ム』 の復活を目指して機体の開発を行なった。 そのうちのー機がガンダムヴァサーゴであり、本機はその特徴を継承しつつ、宇宙環境への適応と戦闘能力の向上が図られた機体である。
元々、 総合的に能力が高かったガンダムヴァサーゴをさらに砲撃戦能力に特化させる形で改修が施され、中でも強力な武装であったメガソ二ック砲は、腹部に加えて胸部にも2門増設した上、出力も強化され『卜リプルメガソ二ック砲』 として実装された。
また 『ガンダムアシュ夕ロン・ハーミッ卜クラブ』 との連携が考えられており、 本機がマイク口ウェ一ブのエネルギーを受け、そのエネルギーを僚機に送ることでサテライ卜キャノンと同等の威力を持つ『サテライトランチャ一』 を使用可能としていた。

* Weapon 01
* Weapon 02
* Weapon 03
* Weapon 04
* Weapon 05

DLC Dispatch Mission : **For the Coming Generation**
How to Register:
DLC Quest : **Category F**
Wing Gundam Proto Zero EW Cross Rays

Return to **Main Page, Unit List**

## Wing Gundam Proto Zero EW

* MS
* MA

Wing Gundam EW

* English
* Japanese

Registration Number : XXXG-00W0
A new design for the manga, Glory of the Losers, and a prototype that would later be overhauled into Wing Gundam Zero EW.
It emulates the TV version of Wing Gundam Zero's design, but with a larger Twin Buster Rifle and shield, and wings added to its Neo Bird Mode.
Like in the TV series, it was built by Quatre Raberba Winner, then later had the Tallgeese F's Wing Binders transplanted onto it, overhauling it into the Wing Gundam Zero EW.

Registration Number :

* MS
* MA

* MS
* MA

 **Transform**
 **Gundanium Alloy**
 **Zero System**
Ranged/Melee/Reaction/Awaken +50 when Morale is Super or Above. (Personality changes with this ability.)

 **Zero System**
Ranged/Melee/Reaction/Awaken +50 when Morale is Super or Above. (Personality changes with this ability.)

* MS Weapon 01
* MS Weapon 02
* MS Weapon 03
* MS Weapon 04
* MS Weapon 05
* MA Weapon 01
* MA Weapon 02
Master Gundam Cross Rays

Return to **Main Page, Unit List**

## Master Gundam

* English
* Japanese

Registration Number : GF13-001NHII
A Mobile Fighter used by Master Asia. Undefeated of the East in the 13th Gundam Fight.
How this unit was developed remains a mystery. One theory says that Master Asia used the King of Heart he piloted during his time in the Shuffle Alliance and completed this unit with the combination of the DG (Dark Gundam) Cells.
The structure of the unit is able to effectively reproduce Master Asia's combat ability, generating multiple ultimate moves of The School of Master Asia.
Since DG Cells cannot erode organisms with a strong mentality, Master Asia is able to overcome the DG Cells with his robust spirit and acquires the ability to repair the unit using the DG Cells without being taken over by it.

【登録番号: GF13ー00NHII】
第13回ガンダムファイトで東方不敗マスター・アジアが使用したMF。
どのように開発された機体であるかは謎に包まれており、一説としてはマス夕ー・アジアがシャッフル同盟時代に搭乗してたジャンフル・ハ一トを原型に　『DG (デビル力ンタム) 細胞』 を使って完成させた機体であると考えられている。
その構造はマス夕ー・アジアの高い格闘能力を効果的に再現出来るようになっており、数ある 『流派・東方不敗』 の奥義を再現することが可能となっている。
DG細胞は強靭な精神力を持つ生物を侵蝕出来ない為、マス夕ー・アジアはその屈強なる心胆によってDG細胞の暴走をねじ伏せることで、自身は侵蝕されないようにしつつも機体を修復する機能だけを獲得することが出来た。

 **Mobile Trace System**
 **DG Cells**
Restores 13% of Max HP each turn.

* Weapon 01
* Weapon 02
* Weapon 03
* Weapon 04
* Weapon 05
* Weapon 06

DLC Dispatch Mission : **The New School of Master Asia Aura of Royalty**
How to Register:
DLC Quest : **Aura of Royalty**
Structures

Structures are immovable entities that can be built by players. Structures can provide protection, unit production facility and much more. Each structures can be built by builder units. Structures are usually more armored than units and got more HP than them. All structures can be mended by worker units. By mending structures you can heal their HP and remove burning effects on them.

When a structure is attacked, the damage dealt by the attacker will be taken by the structures. This is different with TCs. Instead of the structures taking the damage, the units inside a TC get the damage.

A TC can be considered as a structure. It cannot be attacked, but can be captured.

## Structure Types

Each structures have different purpose from each other.

**The first structure type is Factories.** Factories are term that was given for all structures that can produce unit inside them. Each factory gets it's own production specialities. No factories can produce every single types of unit in game. You can only built one factory for each tcs you have. If you have 6 tcs, you can't have your 7th factory.

**The second structure type is Defensive.** Defensive structures are useful to barricade enemy advancement and kill enemy units. Some defensive structures are very deadly and can deal a lot of damage. Some defensive structures are completely ment for barricading enemies (such as walls). Usually defensive structures get fewer capacity than factories but can heal units inside.

## Carry Capacity

Similiar to some units, structures get carry capacity too. But this time almost all structures can store units inside them. Some structures can provide healing to units garrisoned inside them. A factory structure's produciton will stop if no space left for the new unit.

## Weakness

Unlike flesh and blood units, structures are vulnerable of fire. A fire can deal massive damage to a structure every turn while lasting and can be very deadly when stacked. Structures are also vulnerable to siege engines and anti buildings infantries. Some siege engines like catapult can deal massive damage to your structures from a distance. Protecting your structures are a high piority because structures can be vital for your unit distribution and map control.

## Mega Structures

Some structures consume more space than the others. These structures are called mega structures. Usually mega structures consume 2x3 tiles and have tons of hp. Mega structures usually have huge power and are able to train special unique units. Mega structures are quite vulnerable to siege engines and fire.
(AoS) Crossbowman

The Crossbowman is an upgrade of the Archer, and can be found on the second page, last column, last row of the Upgrades section. Players must research the technology 'To Crossbowman' in the Archery Range to train it. The crossbowman is a stronger ranged unit to attack enemy units without the enemy striking back. It's cheap, versatile, and able to beat a stronger enemy in high quantity. Crossbowmen are affected by the blacksmith techs Archer Armor 1 and 2 as well as Master Archery 1 and 2. Crossbowmen can be dangerous in large numbers. Use this unit to kill the enemy's lighter infantry and ornithopters in early to middle game. Beware the Skirmisher and the Spartan Hoplite.

* Cost: 2
* HP: 15
* Power: 6 (ranged) (+1) (+1)
* Range: 6 (+1) (+1)
* Armor: 0 (+1) (+1)
* Pierce Armor: 0 (+1) (+1)
* Speed: 3
* Sight: 5
* Action/Turn: 1/1
* Spell Resistance: 0%
* Size: 1x1
* Builders: Town Center, Archery Range
* Bonuses: 50% against Light Foot Melee, Medium Foot Melee and Flying Units
* Upgrade To: Arbalest
G Generation Genesis Pilots

* Mark Guilder
* Ranaleau Shade
* Ellis Claude
* Xenon Teegel
* Claire Heathrow
* Junas Liam
* Ernst Jaeger
* Kay Nimrod
* Rachel Ransom
* Sheld Forley
* Billy Blaze
* Nikki Taylor
* La Milla Luna
* Maria Owens
* Florence Kirishima
* Elfriede Schultz
* Ivan Ivanov
* Eterna Freyl
* Abram M. Ramzatt
* Nelly Olson
* Blood
* Brand Freeze
* Kachua Reese
* Shis Mitville
* Goat Logan
* Chapea Cherenshi
* Azalea Tze
* Relile Arnile
* Luna Mana
* Denebola Shahim
* Juzo O' Hara
* Ressel Mizuka
* Sadani Almaz
* Koo Sea
* Aplodia
* Code Amelias
* Code Phenix
(AoS) Priest

The Priest is an upgrade of the healer, and it is situated on the third page, last column and last row of the Upgrades section. The priest is a support unit that can heal your units and convert enemy troops in a range of 4, as well as promoting loyalty and nullifying enemy propaganda. Further more, the priest can inspire fervor in surrounding troops after researching the tech 'fervor'. It is weak and need protection from other units because of a lack of armor although the tech 'prayer' can increase that. It can heal a maximum of 20Hp per heal, which is further increased by the techs 'medicine' and 'herbalism'. To heal a unit, first select a priest. Then touch the icon with the green cross and touch the unit you want to heal. Its skill of converting a enemy unit is very dangerous. It can easily convert a strong unit and crush you so be careful of this unit in battle. However, this can be negated by the tech 'loyalty', after which successful conversions merely reduce the unit's health to 1. The tech 'persuasion' can aid conversion, increasing the Priest's conversion possibility from a base of 55% to 70%. To convert a unit, first select a priest. Then touch the golden switch icon and touch an enemy unit to try to convert it. The conversion chance is given as (ability chance \* (100% - mental resistance). Use this unit to convert strong units such as elephants. Each unsuccessful conversion lowers mental resistance by 25%, so after a few tries, the priest can convert units with high resistance like Spartan Hoplites.

* Cost: 3
* HP: 10
* Attack: 3
* Range: 1
* Armor: 0 (+1)
* Pierce Armor: 0 (+1)
* Speed: 2
* Sight: 4
* Action/Turn: 1/1
* Heal Rate: 20 (+2) (+2)
* Spell Range: 4
* Spell Possibility: 55% (+15%)
* Spell Resistance: 50%
* Size: 1x1
* Builders: Town Center, Church, Cathedral
* Upgrades From: Healer
Витік

## [[Переглянути шаблон]]

***Origin: Spirits of the Past***, спочатку видавалося в Японії під назвою ***Gin-iro no Kami no Agito*** (*яп. 銀色の髪のアギト* *літ. Сріброволосий Агіто*) — повнометражний аніме-фільм студії *Gonzo*. Його прем'єра в Японії відбулася 7 січня 2006 року.

## Сюжет

Аніме розповідає про Агіто, хлопчика, через 300 років живучим в Японії. В майбутньому ліс і людина почали жити рука об руку. В наші дні вчені створили проект з озеленення планети, але в результати збою ДНК «ліс» став некерованим і знищив майже всю людську цивілізацію. Врятуватися змогли лише деякі, і ось ця жменька людей якось намагається вижити серед безкрайніх лісів в руїнах колишньої цивілізації. Одного разу Агіто знаходить в кріогенній камері дівчину з минулого на ім'я Тула. В її силах змінити майбутнє, повернути все як було, хоча Тула не знає, чи потрібно це.

## Сейю

* Кацудзі Рьо (*яп. アギト*) — Агіто
* Міядзакі Аой (*яп. トゥーラ*) — Тула
* Осугі Рен (*яп. アガシ*) — Агасі
* Ендо Кэн'їті (*яп. シュナック*) — Сюнак
* Котегава Юко (*яп. ヨルダ*) — Елда
* Хамагуті Масару (*яп. カイン*) — Каїн
* Фукава Тосікадзу (*яп. ハジャン*) — Хадзан
* Омі Мінамі (*яп. ミンカ*) — Мінка

## Музика

Музику до аніме написав композитор Таку Івасаки.

 «Ai no Melody»
(AoS) Heavy Foot Knight

The Heavy Foot Knight is an upgrade of the Foot Knight. The technology 'To Heavy Foot Knight' must be researched before training this unit. It is significantly better for its cost than its predecessor, with its hp, attack and armors equalling or coming only slightly below the Spartan Hoplite after receiving Blacksmith Upgrades. This unit is ideal as a mid to late game tank, until it is supplanted by the Elite Foot Knight.

* Cost: 4
* HP: 27
* Power: 12 (melee) (+1) (+1)
* Range: 1
* Armor: 5 (+1) (+1)
* Pierce Armor: 3 (+1) (+1)
* Speed: 3
* Sight: 4
* Action/Turn: 1/1
* Heal Bonus: 2.0
* Spell Resistance: 0%
* Size: 1x1
* Builders: Town Center, Barracks, Castle
* Bonuses: 50% against Light Foot Melee, Medium Foot Melee, Archers, Ships; 100% against Structures, Siege Machine
* Upgrade From: Foot Knight
* Upgrade To: Elite Foot Knight
Calamity Gundam Cross Rays

Return to **Main Page, Unit List**

## Calamity Gundam

Calamity Gundam

* English
* Japanese

Registration Number : GAT-X131
A second-gen GAT-X model, created by the Alliance based on the data from the first generation.
Featuring an improved OS and a step up from Phase Shift to Trans Phase Armor, this enhanced and upgraded series is an improvement on the first in nearly every way.
This projectile-focused suit expands on the Buster Gundam's development concept. Back-mounted Large Beam Cannons "Schlag" and a high-speed plasma-powered Bazooka "Todesblock" are just examples of its impressive weaponry.
Though less than agile due to its heavy loadout, a set of full body thrusters allows it to hover in place.

Registration Number :

 **Trans Phase Armor**
Reduces 2.000 damage from Physical Weapons. (Consumes 5 EN per activation.)

* Weapon 01
* Weapon 02
* Weapon 03
* Weapon 04
(AoS) Maceman

The maceman is a powerful infantry unit that can be unlocked with gems. Although the maceman is not particularly durable, it has a very high attack, and is able to destroy many units in one hit. The maceman is most effective against buildings and other structures, although it can pose a serious threat to enemy infantry as well. However, because a fully upgraded man-at-arms is roughly as powerful as a maceman, the latter becomes largely obsolete should the player acquire men-at-arms. It is only affected by the "Infantry Armor (1 and 2)" techs at a blacksmith.

* Cost: 3
* HP: 20
* Attack: 17
* Range: 1
* Armor: 0
* Pierce Armor: 0
* Speed: 0
* Sight: 0
* Action/Turn: 1/1
* Spell Resistance: 0%
* Size: 1x1
* Builders: Town Center, Barracks
* Bonuses: 75% against all buildings, siege weapons (besides ballista), and most infantry (besides banner bearer)
Guerreros

Toda arma necesita a alguien que la empuñe ¿no?, los encargados de esto son los soldados los cuales pueden ser entrenados en distintas ramas de la lucha,desde la katana hasta el martillo de guerra, desde las picas a las alabardas.

Lo que se sabe es que son las piezas claves de cualquier ejercito

### Jinetes De Wyvern.

No se diferenciarían demasiado de los guerreros normales, salvo que los Jinetes de Wyvern como bien indica su nombre montan estas bestias mágicas en batalla, la unión entre el jinete y el Wyvern es tan pura que una vez hecha el jinete no puede montar otro Wyvern si el suyo muere, incluso se han dado casos de que tras morir jinete y Wyvern han vuelto a la vida como No-Muertos juntos, sirven como mercenarios por todo el continente trabajan usualmente como lobos solitarios.

### Samurais

Referidos a ellos como la clase “Bushi” o clase guerrera son los soldados de élite del Masashinaekto, normalmente entrenados en el uso de la Naginata, katana y yari.

Son conocidos por su fiereza en combate y su estilo de vida regida por el estricto “Bushido”.

Sus artes se dividen en sus armas en las que se vuelven verdaderos expertos. Clase exclusiva Masashianekto.

### Berserkers

La fuerza bruta es la solución de todo y en el frió del norte es normal que esto suceda así pues entre las guerras de clanes surgieron unos soldados, unos soldados  denominados Berserkers que  no sufren el dolor, no temen al enemigo…y no saben distinguir entre aliados y enemigos. Clase exclusiva de los clanes del norte y compañías mercenarias orcas.

### Tercios

La infantería de élite del imperio estos soldados son entrenados en el uso de picas y de espadas roperas ademas de ser apoyados en batallas por los arcabuces , famosos por no huir de ninguna batalla y resistir hasta el final son de las tropas mas disciplinadas del continente.
(AoS) Hatamoto

The Hatamoto is a very powerful infantry unit that can be obtained by researching the "Upgrade to Hatamoto" tech at a barracks, after unlocking the upgrade with gems. Hatamoto are upgraded from samurai. Like the samurai, it may attack twice per turn. Furthermore, because it has a very high attack that can kill many infantry in one hit, hatamoto are exceptional at making quick work of inferior troops, even when heavily outnumbered. They are also good at destroying buildings and fortifications, and their armor is fairly decent.

Unlike many other upgrades, the Hatamoto is actually significantly different than its predecessor. Not only are its bonuses different, but it is also unaffected by blacksmith techs, some of which the samurai are able to benefit from. Some may argue that this is because the legendary equipment of the hatamoto is simply beyond a blacksmith's ability to improve. Although archers and cavalry may be able to defeat an army of hatamoto, it should not be recommended to attempt a confrontation with them if you have lesser numbers. Lastly, it should be noted that hatamoto are very agile, and can outrun or chase down most other foot units.

* Cost: 3
* HP: 25
* Attack: 10
* Range: 1
* Armor: 2
* Pierce Armor: 1
* Speed: 4
* Sight: 4
* Action/Turn: 2/2
* Spell Resistance: 0%
* Size: 1x1
* Builders: Town Center, Barracks
* Bonuses: 200% against fortifications, 700% against castles, 100% against all other buildings and infantry
* Upgrades From: Samurai
Format idea

## Overview

The Knight is one of the starting units, and does not require any gems to unlock. It is somewhat expensive, but difficult to kill. The Knight is very effective at fighting unprotected infantry and archers, although it is very vulnerable to anti-cavalry units such as pikemen and Halberdiers. Knights upgrade to heavy knights upon researching the "Knight to Heavy Knight" tech in a stable. Knights are affected by the "Cavalry Armor (1 and 2)" and "Sword Mastery (1 and 2)" techs researched at the blacksmith.

*Age of Strategy Wiki Portal*
(AoS) Elite Foot Knight

The Elite Foot Knight is the highest incarnation of the Foot Knight. It can beat a Spartan Hoplite in fair combat after receiving all blacksmith upgrades, but lacks its mental resistance. It is the second strongest trainable heavy infantry (without healing) in late game, just after the Huskarl. It is one of the most effective units for its cost, as typical of third-upgrade units, and requires the technology 'To Elite Foot Knight' to be trained.

* Cost: 4
* HP: 31
* Power: 14 (melee) (+1) (+1)
* Range: 1
* Armor: 6 (+1) (+1)
* Pierce Armor: 4 (+1) (+1)
* Speed: 3
* Sight: 4
* Action/Turn: 1/1
* Heal Bonus: 2.0
* Spell Resistance: 0%
* Size: 1x1
* Builders: Town Center, Barracks, Castle
* Bonuses: 50% against Light Foot Melee, Medium Foot Melee, Archers, Ships; 100% against Structures, Siege Machine
* Upgrade From: Heavy Foot Knight
(AoS) Elite Skirmisher

The Elite Skirmisher is an upgraded version of the Skirmisher and it is found on the third page, first column, first row of the Upgrades section. The technology 'To Elite Skirmisher' (researched in the Archery Range) is required before training this unit and they have even higher pierce armor and health than the Skirmisher. This unit is quite prone to melee units so it is recommended not to use it against them. The high pierce armor of this unit make them hard to kill by almost all ranged units especially in early game. The Elite Skirmisher is affected by the blacksmith techs Archer Armor 1 and 2 as well as Master Archery 1 and 2. Use this unit to fight enemy archers and most other ranged units (except the Skirmisher and its upgrades, of course).

* Cost: 2
* HP: 10
* Power: 5 (ranged) (+1) (+1)
* Range: 4 (+1) (+1)
* Armor: 0 (+1) (+1)
* Pierce Armor: 5 (+1) (+1)
* Speed: 4
* Sight: 6
* Action/Turn: 1/1
* Spell Resistance: 0%
* Size: 1x1
* Builders: Town Center, Archery Range
* Bonuses: 25% against Mounted Units, 60% against Archers, 120% against Mounted Archers, and 400% against Elephant Archers.
* Upgrade To: Master Skirmisher
Патема догори дриґом

## Основна інформація

### **Жанр(и)**

Постапокаліптика, романтика, фантастика, драма, пригоди, стімпанк, наукова фантастика

## [[Переглянути шаблон]]

**Патема догори дриґом** (*яп. サカサマのパテマ Сакасама но Патема*) — японське OVA-аніме з 4-х коротких серій та повнометражний анімаційний фільм режисера Ясухіро Йошіуро. Озвучений українською мовою OVA — студією UkrDub та повнометражний фільм — студією FanVoxUA. Прем'єра фільму відбулася на позаконкурсній програмі міжнародного фестивалю анімаційних фільмів в Ансі.

## Сюжет

Сюжет розгортається в підземному світі, який пронизують тунелі. Хоч місцеве населення живе в темноті та глухих стінах, одначе тутешні люди примудряються вести тут тихе й навіть спокійне життя. Патема — принцеса свого підземного селища, і більше всього на світі вона любить досліджувати навколишні тунелі. А її найулюбленіше місце — «небезпечна зона», куди заборонено ходити жителям села, хоч ніхто з них точно не знає, чого ж там страшного. Незважаючи на те, що Патема регулярно отримує прочухана за свої вилазки, цікавість продовжує знову і знову гнати її в «небезпечну зону». І в черговий свій похід дівчині доводиться зіткнутися з «несподіваними подіями», які «проллють світло на приховані таємниці»...

Насправді ж, цей світ зазнав глобальної катастрофи. Жихливий експеримент спотворив земну вісь, і частина людей почала відшовхуватись від поверхні. Але вони вижили і поселились глибоко під землею. Так людство розділилось на Підземників і Айґійців. Патема належить до перших, Ейджі до других. Але їм судилось зустрітись і змінити цей світ, відкривши головну його таємницю.

## Персонажі

* **Патема** — головна героїня, мешканка-принцеса підземного світу. Сіре волосся, бліда шкіра, рожеві очі. Смілива, цікавиться навколишнім світом.
* **Ейдзі** — блакитноокий хлопчик, що врятував Патему і став для неї другом.

## Сейю

* Фуджі Юкіо
* Охата Шінтаро
* Окамото Нобухіко
* Маая Утіда
* Хірокі Ясумото
* Такая Хаші