recursal/Fanatic-Fandom huggingface dataset:
Contribution des Joueurs

Cela fait longtemps que vous êtes sur Mira et vous avez des cartons d'info non officielles mais qui vaudraient le coup d'être plus connues, plus jouées? Vous voudriez simplement donner des détails sur un personnage, un PNJ, une cérémonie locale, un lieu qui vous est cher, ce Wiki est là pour vous!

## Je fais déjà parti du forum !

**Et bien figurez-vous que vous pouvez participer!**

Merci cependant de suivre les procédures ci-dessous. Elles sont garante de la qualité des informations que vous trouverez ici!

Par correction et pour éviter les débordement, prévenez un
administrateur du wiki (encart de droite sur la page d'accueil) - préférés le MP ou le mail
que sa page Wiki- lorsque vous faites de gros ajouts.

Nous comptons sur vous pour rester honnête et mature dans toutes vos contributions.

En cas de litige, n'hésitez pas à vous en remettre aux administrateurs wiki.

## Ajouts libres

### ***Validés par Sapientia***

Tout ce qui est validé par Sapientia sur le Forum peut être librement ajouté sur le Wiki.

### ***Non validé par Sapientia***

Vous êtes libre d'ajouter des détails non validés officiellement sur le forum mais **existant dans des RPs** - ou potentiellement dans des journaux personnels après accord par un membre du staff. **Tous ce qui pourra enrichir le RP** et permettre de **facilité la cohérence de l'Univers** est très encouragé mais doit être ajouté sous un certain format:

 ***Format des Contributions des joueurs***
* toute citation doit commencer ou finir par un ***lien vers le RP/fiche*** dont est issu l'ajout
* A la fin ou au début doit figurer en italique ***LA DATE HRP*** à laquelle a eu lieu l'ajout.
* S'il s'agit de paroles,
	+ le ***nom du personnage*** (ou identité ex: une Boulangère de Lourmel, un soldat d'Elite de Lante) est ***obligatoire***
	+ vous êtes également encouragés à donner une idée de ***l'année et du lieu IRP***

(ex: descriptions de palais, de familles, de personnages non joueur,
détails de la vie quotidienne d'un lieu, morceau de rp, réputation d'un
personnage, rumeur IRP...)

## Pages de personnages (PJs)

Des pages concernant des personnages influant dans l'univers de Mira vont être ouvertes au fur et a mesure de l'avancement de notre Histoire. **Les grands points à aborder seront définis par le staff et les administrateurs du Wiki**
mais le contenu est à la discrétion de leur joueur (qui seront bien
sûrs prévenus au moment de l'ouverture de la page. Seules des citations
pourront être arbitrairement ajoutées selon le principe ci-dessus.

A vos stylos!
Phish Oura

**LE PHISH OURA**

*Nom - Nom Elfique :* Phish Oura - *Phish Oura.*

*Habitat :* Territoires Drows et Elfes, marais de Faélia et lac d’Uraal.

*Type :* Mammifère félidé, de la famille des Ferns.

*Taille et âge :* 2 mètres 50 de long pour les mâles, 2 mètres 60 pour les femelles. La hauteur varie entre 1 mètre 70 et 1 mètre 80.

*Description :* Le Phish Oura ressemble à un tigre au pelage roux strié de noir, blanc sur le ventre, plus imposant. Leur fourrure est très appréciée et recherchée pour leur douceur et leur chaleur. Par ailleurs, on observe trois excroissances entre les deux yeux de couleur rosée. On ne sait pas précisément leur utilité mais on leur y attribue une faculté à communiquer par la pensée.

Solitaire, le Phish Oura ne vit qu’en bande de deux ou trois individus, généralement un mâle et deux femelles. Ils surprotègent leur progéniture, tuent pour le plaisir et font preuve d'une extrême cruauté, un peu comme les Drows. ils sont également très intelligents, vifs d'esprit mais ils sont beaucoup trop sur la défensive. De plus, ils ne supportent pas les basses températures.

*Densité dans la nature :* Faible.

*Mode de défense :* Crocs, griffes.

*Domptable :* Les petits égarés peuvent être revendus comme animaux de compagnie, mais ce fait est très rare car ils sont aussi dangereux que des Ferns.
Mafia Boss

## Job Info

* Prime:No

* Level unlocked at: 10

* Player cap: 1

* Special items: Unarrest baton, Lockpick

* General purpose in role play: Control the mafia

## Rules

* + You may participate in and lead raids.
	+ You may mug.
	+ You may steal.
	+ You may not sell stolen goods, but you can accept them.
	+ You may kidnap other players.
	+ You may participate in Wars. (See War)
	+ You may not kill the other Gang Members or the CP on sight unless both sides have agreed to War. (See War)
	+ You may  carjack.
	+ When a mob boss is in power all

gangsters under the same gang must base with the mob boss. During this
time gangsters may not raid, mug, or kidnap without their mob boss
present. During this time you may still roam the map, steal cars, and
steal loose items.

* + The Mob Boss of any of the gangs is

allowed to demote any of his members if they do not abide by his rules
or demands. You MUST listen to your mob boss!
Dragon de Perrelin

## **Fiche**

*Nom - Nom Elfique :* Dragon de Perrelin - *Perrelin Delth.*

*Habitat :* Montagnes.

*Type :* Reptile omnivore.

*Taille et âge :* Jusqu'à 6 mètres de long adulte.

*Mode de défense :* Dents et griffes.

*Densité dans la nature :* Élevée.

*Domptable :* Non.

## *Description*

C'est un animal très agressif lorsqu'il sent son territoire attaqué, mais sinon il reste plutôt calme. Il vit seulement la nuit et reste seul toute sa vie, sauf pendant la période des amours. Il protège alors très farouchement sa famille jusqu'à que ses petits soient en âge de se débrouiller seuls, lorsqu'ils ne sont pas dévorés par un prédateur plus gros. Très furtif, il chasse uniquement sur terre car il ne sait pas nager.
Tatzelworm

## Fiche

*Nom - Nom Elfique :* Tatzelworm - *Mirguna.*

*Habitat :* Territoire des Hommes et terres stériles.

*Type :* Reptile.

*Taille et âge :* De 1m70 à 2m80 et peut peser de 50 à 70kg (pour les plus gros). Vivent jusqu'à environ 80 ans.

## *Description*

Le Tatzelworm est un long serpent d'environ deux mètres vingt voir trois mètres. Sa particularité est qu'il possède une tête de chat avec un pelage variant du noir au gris. Il possède en plus deux pattes antérieures pourvues de griffes acérées rétractables. Il se hisse avec ces derniers et a la réputation de ne faire aucun bruit. Silencieux à souhait. De plus, il possède deux crocs acérés qu'il plante dans le corps de ses ennemis. Le poison qu'il injecte est mortel, endort la cible ou la fait devenir folle selon les cas. Suivant la constitution de l'individu le poison peut agir au bout de trente minutes jusqu'à heure et demi voir deux heures au maximum. Il peut aussi étrangler ses victimes tel un boa constricteur s'enroulant autour de ce dernier. Le mâle est généralement plus grand et gros que la femelle. Si ce n'est sa tête et ses pattes avant, le Tatzelworm possède un corps d'écailles et d'anneaux. Le Tatzelworm n'est pas forcément agressif sauf lorsqu'on entre dans son territoire sans y être autorisé. Il peut se montrer aussi violent lorsqu'on s'approche trop de ses œufs ou encore quand il a faim. C'est un animal plutôt solitaire bien qu'il peut s'attacher à une famille. Généralement les couples sont étrangement fidèles l'un à l'autre et même affectueux entre eux. Comme animal de compagnie, ils sont fidèles et même affectueux. Les Tatzelworm sont extrêmement intelligents. Il parait même qu'ils peuvent comprendre le langage des humanoïdes.

## *Reproduction*

Le Tatzelworm a une reproduction de type ovipare. Les mères ont deux portées par an. La reproduction se produit vers la fin de l'été et au début du printemps. La ponte se fait au bout d'un mois, les œufs sont enterrés au sein d'un terrier. Ils ont besoin de beaucoup de chaleur, ce pourquoi, ils s'emparent de paille et autres matériaux afin d'apporter la chaleur. L'éclosion se produit au bout d'un mois. La mère peut pondre jusqu'à cinq œufs mais en perd généralement un ou deux au cours de leur maturité. Elle les protège durant les premières semaines et c'est le père qui va chasser et rapporte la nourriture. De temps à autre, ils inversent les rôles afin que les petits s'imprègnent de l'odeur de leur papa. Le petites ont besoin d'environ cinq repas par jour au début. Les parents les engraissent afin de favoriser leur développement. Au bout de trois semaines, les petits sont capables de sortir du terrier et s'accoutumer à la vie mais ils n'iront pas bien loin. Ils deviennent adulte au bout de cinq mois à six mois et peuvent s'affranchir de leur parent.

*Densité dans la nature :* Moyenne.

## *Mode de défense*

Leurs crocs, leurs griffes et leurs anneaux.

*Domptable :* Oui.
Mercenary

## Job Info:

* Prime:

* Level unlocked at: 75

* Player cap: 2

## Rules

* You may only participate in raids if you know your target is inside the base.
* You may not mug.
* You may not steal.
* You may not sell/accept stolen items.
* You may not kidnap other players.
* You may only kill people you have been paid to kill, except when defending yourself or your group.
* You may not accept hits on Hobos.
* You may not trade hits with other Hitmen or similar jobs.
* You may not ask/tell other players to place hits on specific people or groups.
* You may not deny your services to individual players, but you may deny your services for a valid RP reason.
* You may not carjack.
Shelter 2 Wiki

## Home

Shelter 2 is the sequel to Shelter, a wonderful game following the life of a mother badger and her babies. Shelter 2 has the same aspect, following a mother lynx named Inna and her four cubs as they try to survive in a harsh world filled with natural disasters, prey, predators, and other things. Shelter 2 was released on March 9, 2015. The game currently costs $14.99 (USD) and has a DLC for $4.99. Shelter 2's sequel is called *Paws: A Shelter 2 Game*. Paws takes a look back at Inna's past, when she was a cub herself. In shelter 2, you must protect your Cubs from forest fires, eagles, bears, and more. And if your Cubs survive, you may play as them too.

AREAS: the main den is where your game starts, and ends. And, is considered the safest area in the game. The tundra is an area where it is always winter. Here, you must face wolves. The lake, is where many bodies of water lay. And, if you get the dlc, the mountains include bears, and more.

**The mystery of the large lynx** Hey guys! I know this page is about cubs, but I just have to talk about it and my tablet won’t let me comment for some reason. At the very end of shelter 2, you see a large lynx, you run with them, and then the credits roll. But no one knows WHO this mysterious lynx is, until I just thought of a Theory! I did some research and found that male lynxes are much larger than female. Also, I thought about it and, there’s WOLVES at the beginning, and the lynx is ALONE. she must of had a mate to be pregnant. So where is he? Well I thought about it, and, what if he’s DEAD. I mean think about it, she’s running away from wolves, alone, and she’s PREGNANT. It all adds up. Also, at the end, when you sleep in your den, you actually DIE. you then are lead by the stars and find a large lynx. Could this be your dead mate? Is he walking with you, leading you to the afterlife? And if so, then why is the land scape completely different? I mean, if you look closely, it’s completely different, with hundreds of birch trees EVERYWHERE. if I’m not mistaken, I was on a ledge, and now I’m in a beautiful field with birch trees and a gigantic lynx running with me. If you don’t think so, I’m not gonna argue.

here’s a short summary. Her mate is killed by wolves, when she dies he leads her to the after life, and then the game ends.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Armurerie d'Almia

*La grande cité de la vallée de Nérania autre fois bastion du royaume*
 nain fut conquise pendant le Voile par les gobelins. Le savoir faire
des forgerons de cette région du nord fut perdus, les nains emportant
avec eux leurs secrets dans la ville devenu tombeau. Mais le premier
niveau de la ville fut reconquit il y a peut de temps, dans les ruines
on retrouva certaines armes stockées dans des caches de fortunes ou
oubliés par leurs propriétaire dans la fuite. Les nains avaient
développé un procédé spécial donnant à leurs armes une couleur
spécifique, on essaye aujourd’hui de reproduire se procéder afin de
retrouver le style propre à la cité, mais il est certain qu’il ne
pourra être reproduit totalement, les forgerons colons étant bien trop
influencé par leurs style respectif. Il est fort possible que dans les
années à venir un nouveau style émerge.

## Al-Baruk

La hache à une main classique de l’ancienne Almia. Elle ne dispose que
d’un tranchant, son manche est relativement fin mais il accorde une
meilleure souplesse à l’arme. Signe distinctif des armes forgés dans la
cité, un pommeau en forme de U est rajouté au bout du manche, il permet
une meilleur fixation au ceinturon ou dans un baudrier.

## Az-Drengi

La hache de guerre d’Almia ou en langue commune « La Grande Hache ».
Très impressionnante elle possède un double tranchant et un manche plus
petit que les haches de guerres standards, avec une certaine force elle
est maniable à une ou deux mains. En contre partit sa portée est
réduite. Elle était l’apanage des troupes d’élites de la ville et des
meilleurs guerriers.

## Stokdreng

Littéralement « Frapper pour tuer ». Voila l’épée à une main des nains
de la citée. Différente de ses homologues de l’ouest du royaume, elle
possède deux tranchants et une lame un peu plus courte permettant un
meilleur coup de taille. Sa garde forme un demi-cercle protégeant le
poignet de l’utilisateur.

## Maraz-Klad

« Brise armure ». Le marteau à une main d’Almia. Il se manie à une main
et possède un long manche lui conférant une meilleur puissance. Sa tête
taillé légèrement en pointe lui donne un meilleur pouvoir d’impact,
c’était une arme très prisé de tout les nains de la citée.
Civil Protection

The Civil Protection (CP) are the protectors of every citizen in the city. They have the power of putting a criminal in prison, making criminals wanted, and placing search warrants on a citizen's home. They have the ability to go corrupt.

 Job Info:

* Prime: No

* Level unlocked at: 5

* Player cap: 16

## Rules

* You may participate in Police Raids in order to arrest criminals or seize illegal entities.
* You may not mug.
* You may build only publicly, in front of tunnels, to create checkpoint. If there is a Mayor, the checkpoint must be sanctioned by him.
* You are allowed to want people who run through a checkpoint
* At any given time there may only be 4 checkpoints allowed.
* You may not steal, but you can confiscate illegal items.
* You may accept stolen items to return them to the rightful owner.
* You may not kidnap other players.
* You may ignore any laws that forbid weapons of any kind set forth by the mayor. You still cannot purchase BMD items, but you may still use them.
* You must have a valid RP reason to weapon check a player.
* You must inform players of weapon checks at checkpoints and government facilities with a sign.
* You must have a valid RP reason to arrest a player.
* You must have a valid reason for issuing a search or arrest warrant.
* You may not rush a player with the arrest-baton while they are shooting at you.
* You may not kill Gang Members on sight unless both sides have agreed to War. (See War)
* You may arrest criminals if they are carjacking, or have been reported and proven of having carjacked.
* You may arrest players who are in possession of weapons sold by the Black Market Dealer
Anaconda géant

**L'ANACONDA GÉANT**

*Nom - Nom Elfique :* Anaconda géant - *Rajiv.*

*Habitat :* Marais de Faélia.

*Type :* Reptile carnivore.

*Taille et âge :* Jusqu'à 22 mètres de long en âge adulte.

*Description :* Ce serpent se déplace toujours seul et se camoufle parmi les couleurs fades du marais de Faélia. Très intelligent, il peut avaler un humain sans problèmes et met 2 semaines à le digérer. Ses crocs injectent un venin hautement mortel à sa proie, qui met alors quelques minutes à peine avant de trépasser.

*Densité dans la nature :* Moyen.

*Mode de défense :* Crocs, venin

*Domptable :* Non.
Mafia Gangster

The Mafia gangsters are the lowest level of crime. They must follow their Mob Boss' commands. If they fail to do so, they may be punished.

 Job Info:

* Prime: No

* Level unlocked at: 1

* Player cap: 20

* Special items: Pickpocket, Unarrest baton

* General purpose in role play: Following the Mob-Boss into raids,Kidnappings, or muggings.

## Rules

* You may participate in and lead raids.
* You may mug.
* You may steal.
* You may not sell stolen goods, but you can accept them.
* You may kidnap other players.
* You may participate in Wars. (See War)
* You may not kill the other Gang Members or the CP on sight unless both sides have agreed to War. (See War)
* You may  carjack.
* When a mob boss is in power all gangsters under the same gang must base with the mob boss. During this time gangsters may not raid, mug, or kidnap without their mob boss present. During this time you may still roam the map, steal cars, and steal loose items.
* The Mob Boss of any of the gangs is allowed to demote any of his members if they do not abide by his rules or demands. You MUST listen to your mob boss!
Wiki Carnepedia

**Wiki Carnepedia**

## Sobre

Bem vindo a minha wiki de super menino de carne! um jogo lançado em 2010 em que um menino feito de carne tem que salvar uma garota feita de ataduras e salva de um Feto humano maligno,que usa smoking

## Warp Zones

A Demonstraçao!

* Sky Pup

The Forest:

* Sky Pup

* O Comando!!!(Personagem desbloqueavel)

* Hand Held Hack

* Space Boy

The Hospital

* A Lambedora de botas!(Personagem desbloqueavel)

* Castle Crushers

* The Blood Shed

* 1977

the Salt Factory

* Cartridge Dump

* Tunnel Vision

* O homem salto! (Personagem Desbloqueavel)

* Kontra

## Niveis

Capitulo 1:The Forest

Light World

* 1 Hello World
* 2 Upward
* 3 The Gap
* 4 Holy Mountain
* 5 Blade Catcher
* 6 Diverge
* 7 The Bit
* 8 Safety Third
* 9 The Levee
* 10 Fired
* 11 Revolve
* 12 Tommy's Cabin
* 13 Blood Mountain
* 14 Cactus Jumper
* 15 Sidewinder
* 16 Morningstar
* 17 Altamont
* 18 Intermission
* 19 The Test

Capitulo 2: The Hospital

## Personagens(Desbloqueaveis)

Alien HominidioCaptain ViridianSteve (Sr.Minecraft)Naijajill

## Personagens

.

Meat BoyBandage GirlDr.FetusBrownie
Musician

## Job Info:

* Prime: Yes

* Level unlocked at: 10

* Player cap: 2

## Rules

* You may not participate in raids.
* You may not mug.
* You may not steal.
* You may not sell/accept stolen items.
* You may not kidnap other players.
* You may sell access to your piano.
* Do not place your piano in the air or in otherwise unrealistic locations.
* You may not carjack.
* If a player refuses to get off your piano you may request that the player is kicked.
Messiah

Role
 Req. Rank
 Active Skills
 Passive Skills

Messiah's selling point is his ability to enslave.

Ever since Messiah's ability to mind control the Violent Noxious Ultralisks in the Omegalisk base was removed, his utility in Hellwalker is diminished. For Hellwalker and Oldschool, the powerful enemies that you can enslave are (from most powerful to least):

1. HURTFUL Primal Ultralisks (Powerful Blue Ultralisks) that only come during the General Waves
2. Primal Ultralisk Strains (Blue ultralisks)
3. Ravagers
4. Bane Lords
5. Oldschool Aberration drops

There are no other enemies that are worth enslaving on Hellwalker, since you have a limit on the total number of enslaved units at any time.

Messiah's very weak DPS will mean that he will be a support healer with rally and an enemy slower with his Desecrate ability for the most of the game. Messiah's principal functionality is to make his enslaved units do the damage. Messiah can almost instantly eliminate Omegalisk bosses and Hives with his powerful Enslaved units.
Gun Smith

## Job Info:

* Prime: No

* Level unlocked at: 6

* Player cap: 7

* Special items: Weapon Attachments

* General purpose in role play: To sell people weapon attachments

## Rules

* You may not participate in raids.
* You may not mug.
* You may not steal.
* You may not sell/accept stolen items.
* You may not kidnap other players.
* You must set up a store where you sell items available to the public.
* You may only sell items in your store or automatic shop.
* Your automatic shop may only be placed inside or on the exterior of your store.
* You may not deny your services to individual players, but you can deny your services for a valid RP reason.
* You may build small "express" shops in public. This shop must be on the sidewalk and may not restrict access to roads, doors, or atms.
* You may not sell your goods lower than the base price specified in the f4 menu.
Hello World

hello world e o primeiro nivel de super meat boy    a somente

uma forma de morrer: pular sobre montanhas

Curativo:Não

Grade A+:3:00

estrategia:Pule na montanha e em seguinte pule e chegara na bandage girl

Dark World

## Oh,Hello

oh hello e o nivel de hello world versao dark world  como os

outros Dark Worlds e cheio de Serras eletricas

Curativo:Não

Grade A+:3:00

estrategia dark world:semelhante ao Light World pule na montanha e chegue na bandage girl mas cuidado tera 3 serras protegendo ela ,

Remix Experta

## Howdy

Semelhante ao light e o dark world e bem mais dificil

ha varias serras eletricas nesse modo e e muito mais dificil

Curativo:Não

Grade A+:7:17

estrategia: pule na montanha pule novamente e passe pelas serras eletricas  tente pular alto e passa pela serra gigante pule para o outro lado e chegara na Bandage Girl
Дорога к вокзалу

Эта статья **не завершена**.
Она содержит неполную информацию либо является заготовкой. Вы можете помочь *Могоби жизнь каждого могоби сериал вики*, дополнив и закончив статью «***Дорога к вокзалу***»: добавьте темы, изображения, категории.

## Дорога к вокзалу

### Дата выхода

9-ого февраля 2015-ого года

**Дорога к вокзалу -**это название серии и вторая серия второго сезона "Жизнь каждого могоби" по счету номер серии-двадцать вторая серия

## Сюжет

После того, как Стас и Джеска пошли покупать билеты на поезд, Стас согласился остаться дома, но Джеска пошла покупать билеты. Но однако по дороге Джеске угрожает опасность: продавец вокзала чуть не вызвал полицию из-за неё. Но он всё-таки понял, что у Джески есть муж, они пошли на поезд, Джеска решила купить воды с собой. Что будет дальше, вы узнаете в следующей серии.

## Локации

* 1).Дом Джески(Москва)
* 2).Мого-Москва
* 3).Мого-Касса
* 4).Мого-Вокзал(Москва)

## Интересные факты

*Этот раздел является заготовкой. Вы можете помочь, дополнив его.*
Glargass

**LE GLARGASS**

*Nom - Nom Elfique :* Glargass - *Celmoth.*

*Habitat :* Territoire des Elfes et forêt d’Aduram.

*Type :* Mammifère herbivore

*Taille et âge :* 2 mètres 58 de haut en âge adulte, lorsqu'il se tient debout. Peuvent vivre jusqu'à 80 ans.

*Description :* C'est une animal paisible et vivant en troupeau. Il sera inoffensif si vous l'approchez mais si vous vous attaquez à lui ou à son troupeau, vous embrochera de ses cornes pour vous laisser en pâture aux Ferns.

*Densité dans la nature :* Élevée.

*Mode de défense :* Dents, cornes.

*Domptable :* Oui.
Hobo

Hobos are the lowest level of society. They may not own homes, however, they may build structures/hobo shacks to live in. They must also beg for money and food.

 Job Info:

* Prime: No

* Level unlocked at: 1

* Player cap: Unlimited

* Special items: Bugbait

* General purpose in role play: N/a

## Rules

* You may not participate in raids.
* You may not mug.
* You may steal.
* You may not sell stolen items but you can accept stolen items.
* You may not kidnap other players.
* You may not own any "real doors" or fading doors.
* You may not build a base, but you can build a hobo-shack. This shack, throne, house, etc can be two stories; you may do minor prop climb on this shack.
* You may build any creative / fun structure with any amount of prop climbing as long as it does not hurt the over all RP experience. You may also choose to charge for access.
* You may build gambling contraptions and have them accessible to the public.
* You may not build your shack in front of someone's entrance in a way that it blocks the way in.
* If the owner of a base asks you to remove your props from the exterior of his/her base you must comply. [Loopholes will get you banned]
* You may not own a weapon larger than a handgun.
* You may not own money printers.
* Do not spam the zombie noises.
* Do not spam bugbait.
* You may not carjack.
* You are allowed to play music through your mic. However, if someone tells you to stop playing music you may choose to either move locations or to actually stop playing music.
Pro Thief

## Job Info:

* Prime: Yes

* Level unlocked at: 10

* Player cap: 15

* Special items: Pro Lockpick

* General purpose in role play: To raid, mug, steal, and commit other general crimes.

## Rules

* You may participate in and lead raids.
* You may mug.
* You may steal.
* You may sell/accept stolen items.
* You may kidnap other players.
* You do not have to advert raid while raiding, but you may not attack anyone if you do not.
* You may carjack.
FBI

FBI government officials works along side the government. They go undercover to compromise illegal activity around the city. They only take orders from the Mayor.

* Level unlocked at: 25

* Player cap: 4

## Rules

* You may participate in Police Raids in order to arrest criminals or seize illegal entities.
* You may not help build police checkpoints.
* You are allowed to want people who run through a checkpoint.
* You may accept stolen items to return them to the rightful owner.
* You must have a valid RP reason to weapon check a player.
* You must have a valid RP reason to arrest a player.
* You must have a valid reason for issuing a search or arrest warrant.
* You may not participate in wars.
* You may arrest criminals if they are carjacking, or have been reported and proven of having carjacked.
* You may arrest players who are in possession of weapons sold by the Black Market Dealer.
* As FBI you may disregard orders made by the CP Chief. You HAVE to listen to the mayor. If the mayor tells you to listen to the Chief you must listen to the Chief.
* You are allowed to bait (I.E if you are a hitman, and someone places a hit, you may have your fellow CP arrest them)
* You have 15 minutes (of your player model/job being changed) to compromise a base, individual, or party and check for illegal activities. If you find illegal activities you simply go tell your fellow government officials, take them to the base and raid.
* FBI do not need any suspicious to join a group. You may group up with anyone as long as it follows your class rules.
* When under cover you follow that jobs Rules.
Nuke Mastery

Effects

This mastery is generally taken towards the later parts of the game, as it greatly helps clearing up Spine Crawlers on top of ledges or enemy structures out of reach. The key part of this mastery, is the ability to cast nukes, as long as you have vision of something. This can be abused to snipe off enemy ultralisk caverns, greater spires, creep towers and the like. Places for good nukes will be added in later.
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Drug Manufacturer

The Drug Manufacturer is one of the more complex classes, most new players do not know how to use this character or make his drugs, which give considerable profit.

The DM (Drug Manufacturer) is a criminal class, and can wield any weapon. But he cannot participate in raids, or mug people.

The DM can sell steroids, which enhance speed, jump hight, and give the user a health boost temporarily, but it then brings your health down to about 80% from the starting point.

The main reason of changing your job to Drug manufacturer is for making meth, which gives you lots of money if you do it right.

Also the DM can make weed that give 2.5k per set

## Job Info:

* Prime: No

* Level unlocked at: 5

* Player cap: 10
Medic

The medic restores player's health. They may be hired in raids to heal the attacker/defender. They may also have a shop on the sidewalk, where people can go to get healed.

 Job Info:

* Prime: No

* Level unlocked at: 1

* Player cap: 20

* Special items: FA:S MedKit

* General purpose in role play: To heal other players

## Rules

* You may only participate in raids if hired to heal, but you may not kill anybody.
* You may not mug.
* You may not steal.
* You may not sell/accept stolen items.
* You may not kidnap other players.
* You may not deny players your services, but you may charge players for them.
* You may not carjack.
* You may not own a weapon larger than a pistol
* You may build small "express" shops in public. This shop must be on the sidewalk and may not restrict access to roads, doors, or atms.
AuroraEN Wiki

## AuroraEN Wikia

Aurora would be nothing without our awesome community. A community that includes you! Every single player who joins our servers instantly becomes a part of our family. Head over to our forums and become part of something amazing!

Connect to the servers.

DarkRP: steam://connect/play.auroraen.com:27015

TTT: steam://connect/play.auroraen.com:27016
Mafia Mob Boss

The Mafia Mob Boss is the boss of the Mafia gangsters. He has the power to unarrest a player in jail and he has the power to break in to someones home using his lockpick. He may declare war on another gang or the government.

 Job Info:

* Prime: No

* Level unlocked at: 10

* Player cap: 1

## Rules

* You may participate in and lead raids.
* You may mug.
* You may steal.
* You may not sell stolen goods, but you can accept them.
* You may kidnap other players.
* You may participate in Wars. (See War)
* You may not kill the other Gang Members or the CP on sight unless both sides have agreed to War. (See War)
* You may  carjack.
* When a mob boss is in power all gangsters under the same gang must base with the mob boss. During this time gangsters may not raid, mug, or kidnap without their mob boss present. During this time you may still roam the map, steal cars, and steal loose items.
* The Mob Boss of any of the gangs is allowed to demote any of his members if they do not abide by his rules or demands. You MUST listen to your mob boss!
Mayors Bodyguard

## Job Info:

* Prime: Yes

* Level unlocked at: 15

* Player cap: 2

* Special items:

* General purpose in role play: Protecting the mayor with his/her life. You must stay with the mayor unless he tells you to do an errand

## Rules

* + You may not participate in raids.
	+ You may not mug.
	+ You may not steal, but you can confiscate illegal items.
	+ You may not kidnap other players.
	+ You may accept stolen items to give to the Mayor.
	+ If the mayor is Corrupt, you must also be Corrupt.
	+ You may only group or base with the Mayor, and must remain with him at all times.
	+ You may ignore any laws that forbid weapons of any kind.
	+ You must have a valid RP reason to weapon check a player.
	+ You must have a valid RP reason to arrest a player.
	+ You must have a valid reason for issuing a search or arrest warrant.
	+ You may not rush a player with the arrest-baton while they are shooting at you.
	+ You may not kill Gang Members on sight unless both sides have agreed to War. (See War)
Syndicate Gangster

The Syndicate gangsters are the lowest level of crime. They must follow their Mob Boss' commands. If they fail to do so, they may be punished.

 Job Info:

* Prime: No

* Level unlocked at: 1

* Player cap: 20

## Rules

* You may participate in and lead raids.
* You may mug.
* You may steal.
* You may not sell stolen goods, but you can accept them.
* You may kidnap other players.
* You may participate in Wars. (See War)
* You may not kill the other Gang Members or the CP on sight unless both sides have agreed to War. (See War)
* You may  carjack.
* When a mob boss is in power all gangsters under the same gang must base with the mob boss. During this time gangsters may not raid, mug, or kidnap without their mob boss present. During this time you may still roam the map, steal cars, and steal loose items.
* The Mob Boss of any of the gangs is allowed to demote any of his members if they do not abide by his rules or demands. You MUST listen to your mob boss!
Citizen

The Citizen is the default job for which all players will spawn as.

## Job Info:

* Prime: No

* Level unlocked at: 1

* Player cap: Infinite

* Special items: None

* General purpose in role play: Not clearly defined

## Rules

* You may not participate in raids.
* You may not mug.
* You may not steal.
* You may not sell/accept stolen items.
* You may not kidnap other players.
* You may set a custom job, as long as it is appropriate and is allowed by the rules.
* You may not set your custom job to any job that already exists, or any variation thereof.
* You may not carjack.
* You are allowed to play music through your mic. However, if you are in your own base and someone tells you to stop, unlike the hobo, you have the right to tell them to leave.

## Facts and trivia:

* The Citizen is the only class that can make fight clubs, not including hobos.

* The Citizens can base with Radio Broadcasters.

* In the eyes of cops, due to meta-gaming, they are the same as thieves and should be held under the same suspicion.

* Citizens may have any weapon, including BMD weapons, like Scar-H, Tommy Gun, and the Baseball Bat.
Syndicate Mob Boss

The Syndicate Mob Boss is the boss of the Syndicate gangsters. He has the power to unarrest a player in jail and he has the power to break in to someones home using his lockpick. He may declare war on another gang or the government.

 Job Info:

* Prime: No

* Level unlocked at: 10

* Player cap: 1

## Rules

* You may participate in and lead raids.
* You may mug.
* You may steal.
* You may not sell stolen goods, but you can accept them.
* You may kidnap other players.
* You may participate in Wars. (See War)
* You may not kill the other Gang Members or the CP on sight unless both sides have agreed to War. (See War)
* You may  carjack.
* When a mob boss is in power all gangsters under the same gang must base with the mob boss. During this time gangsters may not raid, mug, or kidnap without their mob boss present. During this time you may still roam the map, steal cars, and steal loose items.
* The Mob Boss of any of the gangs is allowed to demote any of his members if they do not abide by his rules or demands. You MUST listen to your mob boss!
Theatre Manager

## Job Info:

* Prime:

* Level unlocked at: 15

* Player cap: 1

## Rules

* You may not participate in raids.
* You may not kidnap other players.
* You may not mug.
* You may not steal.
* You may not sell/accept stolen items.
* You may not carjack.
* You may not own a weapon larger than a pistol.
* You may not deny players access to the movie theater, however you may put fading doors in the movie theater and charge people up to 5k for entry.
* You may also charge up to 1k for a Video Request.
* You may not play any inappropriate/obscene videos from you-tube or any other site.
* You are expected to keep your videos PG-13.
* You may play long videos, however people are allowed to vote skip using /theater.
* You are the only one allowed to base in the movie theater, however you may allow other citizen jobs to base with you.
Walliio

Walliio is an odd Walleo currently residing in the united gees' galaxy. He doesn't brush his teeth, leading to terrible tooth decay. He hates Walleo because Walleo stole all his money to buy pickles. His bad breath can make others die, something he takes advantage of and has learned to use it as somewhat of a power.
End-game cutscene

This page will explain all about the cutscene that plays at the end of a gameplay, after your cubs depart.

## End-game Cutscene

After arriving to your den and sleeping, after your cubs leave you when they mature fully,The cutscene will begin. It will be nighttime and you will have to follow a path of stars, similar to the start of the game, after the wolves chase you. After doing so, you will arrive at a flat, grassy area and start automatically crouching.

After walking around a short while, you will see another slightly larger lynx approaching, a spotlight shining on both you and the other lynx, which is possibly your mate (although it is also believed to be one of your cubs; the player's mother or some sort of spiritual guide, but i'm not sure if any of those are canon or not). It will then begin following you as you run or walk around the area and the credits will start rolling.
Smilodon Cave

In the Tundra area, there is a secret passage, leading to a large den. The den has several deer, or prey, bones scattered around the floor. There is even a Saber Tooth cat skull collectable. Once you enter the den, the sky seems to get darker. Similar to the flood, thunderstorms, or the wolf attacks. But once you exit the den, the sky gets lighter. Something to be noted, there are several rusty deer bones, larger than the regular deer's bones, laying across, or in the middle, of a creek in the Tundra territory.

**Myth about the Saber Tooth cat:**

Long ago, a large Saber Tooth cat had dominated the land. Not even the wolves or bears could chase him away. He was a relentless predator, who would kill whatever he wanted. The remains of his victims can be found not only in his den, but in the South Eastern part of the Tundra. Following the river in the Tundra will lead you to multiple deer skeletons. They were most likely the fanged cat's victims. No one knew what happened to him, but one day he disappeared from the vast area. Never to be seen again. Ever since then, no one would dare to come to his den. Not even the wolf pack thought to come here. When you enter, his skull is found in the middle of his victims skeletons.

   hi just another fandom user. Just wanna say this is real. My device won’t let me comment. I found this and collected the skull, but a polar bear was guarding it, and it killed my white cub 😭. I came back as another cub, (I completed the game) and the polar bear was still there. If you want to get the skull, come back when all of your cubs are grown up and run away. It will say “worn and weary, she returns to the den, which is now vast and empty” or something like that, but if you really don’t want to get the skull you don’t have to. Run directly at the bear, only when you don’t have cubs. Then it will attack you. You wake up, and it’s gone. Then run into the den and collect the skull. It’s actually real. -wren
Préparations et recettes

L'alchimie est un art subtil jouant savamment avec les causes et les effets de substances extraites de la nature.

C'est notamment grâce à divers procédés d'extraction et de synthèse que l'alchimiste a pu, au fil des siècles, définir les secrets de fabrications de bien des produits. Allant du

simple antiseptique à l'arme de destruction massive, les différents méthodes de synthèses de produits ouvrent une large palette de possibilités.

## Recettes et préparations

### Préparations de philtres

###

### Préparations de parfums

###

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Massacre

A **Massacre** is triggered when you kill an impressive amount of Evil Crappers in rapid succession. When it is triggered a message will be displayed to the team showing how many Evil Crappers you killed. You can also trigger Talents' **Massacre bonus** effects.

## Massacre Bonus Talents

* S.H.A.R.D. Generator
* Field Research
* Modular Shields
* Gladiator
* Nuclear Winter
Storm

## **The Lonesome Fog**

The Lonesome Fog on its approach.

During the events of the game, there is a rare encounter that may occur during your travels. Although referred to as 'Storm' by the title, it is actually called the Lonesome fog; both *The Lonesome fog*(story) and Might and Delight refer to it as this.

*The Lonesome Fog* occurs in the Lake and Main area. It is not present in the Tundra(link needed) or Mountains(LN.) The event begins with the sky darkening; the ambience that regularly plays in the background goes silent and is replaced with an ominous undulating thrum. In the distance, a large mass rolls over the mountains - encompassing the land it moves over. All prey (and subsequently, predators,) will disappear.

Once the fog is entered, it becomes increasingly hard to see; your normal chuffs will become hisses and shrieks. Your cubs will also become scared.

## Dangers presented by the Fog

The Lonesome Fog, like all dangers, has a potential to kill one of your cubs. Beyond lowered visibility, the player lynx is not effected by it.

While in the fog, if one(or more) of your cubs wanders too far, they will become lost. You have a short timeframe to find them (utilizing S*cent View*) before they are completely lost and are assumed to be dead. Loud drums and a growling-like sound will occur, signifying that a cub is dying or has died. The fog will immediately lift if a cub has died, otherwise lifting after about two minutes.

Cubs may starve faster when lost, although this is conjecture and has yet to be proven.

#### Strategy

Losing a cub to the fog is avoidable; you are unlikely to lose a cub if you don't panic!

##### Ledges

If the lonesome fog event triggers while you are in the lake area, finding a ledge and hopping on top will prevent your cubs from wandering. Even if panicked, the cubs will not step off of the ledge. Ledges are not present in the main area.

##### Waiting it out

If in the main area, or if you are unable to locate a ledge in the lake, standing still and waiting for your lynx to lay down is also a viable option. Once you lay down, your cubs will as well, preventing them from wandering. *(Although it is a good idea to be consistently calling them if they do stand up.)* Hunkering down and waiting out the fog is your best option!

##### Leave the Area

Leaving the area will guarantee safety, as leaving your current area will cause the fog to despawn. It does not spread to other areas.

#### After the fog

As the fog lifts, the game goes back to it's typical ambiance. The music picks back up, prey and predators return, and you and your cubs go back to normal.

### Trivia

-In the story, *The Lonesome Fog,* it is said that the fog appears in lieu of worries and doubt.

-The Lonesome Fog is a rare event. You can go multiple playthroughs without encountering it.

-The lonesome Fog will not appear if you are without your cubs.
Combat Drone

Energy Cost

One of Nova's active skills, unlocked with Learn Combat Drone. When cast it spawns a Combat Drone unit that will fly over your head and attack any target you are attacking. Without any talents the maximum amount of drones you can have at a time is 1, with talents and masteries this can be increased to 4. Once an attack command has been given drones will continue attacking a target as long as it stays in your range. When your drones are attacking a target they will grant you vision of it, something that can be exploited on higher difficulties by dropping a Tac Nuke near a ledge and attacking the structures (usually Spine Crawlers) while the nuke is landing.

Combat Drones are immune to all forms of damage, however if Nova is lifed by a Hybrid Dominator all active Combat Drones will be destroyed.

## Improvements

The Combat Drone talents are all worth it and should be taken as soon as they appear! They dramatically increase Nova's damage per second versus normal creatures. When you are really lucky you can unlock most of your Drone talents before the Omegalisk and still pick up the required masteries and talents for serial sniping in the boss fight.

* Drone Hangar Mastery: A great mastery to unlock first, make sure to disable nuke building (with -nuke off) and to get Imperial Funds to have those 2000 minerals ready when you reach level 10. With this you will have 3 drones flying around auto-killing these groups of Zerglings (that would otherwise take you 5 shots, which is almost 10 seconds) and finishing off kills that your auto-attack barely didn't get. This is a great mastery if you wish to get your 1000 kill streak as early as possible.
* Drone Command: Adds another Drone! Awesome!
* Sushi To Go: An excellent drone talent to get early in the game, with this your damage vs units like Zerglings and Hydralisks will be greatly increased.
* Drone War: Greatly increases your drones' DPS by increasing their attack speed.
* Death from Above: A good talent to increase your pushing power versus structures.
* David vs Goliath: A good talent to increase your big game hunting and solo Brutalisk kiting.
Medic

The **Medic** is a basic Crap Patrol infantry unit. It has no weapon; in stead, it heals nearby allied Biological units.

The Medic seems like a useful unit, but its AI causes several annoying problems.

* As only one Medic can heal a target at a time, having large numbers of Medics in an area becomes rather useless.
* Inspire picks up targets based on nearby allies, having multiple Medics near a hero causes them to absorb Inspire targets, causing actual CP combat troops to not actually be made more effective.
* The Medic has lower AI Targeting Priority than Heroes, leading to further medic buildup as they do not die in battles.
* Medics will not change targets unless the target they are healing dies or reaches full health. This means that if all available Medics are healing CP infantry, none of them will transfer to healing a nearby hero in need.
* When Medics do not have any valid healing targets, they blindly walk forward into the EC forces and die almost immediately.
* Most damningly, Medics have standard infantry collision sizes. This means that it is very, very easy for a cluster of medics to group up behind a hero and block the hero's ability to run away, thus causing the hero to die to an incoming threat, commonly a charging Ultralisk. This is why Medics are often seen as more of a hindrance than a help.

### **Skibi's Angel**

The **Skibi's Angel** is a slightly more powerful Medic called in by the Elite Support Drops talent. Skibi's Angels are also stationed in the spawning. Any friendly unit or hero can be healed by Medics and Skibi's Angels at the same time.