recursal/Fanatic-Fandom huggingface dataset:
Nigo (FFC)

## Overview

Nigo is a perfect example of what makes a vivosaur good in FFC. Nigo has the second highest LP in the game (behind Perso), absolutely unparalleled offensive abilities thanks to Long-Range Link, and legitimate utility in Rallying Cry. Through and through, Nigo is a huge threat and often a win con.

## General Gameplan (Early Game)

Note: On the first turn, Nigo’s asleep. This is a noticeable drawback if you’re running double RC against a status team, since you essentially have one RC at the start of your turn, and if they outspeed you, they can get the upper hand, and it works out to be an uphill battle until you can score a KO on their main threat.

Nigo thrives in the SZ thanks to its range and its ability to score Links in that position. An offensive setup you can go for with Nigo is to stick it in the SZ+ and fire off as many Links as you possibly can using its teammates’ cheapest/most effective moves. Targeting a single vivosaur with multiple Stomps can chop off a TON of LP immediately. Since Nigo can also Link when afflicted with any status besides sleep, and after its action is exhausted, Nigo is just as well off playing a passive supporting game with Rallying Cry to fend off status. The magic of Nigo lies in its ability to deal damage no matter what.

## Midgame/Endgame

Nigo has the best midgame and endgame in all of FFC. Nigo Impact is an extremely potent skill, and its availability is the precursor to a quick death. In 2v2s and 2v1s, you can try and hit more Links and then follow up with Nigo Impact for maximum damage. Since Nigo will usually have a good amount of LP left in its bar, Nigo can possibly win 1v2s off of Nigo Impact as well. In 1v1s, Nigo can clutch out wins with Impact, and the damage is great enough that Nigo would only need a couple of good rolls on the sleep chance.

## Optimal Teammates/Strategies

Nigo doesn’t really need much to succeed, and as a result, Nigo can easily be put on a team as an automatic addition.

Nigo generally works well with other vivos that have great early games and midgames, since Nigo can work on cleaning up later.

## Winning/Losing Matchups

Nigo wins against basically every vivo for free thanks to its heavy offense. Some vivo combinations can beat it
out directly though. For example, Heracles-boosted Saichan Combos will definitely put dents in Nigo, or Dimetro Whirls off of Charge!.

Status doesn’t completely cripple Nigo, but it does remove a lot of the versatility that Nigo is known for. Restricting statuses like confuse and scare usually leave Nigo as nothing more than a sitting Link machine, which does impact its usability pretty hard.
Rallying Cry

Here it is. The ultimate move, and by all means an absolutely necessary one to have. Rallying Cry cures all status from a vivo on your side of the field, making it the only counter to status and status-based play. Without RC, you're definitely going to be overwhelmed by anything with abusable status, and straight up will be forced to play the game of anyone who packs it. Using RC, however, sacrifices your vivo's opportunity to attack for that turn, so your overall damage output will be compromised. It's a skill to know when to use RC; using it all the time makes your team weaker as a result. It should only be used if your team or your gameplan is noticeably crippled by some type of status. Having two vivosaurs with RC (or double RC) is incredibly valuable in a few ways, as the strategy of afflicting a vivosaur with RC in order to cripple the rest of the team isn't viable. On top of that, status in general becomes easier to ward off, and you have the option to choose the vivosaur that should RC, giving your team more offensive flexibility.

There are a few different names and even variants of Rallying Cry that heal the whole team. The reason none of them are mentioned is that no vivosaurs with those skills are actually any good. Rallying Cry is the only status-healing skill that will ever be seen in legitimate competitive play.
Tiers

## Fossil Fighters

The Fossil Fighters metagame is currently being optimized at the highest level, but no work has been done beyond recognizing which are the top vivosaurs/top team, leaving this tier list massively incomplete. It is organized alphabetically.

 S Tier

## Fossil Fighters: Champions

The top part of the tier list is perfectly organized, while B, C, and D are completely lumped together. There likely will not be optimizations of the lower tiers, meaning there will not be a true, *true* tier list. Hover your mouse over the Vivosaurs to see explanations in context of the tiers.

 S Tier pt. 2
 A Tier pt. 2
 A Tier pt. 3
 A Tier pt. 4
 B Tier
 D Tier

Older tier list in case you wanted to know what the lower tiers actually looked like. Note that Tiers 1-2 are legitimately wrong, and Tiers 3-14 are quite likely to shift if there were to be actual optimization of the lower metagame. The shifts would not be that significant, however, as the fundamental structure of the tier list isn't actually that faulty.

Also note that the vivosaur writeups linked in this tier list are also very outdated, citing things like Saichan being the best in the game.

 Tier 3
 Tier 4
 Tier 5
 Tier 6
 Tier 7
 Tier 8
 Tier 9
 Tier 10
 Tier 11
 Tier 12
 Tier 13
 Tier 14

## Fossil Fighters: Frontier

Still a major work in progress, as minimal testing has been done and theory has by far been the biggest component in shaping this metagame.

Still a work in progress.
Dacerus (FFC)

## Overview

FP Absorb, great support, and Rallying Cry. No other vivosaur can boast about their passive traits like Dacerus can. On top of those, Dacerus also has poison on literally every attacking skill, and has top-notch Defense. Dacerus plays the passive support role perfectly. Unfortunately, Dacerus doesn't have a lot of attacking power and relies on poison to get anywhere.

## General Gameplan (Early Game)

Dacerus is really effective at sitting and RCing status away while letting its team do the attacking with its boosts. However, Dacerus can also opt to go for a poison chance with Poison Hammer since it is cheap enough to spam and the poison chance is high enough to warrant doing so. Occasionally, if you have enough FP and you really want that poison chance, Toxic Spin is a safer alternative.

## Midgame/Endgame

Spam Poison Shank on the most threatening vivo on the field. Since gold poison cuts 3/10 of a vivo’s health, you’ve either forced an RC or successfully dealt a chunk of damage. Dacerus is at its most effective alongside another status spammer during a 2v2, as putting two statuses on two different vivos is a superb trap. A 1v1 situation depends on the LPs and capabilities of the vivos on the field. If Dacerus can get two or three Shanks off, that’s a win. But if Dacerus dies quicker than that (possible if faced with a disadvantageous elemental matchup), or if it isn’t able to fire off Shanks (possible if faced with a status spammer), Dacerus will have a super hard time.

## Optimal Teammates/Strategies

Dacerus fits well with two types of vivos: ones that can take advantage of its support/passive traits, and status spammers. Dacerus also appreciates teammates with Rallying Cry.

## Winning/Losing Matchups

Dacerus has a pretty big problem against good vivos as it relies squarely on poison to deal damage. Since this is the case, it loses plainly to vivos capable of dealing more damage to it than Dacerus can deal back, and wins against vivos who deal less damage than Dacerus does (which is very rare). Dacerus also struggles with status a ton. It will likely lose access to Rallying Cry when confused, hurting its general utility severely.
Glossary

Some parts of what I say are confusing. I gotchu. This will be expanded upon when I'm not typing this at 2:43 AM - 2:44 AM on a fresh, 10/22/2017 night.

## Fossil Fighters Champions

AZ+: The front space of the field.

AZ: AZ on its own refers to the two spaces adjacent to the AZ+.

SZ+: The back space of the field.

SZ: SZ on its own refers to the two spaces adjacent to the SZ+.

### Applicable to either FF1 or FFC

Earlygame: Will usually refer to when there are three vivosaurs on each side of the field that have healthy amounts of LP.

Midgame: Will usually refer to when there are two vivos on either side of the field with decent LP remaining.

Endgame: Will mostly refer to 1v1 situations. A vivosaur having a good Endgame means it has the tools to win 1v1 situations more consistently than others.

Gameplan: A rough outline to achieve victory. The steps can be executed in different methods depending on the phase of the game and the team composition. The best teams have the greatest odds at preventing/slowing down any opposition from executing their steps in achieving victory which allows your victory conditions to continue unabated.

Disruption: Used to describe tools that can slow down or prevent a gameplan from progressing past either a specific stage of the game or any stages of the game at any time. Allows the user to outpace the opposition to victory.

Opposition: The opposing Vivosaurs. Can be used to denote either a single Vivosaur or multiple.

Passive: A trait possessed by Vivosaurs that have trouble at offensively pressuring an opposition, either at multiple stages of the game or at one specified stage. It does not neccessarily entail that the Vivosaur in question is bad (see Guhlith in FF1 or Parapu in FFC).

Consistent/Reliable: Used in reference to moves succeeding at activating secondary effects. For a move to be consistent usually entails that the effect has a high success rate for an affordable price (Parapu's Bewildering Beam in FFC, any Zone Swap move in FF1).

Gimmicks: A categorizing term for Vivosaurs that usually offer little besides a single secondary effect to counter a specific threat. Gimmicks are never worth a slot on teams as they are always incapable of being flexible: while Z-Rex can generate great amounts of FP from dying without penalty it is never threatening due to its poor bulk and lack of status. While Megalo is the only source of consistent Gold Scare without debilitating support effects or a loss of damage output from the SZ it is an ineffective support due to lack of Rallying Cry and it lacks any sort of Midgame or Endgame. While Seismo does have ALPR, decent offensive presence and an elemental advantage to Raptin, ALPR simply does not recover enough LP to outpace Gold Poison and AZ Seismo fails to even outdamage SZ Raptin without sufficient team support. In teambuilding your focus should be around teams countering teams, not Vivosaurs countering Vivosaurs.
Saichan (FFC)

## Overview

The best vivosaur in the game, hands down. Saichan's multitude of options allows it to thrive in any situation, with any set of teammates. Saichan has two top tier moves (Saichan Combo, Rallying Cry) that allow it to disrupt literally anything while having the ability to defend against status spam itself. On top of that, it has an above average team skill that is extremely possible to access (it’s compatible with all of the top 5 excluding Krypto), and no overwhelmingly bad or costly options. Although they're negligible, Saichan's support and Auto Counter are nice bonuses.

## General Gameplan (Early Game)

Spam confuse on the most threatening vivosaur your opponent has. Don’t go for any risks, such as trying to confuse the vivo with the highest FP costs, because it could backfire (Too confused to act!). Confuse always forces an RC, which means it's great at reducing the other team's effectiveness. You might be going for the same vivo over and over again, but that isn’t necessarily a bad thing. Keep spamming confuse and you’ll be golden.

## Midgame/Endgame

Same gameplan here. Confuse is excellent during any phase of play, so keep hitting Saichan Combo. This should almost always guarantee a win during 2v1 situations.  If it’s a 1v1 situation, alternate between Saichan Combo (not confused) > Fire Spear (confused 1) > Saichan Combo (not confused) for maximum damage. Always keep your opponent confused when Saichan is on the field.

## Optimal Teammates/Strategies

Saichan pairs extremely well with Zanth to form the most potent anti-offense core in the game. Zanth covers the AZ with its support while Saichan rails the SZ with Saichan Combo to force all parts of the battlefield to do unoptimal amounts of damage to them. With either Heracles or Nigo in the third slot, Saichan gets access to its team skill. Heracles is the better option for abusing it since its support allows Saichan to use it to much greater effect, although this comes at the cost of double RC.

Saichan also goes well with Dacerus and Nigo to form a top-level triple RC team. Since every vivosaur has RC, this team can take advantage of every vivo’s strengths at any time, meaning it’s possible for Saichan to spam confuse while the team wards off against status. This team also has a strong synergy in midgame and endgame due to all of them having good status moves. Saichan’s ability to confuse for cheap works wonders for dominating the field with status and essentially allows the team to win for free, either by extreme damage output (Saichan/Dacerus) or paralyzing the opponent (Saichan/Nigo).

## Winning/Losing Matchups

Saichan wins solidly against every vivo in 3v3 thanks to Saichan Combo. In 1v1 cases, Saichan will possibly lose to Nigo, Heracles, and Ankylo, the former due to sleep + its LP being higher during endgame, and the latter two being due to their elemental advantage.
Team4 (FFC)

**Zanth, Zanth, Tricera, Kaishin, B-Plesio**

## Overview

This is the best hyper-offense build in FFC, abusing the
old LotJ + PB strategy to wreak havoc on teams and win in 1-2 turns. Double
Zanth is there to take care of the team’s Air-type counterpart,
Parium/Hoplo/Hibigon, which counters it otherwise.

## Strategy/Counterpicks

**Tricera AZ+, Kaishin SZ, B-Plesio SZ**

Have Kaishin use LotJ, and have Tricera use Tri-Torpedo.
This should at least destroy the opponent’s SZ. If there is a second turn,
either Tricera or B-Plesio won’t be alive. Finish the opponent off however
you’d like, though Kaishin is the most reliable vivo to get the job done.

**Tricera AZ+, Zanth SZ, Zanth SZ**

Traditional double Zanth is used to beat
Parium/Hoplo/Hibigon, as well as any other hyper-offensive builds. Tricera’s offensive support helps its teammates destroy
the opposing team quicker than they normally would.

This is also the build to use against other double Zanth
teams. Tricera plays a key role in double Zanth dittos, with its Attack support
giving its team an offensive edge as well as its cheap rotation skill to
destroy the opponent’s double Zanth positioning.

## Weaknesses

All builds lose handily to Zanth/Zanth/Krypto. Tricera cannot get past double Zanth support, and if B-Plesio is brought to the battle to attempt to poison Krypto, it can easily be taken care of. The team has no good status to take care of Krypto. So Krypto, obviously, thrives due to the low-damage nature of double Zanth battles, and when combined with the fact that it is free from confusion being a threat, it can and will dispose of the team quicker than Tricera's team can retaliate.
¿Como duplicar objetos sin cheats?

Tienes que estar inspeccionando con tu personaje a los objetos,(no puedes estar en modo pantalla completa) con la ventana disminuida pulsa "x" en la barra de la parte inferior, la partida no se guardará, lo único que se guardará serán los objetos de tu personaje,lo único que falta es abrir el cofre y ahí se encontrarán los objetos, cabe recalcar que no siempre sirve este truco así que tal vez tendrás que repetirlo, igual hace falta mencionar que este truco sólo sirve para pc o computadora.
Time Turner Amulet

A **Time-Turner** is a device used for time travel. It is a special timepiece which resembles an hourglass on a necklace.

The Ministry of Magic encased an Hour-Reversal Charm in the time turners they created, for added stability. The number of times one turns the hourglass corresponds to the number of hours one travels back in time. However, they can only stay in the past for five hours at a time, without the possibility of serious harm to the traveller or to time itself.

However, by 2020, two other "true" kind of time-turners were created. The prototype only let the time traveller stay in the past for five minutes, while the improved model let them to stay in the past for as long as they wanted, and return to the future when wanted.
Teams

Team comps are obviously more important than individual vivosaurs, so writeups needed to be made about them. There aren't too many remarkable teams, so the only ones that will be written about are the highest caliber teams belonging to each archetype/style (status spam, hyper-offense, bulky offense, etc.)

Also, the only two viable teams in the metagame are Team1 and Team2 (they'll be renamed later, hopefully). Anything with a losing matchup is automatically unviable.
Parapu (FFC)

## Overview

Parapu has been curiously gifted with some incredible tools
and stats higher than its ammonite brethren. The first thing to look at is Bewilder
Beam, which is the typical 70% confuse move, but it only costs 100 FP, making
it the lowest-costing of the semi-consistent confuse skills. On top of this,
Parapu has Rallying Cry, which, when combined with Bewilder Beam, instantly
makes Parapu a top-class utility vivosaur. Parapu also has some other
noteworthy tools in its kit, such as a cheap 80% poison skill, a cheap little
40 FP skill, and Harden Plus. No other vivosaur has this great a combination of
cost-efficiency and utility. Parapu does have one sole drawback that makes it
incapable of being top tier, however, and that is its inability to have an offensive
presence. Parapu is cursed with an unfortunate combination of extremely low
damage output in addition to the only range that cannot use support correctly. This
means that Parapu is forever doomed to annoy opponents to death rather than
destroying them convincingly.

## General Gameplan (Early Game)

Parapu, being the face of pure status spam, is equipped with
a powerful and dirt cheap confuse skill that deserves to be abused. There’s
little use in worrying about if Parapu’s in optimal range or not, as the small
increase in damage isn’t worth wasting FP over. Just use Bewilder Beam and RC
accordingly with no regard to its offensive position.

## Midgame/Endgame

Parapu’s low damage output really shows here. To win 2v2s
and 1v1s, Parapu relies heavily on confuse to minimize the
opponent’s damage output as well as poison to maximize its own. Parapu’s 1v1
flowchart consists of Bewilder Beam (not confused) > Parapu Poison (confused
1) > Bewilder Beam (not confused), and while the % chances on those moves
are more consistent than others, Parapu’s low Attack means it has to keep it up
for a couple turns longer, which is all it takes for a strong vivo to turn the
tide.

## Optimal Teammates/Strategies

Parapu definitely needs to slow the pace of the match in
order to succeed, so Parapu should be paired with vivos that can do so with either
confuse or Attack debuffs. With Parapu, it’s a war of attrition.

## Winning/Losing Matchups

Parapu’s sheer weakness eliminates any possibility of its
element or range having any effect on its matchups. It can be condensed to “the
slower Parapu’s team can play the game, the likelier it is to win”. Parapu
loses if it’s forced into situations in which a good Attack stat is actually a factor; ironically,
it doesn’t have the ability to defend itself.
Team3 (FFC)

**Dunkle, Dunkle, Dunkle, Dunkle, Dunkle**

## Overview

Assuming perfect RNG, triple Dunkle is the best team due to its OHKO cheese and ridiculous Speed stat beating out nearly every team. There's not much to say, these fishies kill.

This writeup assumes perfect RNG from both sides, or at least the Dunkle team. Under average RNG, triple Dunkle does not fare well.

## Triple Dunkle Dittos

Triple Dunkle dittos are guaranteed to favour the person going first. There are three outcomes of a triple Dunkle ditto:

Note that Outcome 1 is actually caused by a mistake on Player 1's part; if Player 1 skips their turn to save FP, they will win every time.
Heracles (FFC)

## Overview

Heracles is a super solid vivosaur with its heightened bulk, incredible support in the best stat, and insane Damage scaling on its moves. Any team running Heracles will find an immediate boost to offensive power. What sets Heracles apart from its top tier peers is its simplicity. Heracles has no tricks and works as a straightforward, offensive teammate.

## General Gameplan (Early Game)

Heracles will probably be used as a secondary attacker for your team, as its offensive support is going to make your other vivos stronger. Since Heracles Blade costs a good chunk of FP, it’s not uncommon for Heracles to stay idle. If beneficial, go for a Blade. Use your judgment.

## Midgame/Endgame

Depending on the amount of FP, go for either Beams or Bores. Heracles relies on pure offense to drill through midgame and endgame, and it has no shortage of strength.

## Optimal Teammates/Strategies

Heracles is best with Close-Range and Mid-Range vivosaurs that it can boost. Vivos with already amazing offensive
potential, such as Zanth and Parium, allow Heracles to reach its fullest potential.

## Winning/Losing Matchups

Heracles does well against anything that doesn’t pack status. Heracles’ bulk and power are more solid than a ton of vivos’.

As a vivo with no RC, Heracles loses to status. There’s nothing it can do about it, and its attacks are likely to flop against confusion. Heracles also has an offensive disadvantage against Parium due to it resisting Heracles’ attacks and hitting back heavy with a x2 elemental advantage, which becomes apparent with offensive support.
Zanth (FFC)

## Overview

Zanth is a monster with one of
the best support spreads, a powerful, cost-efficient skill, and a ridiculous endgame. Zanth’s support cripples Close-Range and Mid-Range vivosaurs like crazy, decreasing damage output so hard that the survivability of Zanth’s team is increased significantly, with only Long-Range vivos being able to dent the SZ normally.

## General Gameplan (Early Game)

When on the offensive, Zanth will want to abuse Zanth Press early game since it’s strictly better than Zanth Tail. For such a small increase in FP, Press has a big jump in Damage compared to its first skill. Sedate the SZ, since it probably has something capable of threatening your team, like a sauropod in its natural habitat. For defensive positioning, always keep Zanth in the SZ. Do not miss out on what is objectively Zanth’s best trait. Usually, the smartest move for defensive positioning involving Zanth is to stick one of your other vivos in the AZ+. Since your opponent would want to put two of their vivos in the AZ to cut the support in half, Mid-Range vivos would have a perfect range multiplier against yours if Zanth were in the SZ+. Any Long-Range vivos would have a perfect range multiplier on Zanth as well, maximising their possible damage output in that situation.

## Midgame/Endgame

Zanth has one of the best endgames alongside Nigo. If the FP is high enough, Zanth Shot should be used on the offensive, otherwise keep damaging the opponent with Zanth Press. As usual, keep Zanth in the SZ for defensive positioning if there are Mid-Ranges on the field.

For endgame, Zanth Shot in tandem with optimal 1v1 defensive positioning will definitely win against almost everything. Even if Zanth doesn’t have a lot of LP by the time endgame comes around, Zanth Shot’s properties are still able to clutch wins out alongside the fact that the opponent’s damage output is severely weakened (assuming Close-Range/Mid-Range).

## Optimal Teammates/Strategies

Confuse spammers cover up Zanth’s
weak spot by being able to weaken the SZ while Zanth oppresses the AZ. It’s a
simple strategy and it works extremely well. Nigo also works well with Zanth
because of its incredible offense on far away vivos. Heracles and Zanth form a
nifty core where the resulting support is +60% your side/-60% their side, and a
boost that big brings Zanth Press into the 200’s in terms of damage, which is
insane.

## Winning/Losing Matchups

Elemental advantage or not, Zanth basically invalidates Close-Ranges and Mid-Ranges, including Saichan and Heracles. This is especially evident in endgame, where anything that doesn’t pack sleep will probably lose to Zanth’s support.

Zanth loses pretty handily to Nigo, as it’s a Long-Range vivosaur, meaning it’s unaffected by Zanth’s support. Nigo can damage Zanth heavily, especially with Link. It’s also more likely for Nigo to beat Zanth than for Zanth to beat Nigo in endgame, as Nigo will usually have more LP by the time a 1v1 situation will occur, giving it a better shot at beating Zanth.
Biomas

Los biomas más comunes es el Bosque, localizado en la superficie. Al ir a la derecha o izquierda eventualmente localizarás la Corrupción o el Carmesí, Desiertos, Bioma Helado, Jungla, la Mazmorra, y al final de cada mapa, un Océano de cada lado.

Los biomas subterráneos comienzan por la capa de la Caverna y se incluye el Bioma de Setas Subterráneo, y el desierto subterráneo. El cielo contiene islas flotantes.

El mundo también está dividido en capas que describen sus características dependiendo de la profundidad. Las capas de superficie, subsuelo y cavernas pueden contener diferentes biomas. En

contraste, el espacio exterior, la capa en la parte superior del mundo, y el inframundo, la capa en la parte inferior, de forma adicional tienen sus propias características y ocupan toda el área horizontal del mapa que abarca su altura, en lugar de contener múltiples biomas.

Después de derrotar a la Muro carnoso en el inframundo, el mundo pasa al Modo Difícil, y nuevos puntos de corrupción o carmesí se formarán, además como nuevo bioma, se añadirá la bendición.

## Bosque

Los **bosques** son los biomas más comunes en la superficie, y donde usualmente sale el jugador en un nuevo mundo. Crece césped Verde sobre la tierra, donde pueden aparecer champiñones, girasoles, resplandor de día y árboles. Los bosques salen donde no son válidos los otros biomas.

## Nieve

Los **biomas de nieve** tienen un tema de invierno, y están predominantemente hechos de Bloque de nieve y hielo. Ocasionalmente el jugador aparece aquí al generar un nuevo mundo. Nieva constantemente, aunque este es solo un efecto estético. El Bioma de Nieve siempre está localizado al lado opuesto de la jungla y al mismo lado que la mazmorra.

## Desierto

Los **desiertos** son grandes extensiones de Arena que requieren al menos 1000 de arena u otro bloque del desierto. Son comunes junto a los bosques.

## Jungla

La **jungla** es un dificultoso bioma en la superficie, compuesto por césped de jungla, Enredadera, lodo y árboles de jungla. El suelo aparece de un color verde suave. Los árboles de jungla aparecen automáticamente sin necesidad de plantar bellotas. La jungla siempre aparece al lado opuesto del bioma de nieve y la Mazmorra. Muy fácil de encontrar.
Amulets Wiki

## Welcome to the Amulets Wiki

Hello, wiki users! This article is about amulets are from movies and tv shows. Go to amulets.wika.com.

## Describe your topic

Hello, wiki this wiki is about amulets that come from movies and TV shows here is the link.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.
Terraria Guia Gamer Wiki

* Imagen de Terraria HD de esrtilo de dibujo
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1.- Primer Día

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2.- ¿Como duplicar objetos sin cheats?

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3.- Boss

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4.- Primera Noche

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5.- Biomas

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6.- Personajes

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7.- Espadas

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8.- Normas

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## Bienvenido A Nuestra Comunidad

En esta ***wiki*** encontraras tips, trucos y otras cosas que te servirán para disfrutar y conocer mas el mundo de ***Terraria*** también les agradeceríamos que agregaran lo mas posible para que esta comunidad pueda crecer de manera positiva

Espero que te aya servido ***Gracias***

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width=24
break=no
buttonlabel=Crear un nuevo artículo
</createbox>

## ¿Que es Terraria?

***Terraria*** es un videojuego de ***acción, aventura*** y de ***mundo abierto*** producido de forma independiente por el estudio ***Re-Logic***. Tiene características tales como la exploración, la artesanía, la construcción de estructuras y combatir diversos monstruos. ***Se lanzó el 16 de mayo de 2011.***

muchas gracias por leer nuestra wiki :)
Amulet Of Kings

The **Amulet of Kings** is a legendary red amulet in *The Elder Scrolls IV: Oblivion*. It is worn by Emperor Uriel Septim VII, though after his assassination it must be delivered to Jauffre. It is one of the most important quest items in the game, and due to its nature, cannot be worn by the player.
Tarus

Tarus is a continent located in the north west of Eurion completely in the Northern Hemisphere and in the Eastern Hemisphere. It is bordered by the Northern Ocean in the north, Wondering Ocean in the west and the Inner Tarusian Sea in the south. Tarus is part of the *Inan* supercontinent also compromising Ozuin and Estavar.

## Etymology

The name Tarus comes from the word Tarra and Usa which are 2 words coming from the ancient human language in the first and second era. The word Tarra means lands and Usa means elves and in this context it meant Land of the Elves as Tarus was the original homeland of the Elves.

## Definition and boundaries

The border of continental Tarus is marked by the Cogumn Mountains, Ydam Highlands, Ymam Highlands as the Tarusian plate pushes against the Estavaran plate that creates this mountainous region. But as this is sometimes hard to determine the actual continental boundaries it is agreed upon to recognise the Tokep River, Knysit River and the Blekerk River as boundaries for the continents to make it easier to recognize.

## Demographics

### Languages

* Aefuin
* Alahanese
* Amnati
* Eawan
* Edhellen
* Eduni
* Ieduri
* Imperial
* Kivuni
* Oudduin
* Teplano
* Yuobdari

### Religions

* Famusm
* Jewas
* Aluiqiris
* Alifazen
* Alicunis
* Phoenicis
* Siplung

## Sovereign states

### Dependent territories

* Doshesheom Island (Kaeidon)
* Crane Island (Kaeidon)
* Vyvor Chain (Nogard)
The Pink Amulet Of The Lanes (Over The Hedge)

The Lion King 2 Simba's Pride

The Lion King 11/2

Elena of Avalor

To Be A Ghost

Animal Transformation

To Be A Mermaid

To Be Small

To Breath Underwater

***The Pink Amulet Of The Lanes*** is magical necklace appears in Over the Hedge, Sofia the First and Catscratch.

## History

The pink amulet was created in the *Mystic Isles*when Taylor's mom, Elsa was born with powers with her sisters when they got powers and how they got the blue and the red amulet. After Steve and Elsa got married and have three same aged daughters, Taylor, Sophie and Casey. During their birthday, Elsa gave the pink amulet to her daughter, Taylor to protect to her from harm.
Calendars

## Imperial Calendar

Usage

Years

Days

Months

## Falcion Calendar

**Usage**

**Years**

When using the Falcion calendar the timeline is split up into four ages:

* The '*Age of Creation'* which starts with the formation of the planet and ends with the first cultures and societies which are the first humans, elves and dwarves.
* The '*First Age'* is the first age with the first real civilizations. The discovery of Magic and the Portal shaped this age alongside the rise and fall of the dwarven empire, the appearance of new sentient species and elven domination of the globe. This age ended with the overuse of the magic coming out of the portal resulting in the diminishing power of magic and thus the fall the High Elven Empire.
* The *'Second Age'* is also known as the age of corruption of the dark ages because of the significant increase of dark energy coming out of the portal, corrupting much of the globe. This age ends with the Great War and the shutdown of any foreign energies coming from the portal.
* The *'Third Age'* or also the known as the age of men, is the age in which civilization is in today.

Ages are also split up into era's. In the age we're currently in, the Third Age, there are five era's:

* The Dark Era (3,200 BC - 1,200 BC): These ages are the aftermath of the near total destruction of the great war. The Orc like races go extinct, the dwarven race fades from the surface of the globe and the elves go into hiding. Only the humans come out stronger with many civilization popping up from all over the globe. These are mostly bronze age civilizations. The dark era ends with the effective extinction of the dwarven race.
* The Paragon Era (1,200 BC - 814 AD): This is the period of Classical Antiquity is known for the rise and fall of the Renillen Empire, the Alahanese city-states. This era ends with the fall of the Renillen Empire and the Rise of the Antarpian Empire.
* The Sacred Era (814 AD - 1525 AD): The sacred era sees the rise and prominence of more religions and their effect on the distancing of the people. Many kingdoms rise and fall in this period which ends with the creation of the Imperium.
* The Noble Era (1525 AD - 1912 AD): The noble era is centered around the domination of the grand imperium, who - together with its allies - reached close to world dominance. This era ends with teh start of the First Great Eurion War.
* The Malignant Era (1912 AD - Present):

The date format with this calendar is used as follows: Era: year/month/day

Example: 4th februari 1996 = 5: 84/02/04

**Days**

**Months**

**Holidays**

## Alrie-Ran Calendar

Usage

Years

Days

Months

 2
 3
 4
Dragon's Amulet

The **Dragon Amulet** unlocks special areas, quests, many powerful items and get more access to an expanding number of exclusive secret areas in the game. These areas contain incredibly rare and powerful weapons. As the game progresses, the Dragon Amulet will unveil *more* secret benefits including special story side-quests, the ability to speak in the language of the Dragons, and your ultimate destiny of becoming a Dragon Lord.

## In-Game

The Dragon Amulet is the signature item only belonging to the Dragon Lords. It's able to change the form, the primal element, and even the size of any dragon present in the area. It is also able to break through very strong spells and curses. It is said that it makes the owner become stronger due to the amulet's power.

## Dragon's Master

Dragonmasters got a kind of dragon amulet as well, but it is fake. It lets the Dragon-master control a dragon... But if the dragon's power or its will is too strong for the amulet, the Dragon Amulet will actually break.
Amulet (Club Penguin)

The **Amulet** was a neck item in *Club Penguin*. It cost 200 coins in the Martial Artworks catalog, and only members could buy it. After the Card-Jitsu Party 2011, all players could obtain it for free when first entering the Dojo Courtyard.

Before the Card-Jitsu Party 2013, it allowed players to enter the Fire Dojo and Water Dojo. When mastering an element, its respective gem was added to the amulet.

## Trivia

* There used to be a sign in the Dojo Courtyard saying "*HELP GOLDSMITHS BUILD AMULETS*", with blueprints for the amulets and an actual amulet. It was taken down after Card-Jitsu Fire was released.
Amulet of Loss

Prevents item loss caused by dying, but breaks upon dying. Since update 8.41 buying all blessings gives the same functionality as wearing the Amulet of Loss. However, Amulet of Loss does not protect against experience and skill loss, which full blessings do. If you die in PVP with the Twist of Fate blessing and wearing an Amulet of Loss, you will only lose Twist of Fate. It does not work on Red Skulled and Black Skulled players. In this case it breaks and is not lootable. Premium players can sell them to Free Account players who can not get all five blessings, for a higher price, because only Eremo sells them. They can be bought and looted on Hardcore PvP game worlds since Update 8.53.
This amulet replaced the Amulet of Life, which would shield both skills and items from loss. It was also possible to obtain in a Red Surprise Bag during Tibia's 10th Anniversary and Tibia's 15th Anniversary celebration.
Thai Buddha Amulet

A **Thai Buddha amulet** (Thai: พระเครื่อง), often referred to academically as **votive tablet**, is a kind of Thai Buddhist blessed item. It is used to raise funds to help the temple producing the amulets. Worshippers can obtain an amulet or Thai Buddhist monk blessing by simply donating money or offering oil to the temple. After the donation, the monk will give them amulet as a gift. With the change of time, the amulets no longer simply are considered a "gift" but a tool to help enhance luck in different aspects of life. People use amulets to improve their marriage, wealth, health, love and relationships. It is also a Thai tradition to place amulets under a stupa or other temple structure when it is built. When the structure collapses, many amulets may be found. Some can be over a century old. Almost every Thai Buddhist has at least one Thai amulet. It is common to see young or elderly people wear one or many amulets around the neck in order to get closer to the Buddha. Amulets are made using the Buddha image, image of famous monk, or even image of the monks who made the amulets themselves and let believers wear on for security and peace. Amulets have different kind of sizes, different shapes and different materials such as plaster, bone, wood, metal. It may include ash from incenses or old temple structure, hair from famous monk, to add protection power to the amulets.[3]After the amulets were made, the maker will then ask the monks who live in temples or monks from other temples join together and practice will, chant, pray and bless the amulets, this process may need at least one week more than three years.

When a new amulet is freshly made, its plaster appearance may not be attractive or gorgeous. By adding a protective casing the appearance of the amulet is enhanced and at the same time the amulet inside is protected. The price of an amulet not only depends on its appearance, but also on its scarcity, maker (which monk or magician), age and the magic classes as well.

Famous markets for amulets include the Tha Phrachan market next to Thammasat University. However, many amulets at the Tha Prachan market are considered to be 'fake', meaning replicas that have not been blessed by a monk. It is very unlikely indeed that you will find a real amulet in the Tha Prachan market. Many collectors and devotees have a trusted dealer of authentic amulets, for the study and authentication of real amulets is as complex a matter as is to be found in the antique trade, or in similar niches such as stamp collection. Forgeries are rife, and it takes decades of study and experience to develop the skills needed to recognise authentic amulets. There are literally millions of editions from hundreds of thousands of temples, spanning centuries, and it is not possible for one person to encompass enough knowledge to be able to authenticate every single edition. Hence, each expert has his own chosen line of amulets, from a particular type, temple or Guru Master, which he chooses as his personal speciality and field of expertise.
Amulet Of Arkay

**Amulet of Arkay** is discontinued merchandise of *The Elder Scrolls* formerly available on the Bethesda Store.

## Summary

Inspired by the rare enchanted Amulet of Arkay, dedicated to the God of the Cycle of Birth and Death.

A show-stopping statement necklace, the knot-work star is highly detailed and surrounds a focal vintage Czech Glass hexagon. Cast in solid brass and hand antiqued, the pendant and deep red gem span two inches in diameter. Over one ounce, the entire piece hangs from a substantial 21 inch brass chain with forged S-hook closure.

Handmade in New York City by RockLove in official collaboration with Skyrim.
Manduin's Amulet

**Manduin's Amulet** (also referred to as the **Seer's Stone**) is a unique jewelry item belonging to Dagail. It is the amulet that Dagail sends the Hero of Kvatch to obtain to complete the recommendation. It is hidden deep in the fort ruin of Fort Blueblood. The amulet shuts out the voices in her head when worn by her. This amulet was owned originally by Dagail's father.

Both Dagial and her father suffered from the same affliction. While both magically powerful, the voices in their heads could overwhelm them. Both Dagail's original amulet and her father's allowed them to block out the voices and keep hold of their sanity
Alicorn Amulet

The ***Alicorn Amulet*** is a magical amulet that is featured in the episode Magic Duel. According to a book that the main characters find in Twilight Sparkle's library, the Alicorn Amulet blesses the wearer with "untold powers." However, the more the bearer uses the amulet, the more it corrupts him or her. The book goes on to say that the amulet has an in-built magical lock that prevents any pony other than the bearer from taking it off. However, the amulet has its limits, as it cannot perform spells that are considered simply impossible, such as duplicating a target, making a pony play ten instruments at once, or changing a pony's gender.
Yin And Yang Amulet

The **Yin and yang amulet** is an amulet which can be purchased from the Make-over Mage for 100 coins. The amulet is a powerless replica of the real amulet used by the Mage to transform players.[1] The Make-over Mage, who was male at the time, was killing a nest of Gazulibirds when he found the real amulet. When he put it on, he was changed into a woman. Over time the Mage learned to control the power of the amulet and now offers gender changing services to players.
The Red Amulet Of The Lanes (Over The Hedge)

## The Red Amulet Of The Lanes

### Films

Over The HedgeMickey Mouse Films

The Lion King Movies

### Shows

DuckTalesSofia The First

Chip N'Dale Rescue Rangers

Mickey Mouse Series

Catscratch

### Powers

Animal TransformationMermaid Transformation

Ghost Powers

Hand Powers

Flying Ability

Breathe Underwater

Animal Communication

***The Red Amulet Of The Lanes*** appear in Over The Hedge.
Sopteryx (FFC)

## Overview

Sopteryx fits primarily on status spam teams thanks to its overwhelmingly good confuse skill bolstered by FP+3, making it usable even during early stages of the game. Sopteryx is also the highest tiered vivosaur with an LP-healing move, which it can use to moderately good effect. Its low LP impacts its survivability to the point where it relies on confuse to make sure that it doesn’t get targeted. Otherwise, it dies in two to three turns.

## General Gameplan (Early Game)

Sopteryx isn’t going to be doing the attacking most of the time, which is fine, as its only worthwhile skill is Disorienting Kick. When you have enough FP to be able to afford to fire one off, do so. If enemy vivos are confused and are unable to deal adequate damage, Life Charge is also appropriate. Always remember that Sopteryx is a valuable member of your team, and it is entirely possible for it to die quickly, so play the game as safe as you possibly can.

## Midgame/Endgame

If you’re left with Sopteryx in a 2v2 situation, nothing should change. Keep spamming Disorienting Kicks and Life Charges. In a 1v1 situation, the flowchart for Sopteryx is Disorienting Kick (not confused) > Life Charge (confused 1) > Disorienting Kick (not confused). Unfortunately, Sop is very likely to lose endgame due to its frailty and low damage output.

## Optimal Teammates/Strategies

Sopteryx works well with other vivosaurs that can lay cheap confuse on the opponent. Teams with Sopteryx on it are looking to play chip damage situations/attrition wars, so aggressive gameplans are not recommended.

## WInning/Losing Matchups

Sopteryx loses to two things: strong stray hits and confuse. Stray hits by Nigo and Heracles, specifically, are life-threatening. If a fault presents itself in Sopteryx’s gameplan, i.e. it sustains too much damage or it gets confused somehow, it could very well end up dead. But if its confuse RNG manages to stay perfect enough, Sopteryx’s team will end up winning.
Ghost

**Ghosts** are enemies who only appear in the Island Mine. They will also appear in the Graveyard during the main quest.

## Appearance

Ghosts are pale white with two hollow eyes and arms. They float in mid-air.

## Defeating Ghosts

Ghosts are faster and stronger than bats. They will chase and fight the player if seen. The amount of damage they deal and how many hits they take to defeat depends on difficulty. After defeat, ghosts will drop 0 to 5 Mews and 1 XP per kill.

## Trivia

* A Pet Ghost is available at Molay's Shop for 1,000 Mole Cash.

**Cattails Enemies**

Bats, Ghosts
Amulet Of The Damned

The **amulet of the damned** is an amulet that provides extra buffs to Barrows equipment. It can be obtained from silver shade chests found in the Shade Catacombs. The amulet has the same bonuses as an amulet of glory.

Like Barrows equipment, it can only be traded when it hasn't been used. It will degrade at the same rate as any other barrows armour, but once it fully degrades, it will turn to dust. It disappears when a player dies wearing it. Players with multiple amulets can combine charges.

It is also involved in a combat related clue where it may degrade.

## Buffs

The following buffs are granted if a player wears a full Barrows armour set in conjunction with the amulet of the damned. These buffs can trigger at the same time as the armour's set effects.

* Dharok the Wretched's equipment - Players wearing Dharok's set will have a 25% chance of recoiling 15% of the damage taken. This effect can stack with the Vengeance spell and a ring of recoil to recoil 100% of the damage taken.

* Verac the Defiled's equipment - Players wearing Verac's set will have an additional +4 Prayer bonus (not counting the amulet's +3).

* Torag the Corrupted's equipment - Players wearing Torag's set will have their Defence increased by 1% for every 1 health missing.

* Guthan the Infested's equipment - Players wearing Guthan's set will be able to heal 10 hitpoints above their base Hitpoints level.

* Karil the Tainted's equipment - Players wearing Karil's set will have a 25% chance of dealing two hitsplats. The second hitsplat will deal half the damage of the first hitsplat.

* Ahrim the Blighted's equipment - Players wearing Ahrim's set will be able to autocast Ancient Magicks. In addition players will have a 25% chance of dealing a hit with 30% increased damage.

## Trivia

* The amulet was originally polled as a drop from K'ril Tsutsaroth in the *Old School feature poll #9: God Wars & Banks*, where it would absorb a fraction of combat damage from any hitsplat over 15 hitpoints when worn with a full set of Barrows equipment. It gained 61.9% yes votes, 13.1% short of the passing threshold required. The introduction of the amulet was re-polled as a reward from the Shade Catacombs in *Old School Content Poll #26*, and passed with 75%.
* Interestingly enough, although the amulet seems to be a piece of Barrows equipment, it does not require a Defence level to wear. However, using the amulet without a barrows set is counter productive, since it can simply be substituted for an amulet of glory which will not degrade.
* The amulet is similar to *RuneScape 3's* Amulet of the forsaken, albeit giving different set effect buffs.
Amulet-Key

The **Amulet-key** was a small device used by the former Goa'uld System Lord Osiris to open a concealed apartment in his temple on Earth. The device also operated other controls in his temple, which hid many pieces of Goa'uld technology including a Kara kesh, Transportation rings, and a personal cruiser which belonged to Osiris and his queen Isis. (SG1: "The DVD Collection 2")

When Osiris was freed from his canopic jar and took over the body of Sarah Gardner, he used this device to open the concealed apartment in his temple, taking the Kara kesh and escaping into his ship. (SG1: "The Curse")
Ruby Amulet

The **Ruby Amulet** is a magical artifact owned by Amanda Freeman that offers protection against certain forms of magic. She acquired it from a Witch Doctor through unknown means. The ruby shielded her when the Elders and the Tribunalaltered the memories of everyone in San Francisco after the Brotherhood took over.