recursal/Fanatic-Fandom huggingface dataset:
Erenfell

Erenfell is a green continent in the Sea of the Elves, named after the denizens of Erenfell. It has been home to these beings since the dawn of time when The God Aurelius and the Goddess Erea gave birth to thousands of Austral Elves, who multiplied and established their race.

Erenfell's capital is Aurea, the oldest city in all of Alluvial. It has ancient beautiful walls that are over 40 feet high. The Austral Elves named the city after their God-Ancestor Aurelius. He has an enormous temple in the center of the city, which always attracts Auran and Austral Elves visitors.

**Cities:**

Aurea - Capitol, described above

Nerea - Port city, in the North-West.

Faerean - Large town in the North, trades heavily with Erenthor and has a small Auran population.
Erenthor

Erenthor is a mostly green continent east of the Sea of The Elves, and North-east of Erenfall. It is home to the Auran, a mix race of Austral Elves and Humans. The north-western mountains are tall and cold, and the Auran that dwell there are similar to their cousins in Marthor.

The Capital is New Aurea, a city modeled after the ancient Aurea in Erenfell.

**Cities:**

New Aurea - Described above.

Rivertown - A town situated in a wetlands area in the South-East.

Thardos - An almost New Aurea-like recreation of Tharis, located at the snowy northern tip of Erenthor.

**Towns:**

Port Town - Small town in the center of Erenthor, facing the Sea of the Elves.

Middleborrow - A small town in the North-West area of Erenthor. Contains the Erenmar Embassy and has a small population of Middle Humans.

Rivertown - A town situated on a river flowing into The Empty Waters.

**Factions:**

The Invicta - Elite Mages from Erenfell and Erenthor, and the de facto Mages Guild of Erenthor.

Knights - Armored warriors in the employ of the Royal Family.

Guardians - Ancient order that protects the Portal to Skyrim.

Royal Family - Old family decended from Austral Elven governors of Erenthor. They have a very Elven appearance.
Countries

**- The Austral Empire**

A nation formed by the Austral Elves in the year 150, and has existed ever since. This nation is intensely advanced technologically and culturally, with a large focus on Magic and Mage Training.

**- Marthor**

Marthor doesn't technically have any nations, with many different clans warring and picking kings. However, Humans always unite to face foreign threats or an invasion from The Austral Empire.

**- Kingdom Of Erenthor**

This nation has a blend of the previous two nations cultures, being decended from both. The Auran dwell here, and this political entity controls all of Erenthor, with Thorheight Point being only loosely controlled, The Aeran have a Royal Family decended from the Aetar colonists, and their society is focused largely on a citizens social standing and ancestry. The Kingdom Of Erenthor was formed in 3,250 BA.

**- Erenmar**

Home of the Middle Humans, a dark skinned race descended from the early Humans created by Myopolis. They are equally as skilled warriors as the Humans.
Middle Humans

Lore:

The Middle Humans are a race of Humans from the island-continent of Erenmar. They are capable warriors and are thought to decend from a proto-Human group that split off from the Humans in Marthor and developed dark skin. Their culture is strikingly similar to Marthor's, although they have a different language.

The Middle Humans worship Myopolis, but call him by the name Myop instead. Erenmar is thought to have been settled around 2,100 BA, before any other Humans left the island where they were created, now known as Colonia Marthor.

Appearance:

Middle Humans have very dark skin, dark braided hair, and dark brown eyes. They stand at a similar height to Marthorian Humans, but are slightly shorter.

Middle Human characters gain 10+ to Archery and Heavy Armor, and +5 to Light Armor, One-Handed, and Two-Handed.
Plate Boots Crafter

**Level: 0/100** - **Fame: 0/3,606 (Level 1/100)**

**Requirement's for Next Level:** Craft Journeyman's Soldier Boots or better. **0/3,606** **(Level 1/100)**

**Reward's per Level:** Passive Bonus

* +30 bonus to focus cost efficiency while crafting all plate boots

* +0.75 increase in quality while crafting all plate boots

* Adept's Demon Boots
* Adept's Judicator Boots
* Adept's Royal Boots
* Adept's Soldier Boots
* Adept's Knight Boots
* Adept's Guardian Boots
* Adept's Graveyard Boots

* Expert's Demon Boots
* Expert's Judicator Boots
* Expert's Royal Boots
* Expert's Soldier Boots
* Expert's Knight Boots
* Expert's Guardian Boots
* Expert's Graveyard Boots

* Master's Demon Boots
* Master's Judicator Boots
* Master's Royal Boots
* Master's Soldier Boots
* Master's Knight Boots
* Master's Guardian Boots
* Master's Graveyard Boots

* Grandmaster's Demon Boots
* Grandmaster's Judicator Boots
* Grandmaster's Royal Boots
* Grandmaster's Soldier Boots
* Grandmaster's Knight Boots
* Grandmaster's Guardian Boots
* Grandmaster's Graveyard Boots

* Elder's Demon Boots
* Elder's Judicator Boots
* Elder's Royal Boots
* Elder's Soldier Boots
* Elder's Knight Boots
* Elder's Guardian Boots
* Elder's Graveyard Boots
Colonia Marthor

Colonia Marthor is a small island to the South of Marthor, and is a colony of Marthor. It is also rumored to be the place where Myopolis created the Human race. Thusly, it is of great religious and political importance to the clans in Marthor and Erenmar. There was also mysterious contact between The Deep Ones and the early humans taking place on this island.

 There is still a trading post set up by The Deep Ones on the island, and it is one of the few places where they still resurface and interact with the younger races.

 The island is a colony of Marthor, and has a mostly Human population. Middle Humans also originated here at the same time as their Human cousins, but they all left and colonized the continent of Erenmar to the northeast.
Premise

The Multiverse is huge. Bigger than you and I. Bigger than most beings who threaten the Multiverse itself. This one contains many universes, dimensions, even timelines, like many others. In these places are the inhabitants, whether cosmic, medieval, supernatural, genetic, or futuristic, all live in various places in the Multiverse, some a similar copy, others... completely different.

Welcome to Earth-919, a universe where all heroes and villains, everyone you know, are legends. In their places, however, a new generation of heroes and villains have risen, keeping the peace or terrorising the streets, and all those in between. Parallel to Earth-616, but in this universe, many differences lie. In this universe, all the events you know, happened much, much earlier. All new events, all new generations, appear in a period similar to our own; the 21st Century. Specifically, the year 2019.

You are one of the many souls living in this universe. Do you pick up where a former hero or villain left off? Are you a descendant of a hero or villain? Or are you out to create a legacy for yourself?

**YOUR STORY IS IN YOUR HANDS. HOW WILL YOU TELL IT?**
Fort Sterling Crafters Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Fort Sterling Crafter's Wiki

The Wiki is based around the online MMORPG Albion Online. The wiki was created by a member of the Guild: Fort Sterling Crafter's. It is for general use by members and player's alike!

## Content

* Crafting
* Gathering
* Farming
* Fighting
* Adventuring
* Player vs Environment (PvE)
* Player vs Player (PvP)
* Mounts

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Factions

Knights of Myopolis

The Knights of Myopolis are a religious order of knights dedicated to the god of warfare, Myopolis. They each have a sword that was blessed by Myopolis thousands of years in the past. It is passed down to a new member when an older member dies. Their primary colors are black and white.

The Austral Empire

The most powerful country in the world, The Austral Empire controls all of Erenfell (home of the Austral Elves) and used to control all of Erenthor before the Auran's War Of Independence. They employ Battlemages to protect their cities and serve as an army of Magic users.

The Royal Family Of Erenthor

Auran who can trace their decent to Austral Elven ancestors who moved to Erenthor. They rule the entire nation and have knights serving them.

Council Of Middle Island

The system of governance established by the Middle Human, employs Knights recruited from groups of the best Middle Human warriors.

Temple Of Aurelius

A group that studies Magic and worships Aurelius, the Father Of The Austral Elves and God Of Magic. They also worship Erea, the Mother Of The Austral Elves, and Goddess of Fire and Light. Located in Aurea.

Sons Of The West

Non-Austral Elven Warriors' Guild in Faeran, in Erenfell. Despite its name, it accepts both male and female members.

Witchhunters of Erenthor

A guild of Auran who use both Magic and weaponry to defeat Aetar Mages.

Temple Of Farius

An evil cult-temple in Middle Island that worships Farius. They are constantly attacking The Temple Of Aurelius, due to its devotion to Aurelius and Erea.

The Invicta

 Elite Mages from Erenfell and Erenthor, and the de facto Mages Guild of Erenthor.

Guardians

 Ancient order that protects the Portal to Skyrim
Knight Boots Crafting Specialist

**Level: 0/100** - **Fame: 0/7,212** **(Level 1/100)**

**Requirement's for Next Level:** Craft Adept's Knight Boots or better. **0/7,212** **(Level 1/100)**

**Reward's per Level:** Passive Bonus

* +30 bonus to focus cost efficiency while crafting all plate boots
* +0.75 increase in quality while crafting all plate boots
* +250 specialization bonus to focus cost efficiency while crafting knight boots
* +6 specialization increase in quality while crafting knight boots
Luna Spirituum

**Avalon**
**Tír na nÓg**
**Dark Realm**
****Luna Spirituum****

Luna Spirituum is an island and an astral plane home to wolf-kin and is located on the other side of Avalon.

In ancient times, there were many ways to travel to Luna Spirituum and back. Like with Avalon, those residing in Luna Spirituum practised in 'spiriting-away' this being a means of keeping the bloodline without marrying within the direct family line. This is where the myths of wolf-men entered Earth these creatures often entered and exited the planet.

This became an out of control means to an end for Luna Spiritum, their own council shut down the portals to only those with the blood of an Alpha, since then those from Luna Spirituum have not been seen as consistently but 'spiriting-away' still occurs on a lesser scale but it's often whole famillies now coming for the ride.

## Places of Interest

* Moonstone Forrest, the portal and first village of Luna Spirituum. Houses visitors and soul-seekers.
* First Packlands, the settlement now preserved history of the first packlands developed.
Guardian Boots Crafting Specialist

**Level: 0/100** - **Fame: 0/7,212** **(Level 1/100)**

**Requirement's for Next Level:** Craft Adept's Guardian Boots or better. **0/7,212** **(Level 1/100)**

**Reward's per Level:** Passive Bonus

* +30 bonus to focus cost efficiency while crafting all plate boots
* +0.75 increase in quality while crafting all plate boots
* +250 specialization bonus to focus cost efficiency while crafting guardian boots
* +6 specialization increase in quality while crafting guardian boots
Crafting

## Crafting Information

**Crafting** is the final step of a three-part process to create usable items, after Gathering / Farms and Refining / Pastures. The great majority of equipment and consumable items in *Albion Online* are made via crafting.

Crafting is developed separately from both Gathering and Refining on the Destiny Board. In addition, Crafting is divided thoroughly into very specific specialties. Some crafting costs may be reduced by using Crafting Focus.

The crafting of Potions, Food, and Mounts are unlocked through Farming, while all other items listed above are unlocked through Trainee Craftsman.

## Trainee Craftsman

**Level: 0/1** - **Fame: 0/10**

**Requirement's for Next Level:** Refine any T2 resource to gain Fame. **0/10**

* Novice's Broadsword
* Novice's Bow
* Novice's Staff
* Novice's Shield
* Novice's Tome of Spells
* Novice's Bag
* Novice's Cape
* Novice's Scholar Cowl
* Novice's Scholar Robe
* Novice's Scholar Sandals
* Novice's Mercenary Hood
* Novice's Mercenary Jacket
* Novice's Mercenary Shoes
* Novice's Soldier Helmet
* Novice's Soldier Armor
* Novice's Soldier Boots
* Novice's Demolition Hammer
Soldier Boots Crafting Specialist

**Level: 0/100** - **Fame: 0/7,212** **(Level 1/100)**

**Requirement's for Next Level:** Craft Adept's Soldier Boots or better. **0/7,212** **(Level 1/100)**

**Reward's per Level:** Passive Bonus

* +30 bonus to focus cost efficiency while crafting all plate boots
* +0.75 increase in quality while crafting all plate boots
* +250 specialization bonus to focus cost efficiency while crafting soldier boots
* +6 specialization increase in quality while crafting soldier boots
Austral Elves

Lore:

Ruling from the continent of Erenfall, the Austral Elves are the mortal decendants of the God of Magic, Aurelius. He is said to have mated with the Goddess of Fire and Light, Erea, having thousands of children. These children were born on the continent now known as Erenfall, a continent with beautiful woods, wonderful plants and the majestic creatures. Their offspring were the Austral Elves.

Austral Elves have an emperor, from a royal elven family decended directly from The Gods.. Only those with the blood of the Elves can wield Magic like a weapon. The most common form used in battle is fire magic, typically used to incinerate their enemies. There is also healing magic, which heals the user or someone they choose.

The Austral Elves worship all The Gods and revere their ancestor, Aurelius. The Humans are split between all The Gods and Myopolis. The current king decreed that all humans must worship Myopolis alone. The Auran worship the same way currently.

Appearance:

Austral Elves have long pointed ears, Green or Brown eyes, and pale skin.

Physiology:

Austral Elves can live for up to 300 years, aging significantly slower than Auran and especially Humans. They don't need to eat or sleep to live.

Abilities:

Austral Elves can cast all types of Magic extremely well and have a natural proficiency with it due to their Decent from Aurelius and Erea.

Austral Elf characters gain 10+ to Destruction, Restoration, Alteration, Conjuration, Illusion and Enchanting.
Misc

**Materials:**

Goldsteel

A mixture of steel and gold that is magically hardened. Used by the Austral Elves for armor and powerful enchanted weapons.

Silversteel

A mixture of silver and steel melted together that is used for Human weapons and most famously the nine swords of The Knights Of Myopolis.

**Special** **Foods:**

Nectar

Extremely popular drink made in Erenthor, made with sugar, kola nut, and caffeine. Ubiquitous throughout Alluvial, this drink is said to produce energy and help restore Mana.

Ogles

Fried Bun filled with cheese, tomato sauce, and beef and pork cutlets. A staple food of Marthorian and Erenmarian Humans.

Choco Pastries

Chocolate paste filled pastries, a delicacy of the Austral Elven courts in Erenfell. The Emperors have eaten this for dessert for hundreds of years.

Meatmix

A staple food of poor regions of Erenmar, it is a kind of sausage made from Chicken, Pork, Beef, and Deer meat that is heavily salted and cased in wax. It can be preserved for years in underground cellars.

Chocolate-Baked Ogles

The Erenthorian equivalent of both Ogles and Choco Pastries. When the Austral Elves and Marthorian Humans colonized Erenthor, they brought their cooking traditions with them and created this classic food that is often eaten with nectar. These Ogles are imbued with chocolate in the bread, seasoned with sugar, and are filled with tomato sauce and cheese. The treat was made as an attempt by the King of Erenthor to emulate the culinary skills of their Elven ancestors.
Artifact Boots Crafting Specialist

**Level: 0/100** - **Fame: 0/21,636** **(Level 1/100)**

**Requirement's for Next Level:** Craft Adept's Graveyard Boots or better. **0/21,636** **(Level 1/100)**

**Reward's per Level:** Passive Bonus

* +30 bonus to focus cost efficiency while crafting all plate boots
* +0.75 increase in quality while crafting all plate boots
* +250 specialization bonus to focus cost efficiency while crafting artifact boots
* +6 specialization increase in quality while crafting artifact boots
Erenmar

Erenmar is a large island in the sea between Marthor and Erenthor. It is inhabited by a unique race, the Middle Humans, who decend from an entirely different group of Humans that split off over time. It is politcally aligned with Erenthor but is independent. Like Marthor, it is ruled by warring clans and has no singular leader.

It is snowy and freezing in the north, and is warm and green in the south.

**Cities:**

Myopia - named after their God Myop. It is a fortress city, smaller than Tharis but similarly built.

**Towns:**

Coldborrow - A northern town that is said to be haunted, and the northern-most settlement on Anroth.
Journeyman Warrior's Forge Crafter

## Journeyman Warrior's Forge Crafter

**Level: 0/1** - **Fame: 0/480**

**Requirement's for Next Level:** Craft Novice Warrior's Gear. **0/480**

* Journeyman's Broadsword
* Journeyman's Battleaxe
* Journeyman's Mace
* Journeyman's Shield
* Journeyman's Soldier Helmet
* Journeyman's Soldier Armor
* Journeyman's Soldier Boots
* Journeyman's Hammer
* Journeyman's Crossbow
Creatures

Iron Orcs - Grey-skinned humanoid goblins with their own unique culture and language. They are adept with weapons similar to Humans, and were created by Farius from unknowing barbarians. They mostly live in the southern mountains of Marthor and routinely battle Humans and Cold Elves despite sharing a similar origin with the latter.

Cold Elves - Northern Elves living in scattered remnants in the northern regions of Marthor and Erenfell, as well as Erenmar. They originate from Austral Elves that were corrupted by the God Farius in Erenfell. They have icy white skin and white eyes with no pupils. They are adept at all Magic.

Hobblings - Tiny Human-like creatures said to live in the rolling hills of Erenthor, they were created by Austral Elves as servants. They stand about 3 feet tall and are unskilled with all weapons. They are always willing to help travelers.

Hobgoblins - A race descended from Iron Orcs and Hobblings. They are 5 feet tall and skilled with short blades. They are incredibly sneaky due to their Hobbling ancestry and are excellent assassins.

Ghosts - An imprint of a soul that has died and didn't worship The Gods. They are found all over Alluvial but are very common in Coldborrow due to the massive battle that occurred there in 5078.
Website Rules

## **Rules of the Earth-657 Website**

1. Always respect your peers and their opinions, never start drama over religion, race, gender, culture etc.
2. Do not post anything lewd on the website, be it porn or otherwise.
3. Do not start any arguments whatsoever. (Read rule #1.)
4. Do not send any suspicious links in the comments, or in the live talk section of the website.
5. If there are any issues, please contact an admin.
Auran

Lore:

Auran descend from Austral Elves and Humans who moved to Erenthor and interbred. These groups interbred and created the Auran. They are a medieval society that also values magic.

Appearance:

Due to their mix of Austral Elf and Human blood/ancestry, Auran have slightly pointed ears and pale white skin.

Abilities:

Auran soldiers use Magic and Weapons, and are assisted by the Witchhunters Of Erenthor faction. They are also strong and capable of warfare like their Human cousins.

Auran characters gain 10+ to Illusion and Archery, +5 to Light Armor, Heavy Armor, and One-Handed.
Rogue (Assassination)

## Abilities

### Starting Ability

Stealth (40 mana) - The Rogue becomes invisible for 15 seconds, but his movement speed is reduced by 20%. 28 seconds cooldown

### Mutilate

Deals instant damage and interrupts spell casting. If the target is under the effect of Deadly Poison or Crippling Poison, this attack deals 65 physical bonus damage per poison effect

 2
 3

### Crippling Poison

Cripples your target, reducing its movement speed by 50%

 2
 3

### Cloak Of Shadows

When activated, makes the rogue immune to spells for a period of time

 2
 3

### Deadly Poison

Your weapons dial poison damage over 5 seconds. *Orb Effect*

 2
 3

### Cold Blood

Increases the damage of your next attack. Lasts 20 seconds.

 2
 3
Paladin (Holy)

Base stats

 Mana
 Attack
 Defense
 Strength
 Agility
 ***Intelligence*** | 22 (21)

## Abilities

Divine Shield (50 mana) - Protects the Paladin, making him invulnerable to all attacks. 2 minutes cooldown. Removes all buffs from the Paladin. Lasts 7 seconds

### Holy Light

Heals a friendly target. 1 second cast time

 2
 3

### Holy Shock

Instantly damages an enemy or heals a friendly target

 2
 3

### Blessing of Protection

Renders a target unit immune to physical damage for 10 seconds

 2
 3

### Holy Aura

Increases the life-regeneration of nearby friendly units

 2
 3

### Divine Intention

When casting a spell, the paladin receives base 200 mana

 2
 3
Paladin (Protection)

## Abilities

Divine Shield (50 mana) - Protects the Paladin, making him invulnerable. 2 minutes cooldown. Removes all buffs from the Paladin. Lasts 7 seconds

### Holy Light

Heals a friendly target. 1 second cast time

 2
 3

### Hammer of Justice (Alliance only)

Stuns the target, 15 seconds cooldown

 2
 3

### Holy Shield (Horde only)

Protects a friendly unit with a Holy Shield which heals it whenever it gets attacked and deal damage to the attacking unit. Lasts 20 seconds. There is a 4 second cooldown between each healing/damaging.

 2
 3

### Blessing of Freedom

Makes your target immune to magic for 8 seconds

 2
 3

### Devotion Aura

 2
 3

### Lay on Hands

The Paladin restores his HP to 100%, at the cost of his mana

 2
 3
Warrior (Fury)

## Abilities

### Starting Ability

Charge - Charges the enemy, running to the target and stunning it for 1.5 seconds. Regenerates 5 Rage

### Blood Thirst

Deals magic damage to a target and heals the warrior for the damage he dealt

 2
 3

### Battleshout (Alliance only)

Increases the damage of all nearby friendly units for 20 seconds.

 2
 3

### Piercing Howl (Horde only)

Decreases the movement speed of nearby enemy units by 50%

 2
 3

### Fury Strikes

Increases attack speed for 8 seconds

 2
 3

### Demoralizing Shout (Horde only)

A painful shout, which reduces the attack damage and the armor of nearby enemies. Lasts 20 seconds.

 2
 3

### Critical Hit (Alliance only)

Grants the chance to crit for 2x damage

 2
 3

### Death Wish (Alliance only)

When activated, makes the warrior immune to spells for a period of time and increases damage done by 50

 2
 3

### Execute (Horde only)

Interrupts spellcasting and kills the target if it is below 25% HP. Cannot be used on PVE Bosses.

 2
 3
Priest (Discipline)

Base stats

 Mana
 Attack
 Defense
 Strength
 Agility
 ***Intelligence*** | 21

## Abilities

Dispel Magic (75 mana) - Dispels all negative buffs from a friendly unit or all positive buffs from an enemy

### Prayer of Healing

Heals a friendly target. 0.75 seconds cast time

 2
 3

### Mana Burn

Burns your enemy's mana and deals damage equal to the burned mana. 1 second cast time

 2
 3

### Power Word: Shield

Puts a shield on a friendly target, which absorbs magical damage. Lasts 15 seconds

 2
 3

### Psychic Scream

Causes all targets to wander in fear: Disables their attack and spell casting

 2
 3

### Pain Suppression

When activated, makes the priest immune to spells and adds 20 armor for a short period of time

 2
 3
Marthor

Marthor is the second oldest continent in Alluvial, and is situated to the far north of the planet. It is home to the Human people, who were created by the God Myopolis as soldiers and adventurers. Humans have never had only one leader, as they are always infighting. It is a cold and frigid place, with the north western regions being so desolate and frozen there are no Human settlements. There are rumors of Deep One settlement in this region due to that people's lack of warm blood.

**Cities:**

Tharis - The Capital, has tall blackened stone walls and a long past.

Marius - City in the far North-East. Extremely frozen and has few people or trade.

**Towns:**

Colonia Marthor - Marthorian Colony in The Empty Waters, rumored to be the place where Myopolis created humans.

Thoris - Small eastern town, built by many clans and barbarians.

**Ruins:**

Marthorfell - Abandoned Austral Elven outpost from millennia ago, in the South-West.
Hunter (Survival)

## Abilities

Hunter's Mark (50 mana) - Prevents the target from becoming invisible and reduces its armor by 2. Lasts 35 seconds

### Steady Shot

Shoots a deadly arrow at your target, dealing damage and interrupting spell casting. 0.5 seconds of cast time. Deals 110 physical bonus damage when the target is slowed by Concussive Shot

 2
 3

### Ice Trap

Places an Ice trap on the ground, which lasts 20 seconds. If an enemy runs into the trap, he will be stunned

 2
 3

### Concussive Shot

Dazed the enemy with a strong shot, causing a 65% in the movement speed reduction for 6 seconds

 2
 3

### Lightning Reflexes

Passively increases your agility

 2
 3

### Wyvern Sting

Disables the target from combat for a certain amount of time. The target stays invulnerable during this effect. 1 second cast time.

 2
 3
Phoenix Wright

**Phoenix Wright**  is de hoofdpersoon van Ass Attorney en het hoofd van Wright & Zo Advocatenbureau.

## Trivia

* Hoewel hij zelf stellig volhoudt dat hij hetero is zijn er enkele aanknopingspunten die dit in twijfel kunnen trekken.
	+ Iedereen noemt hem homo.
	+ In Aflevering 7 laat hij per ongeluk een foto van zijn dildocollectie zien.
Death Knight (Death)

## Abilities

### Starting Ability

Cripple - Cripples your target, reducing movement and attack speed by 35% for 7 seconds

### Army of the Dead

Summons undead

 2
 3

### Unholy Embrace

Puts a curse on the enemy. When a unit is healed while under this curse, it will suffer 750 damage

 2
 3

### Shadow Nuke

Nukes your enemy with Shadow magic, dealing damage and stunning for 1 second

 2
 3

### Death Aura

Reduces armor of all nearby enemies

 2
 3

### Vicious Circle

Casts deadly lightning, which hits up to 4 enemies. 2 seconds cast time. The damage is increased by 25% per target

 2
 3
Mage (Fire) - Human

## Abilities

Sheep (75 mana) - Transforms the enemy unit into a sheep. Usually lasts 2.5 seconds, but sometimes ends earlier

### Fireball

Shoots a fireball at an enemy, dealing damage and stunning for 1.5 seconds. 2 seconds cast time

 2
 3

### Fireblast

Instantly damages the target

 2
 3

### Pyroblast

Burns the target, dealing instant damage, followed by damage over 5 seconds. 2.5 second cast time

 2
 3

### Invisibility

Makes the mage invisible

 2
 3

### Fire Mastery (Alliance only)

Makes this mage the master in fire magic. Whenever he casts a fire spell, the target will get extra magic damage, equal to his intellect. Also increases movement speed

 2
 3

### Dragonbreath (Horde only)

Burns enemies in a row, dealing damage and stunning for 2.5 seconds

 2
 3
WoW WotLK: Arena Final Wiki

## Todo's

1. Items, Classes, Bosses pages should have a standartized template so that when you add a page you copy the template and insert new values, like Cost, HP, Abilities, etc.
2. All classes should include armor type

## Categories

List of all classes

Items

## Updates

1.0

1.1

1.2

1.3

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!
Shaman (Elemental)

## Abilities

### Starting Ability

Purge - Purges all negative buffs from the friendly unit or all positive buffs from the enemy

### Healing Wave

Heals 3 friendly nearby targets. 1 second cast time

 2
 3

### Chain Lightning

Casts deadly lightning, which hits up to 3 enemies. 2 Seconds cast time

 2
 3

### Fire Totem

Summons Fire Totems to fight for you. The Totems are immune to magic and last 15 seconds

 2
 3

### Thunder Overload (Alliance only)

Whenever you cast "Chain Lightning", you have a chance to reset all of your cooldowns

 2
 3

### Unrelenting Storm (Horde only)

Every 5 seconds you regenerate mana depending on your amount of intellect

 2
 3

### Elemental Ownage

Increases the power of your next "Chain Lightning" or "Healing Wave" on the first target by 275/450

 2
 3
Priest (Shadow)

## Abilities

### Starting Ability

Dispel Magic (75 mana) - Dispels all negative buffs from a friendly unit or all positive buffs from an enemy

### Mindblast

Blasts your enemies mind, dealing damage and stunning for 1 second. 1.5 second cast time

 2
 3

### Shadow Word: Pain (Alliance only)

Hurts the enemy, dealing damage over 20 seconds.

 2
 3

### Mindflay (Horde only)

Drains the enemies life over 4 seconds. Also slows movement speed of your target by 50%.

 2
 3

### Manaburn

Burns your enemy's mana and deals damage equal to the burned mana. 1 second cast time.

 2
 3

### Shadowform

Increases your armor

 2
 3

### Vampiric Embrace

Whenever you cast Mindblast or Shadow Word: Pain or Mindflay, you heal your whole group

 2
 3
Warlock (Demonology)

2
 3

### Shadowbolt (Horde only)

Shoots a shadow bolt at the enemy, dealing damage and interrupting spell cast. 2 seconds cast time

 2
 3

### Curse of Exhaustion

Slows the enemy's movement speed by 40%

 2
 3

### Death Coil

Causes the target to run in horror and causes damage. The caster gains 100% of the damage caused in health

 2
 3

### Demonic Tactics (Alliance only)

Increases the attack damage of your Summon, of yourself and of all group members in a 600 range.

 2
 3

### Demonic Embrace (Horde only)

Passively increases your strength.

 2
 3

### Felguard (Alliance only)

Summons a Felguard with a stunning attack.

 2
 3

### Felguard's Stats

 2
 3

## Felguard's Abilities

#### Cleave

A mighty strike, which hits up to 3 enemies in a 200 range

 2
 3

### Felhunter (Horde only)

Summons a Felhunter with a mana-burning attack.

 2
 3

### Felhunter's stats

 2
 3

## Felhunter's Abilities

#### Mana Burn

Burns mana

 2
 3
Tempest of Chaos

A powerful item you can get in a Red Panda "Epics" shop.

## In-game description

+25 intellect and increases damage done by targeted spells or debuffs by 100 and healing done by 200. Also adds a rare chance for spell and heal crit (5% chance on spell to damage heal for an additional 100/200).

## Requirements

Azuresong Mageblade

Alchemist's Stone
Shaman (Restoration)

## Abilities

### Starting Ability

Purge (75 mana) - Purges all negative buffs from the friendly unit or all positive buffs from the enemy

### Healing Wave

Heals 3 friendly nearby targets

 2
 3

### Lesser Healing Wave

Heals a friendly target

 2
 3

### Mana Tide Totem

A totem which regenerates 3% mana per second to all nearby allies.

 2
 3

### Improved Healing

Whenever you cast "Healing Wave" or "Lesser Healing Wave", the target receives bonus armor for 8 seconds

 2
 3

### Earthshield

Protects a friendly unit with an Earth Shield which heals it whenever it gets attacked. Lasts 30 seconds. There is a 4 second cooldown between each healing. Can only be active on 1 target at the same time. This spell is not being affected by items

 2
 3
Death Knight (Blood)

## Abilities

### Starting Ability

Cripple - Cripples your target, reducing movement speed and attack speed by 35% for 7 seconds

### Blood Coil

Stuns the target. Any unit attacking the target will recover 85 HP

 2
 3

### Blood Ground

Burns the ground, dealing damage over 8 seconds

 2
 3

### Blood Drain

Drains life over 5 seconds

 2
 3

### Blood Aura

Nearby melee unit get healed for a percentage of their attack damage

 2
 3

### Blood Donation

Heals a friendly target at the cost of 25% of your own health

 2
 3
Priest (Holy)

## Abilities

Dispel Magic (75 mana) - Dispels all negative buffs from a friendly unit or all positive buffs from an enemy

### Holy Nova

Heals all friendly units in a 500 range. 1 second cast time. +Healing increases healing done by this spell to yourself, but not to others

 2
 3

### Binding Heal

Heals the target and yourself for half of that heal

 2
 3

### Group Inner Fire

Buffs nearby friendly units in a 900 range with Inner Fire, which increases their armor: Passive ability

 2
 3

### Brightness (Alliance only)

Increases your intellect

 2
 3

### Holy Concentration (Horde only)

Whenever you cast "Holy Nova" or "Flash Heal", you receive back some of your used mana

 2
 3

### Lightwell (Alliance only)

Places a Lightwell on the ground, which heals nearby friendly units in a 600 range by 5% of their total health per second

 2
 3

### Spirit of Redemption (Horde only)

When you die, you become a spirit, allowing you to heal your group for an additional period of time

 2
 3
Mage (Arcane)

## Abilities

Sheep (75 mana) - Transforms the enemy unit into a sheep. Usually lasts 2.5 seconds, but sometimes ends earlier.

### Counterspell

Counterspells the enemy, which silences the target and deals damage over 2 seconds

 2
 3

### Arcane Blast

Instantly damages the target

 2
 3

### Arcane Explosion

Deals damage to all surrounding enemies. Only one-second cooldown. This spell only benefits from "Tempest of Chaos" by increasing the AOE damage by 100. Can not crit.

 2
 3

### Blink

Short-range teleportation

 2
 3

### Slow (Alliance only)

Slows an enemy's movement speed by 75% and it's attack speed by 45%

 2
 3

### Instant Pyroblast (Horde only)

Instantly throws a Pyroblast into your enemy's face, dealing high damage followed by burn damage for 10 seconds.

 2
 3
Mage (Frost)

Base stats

 Mana
 Attack
 Defense
 Strength
 Agility
 ***Intelligence*** | 25 (23)

## Abilities

Sheep (75 mana) - Transforms the enemy unit into a sheep. Usually lasts 2.5 seconds, but sometimes ends earlier

### Frostbolt

Shoots a Frostbolt at an enemy, dealing damage and slowing movement by 50% for 5 seconds. 1.5 seconds cast time

 2
 3

### Cone of Cold

Instantly damages the target

 2
 3

### Frost Nova

Freezes the ground around the caster, dealing damage and reducing the movement speed of nearby enemy units by 70%

 2
 3

### Frost Armor

Increases your armor and slows melee attackers. Lasts 120 seconds

 2
 3

### Water Elemental (Alliance only)

Summons a water elemental with a frost attack to assist the mage

 2
 3

### Ice Block (Horde only)

Puts an Iceblock around a friendly target, preventing any action of that unit. No one can attack the target before the iceblock ends.

 2
 3

### Water Elemental Stats

 2
 3

## Water Elemental Abilities

### Frost Nova

Freezes the ground around the caster, dealing 150 damage and reducing the movement speed of nearby enemies by 95% for 3 seconds

### Frost attack

Your attacks slow your target for 1.5 seconds.
Hunter (Marksmanship)

## Abilities

Hunter's Mark (50 mana) - Prevents the target from becoming invisible and reduces its armor by 2. Lasts 35 seconds

### Scattershot

Disorients the target for 4 seconds. Any damage interrupts this effect

 2
 3

### Multishot (Alliance only)

A mighty shot, which hits up to 3 enemies in a 600 range

 2
 3

### Aimed Shot (Horde only)

An aimed shot, which deals huge damage at the cost of a lot of cast time. Interrupts spell casting. 2.5 second cast time

 2
 3

### Improved Concussive Shot

Stuns the target

 2
 3

### Mortal Shots (Alliance only)

Gives a rare chance to crit for 3x damage

 2
 3

### The aspect of the Hawk (Horde only)

Increases your attack damage. Lasts until dispelled.

 2
 3

### Silence Shot

Silences the target and deals damage over 3 seconds

 2
 3
1.3

> Currently In Development
>
>

## Shaman

### Elemental

Increased **Fire Totem**'s damage from 69 to 80, but decreased health from 135 to 75

Fixed **Elemental's Ownage** tooltip to display the damage correctly

## Warlock

### Affliction

**Master of Shadows** has been buffed from 70/140/200 to 105/210/300

### Demonology

**Death Coil**'s damage has been buffed from 75/150/225 to 100/200/300

#### Demonology (Horde)

**Demonic Embrace** has been buffed from 6/12/18 to 12/18/24

### Destruction

**Immolate**'s damage has been increased from 30/60/90 to 100/150/200 and its cost has been increased from 100/150/200 to 125/175/225
Patch 1.2

```
Download Link

```

### Balance

**Entangling Roots**' damage has been decreased from 100 DPS to 75 DPS, but duration increased from 2/3/4 to 3/4/5

**Innervate**'s duration has been increased to 15 seconds.

### Feral (Bear Form)

**Leader of the Pack** has been buffed from 150/250/350 to 300/500/700

## Hunter

### Beastmaster

**Viper Sting's** mana drain increased from 150/300/450 to 300/600/900, but duration increased from 15 to 20 and mana cost increased to 125/225/300

### Beastmaster (Alliance)

**Bear**'s armor has been increased from 1/2/3 to 2/4/6

### Marksmanship

**Silence Shot**'s damage has been decreased from 240/360/480 to 160/240/320

### Survival

**Wyvern's Sting**'s mana cost has been increased from 125 to 125/175/225

## Mage

**Sheep**'s mana cost has been reduced to 75 from 150 as well as cooldown has been decreased from 35 seconds to 30

### Arcane

Fixed **Counterspell**'s damage. Now it is according to the tooltip (was lower before)

### Fire

**Fireball**'s cooldown has been altered from 4 to 4/5/6

**Fireblast**'s cooldown has been altered from 5 to 4/5/6

**Pyroblast**'s cooldown has been increased from 5 to 5/6/7

**Invisibility**'s mana cost has been increased from 75 to 100/150/200

### Frost

**Waterlemenetal**'s mana cost has been increased from 250 to 250/350/450

## Paladin

### Holy

**Holy Shock**'s mana cost has been increased to 100/175/250

## Rogue

### Assassination

**Deadly Poison**'s damage has been increased from 5/10/15 to 10/20/30

## Warrior

### Protection

**High Armor** has been buffed from something to 20 and duration increased to 10/20/30

**Shield Bash**'s duration has been altered from 3 to 2/3/4 seconds

### Arms

**Endless Rage** has been ~~hopefully~~ tripled
Rogue (Subtlety)

## Abilities

### Starting Ability

Sinister Strike (60 mana) - Deals 3.5x of your agility as physical damage to your target

### Stealth/Ambush

When attacking out of Stealth, you ambush your target, dealing extra damage

 2
 3

### Kidney Shot

Stuns the target

 2
 3

### Gouge

Dazes the target for 4 seconds, but any damage stops this effect

 2
 3

### Improved Combat

Increases your agility and strength

 2
 3

### Preparation

Resets all of your cooldowns.

 2
 3
Classes

Death Knight (Blood)

Death Knight (Death)

Death Knight (Frost)

Druid (Balance)

Druid (Feral - Bear form)

Druid (Feral - Cat form)

Druid (Restoration)

Hunter (Beastmastery)

Hunter (Marksmanship)

Hunter (Survival)

Mage (Arcane)

Mage (Fire)

Mage (Frost)

Paladin (Holy)

Paladin (Protection)

Paladin (Retribution)

Priest (Discipline)

Priest (Holy)

Priest (Shadow)

Rogue (Assassination)

Rogue (Combat)

Rogue (Subtlety)

Shaman (Elemental)

Shaman (Enhancement)

Shaman (Restoration)

Warlock (Affliction)

Warlock (Demonology)

Warlock (Destruction)

Warrior (Arms)

Warrior (Fury)

Warrior (Protection)
Death Knight (Frost)

## Abilities

### Starting Ability

Cripple - Cripples your target, reducing movement and attack speed by 35% for 7 seconds

### Frost Bash

Bashes the target dealing damage and slowing the movement speed by 50% for 5 seconds

 2
 3

### Frost Wave

Sends a powerful wave, dealing damage to all enemies in a line

 2
 3

### Frost Block

Freezes the enemy. The target is immune for the duration of the spell

 2
 3

### Frost Aura

Decreases the attack and movement speed of all nearby enemies in a 600 range

 2
 3

### Freezing Ground

Freezes nearby enemies in a 400 range for a short duration. 1 second cast time. Any spells or physical attacks break the freeze effect

 2
 3
Shaman (Enhancement) - Draenei

## Abilities

### Starting Ability

Purge (75 mana) - Purges all negative buffs from the friendly unit or all negative buffs from the enemy

### Healing Wave

Heals 3 friendly nearby targets. 1 second cast time

 2
 3

### Bloodlust (Alliance Only)

Buffs a friendly unit with Bloodlust, increasing its movement speed by 10% and its attack speed. Lasts 30 seconds

 2
 3

### Windfury (Horde only)

Increases attack speed by 200%

 2
 3

### Earthbind Totem (Alliance only)

A totem, which slows nearby enemies by 50% (movement speed).

 2
 3

### Frost Shock (Horde only)

Deals damage and slows the movement speed by 50% for 5 seconds

 2
 3

### Combat Training (Alliance only)

Grants the chance to dodge attacks and deal critical strikes

 2
 3

### Shamanistic Rage (Horde only)

Whenever you attack an enemy, your regenerate some mana

 2
 3

### Earth Shock (Alliance only)

Silences the target and deals damage over 3 seconds.

 2
 3

### Stormstrike (Horde only)

Reduces the armor of your target for 17 seconds. Prevents it from becoming invisible and deals magic damage equal to your agility x4.

 2
 3
Druid (Feral - Cat form)

Base stats

 Mana
 Attack
 Defense(Leather)
 Strength
 Intelligence

### Prowl/Ravage

You begin to prowl, becoming invisible for 15 seconds. When attacking out of Prowl, you Ravage your target, dealing extra damage

 2
 3

### Rake

Does instant damage and causes the target to bleed over 10 seconds

 2
 3

### Mangle

A mighty strike, which deals magic damage and interrupts spellcasting. Also deals 95 physical bonus damage on the bleeding targets

 2
 3

### Maim

Confuses the target for 4 seconds. Any damage stops this effect

 2
 3

### Leader of the Pack

Increases the physical damage of nearby friendly units in a 600 range

 2
 3
Druid (Feral - Bear form)

### Base stats

 Mana
 Attack
 Defense(Leather)
 Agility
 Intelligence

## Abilities

### Starting Ability

Mark of the Wild - Increases all attributes by 4

### Maul

Deals damage and interrupts spellcasting

 2
 3

### Frenzied Regeneration

Heals yourself over 10 seconds. Can only be cast on yourself

 2
 3

### Feral Charge

You charge to your target, disabling it

 2
 3

### Thick Fur

Increases your armor

 2
 3

### Leader of the Pack

All friendly units in 600 range have more HP

 2
 3
Paladin (Retribution)

Base stats

 Mana
 Attack
 Defense
 Agility
 Intelligence

## Abilities

Divine Shield (50 mana) - Protects the Paladin, making him invulnerable to all attacks. 2 minutes cooldown. Removes all buffs from the Paladin. Lasts 7 seconds

### Holy Light

Heals a friendly target. 1 second cast time

 2
 3

### Hammer of Justice

Stuns the target, 15 seconds cooldown

 2
 3

### Crusader Strike

A mighty strike, which deals magic damage and interrupts spell casting. Also deals 150 physical bonus damage on stunned targets

 2
 3

### Seal of Command

Your normal attacks deal additional holy magic damage

 2
 3

### Repentance

Disables the target for a certain amount of time. The target stays invulnerable during this effect

 2
 3
Candy Corn

Candy Corn is a female contestant who competed in the first season of JYPNSNOC!

## Appearance

Candy Corn is a candy corn with 2 legs, and no arms (she's armless).

## Personality

Candy Corn is very Positive no matter what she's doing and she can talk with everyone. Even people that make fun of her, she is still nice to them and helps them out, and they take advantage of that.

## Gameplay

Candy Corn has one of the most interesting stories out of all of the JYPNSNOC 1 contestants. Candy Corn was the first contestant to Sign-Up and was put onto the team, Spooktacular.

Candy Corn didn't do very well in the first challenge, getting the 2nd worse placement (Not counting the people who didn't compete, and Candy Corn's team was up for elimination. Flowerboty was eliminated leaving Candy Corn with only 2 members left by her side.

Candy Corn did poorly once again in Challenge 2, getting 2nd from last (Not counting people who didn't compete) once again, but her team was not up for elimination. Candy Corn then didn't compete on Challenges 3, 4, 5 or 6, and we'll get to that right now.

On Challenge 3, Bunny Jr. (Another member of Spooktacular) leaving Candy Corn with just X-Wing. Candy Corn was not up for elimination in Challenge 4. During Challenge 5, X-Wing was eliminated, leaving Candy Corn by herself. And in Challenge 6, Candy Corn was moved to The Predictors due to being by herself and was eliminated that same Challenge. This makes Candy Corn the 7th person to be eliminated from JYPNSNOC 1, ending her career at 10th Place.

## Trivia

* She is one of the few armless contestants of JYPNSNOC 1.
* She said she deserved to join because of "fnaf fortnite dance".
* She was the last remaning contestant on Spooktacular
* She was the second to last armless contestant to still be in the game before the merge/rejoin, not including limbless contestants.
* She is the last contestant to get a double digit placement ￼
* She was the first JYPNSNOC contestant to ever be submitted

****Contestants**
Warlock (Destruction)

### Shadow Bolt

Shoots a shadow bolt at an enemy, dealing damage and interrupting channeling spells. 2 second cast time

 2
 3

### Immolate

Burns your target, dealing instant damage, followed by damage over 5 seconds. 0.75 seconds cast time

 2
 3

### Banish

Banishes your target, reducing its movement speed by 50% and disabling its physical attack. Spells and Heals against a banished target deal 1.6x of their normal value

 2
 3

### Death Coil

Causes the target to run in horror and causes damage. The caster gains 100% of the damage caused in health

 2
 3

### Shadowfury

Shadows move around you, dealing damage and stunning nearby enemies for 2.5 seconds. 1 second cast time

 2
 3
Hunter (Beastmastery)

# Abilities

### Starting Ability

Hunter's Mark (50 mana) - Prevents the target from becoming invisible and reduces its armor by 2. Lasts 35 seconds

### The Beast Within

You become immune to magic as well as gaining bonus damage for 10 seconds

 2
 3

### Intimidation

Stuns the target

 2
 3

### Viper Sting

Drains mana of an enemy unit over 15 seconds

 2
 3

### Improved Aspect of the Hawk (Alliance only)

Whenever you attack, you have a chance to increase your attack speed by 45% for 8 seconds

 2
 3

### Serpent's Swiftness (Horde only)

Increases the attack rate to all nearby friendly units in a 600 range.

 2
 3

## Bear (Alliance only)

Summons a Bear

 2
 3

### Bear's skills & Stats

 Medium Bear
 Huge Bear

### Bite

Deals damage and interrupts spellcasting

 2
 3

## Boar (Horde only)

Summons your Boar Pet with Critical Strike.

 2
 3

### Boar's Stats

 2
 3

## Boar's Skills

### Charge

Charges at the target, stunning it for 1.5 seconds
Warrior (Protection)

## Abilities

### Starting Ability

Charge - Charges the enemy, running to the target and stunning it for 1.5 seconds. Regenerates 5 Rage

### Shield Stun

Stuns the target with your shield

 2
 3

### High Armor

Increases the armor of all nearby friendly units by 20

 2
 3

### Commander's Call

Fills up the HP of nearby allies in a 600 range

 2
 3

### Dodge

Grants a good chance to dodge physical attacks

 2
 3

### Shield Bash

Silences the target and deals damage over time

 2
 3
Druid (Restoration)

2
 3

 2
 3

 2
 3

### Cyclone

Throws an enemy in the air, disabling him from combat. He stays immune during that time. 1.5 second cast time

 2
 3

### Nature Protection (Alliance Only)

Whenever you get attacked by a physical attack, you regenerate some HP

 2
 3

### Innervation (Horde only)

Whenever you get attacked by a physical attack, you regenerate some Mana.

 2
 3

### Tree of Life (Alliance only)

You become a Tree of Life, increasing your healing powers at the cost of your movement speed. Your spells "Healing Touch" and "Rejuvenation" heal your target instantly for your intelligence x3

 2
 3

### Tranquility (Horde Only)

Heals every friendly unit in a 900 range every 2 seconds. Channeling spell. Lasts 8 seconds.

 2
 3