recursal/Fanatic-Fandom huggingface dataset:
Bones

## The Evolution of Bones in Castle: A Journey from Donations to Boosts

The Bones feature in Castle - Make and Play was a distinctive element that could be either donated or acquired through purchases using bricks.

Bones made their debut with the Halloween Update, coinciding with the introduction of the Inventory. Certain new decks provided the option to donate bones, adding a unique dynamic to the Castle ecosystem. While the utilization of bones resembled that of coins, there were notable differences.

Some users found themselves without bones, leading to requests for donations. Accumulating bones was possible through the completion of quests or receiving donations from others, creating a dynamic and community-driven feature.

However, on the 17th, 18th, and 19th of March, Castle delivered an announcement to users, revealing that bones would no longer be available for purchase starting March 20, 2023. Castle provided a link in notifications for users to understand the reasons behind the removal of bones from the Castle experience.

In a significant shift, on March 20, 2023, users received notifications informing them that their bones had been converted into a new resource: Boosts. Specifically, 1000 bones were equivalent to 1 boost. Users soon observed that bones no longer appeared in their inventory.

For further details on this transformation, users were directed to castle.xyz//bones.

The removal of bones marked a substantial change in the Castle ecosystem, emphasizing the platform's commitment to evolving features and introducing new dynamics to enhance user experience.
Remixparties

Remixparties represent a trend within the Castle community that encourages everyone to engage by remixing and more.

## Remixparty Decks

### Features

#### Break Mode

Break mode, created by @moltenrocko, can be toggled on or off. It operates based on your online status; when you are online, break mode is off, allowing you to remix, while being offline activates break mode, restricting remixing.

#### Remix Limit

Also developed by moltenrocko, the remix limit serves the purpose of preventing the deck from lagging.

## Popular Remixparties Leaderboard

1. The Dragging Remixparty
2. NewbieJK Funeral Remixparty
3. The Running Remixparty
4. Castle 1M Downloads Remixparty
5. World Map Remixparty
6. Moltenrocko Remixparty
7. Moltenrocko Remixparty 2.0
8. Floor Is Lava Remixparty
9. "Ur Mom Is So Fat She Caused a Supernova" Remixparty
10. Potatozero 1000 Followers Remixparty Celebration

## Geography

### Sus Era

Remixparties typically originated as scratch projects, where the option to disable remixes did not exist.

### Moltenrocko

Moltenrocko is considered the king of remixparties in Castle. He initiated a remixparty that gained popularity, attracting a diverse audience.

### The Emergence of the Remix Limit

Moltenrocko introduced the running remixparty, often featuring a remix limit, which became known for reaching its capacity. This led to enthusiastic requests from kids to be added, prompting Moltenrocko to disable comments. The limit was set at 69.

### The Break Mode

Moltenrocko decided to take a break from adding people during the running remixparty and introduced a break mode system, allowing for rest or leisure activities.

### 42069 Castle Pre-prototype Dynamic Era

Remixparties faced abandonment issues due to failures, causing them to stop working during this era.

## Remixparty Celebrations

 File:PotatoZero Remixparty Celebration.png
￼While some may view it as cringy, remixparty celebrations are characterized by chaos due to the large number of people on the deck. The environment resembles a crowded space, with individuals applauding, such as Sonkii and two others, during the Potatozero Remixparty Celebration. 🤨

Notable participants in the Potatozero Remixparty:
- Potatozero
- Benicioleite2122
- FGF
- Sonkii
- NewBieJK
- KW9
- Greenbunny TNT
- GlobalCatBro
- MaxMan3, and more

Chaos ensues, and some perceive it as cringe-worthy.
Inventory

The **inventory** in Castle serves as a personal space where individuals can gather and arrange various items.

Each user possesses a private inventory, inaccessible to others. To access your inventory, log in to your Castle account, navigate to your **Profile**, and then proceed to the **Inventory** tab.

### What goes in the inventory

The inventory can accommodate different types of items:

* A quantity of Bricks
* Snapshots obtained from decks you've played
* Badges earned through participation in community events

### Collecting snapshots

Whenever you obtain a snapshot of a deck, you have the option to **collect** it, adding it to your inventory. Snapshots can be acquired by either pressing the camera button beneath a deck or waiting until the deck creator offers you a snapshot. In either case, once you view the snapshot, press the **Collect** button to include it in your inventory.

### Pinning items to your Profile

By default, all items in your inventory remain private. If you have a special item that you'd like others to see, you can **pin** it to your public profile. This could be a rare snapshot, a prestigious badge, or a unique piece of art suitable for decoration.

To pin an item, locate the item in your inventory, tap it to view details, and then press **Pin**.

Each user begins with one **pin slot**, allowing them to pin up to one public item. If you wish to pin more items, you can exchange bricks for extra pin slots, with a maximum of nine slots.

### Wearing items

You have the option to **wear** an item from your profile, essentially using the item's artwork as your profile picture. To do so, find the item in your inventory, tap it to view details, and then press **Wear**.
Portal

A **Portal** is an actor that, upon tapping, transports the player from the current deck to a different deck.

Unlike most actors, the artwork of a Portal cannot be changed. Portals always display the cover artwork for the deck they lead to. They exist in card space alongside other actors, allowing them to possess physics, controls, and collisions.

When tapped, Portals initiate a special animation and seamlessly transition to the designated deck. Portals serve the purpose of **linking together** various decks. For example, a prolific creator might design a gallery deck featuring Portals to highlight their own work or create a playlist of their preferred decks from other creators.

## Creating Portals

To craft a new portal, begin by editing a card in your deck. Tap the **Plus button** in the belt and select **Portal** from the list of options.

By default, the newly created portal is empty — it lacks information on where to send the player. To designate a destination, locate the desired deck, press the **share** button, and **copy the link** to that deck.

Return to your deck, select the newly created portal in the belt, and tap **Edit Blueprint** to access the inspector. Ensure you're on the **General** tab, then find **Portal destination**. Click the **Paste** button to insert the share link you copied earlier.

## Preventing Portals from Reaching Your Deck

By default, if you create a deck, anyone can direct players to your deck from their own deck using a portal.

If you wish to restrict players from accessing your deck through portals, navigate to the **Sharing** settings for your deck and deselect **Travel to it through a portal**.
Response

A **Response** is the component of a Rule that outlines the actions to be taken when the rule is triggered. Typically, a rule encompasses multiple responses, executed in sequence from top to bottom.

Responses commonly dictate actions that alter the state of the Deck. Common uses include modifying player motion, generating or removing actors, updating the player's score, or transitioning to another Card in the deck.

## List of Responses

Castle displays responses based on the availability of the Behaviors applied to the relevant Blueprint. For instance, if the blueprint lacks Music, the "Play this actor's song" response won't appear.

Certain responses are context-specific to the rule. For instance, the "Stop repeating" response is only visible within a Repeat response.

### General

* Create a new Actor from Blueprint
* Create a Text box
* Destroy this actor
* Hide all text boxes
* Send player to a different Card
* Restart this card
* Add Tags to this actor
* Remove tags from this actor

### Order

* Move this actor to the front
* Move this actor to the back

### Behavior

* Enable a behavior
* Disable a behavior
* Modify a property

### Tell other actors

* Tell actors with a Tag to perform a response
* Tell the closest actor with a tag to perform a response
* Tell the Colliding actor to perform a response

### Logic

* If a Condition is met, run a response
* Repeat N times
* Repeat every N seconds
* Stop repeating
* Wait before a response

### State

* Modify the value of a Variable
* Reset a variable to its initial value
* Reset all variables to their initial values
* Save a variable to the Leaderboard
* Show the leaderboard for a variable

### Motion

* Face the direction of motion
* Move toward my own angle
* Move toward another actor

### Sound

* Play a sound
* Stop all sound
* Play this actor's song
* Stop this actor's song
* Stop a track from this actor's song
* Play a pattern from this actor's song
* Play one step from a pattern in this actor's song
* Mute a track from this actor's song
* Unmute a track from this actor's song
Text

**Text** is a behavior that allows actors to display text content. Actors that display text are commonly referred to as **Text Actors**.

![Inspecting a text actor showing the word "Tomato"]()Text actors have properties such as **content**, which specifies the text they will display, for example, "Welcome to my game." They also have attributes like size, font, text alignment, and color. While text actors do not use art, they possess a physical body, enabling them to move and collide with other objects.== Adding Text ==To include text in a card, navigate to the Belt and click the **+** button to create a new blueprint. In the dialog box that appears, select **Text**.== Displaying Variable Values ==Within any text, you can incorporate the name of a variable (including the $ symbol) to display its value when the deck is played. For instance, you can write "Your score is $score".== Text Boxes ==Text boxes are a special type of text that can only be added during gameplay using the **Create a text box** response. Unlike text actors, text boxes have specific font and color settings and lack collision and physics functionality. They can trigger a rule when tapped and are useful for providing instructions, dialogue, alerts, buttons, or other textual elements that don't need to occupy card space.![A screenshot of a golf game showing two text boxes]()
Inspector

The inspector serves as the interface for editing blueprints. Within the inspector, you can modify a blueprint's art, behavior properties, and logic.

The inspector comprises three tabs: General, Movement, and Logic.

## General Tab

### Artwork

Within the artwork section, you can choose the default art frame, add a new frame, or click the selected default frame to access frames in the Art tool.

### Play when created

The 'play when created' options dictate the playback of the artwork's animation frames. There are three choices:

* Still: The art frame remains static but can be intentionally controlled through logic.
* Once: The animation loops through all of the actor's art frames once, halting on the last frame.
* Loop: Continuous looping through all the actor's art frames, restarting the animation when the last frame is reached.

### Frames per second

This field sets the animation speed, denoted as the number of frames displayed per second during the animation.

### Visible

"Visible" is a toggle option that activates or deactivates the default visibility of the blueprint's actors. Disabling visibility does **NOT** prevent the actors from colliding with other blueprints.

### Tags

This section allows you to add or remove Tags to/from the given Blueprint.

### Music

Here, you can add, edit, and remove Music associated with the given Blueprint.

### Relative to Camera

By default, all actors are positioned in card space or world space, with this option disabled. Enabling this option causes the blueprint's actors to position themselves relative to the camera. For more details, refer to Camera.

## Movement tab

The movement tab governs the physical behavior of the blueprint, encompassing how its actors move and collide with other actors in the card. Additionally, this tab allows you to incorporate interactive controls like dragging.

## Logic tab

The Logic tab oversees the Rules and Variables pertinent to the given blueprint.
Rule

A Rule in Castle decks is a fundamental unit of logic that can be added to blueprints to modify their behavior in response to specific events or conditions.

Each rule comprises a Trigger and one or more Responses. The Trigger determines when the rule should run (e.g., 'When this is tapped'), while Responses define the actions to be taken after the rule is triggered (e.g., 'Destroy this actor'). Blueprints can have multiple rules, offering a flexible way to define the logic of a Castle deck.

There are various triggers and responses available, catering to both simple and complex logic. Beginners can use rules to implement basic functionalities like playing a sound effect on tapping an item or restarting the card upon collision with an enemy. Advanced users can leverage rules for more complex tasks, such as creating procedural art, simulations, or even basic 3D games. Rules stand out as one of the most powerful and versatile core elements in Castle.

## Adding and Editing Rules

To add rules to blueprints, navigate to the Logic tab in the Inspector for the blueprint you want to modify.

## Learning how to write rules

For learning how to write rules, following a guide like "How to make your first Castle deck" is recommended. Exploring premade Castle Kits and inspecting the included blueprints is another great way to understand rule implementation. Additionally, viewing the source code of existing decks provides insights into rule structures.

## Examples of Rules

Consider a golf game as an example. For a golf ball blueprint:

* Rule 1: When this is slung, disable behavior slingshot.
* Rule 2: When this stops moving, enable behavior slingshot.
* Rule 3: When this exits the camera viewport, restart this card.
* Rule 4: When this collides with tag #hole, create a text box saying "You got the ball into the hole!"

These rules control aspects like slinging, restarting the level, and providing feedback on successful actions. A slightly more complex version of these rules can be found in the Golf Course Kit.
Rhythm Kit

The Rhythm Kit in Castle is a specialized kit designed around a rhythmic gameplay experience. In this kit, players are required to tap buttons to catch "Points" before they pass a designated line.

References:
The Rhythm Kit could potentially be inspired by or make a reference to the game or series "Guitar Hero." It's possible that the creators of the kit drew inspiration from "Guitar Hero," or both the kit and the game share similarities in terms of genre and gameplay mechanics.

It's not uncommon for games or decks in Castle to reference the same genre or share thematic elements, creating a diverse and interconnected gaming experience within the platform.
Brick

Bricks serve as Castle's in-app currency, enabling users to access extra features beyond the free-to-play and deck creation offerings.

Acquiring Bricks:

* **Purchase Method**: Bricks can only be obtained through in-app purchases made via Apple/Google platforms.

Managing Bricks:

* **Checking Balance**: To view your current bricks balance, navigate to your inventory.

Using Bricks:

Bricks can be exchanged for various optional Castle features:

1. **Extra Pin Slots**: Exchange bricks for additional pin slots on your public profile.
2. **Boosts**: Bricks can be used to obtain boosts, allowing the promotion of decks within the feed for increased visibility.
3. **Snapshots**: Creators have the option to offer Snapshots for a brick price. When users collect these snapshots, a portion of the spent bricks goes to the creator.

To initiate brick exchanges, follow these steps:

* Go to your Inventory.
* Press the bricks icon.
* Select "Purchase bricks" to access the Market.

Alternatively, you can access the Market from your inventory or by navigating to the pin slots menu and selecting "Get more pins."

Bricks provide users with a pathway to enhance their Castle experience, supporting creators and unlocking additional features that contribute to a more enriched and personalized platform usage.
Music

**Music** is a Behavior in Castle that prompts actors to play music during the gameplay of a Card. In Castle, music is crafted from samples, tones, microphone recordings, and various effects, arranged in a sequence with pitch variations to create melodies and rhythms.

## Core Concepts

* All music in Castle is synchronized with the Clock, measuring beats, bars, and steps, providing a template for musical structure and rhythm.
* Each Blueprint can have a maximum of one **Song**.
* A song comprises one or more **Tracks** and a bank of **Patterns**.
* Each track is associated with an **Instrument** (e.g., a drum synthesizer, a piano sample, or a device microphone recording) and a sequence of **Patterns**. Each track can be named as desired.
* A **Pattern** represents musical notes over time, such as a melody, drumbeat, or bassline.

## Adding and Editing Music

To include music in a blueprint, open the Inspector for that blueprint, navigate to the **General** tab, and scroll down to **Music**. Tap the **[+]** to add music (if none exists), and tap the music to access the music editor.

By default, actors automatically play their music at the next bar after their creation. Therefore, to play music in your card, ensure at least one actor with music is present.

## Adding Tracks

From the music editor, press the **[+] ADD** button on the left edge of the song view. Options are available to add drums, samplers, generated sound effects, recordings, or sound files from your device. Preset beats and melodies can also be chosen to expedite the process.

## Adding Patterns and Opening the Pattern Editor

In the song view, patterns are represented as colored squares. Tap a Pattern to select it or tap in the empty space next to a Track to create a new Pattern. To edit the selected pattern, either press "Edit" at the bottom of the screen or tap the same Pattern again, transitioning from the song view to the pattern view.

## Editing Patterns to Create Melodies and Beats

In the pattern view, a grid with beats, bars, and steps is displayed, resembling the Art tool but for musical notes. Add notes by touching the grid or use the eraser tool to remove notes.

## Previewing Your Music

In the music editor, press the button resembling a music note with a play symbol to preview the music being created. If viewing a pattern, the editor will loop that pattern; if viewing the entire song, the editor will play the entire composition.
Camera

The Camera in Castle represents the viewpoint within a Card's space visible to the player, providing a crucial mechanism for controlling what is seen on the screen.

### Moving through Large Worlds

To showcase more of the world than fits on the screen at once, Castle cards feature a 10x14 viewport centered on the default camera position at (0, 0). When more space is required beyond this viewport, the solution is to move the camera.

To move the camera, the common practice is to assign it to follow an Actor. This is often done within a Rule, such as "When this is created: Follow this with the camera." As the actor moves, the camera follows, revealing more of the world space.

### Scaling and Rotating the Camera

Once the camera follows an actor, it respects the Camera Zoom and Camera Rotation properties of that actor. These values can be adjusted initially by opening the Inspector for the actor and navigating to the bottom of the General tab.

At playtime, these properties can be modified using the rule Response for "Modify a behavior property," selecting either Camera Zoom or Camera Rotation. The values can also be retrieved using the Expression for the Value of a behavior property.

### Detecting Visibility Changes

To determine when something enters or exits the visible space in the card, triggers such as "When this enters the camera viewport" and "When this exits the camera viewport" are available. Additionally, a condition "If this is in the camera viewport" can be used.

### Positioning Actors Relative to the Camera

While all actors are typically positioned in card space, some scenarios require anchoring an element to a specific part of the screen, even during world movement. To achieve this, actors can be set to be relative to the camera. This is done by toggling the "Relative to camera" option in the blueprint's Inspector under the General tab.

Actors positioned relative to the camera exist in a separate layer and do not collide with card space actors, making them suitable for elements like health bars or game scores, often referred to as a HUD (Heads Up Display).
Suspends

## Information

Castle is committed to fostering a safe and enjoyable community, which is why they have implemented Community Guidelines. These guidelines consist of rules that aim to create a secure and positive environment for everyone.

## Actions

Castle takes specific actions when a user violates one or more of the Community Guidelines:

1. Issuing a notification or warning to educate the user about the guidelines.
2. Removing or limiting the visibility of the inappropriate content or behavior.
3. Suspending the user's account for a specific duration (such as 1 day, 3 days, 1 week) or permanently ("forever").
4. Notifying law enforcement or an appropriate public agency if necessary.

## Source

The information is derived from the page "Community Guidelines" on castle.xyz. For more detailed information, please refer to the guidelines available at https://castle.xyz/community\_guidelines.

## What are suspensions?

Suspensions refer to a moderation action where a user's account is temporarily banned. While the account remains accessible for login, a message is displayed indicating that the account has been suspended. The specific reasons for the suspension can be found by reading the Community Guidelines.

Please note that if a user is suspended six times or more, their account may be terminated (deleted). After termination, the user will no longer be able to use Castle. It is unclear whether an IP ban is implemented.

## More Information

Have you encountered someone who has been suspended for violating the Community Guidelines? Share your experiences in the comments section.
Tilt

The **Tilt** behavior is an interactive feature that causes actors within a blueprint to move in response to tilting the device.

To add the Tilt behavior, you need to open the Inspector for a blueprint, go to the Movement tab, and click on "Add physics or controls." It's important to ensure that the blueprint already has Dynamic motion enabled.

When used alone, the tilt behavior causes actors to accelerate without any limits. This means that if someone tilts their device at an angle, the actor will continue to move faster and faster, mimicking the behavior of a ball rolling down a hill. To make the movement more controllable, it's advisable to combine the tilt behavior with other behaviors such as Slow Down or Speed Limit.

The device sensor responsible for detecting tilting is often referred to as the **accelerometer**.

## Properties

* **Acceleration**: Determines the amount of acceleration applied to the actor based on the device tilt.
* **Axis**: Specifies the axis along which the tilt affects the actor's movement. It can be set to "x and y" to consider both horizontal and vertical tilting, "x" for only horizontal tilt, or "y" for only vertical tilt.

## Using Tilt with Rules

* The Tilt behavior can be enabled or disabled using the Enable/Disable behavior response.
* There are specific expressions available, such as Device Tilt X and Device Tilt Y, that can be used to control other aspects of the game or gameplay instead of directly affecting acceleration.
As Guerras de Mundi

É como um ditado, onde quer que o ser humano passe, sempre irá ter guerra e destruição por todo canto, com tudo, há sempre lados distintos lutando por recursos e terra, seres que ferem seus próprios irmãos, que desrespeitam sua crença para no final serem chamado de "filho de Deus". Já dizia para o mais bárbaro de Forghkell, "irás para Elísio, meu filho" e quando o contestamento chega, eles respodem com "era parte do destino, meu caro", é claro, o vitorioso esquece sempre de suas desgraças, de o que ele destruiu, de quantos ele matou, "O Sol me Protege, diferente de você, pagão!!", também existe aqule que oprime culturas, aparentemete, são palavras do prorio sol, uma pena que não conseguem descrever o que acontece quando o Eclipse chegar.

### Guerras de Mundi Era 3

* O Golpe de Sonatus
* La Policy
* A Guerra Do Escudo Quebrado
* A Vingança Natal
* Red Pentagram
Major Raviera

Major Raviera faz parte dos 7 Reinos De Mundi

Major Raviera sendo a capital de Raviera. Major Raviera é conhecido por ser um Grande Centro Comercial, sendo um dos Tres Maiores Comércios de toda Mundi, tal centro de comercio vende de tudo, tanto de equipamentos feitos por armeiros experientes, quanto a principal fonte de recurso de Raviera, alimentos e recursos naturais, em todos os reinos habitados em Mundi, ao menos 40% da arquitetura de tais foram feitos pelos minérios de Raviera distribuídos por Major Raviera, A Terra Do Grande Sol.

Major Raviera é uma enorme Fortaleza cortado pelo rio Caeruleum Solem (*Sol Azul em Latim*).

Muitos dizem que a beleza natural de Major Raviera se encontra em seu pôr do sol, onde é possível ver a luz do sol se refletir pelo rio que corta a cidade, enquanto é possível vislumbrar do céu laranja que é visto por milhares de janelas uma em cima das outras apenas para contemplar aquele que banha toda a sua terra por vida.
Variable

A **Variable** is a component that stores a numeric value during gameplay. Variables can be used for various purposes such as tracking scores, managing in-game currency, storing object properties, or serving as editable parameters that can be adjusted later.

Variables are identified by a **name**, typically denoted with a dollar sign, such as **$score**.

## Variable Scopes

### Actor

Actors can have their own variables that are specific to each instance of the actor. These are commonly referred to as **Local Variables** or **Actor-local variables**. For example, each enemy actor instance may have a different amount of hit points.

To edit actor-local variables, open the Inspector for the actor's Blueprint, and navigate to the **Logic** tab.

### Deck

Deck variables, also known as global variables, are shared among all actors across all Cards within a deck. They are useful for tracking information that needs to be accessible across multiple actors or cards, such as the player's overall score.

Deck variables have two possible lifetimes: **deck play** (the default) and **persistent per player**.

To edit deck variables, click the **Gear** button at the top of the editor to open the **Settings** sheet, and then go to the **Variables** tab.

## Variable Lifetime

### Deck Play

Deck variables with a **deck play** lifetime retain their values within a single playthrough of the deck. If the player exits the deck and returns later (e.g., by swiping away or restarting the app), the variables reset to their initial values.

Note that when a player moves between different Cards within the same deck play, the variables maintain their values. Changing or restarting cards does not reset deck variables.

### Persistent per Player

Variables with a **persistent per player** lifetime, also known as **persistent variables**, preserve their values across deck plays. When a player leaves and returns to a deck with persistent variables, their values are preserved. Persistent variables are useful for saving game state and tracking player progress between play sessions.

As the name suggests, each player has their own value for persistent variables. They are not shared among players.

## Reading and Writing Variables during Gameplay

You can read the value of a variable using an Expression. To change the value of a variable during gameplay, use the **Set variable** response in a Rule. Additionally, you can trigger specific actions when variables change using triggers like **When a variable changes** or **When a variable reaches a value**.

## Displaying Variable Values

Inside a Text element, you can include the variable name (including the dollar sign) to display the value of the variable when the deck is played. For example, you can use "Your score is $score" to show the player's score.

## Resetting Variables

Actor-local variables are initialized when the actor instance is created and forgotten when the instance is destroyed. Deck-play variables reset when the deck restarts.

If you need to reset a variable outside of these cases, you can use the **Reset a variable to its initial value** response in a Rule.
Charmy

**Charmy** is one of the Half Jammed Idiots in the Jammed Universe. He is another moral compass for Jammed. He helps out a lot and tried to help Jammed get his family back during Season 4 of Jammed Adventures. Charmy being British he hates tea for some reason. Charmy is not that strong or fast but hes really good with tactics and is overall a nice guy.

## First Fight

**Charmys** first fight was between him and Jammed against Classic Eggman.
Accenso Igni Wiki

**Bem-vindo(a) à Accenso Igni Wiki!**
Criado com o intuito de trazer diversos detalhes e informação de todo o universo de Accenso Igni

Somos uma comunidade colaborativa sobre Accenso Igni que qualquer um, incluindo você, pode construir e expandir. Wikis como esta dependem dos leitores se envolverem e adicionarem conteúdo. Clique no botão "ADICIONAR NOVA PÁGINA" ou "EDITAR" no topo de qualquer página para começar!

## Artigos importantes

PlaceholderUma página sobre seu tópicoPlaceholderUm Personagem PrincipalPlaceholderO Primeiro EpisódioPlaceholderUm Local ImportantePlaceholderUm Evento ChavePlaceholderUm Item Crucial

*Precisa de ajuda para construir esta comunidade?*

* Regras desta wiki
* Começando
* Como contribuir
* Gerenciando sua nova comunidade
* Guias
* Todos os artigos de Ajuda

Você também pode fazer parte de uma grande família de comunidades Fandom. Visite a Central da Comunidade Fandom!

*Fundadores da Comunidade*: Escreva uma boa descrição do tamanho de um parágrafo para sua seção de boas-vindas sobre o seu tópico. Deixe seus leitores saberem sobre o que é seu tópico e adicione algumas informações gerais sobre ele. Depois disso, visite o painel de administração para mais dicas.
O Bestiário

O Bestiário de Mundi foi surgida na Era 2 para poderem descrever os seres da Escuridão do Caos, mas sendo atualizada na Era 3 quando seres humanos conseguiram criar Criaturas Sintética (consideradas crime após a Guerra Do Escudo Quebrado)

## Bestiário da Manifestatio

* *Fántasma - Aparição*
* *Fántasma Thanáthou - Aparição superior*
* *Nékros - Carniçal*
* *Nékros Syneiditós - Carniçal Consciente*
* *Nékros thaná´thou - Carniçal Superior*
* *Anámiktos - Amalgamado*
* *Skoteinó Sídi - Enguia voadora*
* *Pethaíno - Transformação (efeito)*
* *Ischyrós - Gárgula Fortis (Extremamente robusto)*
* *Epagogí Efiálti - Aparição da Escuridão*
* Ischyrós Daímonas - Gárgula Infernum
* Tachýtita Thanátou - Montaria Híbrida
* Cyntaf

## Bestiário Pós Manifestatio

* *Grifos - Híbrido*
* *Epagogí Efiálti - Aparição da Escuridão*
* *Nékros - Carniçal*
* *Tachýtita - Montaria Híbrida*
* *Dragões*
* *Aracnídeo*
* *Aracnídeo Mortis - Aracnídeo Superior*
* *Lâmia - Vampiro*
* *Kataken - Vampiro*
* *Katenspectrare - Vampiro*
* *Immorthános - Vampiro superior*
* *Mancergus - Vampiro Híbrido*
* *Ná'mancergus - Vampiro Híbrido*
* *Immorthános Mancergus - Vampiro Híbrido Superior*

## Bestiário da Era Solar

* *Scolopendra - Centopeia (Sintética)*
* *Hyprid Uniantur - Amalgamado Hibrido (Sintético)*
* *Morz - Aracnídeo Superior (Sintético)*
* *Ffyrnig - Lobisomen (Licantropia)*
* *Cydwybod Ffyrnig - Lobisomen Consciente (Licantropia)*
Accenso Igni

O ano é 16´ DGD (2046), o estrago enorme causado por uma grande queda avassalou todos os reinos, principalmente Castelos, em completa ruina e desconstrução politica.

Apesar de todas as perdas, as rodas dos reinos não param de girar, Cinoccard recebeu uma carta misteriosa de seu irmão que habitava em Desperato, local do grande Red Pentagram, ao ler a carta, Cinoccard soube de que havia sobreviventes em Desperato, 16 anos após os incidentes e a população local ficou em absoluto silencio, perdidos no mapa.

após essa descoberta, Cinoccard junto de seus 271 anos de experiências, e com a ajuda do rei de Raviera e do continente Solinos, Khaerim, requisitam os maiores guerreiros e pessoas aptas e promissoras para uma missão de resgate para o restante de Desperato, além de diversos benefícios requisitados por Cinoccard perante a possível riqueza de sua descendência real mantida nos confins de Desperato.

os guerreiros a partir daquele dia seriam chamados de Fati Auroras, nomeados por Khaerim além de serem oficiais Yfrethboir´s de Khaerim.

Após uma grande navegação, os Fati Auroras chegariam em Desperato, onde apenas o destino dirá o que eles passaram pelo caos de Castelos...
Golpe de Sonatus

O Golpe de Sonatus foi um conflito originado pela destruição da UDPAS, como forma de desespero, Nilfenhein aprisionou qualquer tipo de Magos e Feiticerios, até mesmo os do Conselho, isso enquanto havia uma revolução por parte dos Republicanos contra a Nilfenhein, surgindo uma eclosão entre magos, nilfenhein e a revolta Republicana.
Mighkell

MIghkell faz parte dos 7 Reinos de Mundi

O Berço de Mundi muitos dizem, um lugar sagrada onde reside os maiores líderes e herois de toda Forghkell. Criada de Tjor, MIghkell contém uma enorme fortaleza que foi criada a partir de diversas gerações, se sacrificando por anos para assim, a fortaleza ser digna para o mandado de Tjor, a maré de Primordium bate forte na fortaleza que aguenta anos e anos de guerra.

A fortaleza de Roc Cryf tem histórias de diversas linhagens, como no caso da Guerra que se iniciou após um escudo quebrado em uma discussão que levaria milhares de mortes.

Ao mesmo tempo, a beleza da terra gélida de Mighkell é indiscutível, como se fosse uma própria imagem de Tynged.
Eras de Mundi

Atualmente Accenso Igni se passa na era 3, a era dos humanos, conhecido também como a era dos Sol, mas na idade geologica do mundo de Mundi, já houveram civilizações desconhecidas, assim, a cada era que se passa, uma nova civilização surge.

Os tempo de vida de Mundi é ainda um místerio, mas estudos mostram que um fóssil da espécie de um Entia Du Clair De Lune tem uma idade equivalente a 10000 anos, claro, levando em conta de que esse fóssil é de um Claire Ancião. indicando que a era 3 é ainda a era mais jovem conhecida, tendo inicio no ano de 550, mas a espécie humana se tem registros de fato na era 2, a era da Luz Lunar.

A era 1 ainda é um misterio, diversas pesquisas apontam que a vida de Mundi vive de destruição e reconstruçao, um ciclo finito de vida e morte, e de se esperar de que a era 1 tenha tido espécies ainda desconhecidas para a maioria ou se não todos de Mundi. [...]

Eras conhecidas

1. Era Primordial
2. Era da Luz Lunar
3. Era do Sol
Raviera

Raviera sendo abrigado pelo oceano azul, engloba na parte sul de Mundi e na parte leste de Orjin Soma, ao lado oeste de Nauti’jhos, acima do polo sul, e bem abaixo de NIlfenhein, sendo um dos três continentes mais ricos e ativos comercimente, Raviera é basante conhecido pela ua cultura e pelo comercio de seus recursos naturais, como troncos, madeiras, alimentos e até minérios, Major Raviera é a capital de Raviera bastante conhecido pele centro comercial e politico.

A palavra chave para descrever a vegetação de Raviera seria com certeza Abundante, isso se dá pelos fatores que contribuem para a fauna e flor como o clima tropical com uma abundante fauna e flora rica em vegetação e em espécies, pelo fato de Raviera ter a maior fauna e flora, Raviera já foi candidato e já foi explorado por outros continentes, mas nenhum conseguiu essa proesa por conta da força Riviano.

Raviera foi governado por uma linhagem forte de uma única família, a família Khaer, sendo desde o I ao V,  sendo Khaerim o Khaer V atual governador de Raviera junto com o poder religiosa da Ordem Da Luz Soliniano apesar de Khaerim ter um poder superior a ODLS, Khaerim é um rei muito conhecido e respeitado, sendo bastante famoso ao mundo inteiro por conta de sua lonvitude e consequentemente, sua posição politica, e pela sua característica mais notável e característica de Khaerim, a sua personalidade alegre e otimista, sempre divertindo com os seus amigos mais fieis mas quando necessário, se torna um homem serio.

### Solinianos Conhecidos

* Khaerim (Raviano)
* Dhuskar (Raviano)

### Familías Reais

* Khaer
* Ankartrosh

### Organizações

* Ordem da Luz Soliniano
* Centro Diplomata Dhuskar
Reinos De Mundi

Os reinos da era 3 de Mundi é uma amostra de como os humanos sobreviveram e evoluiram culturamente em diversos quesitos, Mundi contem 7 reinos relevantes, sendo eles: Nilfenhein o reino da Luxuria, Raviera o reino do Comercio, Nauti´jhos o reino dos Destiilados, Forgkhell o reino do Norte, LenJarg o reino da Metalurgia, Castelos o reino Bélico. e Janvock o reino do Fim Do Mundo Esses sendo nomes subjutivos e famosos em diversas regiões.

Orjin Soma, o Antigo Reino Da Magia foi desimado após a destruição de sua Universidade que mantinha toda a relevância de Orjin Soma, agora, Castelos se encontra na mesma situação, por ter passado e estar presente em uma guerra e revolta Civil, além de ter sido cobaia de um grande experimento que atribuiria futuramente a sua possível ruina, mas ainda está de pé, como os outros 6 reinos que passaram por diversos conflitos e situações militares.

Mundi é constituído por diversos conflitos, na era 3 houve dezenas de combates e reconstruções, o mais possível é que de a cada 4 esquias Nilfenianas que virá para contemplar, 2 já foram cenários de guerra e chacina para aqueles que não sobreviveram para contar historia, apernas os vencedores escodem o fato de que o Humano é o ser mais sujo e cruel já antes visto em toda Mundi, nem mesmo as Criaturas vindas da Escuridão do Caos são capazes de compreender bastante crueldade dos homens de Mundi.

Apesar da crueldade, os reinos nos demostram a grande arte do ser humano, a sua cultura e diversificação política, a suas formas de enxergarem o Mundo, e que dessa forma, civilizações se formam, pode até haver seres bons e de fato há, mas a preocupação de uma alma boa não é a mesma daquele devoto ao Constanter de Janvock ou até mesmo a alma pura de Malaquite, aquela que diz que a Reconstrução é apenas uma etapa para a evolução de uma espécie, como uma forma de destino, sendo um dos caminhos mais certos para prosperar.

os 7 Reinos de Mundi:

* Major Raviera
* Tramatus Nilfenhein
* La Urbs du Janvil
* Forte Nautijs
* Gandolin
* Malleator
* Mighkell
6956q Wiki

**Welcome to the 6956q Wiki!**
This is a wiki community for the 6956q discord bot RPG

6956q is a multiplayer RPG bot in which you travel through countless areas called "Objects," facing tougher and tougher foes as you go. In this game, there are 4 prominent classes found within this bot, each with a unique playstyle that will drastically affect your experience of the game.

**Melee -** The most basic class, weapons consist of sword and other swingable weapon. Melee has a very straightforward gameplan, with high attack and high defense.

**Mage -** The mage class is a bit more complex than Melee, with weapons that consist of staffs and items imbued with magical properties. This class deals with status effects, and managing them effectively.

**Ranger -** A "challenge class," because it is much harder and much more complex than the previous two. Weapons consist of bows, guns, and spears. You have to manage a new resource called ammo, which you have to manage. Because of this, ranger has a higher damage than most classes.

**Summoner -** The second "challenge class," which has a similar gimmick to ranger. SE is what you need to deal damage with your weapon, and you gain 20 when defending. Another high damage class, that uses minions and other items to fight.

Master these 4 classes and build interesting loadouts in order to conquer the vast word of 6956q

Need to find out about weapons, armors, trinkets, and more? This is the place! All your 6956q needs, right here waiting to be clicked on!

WeaponsArmorsTrinketsSkill 3sEnemies

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Manifestatio

Manifestatio é um evento cíclico de previsão desconhecida, aconteceu desde a Era 2 dando a origem para as criaturas mais profanas já vistos, é debativel de que, os acontecimentos da Manifestatio da Segunda Era deu origem aos seres humanos.

Manifestatio também conhecido como Diwedd Y Byd, ou Constanter do FIm Do Mundo, é uma manifestação da Escuridão Do Caos oriunda do Plano de Mortis, a própria Escuridão, Manifestatio é um ciclo infinito de dor, destruição e sofrimento onde Mundi caso não sobreviva ao ataque da Escuridão do Caos, se tornará o Próprio Infernum.

### Segunda Era: A Luta de Mundi

> *"pelo o que é certo, duas espécies distintas lutaram pela sobrevivência, quando descoberto de que, havia um plano astral para os mortos, quando os céus escureceram e uma fenda se abriu diante o céu, os seres da lua rezaram aos seus deuses, sabiam que não havia mais volta, sabiam que o Fim do Mundo tinha apenas começado, as alianças dos vivos era quase que um mandato da própria morte, ela sempre dizia para que se unam, para que ao menos, morram e harmonia. A fenda aberta era como uma Abertura para o Inferno, a terra se tornava cinza, e assim, os mortos faziam a festa, mas ao mesmo tempo, de uma forma inexplicável, surgia vida oriunda da destruição, esse era o chamado Humano, o ser mais frágil já visto, uma pena que quando o primeiro humano foi morto, por sua própria culpa, a morte quis beneficia-lo, ele não era o ser mais justo, mas nem tão perigoso quanto o resto achava, a proposta beirava a insanidade, junte se as trevas, ao caos, te farei o malfeitor, se vingue de seus irmãos, faça acontecer a destruição do mundo, eles erraram com você, eles erraram com eles mesmos, falharam cem os deuses, falharam com os reinos, falharam com a sua existência, falharam com Mundi."* - *L'intector Tirtes, trecho de: "A Abertura é um Portal" Cap 2, Mortis En Cyntaf,*
>
>

### Como identificar a Manifestatio

Magos e Estudioso inventaram uma espécie de medida de Caos, chamada de Entropia, indo ao Nível 1 (o Ideal) até o Nível 5 (Manifestatio eminente). Essa medida e considerada ao nível presente de Magicka gasta constantemente, caso alguém reporte um nível 5 de Entropia, a pessoa é OBRIGADA a relatar para o Reino próximo o MAIS RAPIDO POSSÍVEL, assim, os Reinos se alhearão e Juntos, se prepararam para A Batalha Do FIm Do Mundo, a batalha de Manifestatio.

Entropia de Nível 5 significa: Conjuração de seres profanos constantemente sem nenhum dono, caso haja consciência o ser, o caso se torna ainda mais serio.

por esse motivo, O Conselho de Magicka, junto com a Ordem da Luz mais A Colina, proibiram por lei o Uso de magia excessiva (a LDM) mais o uso de conjuração e Necromancia, pelas palavra do Conselho, isso seria invocar os seres que causaram a extinção dos humanos, a pena sendo a *Mortis Fatalis*, ou a *Dismembratione Absoluta*, onde a pessoa usuária de Magia é completamente castrada de magia, usado de lavagem cerebral EXTREMA tendo como consequência a perda de personalidade completa, sendo irreconhecível o ser, tal ato de tortura é uma as mais perigosas e fatais, além de ser a mais sádica.
Gal Yome no Himitsu (Manga)

## Gal Yome no Himitsu

***Gal Yome no Himitsu*** (ギャル嫁の秘密, *Secrets of the Gal Wife*) is a Japanese Seinen manga series written and illustrated by Kudu! It is originally publised by Comic Start's Ganma! Premium users have been able to read Chapter 1 since September 26th and free users were able to read Chapter 1 since October 11th.

## Synopsis

Fuyuki is a beautiful and cool gal! But there's a secret side of her that she only shows in front of her husband...? A cute love comedy with a gal wife!

## Plot

Fuyuki is a stunning gal, known for her confidence and cool demeanor in public. She turns heads wherever she goes, but there's a hidden side of her that only her husband, Hara, gets to see. When they first met at their workplace, sparks flew, and they soon found themselves head over heels in love. The only problem? Their company strictly forbids office romance.

Fuyuki and Hara decide to keep their relationship a secret, knowing that the consequences of getting caught could jeopardize their careers. They embark on a journey to navigate the complexities of married life while concealing their love affair from their colleagues and superiors.

As the couple tries to maintain their professional facade during working hours, they also explore the joys and challenges of being newlyweds. Fuyuki's gal persona clashes with her role as a wife, leading to hilarious situations and misunderstandings.

Despite Hara's fear of being discovered, their love for each other deepens with each passing day. They share stolen glances, secret rendezvous, and heartfelt moments that strengthen their bond. Will their love be strong enough to endure the pressures of their work environment? And can they keep their relationship hidden from prying eyes in a company where love is strictly forbidden?

## Series Guide

*Main article:* Volumes & Chapters
*Main article:* Story Arcs
*Main article:* List of Characters
Skill 3 scrolls

**This is the page where you can find information on each skill 3 scroll from the 6956q discord RPG**

Skill 3 scrolls are unlockable scrolls which can enhance your battle through the various advantages they may offer with their third skill slot.

## Tier 0

 Skill 3 Scroll: Speed Up
• String City

## Tier 1

 Skill 3 Scroll: Reflection Shifting
 Skill 3 Scroll: Slider Imitation
 Skill 3 Scroll: @%#
• "Buggery"

## Tier 2

 Skill 3 Scroll: Empty Mind
 Skill 3 Scroll: Expel Mana
 Skill 3 Scroll: Mark
 Skill 3 Scroll: Retaliate
• "The Strongest"

## Tier 3

 Skill 3 Scroll: Toggle
• "Trinkets & Scrolls" Shop
Chaos 0

**Chaos 0** is a main villain in the Jammed Universe. Chaos 0 does not talk but is very menacing. He wants all the Chaos Emeralds and wants to take over the world with them and destroy everyone. He has kidnapped Wario and Yellow Toad and gave them to King Boo so him and King Boo can destroy Luigi and his group. Chaos 0 has no morals and nothing that can stop him. He is quick and strong and does not feel pain.

## First Fight

**Chaos 0's** first fight was between him fighting Knuckles in Mario's home.
Nikolai

**Nikolai Fyodorevich Volkov** is the first protagonist of the Black Square series, and also the only first-person narrator. He makes his first appearance in Chapter One. He is a corporal in the Russian Army. He teams up with Eugen and Maxim trying to uncover the mysterious murder of Kazimir Ivanovich Agapov.

Nikolai grew up in Novosibirsk, Novosibirsk Oblast, Russia, in a family home with his mother Anastasia Romanovna Volkova and his father Fyodor Petrovich Volkov. At 18, he was conscripted into the military, in which he served for a few years. At 20, he was poisoned by FSB agent Yuri Alexeijevich Bolshakov with rat poison, but survived.