recursal/Fanatic-Fandom huggingface dataset:
Sterling Frost

## Twitch

TehJamJar

"*Like Jon Snow, but cooler*"
―Sterling Frost
## Introduction

**Sterling Frost** is an applicant to the San Andreas State Police. He aims to follow in the footsteps of his deceased father, Vincent Frost, who was killed in the line of duty. His goal is to be a beat cop of sorts with an aim toward community and reformation over just incarcerating and punishing criminals.

## Biography

Born in Los Angeles to soon to be divorced parents, Sterling grew up relatively neglected by his father due to his focus on police work. He lived in his home city with his mother up until his twenty first birthday where he then moved to Los Santos, San Andreas. Living with the trauma of his father's murder, which happened outside his father's precinct, Sterling became driven to honor him by enlisting with the SASP. Sterling possesses a determination to be more respectful and cordial than his late father as he see's his murder partly due to his father's attitude, sarcasm, and tendency to be short with people and criminals alike.
Special Zombie

This zombie is hard to kill and is stronger than the player in hand to hand combat. You need at least a melee weapon to take down one of it.

 Fun facts:

1. This zombie wears a gas mask for absolutely no reason whatsoever.
2. It is another common Unity model.
3. It still does absolutely nothing when you aren't around.
4. It is one of the only two zombies in the entire game.
5. It appears very rarely.
6. It is still ridiculously stupid.
Characters

You

Zombies

Grievers: Wait a second. This game can't have grievers. There's nothing to destroy!

Murderers: Psychos who always try to kill you. Basically everyone.

Weirdos: Oddballs who just run around and jump on top of your head.

Floaters: Glitched players who have no body or legs. This game is so bad that this happens like every time you enter a server.

Warriors: People who endlessly fight zombies. No skill needed as the zombies are terrible at combat.

Hoarders: The ones that take all the items.

Roadhogs: People who never get out of their cars. Or tractors. Or unmovable broken boats.

Aquamen: The people who run into the sea.

Noobs: The ones that sit there and do nothing. Arguably the best strategy in the game.

Pros: This game has no pros, both people and features.
Champions

Champions are the only monsters in Secret World Legends that drop loot. Obviously, they are usually a bit stronger than normal mobs.

There are, in most areas, more than twenty champions.

Solomon Island, New England :

* Kingsmouth Champions - TSW
* Savage Coast Champions - TSW
* Blue Mountain Champions - TSW

Egypt  :

* Scorched Desert Champions - TSW
* City Of The Sun God Champions - TSW

Transylvania :

* Besieged Farmlands Champions
* Shadowy Forest Champions
* Carpathian Fangs Champions

Kaidan, Japan :

* Kaidan Champions

South Africa

* South Africa Champions
Runaway Circus

Unrepeatable, introductory Story Mission that starts automatically in Tokyo after the Back to the Beginning mission, also in Japan, in the Kaidan subway.

After Back to the Beginning, an emergency broadcast, which mentions locations; the first at (280,575). Runaway Circus is an introduction to Gozen and The Right of Way mission at (275,555) in Kaidan; "The Right of Way" is followed by the Repeatable Mission : Contract Killers at 398 950, also in Kaidan.

**For most other missions, it is best to search
the old or new TSWDB sites or
The Secret World on Wikia**
## Steps

### Tier 1

Objective: Investigate Susanoo's Diner (280,575)

## Links

* Venice Sinking - TSWDB. The 3rd and last Tier of this mission is to travel through Agartha to Kaidan; however, cutscenes and teleportation take over as the character approaches the portal
* Back to the Beginning - TSWDB
* Runaway Circus - TSWDB
* The Right of Way - TSWDB
Monster Kid/SoulInsertTale

## Physical Description

Monster Kid in SoulInsertTale is played by TaBa (TheBiggestFanOfUndertaleEver). Her appearance is a mix of TaBa's original appearance (look at the page Sans/Tumbled Eternity) and Monster Kid's original appearance. TaBa has a head similar to her original version (basically Sans's skull). She has black eye sockets, but her pupils remain pink at all times, and they never disappear or glow. TaBa has a black mohawk that goes straight down the middle of her head. She has a body similar to Monster Kid's, except her sweater is pink with grey and black stripes. TaBa wears huge, dark blue rainboots with a silver stripe down each side; these boots cover her feet and legs completely. TaBa has no arms in this au.
South Africa

The new playfield added to Secret World Legends; only the areas up to Kaidan in Japan were playable in The Secret World.

Mid game content, with all the missions requiring level 50.

New Dawn is the zone during the day; sleep in a bed to switch to New Dawn By Night, and vice versa.

## New Dawn

A Morninglight compound; the staging area for events in South Africa; all, or almost all, of the South African missions are acquired in New Dawn. Certain missions are daytime-only or nighttime-only; switch between these versions of the zone by resting.

A New Dawn is an overarching long term mission and may spawn other missions, such as Things That Go Bump in the Night, an introduction to the Night Time missions that is acquired during the day in the Foundling hut from the Foundling Guide item, and requires the Bee to go to sleep to continue.

## Missions

Some of the Day Time missions are cleaning up the vandalism the Bee caused with their Night Time missions.

## Links

* New Dawn - Cry Gaia wiki
* same Dawn of the Morninglight mission cinematics, different "hero"
* Missions: New Dawn TSWDB

Notes

1. ↑ Locust Exterminator - CryGaia
2. ↑ Hyena Frenzy - CryGaia
3. ↑ Kongamoto Calamity - CryGaia
4. ↑ A Monstrous Siege - TSWDB. Unlocked after killing the Emerald Kishi Demon
5. ↑ Death From Above - TSWDB
6. ↑ Eavesdropper - TSWDB. Unlocked after Espionage and Public Enemy Number One
7. ↑ Espionage - TSWDB
8. ↑ Grease Monkey - TSWDB. Day Mission, unlocked after completing the Truck Sabotage Night Mission
9. ↑ Out of Sight, Out of Mind - TSWDB
10. ↑ Truck Sabotage - TSWDB. unlocks Grease Monkey Day Time Mission
11. ↑ Whitewashing - TSWDB. Unlocked after the Night Mission Graffiti Time
12. ↑ Public Enemy Number One - TSWDB. Unlocked after Things That Go Bump in the Night
Marquard's Wake

Into the Fold completes with the death of the Patchwork Juggernaut in Marquard's mansion. **Marquard's Wake** begins instantly after, but does not progress until the Bee attempts to leave that innermost New Dawn sanctum. Once they do, a text message from Mark Strakes summons them and Call Back is activated.
Oshima Kozoku

## Introduction

**Oshima Kozoku** is a newly formed Yakuza Syndicate in Los Santos.

## Biography

After moving to Los Santos, Haruhiko Oshima became a street racing tycoon and gained the license to the racetrack in Vinewood. Gaining popularity and growing the business with his trusty right-hand Yazimitzu Fujikawa(or *Yaz*), Mr. Oshima went back to Tokyo in December 2017 to request permission from his old organization, the Yakuza, to start his own Yakuza syndicate in Los Santos known as, **Oshima Kozoku**.

## Locations

### Businesses

* Rising Sun Office in the Celltowa Building on San Andreas Ave and South Rockford Drive
Kingsmouth Champions

All the Champions of Kingsmouth and their location coordinates(not always exact since they move) are listed in this page:

* Savage Fathom (899, 193) (Northwest of Pyramid Point, near Lutefisk)
* Night Shift Supervisor (826, 677)
* Scrap Golem Cremator (685, 734)
* **Surf Nasty** (63, 994)
* FIre Chief McCaffrey (481, 515)
* **Faithful Husband** (727, 400)
* Feigr Jotun
* Folr Jotun (587, 971)
* Mr Freezie (363, 512)
* Dunwitch Road Horror (851, 571)
* Suzie (396, 319)
* **Father Appleby** (389, 21)
* Unearthed Rubble (685, 687)
* **Fallen Thane**
* Feigr Invasion Commander (600, 298)
* Dumpster Diver (300, 232)
* Lord Bittern (271, 523)
* **Forgotten Fiend**
* **The Reawakened**
* Solomon's Omen (038,860 )
* **Nattfari**
* **Traveler's Torment**

For more accurate information, Please view each champion's page.

## Links

* Kingsmouth Champions; The Secret World wikia
* Champion list - TSWDB
Orochi Tower

* The Signal

* Assault on Orochi Tower

* Fallen Allies item mission: collecting weapons from the fallen

* The Eight-Headed Serpent mission begins automatically upon completing Assault on Orochi Tower by reaching the Lobby entrance.

* Confrontations and Revelations<tsw wikia> can be acquired in Orochi Tower

* Hostile Elements

* Once More Into the Tower

## The Signal

Introductory mission leading the Secret Worlder to Orochi Tower, displaying the extent of the power of John / The Black Signal (voice actor André Sogliuzzo)

## Assault on Orochi Tower

Item mission received on completion of The Signal Story Mission, which starts automatically after Nightmare in the Dream Palace

## Fallen Allies

Fallen Allies item mission can be received, and completed by collecting three weapons each from the dead Jingu, Korinto-Kai and House-In-Exile (9 total)

## The Eight-Headed Serpent

Action Mission with one Tier each for each of the eight corporations of the Orochi Group: Anansi Technologies, Faust Capital, Manticore Research Group, Plethron, QBL Media, Sycoil, Vali and Zagan.

Each of the missions uses the "Climbing" prefix, as in "Climbing Faust" and "Climbing Manticore"

## Once More Into the Tower

Secret World Legends only; did not appear in TSW. Action Mission

## Links

* The Signal - TSWDB
* Assault on Orochi Tower - Issue 11, Legacy, TSWDB
* Fallen Allies - Issue 11, Legacy, TSWDB
* Nightmare in the Dream Palace - Issue 10, Legacy, TSWDB
* Confrontations and Revelations - Issue 11, Legacy, TSWDB
Into the Fold

## Tier 1

### Locate the hidden mansion entrance

Between hanging roots of vines, a climbing patch of ivy and the entrance. Going through completes the step and Wrath of the Dawn

## Tier 2

### Proceed through the tunnels to Marquard's mansion

Immediately before the door leading into the basement, "You may now resurrect at the anima well: Marquard's Mansion : Basement". Passing through the door completes the step.

### Confront Philip Marquard

You can step ***just*** inside the large room, enough to look around. When you advance further, a cutscene. Immediately after the scene plays out, it can't hurt to attempt to move backward as far and fast as possible to avoid multiple area attacks.

The dog moves fast and the boy moves slowly; if they both get close enough at the same time, it can one-shot-kill.

### Defeat Marquard's family

When complete, a cutscene: the one thing that can lay you low. Berihun gloats.

### Escape the Prison

When complete, a cutscene: a confession of sorts from the man who brought you here.

### Defeat Berihun's automaton

Berihun taunts from a safe balcony. **Into the Fold** completes with the death of the Patchwork Juggernaut in Marquard's mansion, and Marquard's Wake instantly commences. "Wake" does not progress until the Bee attempts to leave the mansion. Once they do, they receive a text message from Mark Strakes and the Callback mission.

# Callback

Tier 1 Step 1: "Locate Mark Strakes in New Dawn."

Sleep until morning and go to 440 , 440. Mark Strakes will now sell you items and the Dead Drop mission is unlocked.

# Dead Drop

"Mark's Notes" : a blue file folder next to Mark Strakes at 440, 440. A similar blue file folder is in exactly one of 51 locations. Perhaps it is easier to find by following all the possible locations, but it might simply be easier to just search New Dawn from top to bottom ***without*** also laboriously consulting a list of notes. It is not unthinkable that the developers had this very quandary in mind when creating the mission, or at least the thought of thwarting the usual solution to such tasks, of looking online for a list of locations. A link to the list of locations : Dead Drop - TSWDB
Things That Go Bump in the Night

An introduction to the Night Time Missions that is acquired during the day in the Foundling hut from the Foundling Guide item, and requires the Bee to go to sleep to continue.

The end of Tier Three of A New Dawn ("Return to your cabin") leads automatically to **Things That Go Bump in the Night**, which must be completed to proceed with A New Dawn

Completing this mission unlocks the item mission Public Enemy Number One from the Mysterious Gift Basket at 440 , 450
Mageknight

*Class: Mageknight*

Trained by the mages of the Black Tower, Mageknights are magically capable soldiers who form the core of the Red Guard, the elite shock troops of the White Army.

## Martial Tradition

Mageknights are trained in the armaments of the White Army, but learn a varying array of intimidating tactics to compliment their position as shock troops.

**Equipment:** Knightly Training, Shield Training

**Variable:** Choose 2 of the following spheres: Gladiator, Duelist, Lancer

**Sphere Drawbacks:** Humble Combatant (Gladiator)

## Spellcasting Tradition

Mageknights cast using a specialized tradition known as Knight Magic, which is mostly limited to enhancing the user and their equipment. The mage knight practices their words and gestures every morning, drilling them into muscle memory. Although much more limited in scope compared to a wizard, Mage Knights have an easier time conjuring and maintaining magical effects in the thick of battle. The most skilled of Mageknights often learn how to extend their mystical boons to their companions.

**Drawbacks:** Verbal Casting, Somatic Casting, Prepared Caster, Galvanized

**Boons:** Easy Focus

**Spheres:** Divination, Enhancement, Protection, Time, Warp

**Sphere Drawbacks:** Limited Divination (Divination), Personal Magics (Enhancement), Limited Protection: Ward (Protection), Protected Soul (Protection), Personal Time (Time), Personal Warp (Warp)

**Special:** Starting at level 10, whenever a Mageknight would learn a new talent they may instead forego it in order to remove either the Personal Magics, Protected Soul, Personal Time or Personal Warp drawbacks. They may only remove one of these drawbacks and once the decision to do so has been made, it may not be changed.

## Backgrounds

Mageknights are shock troops in the White Army, serving as an infantry division of the Red Guard. They're trained to assault enemy positions in coordination with magical artillery, however such exercises are seen as obsolete or ridiculous among the majority of recruits and even some officers. They were used occasionally in the Kingdom's past battles with larger barbarian tribes, but the Red Guard's consistent disruption of Barbarian tribes coupled with the lack of strong leadership among the savage peoples in recent years has made even this task less and less necessary.

In modern practice, Mageknights are primarily dispatched as part of small groups meant to investigate reports of monsters and destroy them, relying on their magical abilities to protect themselves from supernatural threats. Some who prove themselves particularly adept go on to join the Black Guard, the elite soldiers tasked with defending the Kingdom from rogue wizards and other magically powerful threats.
Wrath of the Dawn

Tier 6 of A New Dawn : Complete the mission : Wrath of the Dawn

As with the majority of The Secret World's Faction Missions, Wrath is three different missions (one for each faction), but unlike the greater majority, they are all named the same.

Into the Fold : Between hanging roots of vines on the outside of Marquard's mansion, a climbing patch of ivy and the entrance. Going through completes the step and the **Wrath of the Dawn** mission.

"*Getting into the mansion is proving to be a challenge. Even with the Aigamuxa eliminated and the protective runes removed, Marquard's mansion still remains out of reach. There must be a way to get inside - find it."*
## Tier 1

"*With the restoration of cell phone access comes a clump of text messages from your faction. They do not seem very pleased with your absence. Meet your faction handler at the Agartha portal in the warehouse."*
New England

*See Solomon Island and Dawning of an Endless Night on TSW wikia*

Introduced by Might Makes Right, Chaos Practice, and Training Day and the first journey through Agartha

First mission, automatic : Dawning of an Endless Night. Overarching mission, intended to be completed when the area is completed

Kingsmouth Town, The Savage Coast, and Blue Mountain

## Links

* Daniel Bach - TSW wikia
* Kingsmouth Lighthouse - TSW wikia
* Dawning - CryGaia
Misremembered Realms Wiki

## Welcome to the Misremembered Realms Wiki

A virtual guidebook to the many worlds of mystery and nightmare that exist within the mind of the Great and Terrible One.

## Settings

The Kingdom of White - An idyllic fantasy kingdom with dark twists lurking just off the beaten path and unique Character Creation rules.

The Society Battle Royale - A recurring event hosted by an enigmatic group of planeswalkers, the Snake Eyes Society, the Battle Royale pits powerful adventurers and Monsters against each other in a hostile environment for a test of survival, featuring unique Character Creation and Rules.

## Latest activity

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

File:Placeholder
Edwyn Ferengi

Edwyn Ferengi is not the most brilliant or powerful Wizard in the multiverse, but he is potentially the most forward thinking, and certainly the wealthiest. Edwyn has dedicated himself entirely to those magics which alter the fabric of reality, bending and rewriting the rules that everyone else has to follow. He is also a master illusionist, and many who've crossed paths with him question whether he's actually capable of bending time and space to his will, or if he's simply an absolute master of deception.

As the Speaker of The Society, Edwyn Ferengi is the smiling face and silver tongue who represents the Snake Eyes Society most often in the Greater Multiverse. Of all on the council, he is the one most capable of retaining his extraplanar abilities when travelling to other planes, and thus is the most capable of acting as an agent of change in realms where the Society would otherwise have trouble acting directly.
Oracle

*Class: Oracle*

Divine agents acting in accordance with an unknown plan, Oracles are those few who have been directly touched and forever changed by divinity. Revered and often protected by The Church of White Light, they operate outside of it, enacting The White's will however they interpret it. While they may not understand the significance of their actions upon the world, every Oracle feels a compulsion to act in accordance to the visions and signs they receive that is simply impossible to ignore.

## Spellcasting Tradition

Oracles wield the power of The White, known as The Light, directly, rather than channeling it through a holy symbol like members of The Church. The raw power of The White is impossible to disguise, an Oracle's body glowing and their eyes and mouth eliciting a brilliant white light whenever they invoke the power of God. However, channeling the will of a deity bears a price, wounding and occasionally destroying the mortal body of the Oracle. Oracles who find themselves in mortal danger often discover that their ability to wield The Light increased. Whether this is because the Oracle is meant to survive by the will of God, or martyr themselves in a blaze of glory is often not understood until the dust settles.

**Drawbacks:** Draining Casting, Magical Signs

**Boons:** Deathful Magic

**Spheres:** Destruction\*, Divination, Enhancement, Fate, Life, Light, Mind, Protection, Telekinesis

**Sphere Drawbacks:** Obvious Enhancements (Enhancement), Blatant Side Effects (Mind)

\***Special:** Oracles may only take blast type talents that fall in the Light, Force or Sonic blast type groups.

## Backgrounds

While not commonplace by any means, Oracles come from all peoples and all walks of life. There is seemingly no connecting thread between those who are chosen to enact The White's will aside from precisely that. Although considered of prime importance by The Church, Oracles are often viewed differently by their peers.

Humans-

Elves-

Dwarves-

Halflings-

Half-Orcs-
Wizard

*Class: Wizard*

Some are born with a natural talent for magic. Others require years of study and practice to unlock the secrets of the arcane. Wizards are those who've dedicated the majority of their lives to the study of magic and the practice of magical rituals. Their powers do not stem from a magical ancestor or appeals to the divine, but from a combination of words, signs, concentration and consumed magical reagents that allow the Wizard to manifest its will upon the world.

## Spellcasting Tradition

Wizardry is the art of manifesting magic through studied rituals, prepared ingredients, recited magic words and meticulously performed hand movements. Wizardry requires a deep understanding of the nature of magic and many years of practice, as well as the flawless execution of the rituals involved. For these reasons, most Wizards are dedicated fully to the craft of magic. While forcing your will unto the world with words and reagents is not easy, requiring years of study and intense concentration to do, the practice is less taxing than evoking magical effects through their own power, allowing powerful Wizards to surpass almost any other form of caster in the sheer amount of magical energy they can harness.

**Drawbacks:** Verbal Casting, Somatic Casting (2), Rigorous Concentration, Prepared Caster, Material Casting, Focus Casting (Spellbook)

**Boons:** Metamagic Expert

**Spheres:** All except for Conjuration, Nature, Weather, Fate and Life

**Sphere Drawbacks:** Necromantic Limit: Reanimate (Death)

## Backgrounds

Almost all Wizards in the Kingdom of White were, at some point, students in The Black Tower. Very rarely one of its alumni will take on a prodigy, but usually even this results in the pupil heading to the Tower to continue their lessons past what their mentor can provide, or else they typically become a Hedge Witch.
Slayer

*Class: Slayer*

Unsavory and unscrupulous, slayers are typically found amongst the criminal elements of the kingdom, serving as assassins and kidnappers. However, the Black Guard trains some of its members as slayers to track down and quickly eliminate targets, and the Inquisition will sometimes employ slayers for more sensitive operations.

## Martial Tradition

Slayers vary in their methods, but they typically focus on studying their target's movements, tracking them down and eliminating them quickly once a fight begins.

**Variable:**Gain either Rogue Weapon Training or Bounty Hunter's Tools

**Variable:** Gain one non-discipline Equipment talent of your choice.

**Variable:** Choose 2 spheres: Athletics, Barroom, Dual Wielding, Duelist, Fencing, Scout, Scoundrel, Sniper, Trap
Scholar

*Class: Scholar*

Students of the Black Tower, Scholars are not Wizards, Alchemists or Generals. They study the world, learn how it works, and apply their lessons for the betterment of all. While most Scholars are content living in the city, performing controlled experiments, giving lectures and writing papers from within their homes or the Black Tower, some feel the need to travel abroad, studying the world and it's many wonders for themselves, hoping to discover new species of plant or animal, the undiscovered ruins of an ancient people, a new method or chemical compound that will make life easier for everyone, or simply a new perspective from which to espouse their own philosophy.

## Martial Tradition

While not extensively trained in armor or weapons, Scholars tend to bring a particular knack or exploit to bear in a fight, using studied forms, clever tricks and technique to compensate for raw fighting ability.

**Variable:**Gain any two non-discipline Equipment talents besides Armor Training.

**Variable:** Gain 2 of the following spheres: Beastmastery, Boxing, Duelist, Fencing, Sniper, Trap, Warleader.

**Sphere Drawbacks:** Meek Leader (Warleader)
My Bloody Valentine (mission)

See this mission and the prerequisite mission, Youth Outreach, on Wikia

Youth Outreach is the prerequisite for this mission.

Dead Stories side mission can be obtained during this mission, in the Fear Nothing clubhouse.

The mutually exclusive "Doing it Right" and "Doing it Wrong" achievements can be obtained by running this mission two times. Doing both opens up the "Losing Your Religion" achievement.

Reading the notes will not only tell the story of the Fear Nothing clubhouse and its Morninglight masters, but give clues to the location of keycards and suchlike required items.

Find a Chip and a Coat and assemble them to place the Chipped Coat on the Hangar to open the secret door.

Run back before the Filth attack; destroy the pillars to cross the Filth and get back to the boss battle.

The mission completes when "the room where the assassin lurked" is entered, but there may be side missions still to complete and even one to find; One Kill Ahead can be received from the computer terminal

The final journal page may well be in the cathedral boss battle area, either because it is a big area and a small page is easily missed, or because it does not spawn until after a particular mission step.

## Links

https://www.reddit.com/r/SecretWorldLegends/comments/72535s/kaidan\_side\_missions\_route\_map/
A New Dawn

## Tier 1

Starts automatically. A text message sends the Bee to Kingsmouth Airport. From the entrance gate, head left. From the teleport point, head away from the fence, and left. Near the first of a trio of hangar buildings, the one with a small plane in front of it, a cutscene begins.

When the cutscenes are over, head straight ahead into the hut to pick up The Cult of Personality mission

## Tier 3

Investigate the strange lights

Return to your cabin. The end of [[A New Dawn#Tier 3|Tier Three of **A New Dawn** ("Return to your cabin") leads automatically to Things That Go Bump in the Night, which must be completed to proceed with A New Dawn
Ground Zero

Starts automatically after the short chain of Faction missions in the Faction home cities; a chain begun by The Butterfly Effect (Dragon), No Sleep till Brooklyn (Illuminati), and London Calling (Templars).

After this foreshadowing of the Filth in Tokyo comes Weapon choices and practice, and a magical journey through Agartha to Solomon Island: Chaos Practice (Dragon), Training Day (Illuminati), and Might Makes Right (Templars).

A Legend is found here; although this mission is not repeatable, the Legend is not missable. "The Filth #1" can be accessed later on in the Mining Museum Basement in Kingsmouth

## Faction representatives

One might suppose that the leaders of the big three "red, blue and green" factions would be the only ones allowed in Kaidan. From their conversation and appearances in promotional videos, it can be ascertained that Rose White was sent by the Templars, Mei Ling by the Dragon, Alex McCall by the Illuminati. But it is not until the Bee visits Venice that Arturo Arturo Castiglione reveals that he sent Sarah as a representative of the Council of Venice. If true, then the last team member might be from other similarly minor faction, such as the Phoenicians or Morninglight.

## Tier 1

1. Arm yourself with the shotgun.
	* Click the shotgun on the ground.
2. Overcome the Filth.
3. Move on through the gate.
4. Defeat all the creatures on the platform.
5. Regroup with the team.
6. Proceed through the next platform gate.
7. Kill the Filthy Mass.
8. Cross the tracks alone.
9. Heal the Orochi Security officer.
	* Target (click) the Orochi Security officer and use the green healing spell.
10. Enter the battle against the Filth.
11. Fight your way through the gate.
12. Enter the last platform.
13. Return to your own consciousness.

## Notes

* Also known as the Tokyo flashback.
* You can not die.
* If you want to you can skip the entire mission by going up the stairs (instead of down).
Sorcerer

*Class: Sorcerer*

 Sorcerers are those born with magic in their blood. Although the skill with which they wield their power varies with practice and training, every sorcerer is born a font of magic

## Spellcasting Tradition

Sorcerers draw the magic of their bloodline forth to affect reality in an incredibly stressful process known as Sorcery. Sorcery involves the caster channeling magical effects directly through their own body, and is accompanied with telltale magical signs as well as bleeding, usually from the nose, eyes, ears or mouth but in extreme cases the hands or skin. Armor or even particularly heavy clothing can interfere with the process. Although it is quite painful and unpleasant for the Sorcerer, they can exert a measure of control over the strength of their magic, unleashing more power than those who manifest magical effects through ritual or prayer to the divine.

**Drawbacks:** Draining Casting, Painful Magic, Magical Signs, Somatic Casting (2), Strenuous

**Boons:** Overcharge

**Spheres:** Any except for Conjuration, Nature, Weather, Fate and Life

**Sphere Drawbacks:** None
GoldenTale

## Info

GoldenTale is a self-insert AU, created by DustyTheGoat. However, as of recent ownership of this AU has been given to JuicyLovesMC.

### RULES

* No OCs, unless the OC is/is similar to you or your avatar. (Faxy being an exception.)
* ColtenEnsor6 CANNOT join!
* Don't ask/request things to be changed, such as location names.
* Fanon Users CANNOT join!

## Characters

* Frisk - Corly
* Chara - MickRunner
* Asriel - Faxs (Flowey: Rose)
* Monster Kid - Furryfox84
* Toriel - Oheo4
* Asgore - UndertaleTrash3
* Napstablook - DJFlamewolf
* Mettaton - Createsans
* Sans - DustyTheGoat
* Papyrus - JuicyLovesMC
* Undyne - Kkcantgetright7
* Alphys - Bone Apetit

### Minor Characters

* Dummy - Untaken
* Mad Dummy - N1Xol5
* Doggo - Midnight
* Doggamy - Untaken
* Dogressa - Untaken
* Greater Dog - Eeveetale
* Lesser Dog - PetStarPlanet
* Muffet - Raytaygirl
* Grillby - TheNitroFlamer
* Jerry - Cameronthedarksoul
* Glyde - Untaken
* So Sorry - Koleexe3455
* W. D. Gaster - Theundertalefan335
* Temmie - Carl, that kills people!
Secret World Legends Wiki

**WELCOME TO THE**  **WIKI**

### INTRODUCTION

Secret World Legends is a shared world action RPG where players plunge into a shadowy war against the supernatural in an adventure that crosses our world with the realms of ancient myth and legend.

As players traverse the globe unraveling complex investigations into the unknown, they’ll need to uncover clues and use their own wits as much as their characters’ abilities. A highly extensive and customizable arsenal of firearms, weapons, gear and otherworldly powers will give players the strength to battle the forces of darkness as they dig deeper into these vast and mysterious lands.

Players can go at it alone and enjoy the over 100 hours of story at their own pace, or team up with others as they explore the world and unravel its mysteries.

### BLOGS

***Most Wanted*** : Abilities, Combat and Monster information. Of its topics, The Secret World wiki covers most fully, the game mechanics that were removed, like Assembling, or changed, like Abilities and Combat. Missions are covered at TSW wiki; in most cases, even the removals and changes are fully explained. Quite a few later missions, starting from late Transylvania and more in Kaidan, are missing, so those could be fruitfully covered here, as well as the missions in South Africa / New Dawn.

# Links

1. ↑ Zuberi appears as a NPC ally to heal the DPS players fighting She Who Crawls Outside in the Agartha Defiled Raid fight against the Bird of the Zero Point Pathogen ("Flappy")
2. ↑ Characters - TSWDB

* Consolidated list of Gameplay Guides - Orochi Labs - Funcom forum
Half-Orcs

Almost always born the child of an Orc raider and their human captive, half-orc children grow up quickly. They are treated as any other orc children, although being the smallest and weakest due to their human heritage this means they are harassed and bullied by their peers with almost no recourse. Many die due to the strenuous life of an orc coupled with the violence of their peers and the malnutrition that comes with being the runt of an orc litter. The Half-Orcs that do survive in Orcish warbands tend to do so because of either their own guile, or because the litter they were born into had more half-orc children than average, elevating their relative position in a given brood.

Half-Orcs are sometimes taken from their homes in orcish warbands and brought into the Kingdom of White when they are very young, if the Kingdom's forces engage in a successful raid on Orc territory and manage to free captives and children. Full blooded orcs are viewed as irredeemable monsters, but half-orcs have enough humanity to be spared. Where these children end up is ultimately decided by the force who liberated them, and whomever they find willing to take them in. Usually this means they grow up with a patron of some sort inside the Castle City. Wherever they end up, they are always more likely to fill a military position in adulthood, made fit for battle by their heritage and drawn to conflict by their orcish nature, though some half-orcs do buck this trend for more intellectual and peaceful pursuits.

Half-Orcs are generally viewed with distrust among the citizens of White, if not open hatred or contempt. This is particularly true on the fringes of the kingdom near the border mountains, where Orc raids are a rare but very real, very dangerous threat, and half orcs are seen as potential spies or scouts for orc raiders, or at best just as savage and bloodthirsty as any of them. The common people outside of these areas tend not to hold to any preconceived dislike of half-orcs, but would still view one with distrust due to a lack of exposure; they are not a common sight across the kingdom at large. Among the aristocracy, however, there is a growing sentiment that views half-orcs as unintelligent brutes at best and subhuman monstrosities at worst.
Fighter

*Class: Fighter*

Heroes, champions, thugs, sellswords and ruffians, Fighters are those with martial training and little else to serve as their purpose. Some are ex-soldiers looking to ply their trade for coin, some are Dwarves gone off deathseeking, some are farmhands who feel the kingdom can no longer protect them and their family from the dangers out on the frontier. Whatever their story, fighters are dangerous combatants, unaligned with any greater organization and not to be trifled with.

## Martial Tradition

Fighters have no unified fighting style, most carrying the training of another background with them into battle.

**Variable:** As any other class, or speak with GM
Commander

*Class: Commander*

The White Army is a regimented hierarchy, with the common soldiery responsible to many levels of commander above them. Commanders, therefore, exist at all levels of the chain of command, from the Generals who plot the movements of thousands of men to the leaders of an individual squad. Unlike most soldiers, Commanders are trained by the Violet Order in military strategy and expected to return to their schooling intermittently as they rise through the ranks, learning more advanced concepts to couple with their field experience.

## Martial Tradition

Commanders are largely trained in the same fighting style as the men they command.

**Variable:** As a Conscript of the same color guard.
Clay Companions

Clay Companions are level 2 characters designed by the character who chooses them and brought to false life by Marlow. They are artificial humanoids with no racial bonuses or penalties, no favored class bonuses and no traits. They have as much or as little personality as the creator wishes to transcribe into them upon animation, but always look like a crude figure made out of grey-brown clay. They come equipped with mundane weapons, shields, and armor suited to their class. Their gear is facsimile, and will disintegrate into clumps of dirt if separated from the wielder for an extended period of time, roughly one hour. If slain, Clay Companions will revert back to figurines and can be reactivated after 72 hours. For the purpose of item lots, each Clay Companion has been valued at roughly 1333 gold apiece.

## Clay Crewmen

Clay Crewmen are similar, except that they are level 1 Gunslingers. They can be given different archetypes, skills, gear and personalities as normal Clay Companions, but they are first and foremost the 5 gunners meant to crew the steam tank. They have been valued at roughly 1000 gold apiece.

## Ersatz Tribes

The villagers on Snake Island are composed entirely of this form of artificial humanoids, both to ensure no innocent bystanders are hurt during the games and to prevent any sort of racial bias from coloring the contestants' social interactions. Collectively, they are known as the Ersatz Tribes, but they have formed several distinct cultural and language groups.
Gunslinger

*Class: Gunslinger*

The secrets of black powder are a mystery to most in the kingdom, but the alchemists of The Black Tower have discerned how to harness its explosive properties to create weapons of war. The most sophisticated of these weapons are firearms, specially forged weapons designed to use explosions to accelerate projectiles at deadly speed towards their target. Gunslingers are soldiers trained in the proper use and maintenance of these weapons.

## Martial Tradition

Gunslingers are drilled in the use of their namesake weapon, and each is trained in the fundamentals of alchemy for the sake of better understanding their equipment. However, guns being relatively new technology, gunslingers are encouraged to experiment and use what works for them on the field, and tend to develop much more varied fighting styles than other military roles as a result.

**Equipment:**Firearm Proficiency

**Spheres:** Alchemy [Formula]

**Variable:** Gain either the Sniper or Barrage Sphere and one Equipment talent of your choice.
Arcanist

*Class: Arcanist*

In any field of learning there are always those who push the boundaries of collective knowledge forward and outward, whether through careful analysis or rash experimentation. Arcanists are students of The Black Tower who are gifted with a deeper understand for magic, either because they possess some inherent ability or simply have a knack for magical thinking. These students often attempt to bypass the limitations of their own magic, occasionally with truly unexpected results.

## Spellcasting Tradition

Arcanists use an advanced and much riskier form of Wizardry. While they can draw upon more raw magical energy than wizards typically wield, they require much more mental focus to harness and unleash their magic, and sometimes lose control of the scope of their magic's effects.

**Drawbacks:** Verbal Casting, Somatic Casting (2), Rigorous Concentration, Prepared Caster, Material Casting, Mental Focus, Focus Casting (Spellbook), Wild Magic

**Boons:** Metamagic Expert, Wild Surge

**Spheres:** All except for Conjuration, Nature, Weather, Fate and Life

**Sphere Drawbacks:** Necromantic Limit: Reanimate (Death)

## Backgrounds

Arcanists are exceptionally rare, all having undergone training in The Black Tower. However, although lower in total number, the percentage of arcanists who strike out on their own is higher than wizards, often feeling frustrated or held back by their instructors past a certain point in their education, or being deemed reckless or even dangerous by the Tower's administrators. These "rogue wizards" tend to elude proper punishment long enough become some of the most dangerous foes that must be brought back to heel by The Black Guard.
The Kingdom of White

The Kingdom of White is a campaign setting created by The Great and Terrible NecroMage. It is the quintessential medieval fantasy setting within the Misremembered Realms, with some light horror elements incorporated, usually inspired in some form by Grimm fairy tales or real world history.

## Characters

For details on creating characters within the Kingdom of White, see Character Creation.
Troubadour

*Class: Troubadour*

Whether traveling throughout the countryside to entertain the common folk or performing in court for the nobility, Troubadours are consummate professionals, playing whatever role the stage demands of them with aplomb. Devoted to their roles, some might say to the point of delusion, they channel their performances to ensure that the great story gets where it needs to go.

## Martial Tradition

Troubadours generally come from high society, training in music, art and dance as well as acting, or were discovered plying their craft on the streets, growing up in rough neighborhoods and learning how to disguise and deceive as a means of getting by. Regardless of how they fight, Troubadours are always skilled at drawing attention to themselves, even in the thick of battle.

**Variable Equipment:** Gain either Dancer Training or Rogue Weapon Training, plus one other equipment talent.

**Spheres:** Gain the Gladiator and Fencing spheres

**Sphere Drawbacks:** Braggart (Gladiator), Distracting (Fencing)

## Spellcasting Tradition

Troubadours use a spellcasting tradition known as Stage Magic. By drawing upon the power of their performance, Troubadours are able to make an audience perceive whatever they wish them to, further blurring the line between reality and performance.

**Drawbacks:** Verbal Casting, Somatic Casting, Skilled Casting (Perform: Acting), Emotional Casting

**Boons:** Easy Focus, Virtuoso

**Spheres:** Dark, Illusion, Light, Mind, Warp

**Sphere Drawbacks:** Personal Warp (Warp)
Premium Deluxe Motorsports

## Introduction

**Premium Deluxe Motorsports** is a car dealership, situated on the corner of Power Street and Adam's Apple Boulevard, in the Pillbox Hill area. With a storied history and an array of employees, you'll no doubt get a good deal at PDM.

## Former Employees

* Alicia Derecho
* Eddy Dufresne
* Malcolm Turner †
* Daniel Hansen
* Mikey Dewot †
* Lucius Moore
* Xander Love
* Karly Stark
Witch

*Class: Witch*

There are those in this world willing to do anything to acquire power. Witches are unscrupulous spellcasters who've struck a bargain, knowingly or not, with an otherworldly patron. Using their familiar as an agent these eldritch entities supply the Witch with powerful magics, but they always do so for a price. For some Witches, this price and possibly even the true source of their powers are unknown to them until the time comes to collect; For others, the arrangement is made upfront, each party feeling they've walked away with the better deal.

## Spellcasting Tradition

Witches practice a dark magic known as Witchcraft. By spending time each morning to draw magic forth from their familiar, and performing the necessary incantation and gestures a witch can weild the power of their mysterious patron. Those affected by this insidious magic will find further spells more difficult to resist, the Witch's foul magic enveloping their bodies and consuming their will to resist.

**Drawbacks:** Somatic Casting (2), Verbal Casting, Prepared Caster

**Boons:** Overwhelming Power

**Spheres:** Alteration, Conjuration, Dark, Death, Destruction, Divination, Enhancement, Illusion, Mind, Warp.

**Sphere Drawbacks:** None

**Special:** Patrons may grant access to additional spheres, with or without associated drawbacks.
Inquisitor

*Class: Inquisitor*

Inquisitor intro

## Spellcasting Tradition

Inquisitors draw strength from their devotion to The White, and are granted powers through ritual prayer and worship collectively known as Holy or Divine magic. Unlike Oracles, they must channel their power through Holy Symbols. The teachings of the church, coupled with this process, enables Divine practitioners a wider array of mystical capabilities than those chosen to wield the power of The Light directly, although their ability to unleash the destructive power of The Light is much more limited in scope.

**Drawbacks:** Focused Casting (Holy Symbol), Prepared Caster, Verbal Casting

**Boons:** None

**Spheres:** Conjuration, Destruction\*, Divination, Enhancement, Fate, Life, Light, Protection, War

**Sphere Drawbacks:** Aligned Combatant (Destruction)

**Domains:** Community, Glory, Good, Healing, Law, Nobility, Protection, Sun

\***Special:** Inquisitors may only take blast type talents that fall in the Light, Force or Sonic blast type groups.
Dwarves

In the Kingdom of White, Castle White stands as the oldest, tallest, most fortified and grandiose structure in the land. Standing at the foot of the Border Mountains is the second greatest structure in the Kingdom: The Black Citadel, the ancient home of the Dwarves. The massive spire is forged entirely out of blacksteel and rises high into the sky, standing guard beside the roiling mountaintops as if daring them to attack.

Inside of and in the sprawling tunnels beneath this tower live the dwarves, a people whose lives are steeped in tradition, ritual, formality and etiquette. Dwarves are long lived and generally very deliberate, detail oriented and conservative when compared to the other peoples of the kingdom. Dwarven society is very formal as a result of this, with much of a dwarf's time in the day being devoted to routine rituals, from grooming one's self in the same manner each morning to going off to work along the same route, to exchanging brief pleasantries with fellow dwarves on the way, all occur every day within the citadel and all are indicative of a dwarf's contentment in life. A neighbour passing by on their way to work one day without giving their usual smile and hello is seen as a grave thing in dwarven society, and usually signifies a death in the family or a similar personal loss.

Most dwarves are quite content with this structured, almost clockwork existence, deriving peace of mind from their routine and focusing on the task at hand while working or the pleasures of friends, family, drink and song if not. However, for a not insignificant portion of dwarves, about one in thirteen, the trappings of day to day life in the citadel begin to feel like a prison. While this can be due to an innate distaste for the dwarven lifestyle, every race has it's outliers and weirdos after all, in most cases the dwarf in question has suffered some form of loss or betrayal, their routine world being thrown into chaos and the option of continuing on as before feels like a herculean effort. After anywhere from one day to up to two weeks of trying to carry on and readjust, during which the disgruntled dwarf tends to grow more and more unkempt and withdrawn, the dwarf will simply pack up some of their belongings, move up or down to the ground floor of the citadel, walk outside and (usually) never come back. This practice is called deathseeking, and the dwarves who practice it come to be known as deathseekers.

Sometimes these dwarves find that all they needed was a change of pace, and adjust perfectly well to life outside of the citadel, settling down, maybe raising a family. In other, rarer, cases deathseekers manage to resolve their underlying issues and either set out for or wander back to the citadel, reintegrating into society and returning to work and sing with renewed vigor. In most cases, however, deathseekers are true to their name, wandering, drinking and fighting until they overestimate themselves one too many times.