recursal/Fanatic-Fandom huggingface dataset:
Tidewalker

***Tidewalkers are a mysterious bunch. They'll appear anywhere, so long as there's knee deep water to wade through and scan. Nobody knows why they do that.***

## Tidewalker

*Huge Aberration, Lawful Neutral*

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AC: 18 (natural armor)

HP: 218 (19d12+95)

Speed: 30 feet

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Ability Scores
 +6

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**Saving Throws:** Intelligence +11, Wisdom +11

**Damage Immunities:** Psychic

**Damage Vulnerabilities:** Lightning

**Condition Immunities:** Charmed, Frightened

**Skills:** Perception +11, Insight +11

**Senses:** Truesight 120 feet, passive perception 21

**Languages:** understands all but does not speak

**Challenge:** 11

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ACTIONS

**Multiattack:** The Tidewalker uses its Analyze Threat ability and then makes two Tentacle attacks.

**Analyze Threat:** The Tidewalker scans a creature it can see. The creature may attempt a Deception check (DC 19) to avoid this. A scanned creature becomes vulnerable to damage dealt by the Tidewalker.

**Tentacle:** +11 (3d10 + 6 bludgeoning)
Thunderous Projectile

*2nd level Evocation*

Casting Time: 1 bonus action

Range: self

Components: V, S

Duration: 1 minute, concentration

The first time you hit with a ranged attack while this spell is active, the target takes an additional 2d10 thunder damage and is pushed 10 feet away from you or knocked prone (your choice). Casting this spell at higher levels increases the damage by 1d10.

**Classes: Ranger**
Transmutation Initiate

***Magi that dabble in the school of transmutation are versatile in every sense of the word. Transmutation Initiates are capable of changing not just their equipment and strategies, but also their bodies to meet a challenge.***

## Novice Transmuter

When this school is chosen at 3rd level, and every level at which you gain access to a new spell, you may choose to learn an transmutation spell of 5th level or less for which you have slots. You may not learn a number of spells in this way greater than your intelligence modifier. These spell are always prepared and do not count against the number of spells you have prepared, and must be from the wizard spell list.

## Tactical Changeling

Beginning at 6th level, you focus your study of transmutation to be more relevant to enhancing your potential in combat. To this end, you learn to partially shift your form into a hybrid of your normal self and one of several different beasts. When you use this ability as a bonus action on your turn, you gain a certain number of temporary hit points and access to one of the beast's traits or statistics. The transformation lasts for 1 minute. While in a hybrid form, you may exchange any of your attacks for one of the form's natural attacks.

Alternatively, you may choose to transform entirely into one of these beasts for 1 minute by spending a spell slot of 1st level or higher. You retain only your hit points, proficiency bonus, mental ability scores, personality, and alignment.

Once you use this feature, you may not use it again until you complete a short or long rest.

## Improved Hybrid Forms

At 14th level, you gain an additional perk from being in a hybrid form, in addition to doubling the number of temporary hit points gained.

## Adept Transmuter

At 18th level, you learn one 6th level transmutation spell. This spell does not count against the number of spells you have prepared and is always prepared.
Witch's Familiars

### Bat

Those that choose a bat as their Familiar tap into the powers of night, and so their companion is formed from those energies. When your bat is within 5 feet of you, you gain Blindsense 15 feet.

### Snake

Those that choose the snake as their Familiar are acquainted with the nature of the body and of poison, and so their companion is formed from those energies. When your snake is within 5 feet of you, you have advantage on saves against poison and resistance to poison damage.

### Cat

Those that choose the cat as their Familiar focus on agility and alertness, and so their companion is formed from those energies. When your cat is within 5 feet of you, you have advantage on acrobatics checks, stealth checks, and dexterity saving throws. Additionally, you cannot be knocked prone while you are conscious.

### Rat

Those that choose the rat as their Familiar are acquainted well with affliction and disease, and so their companion is formed from those energies. When your rat is within 5 feet of you, you are immune to disease.

### Owl

Those that choose the owl as their Familiar value wisdom and foresight, and so their companion is formed from those energies. When your owl is within 5 feet of you, you have advantage on perception checks and wisdom saves. Additionally, you cannot be surprised.

### Spider

Those that choose the spider as their Familiar revel in fear and terror, and so their companion is formed from those energies. When your spider is within 5 feet of you, you have spiderclimb 20 feet and advantage on saves against fear.

### Frog

Those that choose the snake as their Familiar value mobility and bursts of motion, and so their companion is formed from those energies. When your frog is within 5 feet of you, your jump height and distance are 15 and 25 feet, respectively. You also have a climb speed of 30 feet.

### Raven

Those that choose the raven as their Familiar tap into the powers of death, and so their companion is formed from those energies. When your raven is within 5 feet of you and you are reduce to 0 hp, you may choose to destroy your familiar and drop to 1 hp instead.

### Dragon (Pseudodragon)

Those that choose the Pseudodragon as their familiar do so entirely because of a dragon's connection to bravery and magic, definitely not just because of how darn cute it is. Your Psuedodragon grants you one additional 1st level spell slot which returns to it upon completion of a short or long rest.
Tinutt

***The war-dogs of the Abyss, Tinutt are fast, efficient predators with appetites as bottomless as their horror-filled home. They serve as pets and tools for minor demon princes.***

## Tinutt

*Medium Fiend (Demon), Chaotic Evil*

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AC: 15 (natural armor)

HP: 45 (5d10+15)

Speed: 45

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Ability Scores
 +4

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**Saving Throws:** Constitution +6, Dexterity +5

**Damage Resistances:** Fire, Poison

**Damage Immunities:** Cold

**Damage Vulnerabilities:** Thunder

**Condition Immunities:** Exhausted

**Skills:** Perception +6, Survival +6

**Senses:** Blindsight 120 feet, Passive Perception 21

**Languages:** Understands Abyssal but can't speak

**Challenge:** 3

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**Echolocation:** The Tinutt's blindsight doesn't work while it's deafened.

**Sensitive Hearing:** The Tinutt has disadvantage on saves against being deafened, and advantage on perception checks relying on hearing or smell.

**Bloodhound:** The Tinutt can easily track the sent of a particular creature from up to a mile away, and can smell blood from over 2 miles away.

**Frenzy:** Whenever the Tinutt begins its turn with 23 hp or less, it may make two bite attacks instead of one whenever it takes the Multiattack action.

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ACTIONS

**Multiattack:** The Tinutt makes two attacks, one with its claws and one with its bite, or uses its pounce ability.

**Claws:** +7 (2d6+4 slashing damage)

**Bite:** +7 (2d4+4 piercing damage)

**Pounce:** The Tinutt leaps up to 20 feet in any direction, making a claws attack when it lands. On a hit, the target of this attack takes an extra 2d6 slashing damage and must make a strength save (DC 15) or be knocked prone.
Tempest Heritage

***Demigods with the Tempest Heritage could be descendants of Typhon, Talos, Maelu, or a similar deity***

## Heritage Traits

### Heritage-Specific Traits

As a Tempest demigod, your hit dice are d10's and you are proficient in strength and charisma saves. Charisma is your spellcasting modifier for demigod spells.

### Movement Enhancement

You gain a fly speed and swim speed of 50 ft.

### Cantrips

Thunderclap

Shocking Grasp

Lightning Lure

Shape Water

Frostbite

### Available Spells

Witch Bolt

Thunderwave

Lightning bolt

Misty Step

Fog Cloud

Gust of Wind

Call Lightning

Sleet Storm

Lightning Arrow

Control Water

## Tempestuous Fury

Beginning at 7th level, whenever you take the attack action, you may attack twice instead of once. Additionally, you may use a bonus action to form a melee weapon out of one of your damage types. This weapon behaves as a normal version of that weapon type, but deals the chosen damage type instead of slashing, piercing, or bludgeoning.

## Stormy Strikes

Beginning at 11th level, whenever you make a weapon attack, you can infuse it with the effects of *Shocking Grasp, Thunderclap* or *Frostbite*. You must decide to do this before making the attack roll, and cannot use this more than once per round. If you use *Shocking Grasp*, the attack has advantage if the target is wearing metal. If you use *Frostbite*, the target has disadvantage on its next weapon attack that round. If you use *Thunderclap*, the target is pushed 5 feet away from you.

## Arcing Strikes

Beginning at 15th level, whenever you hit a creature with an attack, you can choose to cause lightning to jump to another target within 15 feet of the first. The second target takes 1d8 lightning damage + your charisma modifier. If there are no other targets, the initial target takes 1d10 extra lightning damage.
Twin Bolt

*1st Level Evocation*

Casting Time: Action

Range: 50 feet

Components: V, S

Duration: Instantaneous

Fire a gemini of magical projectiles. Choose one of the following effects:

* Two Targets: Make two ranged spell attacks, each one against a different target. On a hit, each attack deals 2d6 force damage.
* One Target: Make one ranged spell attack with advantage. On a hit, it deals 3d6 force damage.

If you cast this spell at higher levels, any damage roll made for this spell is increased by 1d6 force damage.

**Classes: Artificer, Ranger, Sorcerer, Wizard**
Kaban

The Kaban are boar-like humanoids of the western end of the Wilds. They only enter civilized society while raiding towns on the border of the wilds. They are considered–accurately so–to be very feral and prone to violence.

**Ability Scores:** Kaban tribes are violent and tough. You gain +1 strength and +2 constitution.

**Age:** Kaban mature by age 3 and rarely live past 60.

**Alignment:** Because of how they are raised, most Kaban are chaotic and neutral at best, but are fiercely loyal to anyone they determine to be an ally.

**Size:** Kaban stand a little over 5 feet on average and are medium.

**Speed:** You have a walking speed of 30 feet.

**Languages:** You speak Kaban and Common.

**Keen Smell:** You have advantage on perception checks relying on smell.

**Slashing Tusks:** Thanks to your fearsome tusks, you have a strength-based natural attack that deals 1d6 slashing damage on a hit.

**Frenzy:** Whenever you reduce a creature to 0 hp, you may immediately move up to your speed and make a tusk attack, no action required. You can use this feature only once per turn.

**Bloodwrath:** Thanks to your ancestors' generations of war, you can Rage like a barbarian. Once you use this feature, you may not use it again until you finish a long rest.
Black Dart

*5th level Conjuration*

Casting Time: bonus action

Range: self

Components: V, S, M (a cold iron dart)

Duration: 1 minute, concentration

Call into being a lance made of black energy, a replica of ones used in ancient times to kill dragons. This functions as a melee weapon with the light, finesse, reach (10 feet), and thrown (60/120) properties, and deals 2d10 force damage on a hit. If you attack a dragon with this weapon, it gains a +3 bonus to attack and damage rolls and scores a critical hit on a roll of 19 or 20. It returns to your hand when thrown, but if it is removed from your hand for any other reason, the spell ends. You are proficient with it while the spell is active.

**Classes: Wizard, Warlock, Sorcerer, Ranger, Paladin**
The Sea of Eyes

***You've somehow made a deal with Visuzitheth, the Sea of Eyes, the Ceaseless Watcher, Custodian of the Wgygian Secrets. Visuzitheth's domain encompasses the relationship between knowledge and fear, and he represents both secrets and terror in equal capacity.***

The Sea of Eyes lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are warlock spells for you:

 2nd
 3rd
 4th
 5th

## Weird Insight

As an Acolyte of Visuzitheth, you can sometimes glean information from unusual sources. Whenever you deal psychic damage to a creature, you gain Weird Insight on it. You may expend your Weird Insight at any time to enact any of the following effects:

* Gain advantage on an attack roll made against the victim or on a saving throw made against one of the victim's abilities.
* Gain advantage on an ability check made against the victim or to discern something about the victim.
* Roll an extra damage die on a damage roll against the victim.
* Learn one secret it guards.

You may have any number of Weird Insights on a creature at one time, but all Weird Insights you have disappear when you finish a long rest.

## Wgygian Secrets

As an acolyte of Visuzitheth, the librarians of Wgygia view you favorably. As an action, you may petition them for the knowledge to perform a specific magical action, allowing strange and maddening knowledge to fill your psyche. Make a wisdom save (DC 12). Whether you succeed or fail, you may immediately cast a 1st level spell of your choice as part of this action, requiring no components. On a failed save, you also contract a random short-term madness. You don't lose the ability to use this feature while mad (even if the madness inflicts a condition which would normally prevent spellcasting), but if you contract the same madness twice because of this feature, your mind collapses and you die.

At 6th level, you gain the ability to cast 2nd level spells this way, although the save DC for the casting increases to 14.

At 10th level, you gain the ability to cast 3rd level spells this way, although the save DC for the casting increases to 16.

## Ride the Waves

At 6th level, you learn to navigate the seething tides of madness that your consciousness frequently sails through. Whenever you roll to become mad or a creature you have driven mad rolls to become made, you may roll twice and choose which madness is contracted.

## Incomprehensible

At 10th level, the nature of your spells becomes deeply unsettling. Whenever a creature fails a save against a spell you cast, they must make a wisdom save against your spell save DC or contract a short-term madness.

## Visuzithethian Enlightenment

At 14th level, madness becomes your ally. Whenever you go mad, choose one of the following:

* Regain one spell slot
* Regain a number of hit points equal to your level
* End one condition or effect on yourself (not including conditions inflicted by your madness)
* Gain a +10 bonus to the next d20 roll you make, regardless of the context
White Death

***Carnivorous plants are nothing new in Khesh, but none is more famous than the White Death. What could be better than an adorable little snake-shaped flower with the most potent venom of anything west of Uvethi.***

## White Death

*Tiny Plant, Unaligned*

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AC: 11

HP: 8 (2d4+2)

Speed: 20 feet

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Ability Scores
 -3

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**Damage Resistances:** Poison

**Damage Vulnerabilities:** Fire

**Condition Immunities:** Poisoned

**Skills:** Stealth +3

**Senses:** heatsense 30 feet, passive perception 9

**Languages:** --

**Challenge:** 1/4

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**White Death Venom:** White Death venom is an rare and valuable substance. With a DC 11 survival check, 1 vial of venom can be extracted from an incapacitated White Death. When a creature's blood is exposed to the venom (usually through a bite or a blade), that creature must make a constitution save (DC 11) or become poisoned. While poisoned in this way, a creature experiences vibrant and enticing hallucinations and is incapacitated. If the poisoned condition goes untreated for 3 hours, the creature dies. The venom can be neutralized with *Lesser Restoration* or similar magic, and the save can be repeated whenever another creature attempts a medicine check (DC 11) on the victim.

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ACTIONS

**Bite:** +3 (2 piercing, the target must make a constitution save against White Death venom)
Whosawhatsit

***The Whosawhatsit is a hideous creature of the Shadowfell, soaked in negative emotions which it uses to debilitate its prey.***

## Whosawhatsit

*Large Monstrosity, Chaotic Evil*

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AC: 13 (natural armor)

HP: 97 (13d8+39)

Speed: 30 feet

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Ability Scores
 -1

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**Saving Throws:** Charisma +9, Wisdom +8

**Damage Resistances:** Psychic

**Damage Vulnerabilities:** Slashing

**Condition Immunities:** Frightened

**Senses:** Darkvision 120 feet, passive perception 13

**Languages:** --

**Challenge:** 6

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ACTIONS

**Multiattack:** The Whosawhatsit makes two claw attacks and targets three creatures within 60 feet with each of its Gazes.

**Claw:** +8 (1d10+3 piercing)

**Gaze of Unbridled Rage:** A target creature must make a wisdom save (DC 17) or be filled with fury. It must use its next turn to attack the nearest creature.

**Gaze of Crippling Fear:** A target creature must make a wisdom save (DC 17) or be filled with fear. It takes 3d6 psychic damage and is frightened until the end of its next turn.

**Gaze of Crushing Grief:** A target creature must make a wisdom save (DC 17) or be filled with profound sadness. It takes 5d6 psychic damage and is knocked prone and incapacitated until the end of its next turn.
Watchworm

***Watchworms are terrifyingly massive creatures that are usually encountered in the underdark, known to drain the mental reserves of intriguing individuals and scythe easily through anyone deemed uninteresting. Many scholars believe if they are affiliated with any Outer Gods, Visuzitheth is the most likely candidate. Most consider them independent anomalies.***

## Watchworm

*Gargantuan Aberration, Neutral Evil*

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AC: 18 (natural armor)

HP: 172 (15d12+75)

Speed: 80 feet, burrow 80 feet

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Ability Scores
 +5

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**Saving Throws:** Dexterity +11, Wisdom +10

**Damage Resistances:** Lightning, Cold

**Damage Immunities:** Psychic

**Condition Immunities:** Frightened, Charmed

**Skills:** Insight +15

**Senses:** Darkvision 1,000 feet, passive perception 15

**Languages:** Wgygian, telepathy 120 feet

**Challenge:** 13

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**Big Glowing Eye:** The Watchworm has expertise in insight and sheds dim light in a 100 foot radius.

**Superior Tunneling:** The Watchworm leaves a perfect 10 foot diameter tunnel whenever it uses its burrow speed.

**Psychic Drain:** A creature affected by the Watchworm's Unraveling gaze regains 1d4 intelligence points every time it completes a long rest until its intelligence score is returned to its original value. *Greater Restoration* or a similar effect will also return the creature's intelligence score to its original value.

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ACTIONS

**Multiattack:** The Watchworm targets a creature with its Unraveling Gaze, then makes two Claw attacks.

**Claw:** +11 (3d10 + 6 slashing, reach 25 feet)

**Unraveling Gaze:** The Watchworm makes eye contact with a creature it can see, unraveling its psyche with its gaze. The target must make a Deception check against the Watchworm's opposed Insight check. If the Watchworm wins, the target is stunned until the end of its next turn and takes 1d4 points of intelligence damage, and the Watchworm regains hp equal to the damage dealt times 10. If the target wins, it becomes immune to this ability for 24 hours.

LEGENDARY ACTIONS

The Watchworm has three legendary actions, which it may take at the end of another creature's turn. It regains all expended actions at the beginning of its turn.

**Claw:** The Watchworm makes a claw attack.

**Shift The Gaze (costs two actions):** The Watchworm uses its Unraveling Gaze. If this moves the Gaze from its previous target and that creature was still stunned, the stunned condition ends.

**Writhing Coils (costs two action):** The Watchworm's impossibly long body flails around the battlefield, causing mayhem. Each creature within 100 feet of it must make a dexterity save, taking 8d6 bludgeoning damage on a failed save and half as much on a success. This ability deals double damage to objects and structures.
Wild Heritage

**Demigods of the Wild heritage can be descendants of Bacchus, Wodnir, Dagda, or a similarly wild deity**

## Heritage Traits

### Heritage-Specific Traits

As a Wild demigod, your hit dice are d10's and you are proficient in strength and wisdom saves. Wisdom is your spellcasting modifier for demigod spells.

### Movement Enhancement

You gain a climbing speed equal to your walking speed.

### Cantrips

Primal Savagery

Thorn Whip

Druidcraft

Frostbite

### Available Spells

Beast Bond

Animal Friendship

Ensnaring Strike

Find Familiar

Entangle

Barkskin

Crown of Madness

Pass Without Trace

Conjure Animals

Plant Growth

Conjure Woodland Beings

Grasping Vine

Tree Stride

Wrath of Nature

## Bestial Fury

Beginning at 7th level, whenever you take the attack action you may attack twice instead of once.

## Beast Aspect

Beginning at 11th level, you gain a bestial aspect from the list below. Each grants a natural attack that can be used as a bonus action. Damage from these attacks is considered magical. You gain a second feature from the list at level 15.

* **Crown of the Great Stag:** You grow a permanent set of antlers that deal 1d8 piercing damage. If you move at least 10 feet before making this attack, it deals an extra 2d6 piercing damage.
* **Claws of the Great Bear:** You grow claws to make an attack that deals 1d10 slashing damage. These claws disappear immediately after making the attack. Additionally, your AC increases by 1.
* **Fangs of the Great Wolf:** You grow fangs to make a bite attack that deals 1d8 piercing damage. The fangs disappear immediately after making the attack. Additionally, your walking speed increases by 10 feet.
* **Talons of the Great Eagle:** You grow talons to make an attack that deals 1d6 slashing damage. The talons disappear immediately after making the attack. Additionally, you grow permanent wings and gain a fly speed of 50 feet.

## Wild Endurance

Beginning at 15th level, whenever you are reduced to 0 hp but not killed outright, you may make a constitution save (DC=10 or 1/2 the damage taken, whichever is higher). On a success, you drop to 1 hp instead.
Baculoth

***Baculoths are a strange, culturally isolated clan of Yugoloths known for their habits of collecting magical trinkets and creating "Beatsticks": bauble-decorated clubs that result in a strange, partially magic fighting style. They are remarkably strong for their size and will work for trinkets.***

## Baculoth

*Small Fiend (yugoloth), Neutral Evil*

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AC: 15 (Natural Armor)

HP: 48 (6d8+18)

Speed: 30 feet

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Ability Scores
 +5

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Saving Throws: Strength +9, Constitution +7

Damage Resistances: Fire, Lightning, Cold, Poison

Damage Vulnerabilities: Psychic

Senses: Passive Perception 9, Darkvision 120 feet

Languages: Infernal

Challenge: 4

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Beatstick: The Baculoth's weapon attacks are magical. It's Beatstick is made of a hidgepodge of magical items, none of which can be removed from the beatstick. Whenever the Baculoth deals damage with its Beatstick, roll on the magical effect table.

Magical Effects
 2
 3
 4
 5
 6
 7
 8

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ACTIONS

Multiattack: the Baculoth makes two Beatstick attacks.

Beatstick: +9 (1d8+5 bludgeoning)
Ssbfish Wiki

**Welcome to the Ssbfish Wiki!**
We're a collaborative community website about Ssbfish that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

The official wiki of the skyblock brokers fishing bot
Underworld

**"I can't die here! I have a right to be happy!" -Donatello Versus**

Info

`Underworld is a stand that originates in Part 6, and the user is Donatello Versus. Similar to his half-brothers, he was born as a Stand user.`

Abilities

`E-Barrage: Underworld appears in front of the user and releases a flurry of punches. It deals 1.5 damage per hit.`

`R-Hard Punch: Underworld appears in front of the stand user and quickly releases a heavy punch. It deals 26.5 damage.`

`T-Earth's Memory: Underworld grabs the opponent and drags them under Earth, causing them to be affected by Underworld and be transferred to an airplane. However, the airplane would crash in 30 seconds, dealing 56.7 damage to the opponent. The only way to escape is to sit in the yellow seat or have the Underworld user defeated.`

`C-Stand Control: The user controls Underworld and can move around the map. This move has a high range.`

`H-Nostalgic Run: Underworld unearths a memory of a horde of marathon runners running. If the opponent gets hit during this move, it deals 38.4 damage to them.`

`C-Eternal Dreams: Underworld unearths a memory of a thug. The thug deals 12.4 damage per hit and only has 5 HP.`

`X-Car Drive: Underworld unearths a memory of a car. Upon the car hitting the opponent, it'll deal 43.4 damage.`

Extra Info

`-Underworld can also unearth memories of items that were once there, although they don't function the same.`

`-Underworld's new name is "Gangland" in the game!`

`-This is the 84th page on this wiki!`
Wallet

**"Your money increases little by little. But they always end in the number 13. Eventually I realized I couldn't give money to people, exchange money, or throw money away." -Zaihei Nigatake**

Info

`Wallets are items that house money inside of them. Wallets are not an important item in Jojo's Bizarre Adventure, but play a small role during the start of Battle Tendency and the end of Diamond is Unbreakable. For Wallets, they are usually found in Main Game, and as a prize for winning Steel Ball Run. Upon interacting with the Wallet, nothing will happen, however it is meant to be sold for money.`

`The Wallet sells for $1,300 each.`

Extra Info

`-This is the 97th page of this wiki.`

`-The Wallet can only be exchanged for 3 Moldy Rokakakas from the Wall Eyes.`
Deep Freeze

*4th Level Transmutation*

Casting Time: 1 action

Range: 300 feet

Components: V, S, M (powdered quartz and mammoth tusk)

Duration: 10 minutes

Choose a point within range and release a wave of frigid cold in a 50 foot radius. All liquids in that area turn to solids, if reasonably possible (some magical acids or oozes may not). If any creatures are in a liquid when it freezes, they may make a strength save, being shunted to the surface on a success and being restrained for the duration on a failure. An additional strength save may be attempt at the start of each restrained creature's turn, breaking free on a success. All creatures within the area of effect must make a constitution save, taking 4d6 cold damage on a failed save and half as much on a success. Plants and water elementals take an additional 4d6 cold damage and are paralyzed for the duration on a failed save. The save may be repeated at the start of each of their turns, ending the effect on a success. Casting this spell at higher levels increases the radius by 10 feet for each slot level above 4th.

**Classes: Druid**
How were the pyramid build?

Most people think that Ra (rꜥ) and his people did built the pyramid. But it was in fact the aliens. They tricked us by thinking that the human kind had invented ramp and rudimentary wheel system for propel stone block, but that was actually aliens partake in funny antics and scientifically test on human kind. Their plan worked and today it is written in all history book that human did build pyramid and invent ramp and rudimentary wheel system for propel stone block.

## Who are alien?

Many theory have been propose of what alien that built pyramid looked like. Some suggest that alien were interdimensional being that were not able to be perceive of human, and that is how they were not detected. Others propose that alien were actually handsome looking creature, which is why human obeyed them without the question. It may also theorised that alien were just normal looking, and that's how they were undiscovered for many year.

## Why are pyramid?

Pyramid were built to house corpse of king once he die. Pyramid meant to be outstanding to reflection this reason, and so that king would be happy in afterlife with all his belonging. Pyramid have also been theorise to be rudimental compass or ancient tourist attraction.
Ultimate Life Form

**"Don't you wish to conquer the sun? Don't you wish to rule over all? Don't you wish to purge your fears?!"-Kars**

Info

`The Ultimate Life Form (or Kars) is the main villain in JoJo's Bizarre Adventures: Battle Tendency. In this game, you obtain Ultimate Life Form by using the Red Stone Of Aja on Kars. However, getting Ultimate Life Form replaces your Stand.`

Abilities

`Passive-Ultimate Being: The user is immune to all stun, and thus cannot get stunned. Whenever the user gets affected by Time Stop, or Time Erase, during that time, the damage taken to the user would be reduced by 50%.`

`E-Barrage: The user releases a flurry of punches. It deals 2.0 damage per hit.`

`R-Hard Punch: The user quickly releases a heavy punch. It deals 30.0 damage.`

`G-Majestic Wings: The user's arms quickly turns into wings, and then the user quickly flies up. The user can now fly up in the air. If anybody is near the user during this, it deals 16.4 damage and causes them to be stunned for 3 seconds.`

`T-Piranha Pebbles: The user's arms quickly turns into wings, and then the user quickly shoots off pebbles to the opponent, dealing 3.6 damage per pebble. Suddenly, the pebbles on the opponent turn into piranhas and then, the piranhas start to bite the opponent, dealing 5.6 damage per second. This lasts for 7 seconds (for both the pebbles and the piranhas.).`

`V-Stone Solid: The user covers himself up with a strange fluid that turns its body into a rock. During this move, all moves will against the user will do 40% less damage. This lasts for 1 minute. This has a 3 minute cooldown.`

`C-Demonic Squirrel: The user turns his left hand into a squirrel. Then, the squirrel hunts down the nearest player and bite down on them, dealing 7.6 damage per hit. The squirrel has infinite HP but it despawns after 30 seconds.`

`X-Ultimate Sunlight Yellow Overdrive: The user charges up Hamon and then releases a barrage, dealing 6.7 damage per hit. This lasts for 16 seconds.`

`Z-Ultimate Blow: The user charges up Hamon and then slashes the opponent, dealing 67.5 damage and causes them to be stunned for 3 seconds.`

Extra Info

-Ultimate Life Form is considered one of the most strongest stands in the game!

-This is the 77th page!
Saint's Corpse

**"If your heart is wavering, do not shoot; Because then a new path will be open for you." -Jesus**

Info

`The Saint's Corpse is the main driving factor in Steel Ball Run. It is a corpse, possibly from Jesus that has supernatural properties. There are many parts of the Saint's corpse in Our Bizarre Legacy which is: The Saint's Leg, The Saint's Arm,The Saint's Torso, The Saint's Ears, The Saint's Eyes, and The Saints Skull. Each of these Saint's corpse are sold for $20,000 dollars and are valued among the community. Here is a list of all of the saint's corpse and all of their properties.`

`The Saints Leg: This item can be obtained by finding it around the map. Fusing this corpse part with your body will increase your speed by 10%. The speed can stack once another Saint's Leg is fused but you cannot fuse more than two times.`

`The Saint's Arm: This item can be obtained by finding it around the map. Fusing this corpse part with your body will grant you the Stand; Tusk Act 1. Fusing another arm will evolve Tusk into Tusk Act 2 but you cannot fuse any more arms once you fused with The Saint's Arm two times.`

`The Saint's Torso: This item can be obtained by finding it around the map. Fusing this corpse part with your body will grant you the Stand; D4C. You cannot fuse another Torso after.`

`The Saint's Ears: This item can be obtained by finding it near a tree. Fusing this corpse part with your body will do no effect on your body.`

`The Saint's Eyes: This item can be obtained by winning 50 1v1s. Fusing this corpse part with your body will give you the Scan ability which is used to see everywhere around the map. Fusing another eye will do nothing, however if you give Dr. Ferdinand the Saint's Eyes and $8,000 dollars, you will be granted the Stand; Scary Monsters.`

`The Saint's Skull: This item can be obtained by winning 100 1v1s. Fusing this corpse part with your body will make your defense higher by 30%. You cannot fuse another Skull after.`

Stands

`These are the Stands you can get from the corpse parts. Here is the list:`

`Tusk Act 1: You get it from fusing The Saint's Arm into your body.`

`Tusk Act 2: You fuse with another corpse part.`

`Scary Monsters: You get it from giving Dr. Ferdinand the Saint's Eyes and $8,000 dollars.`

`D4C: You get it from fusing The Saint's Torso into your body.`

`D4C: Love Train: You get it from fusing three corpse parts into your body.`

`Scan: You get it by fusing the Saint's Eyes into your body.`

`The World Alternate Universe: You get it by fusing with the Saint's Eyes, however you only get The World Alternate Universe when that Saint's Eyes was given to you by another player.`

`Ticket To Ride: You get it by fusing all of the corpse parts into your body.`

Extra Info

-This is the 66th page!
The Hand

**"OI JOSUKE!!" -Okuyasu Nijimura**

Info

`The Hand is a Stand that originates in Part 4 and the user is Okuyasu Nijimura. Okuyasu Nijimura received The Hand after he was stabbed with the arrow.`

Abilities

`E-Barrage: The Hand appears in front of the user and releases a flurry of punches. It deals 1.4 damage per hit.`

`R-Hard Punch: The Hand appears in front of the stand user and quickly releases a heavy punch. It deals 22.9 damage.`

`Y-Space Swipe: The Hand scrapes away space to bring the opponent closer. This can also be used to bring an item closer. This has no cooldown.`

`T-The Foot: The Hand appears in front of the user and releases a flurry of kicks. It deals 1.0 damage per hit.`

`H-Space Teleport: The Hand scrapes away space to teleport the user to a different location. This has a 10 second cooldown.`

`G-Direction Change: The Hand scrapes away space to make the opponent face to another direction. This has a 3 second cooldown.`

`X-Erasure: The Hand scrapes away space to erase some parts of the opponent. This deals 54.7 damage and it removes 1-4 limbs.`

`Z-Erasing Barrage: The Hand uses Erasure many times to the opponent. It deals 45.2 damage and it removes 1-3 limbs.`

Extra Info

-The Hand can erase items.

-This is the 35th page!

-The Hand's new name is "My Hand" in the game!
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-be sure to make the page longer, the only rule is that it’s gibberish!
Kiss

**"And that's for Gloria! And that one! And that one!" -Hermes Costello**

Info

`Kiss is a stand that originates in Part 6, and the user is Hermes Costello. Similar to Jolyne Cujoh, she received her stand when she was hurt by an pendant made from a stand arrow.`

Abilities

`E-Barrage: Kiss appears in front of the user and releases a flurry of punches. It deals 1.5 damage per hit.`

`R-Hard Punch: Kiss appears in front of the stand user and quickly releases a heavy punch. It deals 23.5 damage.`

`Y-Arm Duplicate: Kiss places a sticker on the user's arm, duplicating it. The user will deal 20% more damage for 12 seconds. After 12 seconds, the arms will collide and the user will lose 25.6 health. This has a 24 second cooldown.`

`J-Pistol Shot: The user grabs a pistol and shoots the opponent, dealing 31.4 damage.`

`C-Four Arms Barrage: Kiss places two stickers on its arms, duplicating both of the arms. Then Kiss will do a 4 second barrage, dealing 5.9 damage per hit. Then the sticker gets removed, which is where the user's arms collide, dealing 19.7 damage to the user.`

`V-Sticker Pull: Kiss puts a sticker on the opponent, duplicating the opponents arm and causing it to sever. If the user presses V again, the opponent is pulled towards the user, while the arm collides with theirs, dealing 35.6 damage and stunning them for 1 second.`

`X-Head Duplicate: Kiss places a sticker on the opponent's head, duplicating it. If the user presses Z again, then the head will collide, dealing 37.9 damage.`

`Z-License For Revenge: Kiss kicks the opponent, dealing 20 damage. Then, Kiss punches their jaw, dealing 15 damage. The opponent is then flung back due to the force. However, the user holds and shows the opponent's duplicated head, showing they put a sticker on the opponents head. The user removes it and the opponent is then yanked towards the duplicated head, right at the user. Then, Kiss releases a barrage on the opponent for 6 seconds, dealing 3.5 damage per hit. Then, the duplicated head collides with the opponents head, dealing high or low damage depending on the execute for the opponents health.`

Extra Info

-Kiss can also duplicate items.

-This is the 48th page!

-Kiss's new name is "Sticker" in the game!
Made In Heaven

**"This is Made In Heaven!" -Enrico Pucchi**

Info

`Made In Heaven is a stand that originates in Part 6, and the user is Enrico Pucchi. Enrico Pucchi received Made In Heaven after waiting for the New Moon.`

Abilities

`E-Barrage: Made In Heaven appears in front of the user and releases a flurry of punches. It does 2.0 damage per hit.`

`R-Hard Punch: Made In Heaven appears in front of the user and quickly releases a heavy punch. It deals 30 damage.`

`Y-Knifes: Made In Heaven grabs three knives and throws them towards the opponent. It deals 12.2 damage for each knife and it has no cooldown.`

`C-Heavenly Oblivion: The user and Made In Heaven accelerate time briefly and run around towards the opponent in circles, for 5 seconds while hitting them, each hit dealing 9.7 damage per hit.`

`T-Divine Judgement: Made In Heaven and the user dash towards the opponent two times, slicing the eye and the arms, dealing 25.6 damage and 27.4 damage.`

`U-Heavenly Dash: The user and Made in Heaven would dash towards the opponent. Suddenly, the opponent's neck would be slit, dealing 54.3 damage.`

`X-Time Acceleration: Made In Heaven speeds up time. During this period, the user will be faster and their attacks will become shorter. Moves like Time Stop and Time Erase would go out. Day and night would come and go in seconds. Items would spawn and de-spawn fast. The user would be fast enough to dodge barrages, kick barrages, and projectiles. The user's barrage would be faster, too. This effect lasts for 1 minute and 30 seconds.`

`Z-Universe Reset: Made In Heaven resets the universe. Everybody is sucked into a vortex and upon getting inside, a bright light covers their screen. This move can only be used after Time Acceleration. When the user uses this move, then everybody who died during the Time Acceleration will be affected and those who have survived during the Time Acceleration wont be affected. People who died or had less than 25% of their HP during the Time Acceleration will have their Stands and Secondary's replaced. After the universe reset, it would deal 50.0 damage to all players. Every player (including the Made in Heaven user) are transported to the new universe. The Made in Heaven user will be healed to full HP. However, if the Made in Heaven user is defeated in the new universe, the universe would reset once more and all who were killed or had less than 25% of their HP during the Time Acceleration have their Stands and Secondaries returned and be transported to the Alternate Gas Station. This move has a ten minute cooldown.`

`Secret Finisher: The user must have over 100% of their HP left. Then the user must use Divine Judgement. Then, a cutscene would show in which Made in Heaven slices the opponents face in half. This has a 5% chance to happen.`

Extra Info

-Made In Heaven is the creators favorite Stand.

-This is the 23rd page of this wiki!

-Made In Heaven's new name is "Created In The Afterlife" in the game!
Silver Chariot Requiem

**"The one who controls the arrow will be the one who controls the world.."-Jean Pierre Polnareff**

Info

`Silver Chariot Requiem is a stand that originates in Part 5, and the user is Jean Pierre Polnareff. Similar to Giorno Giovanna, Silver Chariot became Silver Chariot Requiem after Polnareff used the arrow on Silver Chariot as a last resort.`

Abilities

`Passive-The Requiem Silently Plays: Everybody around Silver Chariot Requiem will take 0.9 damage for every second.`

`E- Barrage: Silver Chariot Requiem appears in front of the user and releases a flurry of punches. It does 0.6 damage per hit.`

`R-Hard Punch: Silver Chariot Requiem appears in front of the stand user and quickly releases a heavy punch. It deals 9.2 damage.`

`C-Stand Control: The user controls Silver Chariot Requiem and can move around the map. This move has a high range.`

`U-Undying Passion: Silver Chariot reflects every attack back to the attacker. This move lasts for 3 seconds and the cooldown is 14 seconds.`

`B-Berserk: Silver Chariot Requiem goes berserk. After the user has used this move, the user cannot use Silver Chariot Requiem. Then, Silver Chariot Requiem will use the Power Of Requiem, causing everybody in the server to fall asleep and wake up in a different body (including the user). Silver Chariot will then walk around the map and will attack any potential threat. This event will end after Silver Chariot Requiem is defeated. After Silver Chariot Requiem dies, the user can use Silver Chariot again. There is a 1% chance for Silver Chariot Requiem to drop a Requiem Arrow after its death. This move has a 10 minute cooldown.`

`H-Power Of Requiem: Silver Chariot Requiem causes everybody around the user to fall asleep. Then, the people who had fallen asleep will wake up in different bodies. However, some parts of their body will be deformed (small arm = 40% less damage, big arm = 40% more damage, small leg = speed reduced by 50%, and big leg = speed reduced by 80%). This deals 25.5 damage.`

`Z-Requiem Stab: Silver Chariot Requiem stabs the opponent with the arrow, dealing 26.7 damage. However, the arrow finds the opponent unworthy and stuns them for 3 seconds. If the opponent is standless, this gives them a random stand.`

`X-Unstoppable Will: Silver Chariot Requiem heals 45% of the users HP. This has a 14 second cooldown.`

Extra Info

-You can get back the Requiem Arrow and return Silver Chariot Requiem into Silver Chariot if you touch its neck.

-This is the 32nd page!

-Silver Chariot Requiem's new name is "Metal Gladiator: Rebirthed" in the game!
☹̸̨̡͕͖͔͎͚̱̩̝̟͎͙̜̖̬̖̲̠͇̮̹̝͓̝̦̪͓̉̉͐̒̂̅͂̈́̈́͛͂̒̈̓̑͛͆̏͌͊̈́̀̈̅̎͊͊̀̌͆̈́̓̾̒̆́͋̂͊̓͘͜͝͠͠͠͝͝

Ḝ̵̧̨̧̨͕͔͈̫͙͚͍̻̰̯̬̟̱̝͖̹̹̻̟̪̞̠̣͕̟̫̬̮͇̩̼̹̯̩̖̙̅̃̃͊̄̈́̒̉̊̂̏̃́̔́͛͗͆̌͆̔̉̀̈̈͆̓̄́̀͑̓͛̕̚͜͜͜͠͝ͅȓ̸̡̛̛͇͍̤̟̬͚͖̬̲̦͈̺̜̖̝̞͎̻̬̝̩̣̰͉̖̗͕͕̙̲͎͚͎̅̓̓̋̾͑̀̃͆͋̈́́́͐͛̀̊͊͋̅̆̉̎̂͒͛̔̎̇̃́͆̀̀̽́̒̉̆̽̓̀̏̐͑̉̉́͒̔͌̄̾̔͌͆͐̚̚͘̕̚̚̚͘͜͝͠͠͝͝͠͝ṛ̵̡̢̡̡̛̛̛̝͉̱̗͙̣͕̙̪̮̙̟̠̬̥̱̞̦̤̩̠̹̹͖̭̺͍̥̜̫̠̻͔̤͍̩͖͍̟̻͙͍̤̣̭̗̬͈͉͍͕͙̻͊̊̽̇́̇̆̄̽́͒͊̑̀̐̑̾̌̉͌̿͐̈̂̓̑̈́̅̇̆̎͆͂̉͑̎̃̆̑̑͗̉͆̑̂̈̓͑͌͌͊́͒̀̐͛̊̽̉̏̾̑̂́́̄̀̋̄͑̓̋͒̔̎̍͒͆̈́́̑̂̈͊̀̓̚̕̕̚̕͜͜͝͝ͅợ̷̡̧̡̧̧̡̧̧̧̛̛̹̘̥̪͓̗̣̗͍̦̲̦͚̤͎̖̰̩͔̪̞͈͉͖̖̳̺̙͈̹̥̟̬̬̗̳͖̥̤̜̟͓̞͚̯̗̠̺̠͍͍̼͕͇͙̰̱̩̹̱̻̭͔͔̤̀̉̔̿̏̃͛̋͆̍͒͛̈̎̾̃̈́̔̂̍̑̿́̀͒̄̎̑͋͗̾̽̔̀̐̈́̄̔̑̌̉̈́̇̊͑̄̃͆̆̒̈́̋̒̄̆̆̏̀̑́̐̔͗͑̄̎̑̈́́̍̾̿͐̉̚͘̚̕̚̕̕͜͜͜͠͝͠r̴̨̧̢̢̨̡̧̛̯͇̣̳͖̺̼͍̟̤͙̗̟̜̥̹̠̩̘̺̲̗͖̘͔̠̝͔̘̲̜̯̰̜̗̟̫̩͉͍̰̤͇̠͖̪͈̙̺̫̰̦͙̞͓̳͖͙͖̜̟͓̗̪͎͓̞͕̠͎̪̺̱̣̙̱̺̼̥̘͖̀̓͛̌̎̽̀̈́̉̄̆͗͊͗̓͋͊͛̏͋̿̔̔̎̔̋͐̐̽̀̑̇͐̽̊̾̃̒̄͐̏͒̐̊̎͗̑͆̋̌̈́̔̔͛̍͗̂́͌̇͆̓̂̏̎̈́͘̕͜͜͜͝͝͝͠͠͝͠͠͝͝ͅͅͅ ̵̧̨̙͍̹͍̻̟̬̖̣͓͇̪̞̭͍͖̘̪͓͈̤͓̗̱̗̝̑͒͋̐͂̈́̿͌̃͊͛̃̚͜͠4̷̨̧̧̨̡̡̢̧̧̢̧͙̝̜̹̜͚͉̝̱͓̭̼͔̟̮͉̫̱̣̜̖̠̦̳̩̣̬̗͙̦̯̲͈͇̤͚͉̦͍̫̖̪̩͖̜̠͇͉̲̦͍͓͈̘͖̙̹̖̞̱͉̥̹̤͎̞̻͓͔̺̭͖̦̠̜̖̠̤̳̤̲͈͚̰̺̰̱͐͋̇̏̇̈́͌ͅͅ0̸̨̢̨̧̼̟̟͚̠̣̬͖̱̤̼̭͉͓̪̭̻̥̙̞̭̹͇͈̩̙̭̮̦͚̣͓̪͚͂̽́̏̓̀̓̒̈̑̓̂̿́̆͑̓͘͜͝͝͠ͅͅͅͅ4̴̢̧̡̧̡̢̧̢̛̻͓̝̦͖̯̻̭̯̥̤̫̱͔̣͔̺̺͍͕͍̩̬͔̙̙̬̝̝͈̙̣͔͕̰̣͉̹͕͓̲̲͍̯̼̞̬̗̙͚̲̯̦̩̱̰̼͙̮̪̹͉̹̖̾̾̎͛̄͛̋̀͋͌̀͋͑̂̀̇̽͋̓̓̈́̈́̈͘̚̕͝ͅͅͅ,̶̡̧̛̟͉͖̪͎̤͇̱̼͉̰̥͙̗̟͈̹̝͔̿̓́̔͊̿̄̋̒̌̀̎̃͐́̇́̂̄̄̒̊̈̈̋̑̋̍̐͆͐̑̔̋̈́̏̀̈̇͑̆̔͌͒̊̂̆͗̒̔͋̍͂̿̑̀̀̔́̿͐̉͘̕̕͘̕͜͠͠͠͠͝ ̴̧̧̡̛̩̙̳̠͉͈̟͙̲͖̫̖̫̟̤̹̫̪̩̌̾̐͛̈́̍͌̽̎̿͐̿̌͛̌̍͗̐̾̀͊̓̔̔̀͗̈́̂̋̾̚͘̚̕͝͠ͅp̸̨̡̧̡̢̢̢̨̡̧̢̡̢̖̬̪͕̟̰̥̮̱͖̬͔̪̤̙̹̤̘̰̹̗͖̯̝̰̻̺̺͍͉͍̞̠̼̗͓̥̰͙͖̱̟̖͔̺͍̯̝͙̞͈̩̝̥͇̜̺̞͍̮͍̤̖̫̰͚̮̹͂̋͌͜͜a̶̧̡̢̨̛̹͈̤̙͖̱̘̠͈̣̪̘̘̣͙̼̠̗̫̞͕͖͉͕͓͍̘̥̟͇̣͙͇͓͖͈̫̬̤̻̩͖͉̻̙͓͍̦̬̟̫̭͉͉̝̮̥̹̤̺̺̯̬͍̟̲̝̩͙̝͑̓̊̃̀̄̈́̂̀́̏̿͘̕͜͜͜ͅͅͅģ̴̛̛̠͖̖͙͇̹͈͎̟̫̩̦͕̰̝̹̩͓̪̯͎̬͇͒̅̔̆͛̔͐͂̈́̓̿̆̊͑͛̈́̿́͑͒̓̈́̏͛̓̀̐͌̍̏̕͘̚͘͝͠͠e̷̡̡̡̢̛̛̛̛̠͙̼̮͕̗̬̪̣̮̝̫̤͍̠̤̜̣̤̠͍̬͈̫̭͕̩͇̮̳̱͈͈͇̫̺̳̗͔͍͙̙̞̬̻̘̤͕̫̫̣̙̖͔̦͍̮̮͓̫̙̹̬͎̺̫̞̙̘̬̖̩̤̳̜͍͍̭̺̰̹̹̻̺̬̻͇̿̐̑̐͐̔͗͐̓̿̓̋̄̓͂̾͊̑̈́͛̀̈̌͐̓̑̽̈́̽͆̅̉̈́̈͌͛̌̊̄͌̋̿̑͛͑̈͗̅́̈́̽̏͗̄̔͆̍̑̈̑́̓͛̀̿͛͂͗̈́́́̉̎́͌͛̕̚̚̚̚͘̕̚͘̚͘͜͝͝͠͝͝ ̵̡̨̧̢̢͚̝̜̟̤̥͙̣͉̫͉͓͇͍̬̯̼̥̣̯̘̞̳̼̩̣̲̳̭̖̰̥̬̲̮̯͓͙͚̭̱͔͉̞̮̳̳͖͚͇̦̙̤̰̳͇̩̦̬͙̘̝͔͉̈́̄̊͑̏́͂̓͆͛̍͛͋̋́̔͑̍̓̋̄̓̾͛̎̋̑̉͐̋̽̒̓͂͌̍͌̆̚̚͘͜͝͠ͅͅņ̵̡̢̡̧̧̡̧̛̖̳͎̗̦͎̟͕̭̗̗̳͓͉̤̥̻͓͕͉̫̞̗̲͙̯͍͉͈͇͉͎͈̝͇̗̬̙͎͉͉̮͚̟̰̤͈̦͚̝̙̣͈̻̗̟̖͚̫̮̞̯͎͉̥̹̥̖̣͕̱̭̝̩̗͙̭̩̣̝̑̃͆̉̏̇̌́͊͛̅͑͛͊̒͑̏̀͌̌͆͑̍̓̒̏̇̌̿̆̅̈͒͂̊̌̈͂́́͘̕̕͘̚͘͘͜͜͜͠͠͝͝ͅͅͅǫ̸̡̡̨͙̪̗̙̪̳̞͉̬͉̞̯̰͍̫̪̜̹̬̺͚̰̳͙̰̯̰̻̰̘̣̼͎̳̮͈̣̻̩̺͚͚̩̹̺͈̻̟̰̲̙̥̦̳͙̯͉̹̻͛̓̊͋̎̐̇̒̍͆̀͗́͒̓͂̒̏̂͆̋̀͑̄̏͑͋̓̓̈̀̌̔̆̑̔̽̆͊̓̾̉͘̚̚̕̚̚͝͝͝͝͠͝͠ͅţ̴̢̧̡̢̧̛͔̫͓͍̣̻̭̲̤̖͍͈͍͙̫͔͎̜͕̼̯̭̪̭͇͎͍̲̰͙̠͖̟͉̳̣̬͇͇̖̠̬̱̱̤͉̫͙̖͔̰͈̠͚̞̫̟͇̳̯̠͓͇̻̩͖͇͙͎̊̅͒̄̉̀͊̆͌͒͊̃̑́̆̆̅͒͐͆̑̆͒̉͑̾̿̅͊̋͗̈̌̅̌͊̑͌́̃̀͒̑̉̂̔̚̚͘͜͜͠ͅͅͅ ̸̡̢̡̨̢̡̡̧̛̮̳͈̬̥̬̹͉̝͍̺̞̞̟̱͓͈̯͚̭̩̬̗͔̖͇̣͕͇̘̩̟̹̠̟̤̙̟̫̬̝͍͕̫̰̱͎̮̪͓̝̜͙̰̥͎̬̘͎̻̲̭̼̹̝̪̦̰̞̣̫͙̒͌̅̑͐͑̈́̉́͊̀̈́̏̌̇͆͐̐͐͐̋̈́̍́͋̒͗͊̉͑͊̓̓͆̒̾͛̎̀̐͊̉͐̃͊͋̋̈́͆̒͑͊̋͋̇̚͘̚͜͠͠ͅͅf̵̧̢̢̨̧̡̢̧̡̛̛̛̛̛͇̦̫̙̪̫̹͎̦͚̩͉̜̖͎̠̟̻̞̣̺͚̺̜̻̤̫̫̣̪̭̼̯̘͚̗̩̦̝̣̗̞̘̼͖̩̺̺͓͙̫͓͖͖̣̤̖̮͎̹̙̞͍̫̻͗͊̉͗̏̉̾͊͗̅̋͌̃͗͂̈́͑̉̐̄̉͌̓͐̀̒͒̽̆͊̿̃̈͊̓̒̄̎͆͆̽̒̓̃͌̇̅́̎̓̆͌̐́͐̿̚̚͜͠͝ͅͅǫ̶̢̡̡̡̡̡̢̲͖̠̝̬̯̮̠̳̗͕̺̠̼͔͕̖̮̯̖̼͓͙̣̳̙̹̗͉͚̪̱͍̜̦͚̬̳͈̝̩̯̝͎̹̘̣̩̝̪̙̭̹̘̙͇͖̩̯̣͙̗̫̬̪̗̫̒͊͊͂̏̌͆͋̿̿́̑͊̌̋͑̒̉̿̌̓̈́̔̂͒͌͑͌̿̓̈̊̿̇͌̿̈́̋̋̌́̒̏̋̓̋̆́̈́͗́̑́̑̀̽̒͊̈̊͗̊̋̈́̌͑͑͘͘̕̕͘̕͝͝͝͝͝͝͠͠ͅͅư̶̡̡̢̡̨̢̨̢̛̞̝̹̲̻͕̱̗̙̱̮̥̤͖͓̩̫͙̗͉̼̼̙̜̲̫̬͍̜͇̺̰̮̥̰̘̳͕̩̳̦̜̬̣̩̱̙̺̠̙̠̯̳͔̮̜̬̩̲̻̞̬͚̞̖̱̬͔͍̳̈́́̿̃̅̋͌̀̋̀̾̓́̄̎̊̎͗͗́̋̂̂͂͛͒̏̏̄̓͊͛̆̈́̀̓͌͑̏̋͗̄̎̽̒̂̾̄͂̃́̂̑́̄͆̄̽̏̔̈̽͑̀̑̓͊͋̋̆̽̕̚̚͘͜͝͝͝͝ͅṋ̷̢̡̨̡̛͇̖̭͕̯͚͙͎͇̖̝̱̜̦̟̪̠̺͍̩̤̯̲̪̳͔͎̻̫̬̙̱̺͍͉̦̳̦̼̝̈́̄̀͊̊̾̿̈́̈͒̌̀̆̓́́͊̉͊̆̌̐͌̍͊̀̍̾̒̓̌́͐̒̀̀͊̈̚͘̕͘̚͜͝͠͠͝͝͠ͅd̶̢̡̨̢̨̢̪͎̩̺̘̙͈̩̦͇̩̯̺̖̣͈̼̥̲͔̭̠̪͉̲̠̘̯̹̭̜̰̻͓͕̘͔̯̩̮̳̱̟͇̫̤̖̞̬̲̗̲̺͓̦̖͕̤̜͖̥̟̣̯̙̭̫̳̱̤̥͔̩̒̉̾̌̂̃̉́͊͂͌̀̿͘͜ͅ
The Zombies Onslaught Unofficial Wiki

**Welcome to the The Zombies Onslaught Unofficial Wiki!**
**The Zombies Onslaught** is a Noobs vs Zombies game made by **SuperEvilAzmil**, along with the employees he trusted to help him with the development. Right Now he is making an **Overhaul Major Update** which will revamp the whole game. The update is also the last update for **The Zombies Onslaught : Legacy.**

**Wiki Rules**:

1. Do not vandalize any page of this wiki.
2. Do not be toxic in here.
3. Don't add false Information in any page, don't make a joke page too.