recursal/Fanatic-Fandom huggingface dataset:
Firestalker

## Overview

#### **Description**

"*The beasts of fire have developed new techniques to better utilize their flaming passion. In the form of burning destruction*"

The Fire Stalker is a **Era Two** fire card. It has a very unique ability that allows the fire stalker to change it's attack method, to interesting effect. Changing the melee creature into a powerful ranged attacker.

## Role

Fire Stalkers are your mid-game large counter and a versatile unit at that, capable of also fulfilling a ranged siege role.

## Tactics

With it's ability **Inner Fire**, the fire stalker can assume a long range siege roll, and switch back to a melee large counter at will.

However, using the ability at the wrong time can be disastrous.

## Abilities

**Burning Claws**

Deals 164 damage per hit.

**Swift**

If this card is attacked by a melee creature, it automatically counterattacks.

**Inner Fire**

Enable to gain Unstable Ember and Siege, but lose Swift. Can be toggled.

**Unstable Ember**

Launches a fiery bomb that deals 82 damage. Only affects ground units.

**Siege**

Deals 50% more damage to buildings.
Sunderer

## Overview

#### **Description**

"*The creatures of fire excel in destruction, some better suited to slaying that which is mortal, whilst others are born to destroy their homes and buildings*"

The Sunderer is a **First Era** fire card, and one of the most useful first era cards in the game. Primarily for it's raw power when attacking buildings.

## Role

The Sunderer is your early-game siege card. It has an excellent attack but only average health, and should act as your shock trooper on the front row.

## Tactics

The sunderer should be used for destroying the enemy buildings and drawing fire during the first era. It deals heavy damage and has enough health to survive a short while, giving you a chance to deal damage.

## Abilities

**Destructive Claws**

Deals 220 damage per hit.

**Sundering**

Activate to crush an enemy structure, inflicting 450 damage. Sieges bonus is applied to this. 2 Turn cooldown.

**Siege**

Deals 50% extra damage to buildings.
Moloch

## Overview

#### **Description**

"*Legend has it the Moloch was born from the first fire to ever exist. It is the ultimate embodiment of fire, burning with an unquenchable fury that only the incineration of the world can sate*"

The Moloch is a **Fourth Era** fire card. And is the strongest card fire has to offer. With the highest attack damage in the game and incredible resistance to damage.

## Role

The Moloch is your ultimate weapon in the arsenal of flame. It is your destroyer that crushes the enemy defense and lays waste to their forge.

## Tactics

Because the Moloch is so expensive and requires maximum fire orbs to summon, you can only utilize this card with a pure fire deck. If you can summon it, do so. And NEVER put it in the back row. As it can only attack at melee.

The Moloch is capable of one-shotting almost any structure, giving it unparallel strength against enemy buildings.

One thing to note is that because the forge is considered a structure, the moloch benefits from siege, which allows this card to two-shot the enemy forge if given the chance.

## Abilities

**Wrath of the Moloch**

Deals 2500 damage per hit.

**Hardened Skin**

Takes 50% less damage from non-melee creatures.

**Siege**

Deals 100% more damage against structures.

**Slow**

Cannot attack for 1 turn after successfully dealing damage to an enemy.
Wrecker

## Overview

#### **Description**

"*A fighting spirit is an unquenchable fire, so much so that great warriors from all corners of the world flock towards it in an attempt to sate it's endless desire for battle*"

The Wrecker is a **First Era** fire card. This card doesn't have particularly impressive stats, only being fairly average all-around. But what makes the wrecker special is it's unique ability.

## Role

The Wrecker primarily fills in a support role. It makes a decent medium counter during the early game but later on becomes a reinforcement unit which supplies powerful cards without spending power.

## Tactics

The Wrecker should be placed up front with your brawlers during the early game, it's more durable then Thugs and counters enemy mediums, which will often be deadly to your small brawlers.

By era two, you should keep wreckers in the back row providing support with their **Rallying Cry**. It's recommended to keep at least one wrecker active at most times in order to provide free summons, however be advised that your enemy will likely attempt to take your wrecker out with a spell or ability.

## Abilities

**The 'Wrecker'**

Deals 114 damage per hit.

**Rallying Cry**

Activate to trigger a rally. The next creature summoned by the user costs no power to summon.

3 Turn cool-down.
BFTS Wiki

## Welcome to the BFTS Wiki

BFTS (Blockland Forum Tabletop Simulator) Is a wide and versatile game that can span multiple forum topics for different subjects.

These can range from simplistic games like Chess or Checkers, to more complex games.

## 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
Scythe Fiends

## Overview

#### **Description**

"*Even the very bugs of this world bow before the unrelenting power of fire, pledging their eternal service to it*"

The Scythe Fiends are a **Second Era** fire card. Which is quite powerful for a tier 2 card. What makes this card special is it's ability to attack the back row, even if there are cards in the front row.

## Role

Scythe Fiends are your second era small counter, and are extremely useful for assaulting the back row in case a small is hiding back there.

## Tactics

The scythe fiends do massive damage to small cards and can be very deadly in many situations. However they are vulnerable to airborne threats.

## Abilities

**Scythe Pincers**

Deals 220 damage per hit.

**Tunneling**

Activate to attack target card in the enemy back row. 2 Turn cooldown.

**Swift**

If this card is attacked by a melee creature, it automatically counterattacks.
Fire Sphere

## Overview

#### **Description**

"*Fire, at it's strongest. Can create explosions of unmatched strength and ferocity. Few pyromancers can hope to learn such potent magic*"

Fire Sphere is a **Fourth Era** fire card. It is an extremely strong spell that deals massive damage to all of your enemies cards. However it has limited use and a long cooldown.

## Role

Fire Sphere is your fourth tier game-clearing card. Once cast, your enemy has only one turn to prepare for the incoming explosion.

## Tactics

Fire Sphere should be used when your enemy is weakened and you can topple their armies in one sweep. It deals massive damage but does have a 1 turn preparation, giving them time to prepare defensive spells or heals.

## Abilities

**Massive Explosion**

Creates a huge ball of fire that explodes after 1 turn. Dealing 2240 damage to all enemy cards.

10 Turn cooldown.
Juggernaut

## Overview

#### **Description**

"*The Juggernauts are some of the most feared creatures ever to emerge from the great flames. What makes them so terrifying is just how smart they are*"

The Juggernaut is a **Third Era** fire card. It is an extremely powerful tier 3 card which dominates the third era in terms of it's power.

## Role

The Juggernaut is the spearhead for your offense. It's ability allows you to punch right through the enemy defenses and secure heavy damage.

## Tactics

Juggernauts should ALWAYS be up-front leading your assault. They are expensive but worth the cost to summon.

Using stampede will allow you to instantly punch a whole in the enemy defense, so long as the card right in front of the juggernaut is a small or medium.

Beware of opposing XL counter cards or Phalanx, they can quickly render a juggernaut into mincemeat.

## Abilities

**Fist of the Juggernaut**

Deals 750 damage per hit.

**Stampede**

The juggernaut charges forward. Trampling over the card directly in front of it. Inflicting 1875 damage. Additionally, the card directly behind it takes 1250 damage.
Suppression

## Overview

#### **Description**

"*Fire can not only destroy, but it can also suppress that which fights against it*"

Suppression is a **First Era** fire card. It is an extremely useful spell as it can disable enemy buildings and render them inoperable.

## Role

Suppression is your anti-tower spell. It's cheap and can be used from the first era, as well as retaining it's use throughout all eras. It's an important part of your deck and should be sought out.

## Tactics

Compared to the Sunstriders, suppression is much more direct and less risky, as a sunstrider can be killed before it's ability is even used.

It's benefits remain constant throughout all eras, so it should always be carried around in your deck if you intend to use fire at all.

## Abilities

**Spellblocker**

Disables a target building, preventing it from attacking or using abilities for 2 turns.
Rageclaws

The Rageclaws are a **Era Two** fire card. At first glance it appears to be one of the weakest cards in terms of damage, but do not be fooled. This card, if left unchecked, can reach massive levels of damage.

## Role

Rageclaws are your mid-game brawler. Compared to other brawlers their damage initially is quite low, but they make up for it with a massive damage increase over time as they continue to attack.

## Tactics

Rageclaws should be used as a brawler on the front line, and should constantly be attacking as to rack up exponential damage increases via their passive. Do not hold back with these cards or you'll lose the damage boost.

## Abilities

**Claws of Fury**

Deals 72 damage per hit.

**Rage**

Whenever this card successfully damages an enemy card, it's attack stat is doubled.

Damage is reset to base if the card goes 1 turn without attacking.
Wildfire

Wildfire is a **Second Era** fire card. Compared to lava field, it's stronger, but more limited on what it can hit.

## Role

Wildfire acts as a powerful damage spell similar to lava field, but it's damage is more centralized, so strategic use is necessary.

## Tactics

When this spell is used it can deal quite a lot of damage to all enemy cards, but the trick is that in order for a back row card to take damage it must have an empty space in front of it. It's best used when your enemy has openings in their line.

## Abilities

**Rolling Fire**

Sends rolling flames across the enemy battlefield, dealing 570 damage to all cards in the front row. Additionally, cards in the back row take damage if there are no cards in front of them.
Enforcer

## Overview

#### **Description**

"*The will of fire is not to be defied. Those devoted to it's great power fight to enforce it's will and rule upon the world*"

The Enforcer is a **Second Era** fire card. For an era two card, it's stats are not particularly impressive, only managing a 700 attack which is only a minor improvement over era one. What makes this card deadly is it's charge.

## Role

The Enforcer is your mid-game medium counter and is an extremely powerful force against the enemy back row.

## Tactics

Like strikers, the enforcer inherits the charge ability, giving it massive damage potential against the enemy back row. It is also a killer against enemy mediums.

## Abilities

**The 'Enforcers Will'**

Deals 140 damage per hit.

**Charge**

Can charge enemy cards in the back row, dealing 900 damage. May only charge if there is a vacant slot in front of the target card.
Strikers

## Overview

#### **Description**

"*Orcs who do not take up a thugs life prefer to become strikers instead. Armored and equipped to shred the opposition, their raw fury is diverted into their relentless fighting spirit*"

The Strikers are a **First Era** fire card. Compared to their counterpart the Thugs, they are tougher to kill but don't deal as much direct damage. However they are much more versatile then thugs.

## Role

Strikers are an early-game powerhouse investment. Their charge ability gives them quite alot of strength when going after targets in the back row, and they have a lot of health for such a low tier.

## Tactics

Like the thugs, they should be up front with your brawlers. However they should take any and all opportunities to charge the enemy back row, especially against a building. In order to secure the sweet 40% power gain from **Looter**.

## Abilities

**Wristblades**

Deals 120 damage per hit.

**Charge**

Can charge enemy cards in the back row, dealing 300 damage. May only charge if there is a vacant slot in front of the target. Additionally, applies looter if the target is a building.

**Looter**

If this card successfully attacks a building, 40% of the targets power cost is immediately added to your power pool.

**Swift**

If this card is attacked by a melee creature, it automatically counterattacks.
Rallying Banner

## Overview

#### **Description**

"*Soldiers far and wide, flock to the banner seeking riches, glory, and bloodshed.*"

The Rallying Banner is a **Second Era** fire card. It is a building with similar capabilities to the wrecker. However it's rally ability is weaker.

## Role

The Rallying Banner fills a role similar to the Wrecker, acting as a supportive reinforcement building.

## Tactics

The Rallying Banner reduces creature summon costs by 35%, allowing you to summon more creatures and bolster your offense. However it is quite fragile for a tier 2 building and is easy destroyed.

## Abilities

**Rally**

All creatures summoned have their power cost reduced by 35%.
Lava Field

## Overview

#### **Description**

"*Magma is the life force of earth. And a direct testament to the raw power of fire. Nothing stands in it's way for long*"

Lava Field is a **Second Era** fire card. It is not nearly as powerful as eruption, it compensates for being able to damage every card the enemy has played.

## Role

Lava Field is your mid-game field-wide damage spell, capable of delivering damage to all enemy cards.

## Tactics

This spell should be used to weaken your enemies forces as a whole. It's best suited for use when your enemy has their field mostly filled or completely full.

It's lower damage output makes it less useful in the third era and especially the fourth.

## Abilities

**Burn!**

Spreads magma all over the enemy battlefield, dealing 340 damage to all enemy cards.

Airborne cards are unaffected and buildings only take half of the damage. 1 Turn cooldown.
Spitfire

## Overview

#### **Description**

"*The Spitfire is a legendary airship, man-made from the flame of creation itself. It's mere presence inflicts terror on the populace beneath it*"

The Spitfire is a **Third Era** fire card. Similarly to the juggernaut, the spitfire dominates over the third era with it's raw damage. However it has several advantages over the juggernaut aside from it's attack.

## Role

The Spitfire is designed solely to siege the enemy, obliterating buildings quickly and delivering powerful strikes. It's not as durable as a juggernaut and can't lead a charge as effectively.

## Tactics

Because the spitfire attacks at range, it is perfectly capable of operating in the back row, where it's massive damage can be used to deal heavy blows to your enemy.

It also has two variations of attack which allow the spitfire to attack ANY card, no matter ground or airborne.

However, it's low health for the tier means that concentrated fire is lethal for the spitfire.

## Abilities

**Ground Bomb**

Deals 758 damage per hit. Cannot hit airborne targets.

**Air Defense**

Deals 379 damage per hit. Cannot hit ground targets.

**Siege**

Deals 100% more damage to structures.
Шамир Хеброн

Шамир Хеброн - еврейский агент. Хотел отомстить за все Полату Алемдару. Враждовал с Ароном Феллером. Последний отправил его в Гуантаномо, но Джозеф вытащил его оттуда. Но вместо благодарности Шамир убрал своего потенциального соперника. Он также пытался убить Полата Алемдара но не смог. Убит Алемдаром в 155 серии в Северном Ираке.
Voodoo Shack

## Overview

#### **Description**

"*Curses come in many shapes and sizes, depending on origin and element. The curses of fire are quite catastrophic when they come to fruition*"

The Voodoo Shack is a **Third Era** fire card. It is a very cheap card with average health, which has only one ability. However this building is guaranteed to destroy an enemy building once it's ability has been cast.

## Role

The Voodoo Shack acts as an "assassin" building, marking a targeted enemy structure and putting it on a death timer.

## Tactics

The Voodoo Shack is powerful, however it does come with a downside. The building can only be deployed in the front row, making it easy to destroy if not properly defended.

It's ability puts an enemy structure on a death timer, the more health the target has, the longer the timer.

Save the ability for powerful enemy structures or priority structures for maximum damage.

## Abilities

**War-front Construction**

Can only be summoned to the front row.

**Deathcounter**

Target building is put on a death timer. For every 500 maximum health a structure has, the timer increases by 1 turn.

5 Turn cooldown.
Fire Dragon

## Overview

#### **Description**

"*Dragonkin who are fortunate enough to survive in the harsh world eventually grow into legendary dragons. Fire Dragons exist on the top of the food chain for their sheer ferocity and power. Few can stand up to them*"

The Fire Dragon is a **Fourth Era** fire card. It is an airborne card with extremely powerful offensive capabilities. Capable of both attacking ground and air, it's versatile and deadly.

## Role

The Fire Dragon is your air superiority card in the fourth era. It's damage initially is decent and powerful against opposing cards, however if given enough time it becomes downright fatal to nearly anything.

## Tactics

Because fire dragons can attack at range, they should be in your back row providing support for your frontline cards.

They inherit the rage ability similarly to Rageclaws and Giant Slayers. However unlike it's predecessors it's rage multiplayer is only half, causing it to build damage slower.

## Abilities

**Fire Breath**

Deals 430 damage per hit.

**Rage**

Whenever this card successfully damages an enemy card, it's attack stat is increased by 50%.

Damage is reset if the card goes 1 turn without attacking.
Лейла Туркмен Алемдар

Лейла Алемдар - жена Полата Алемдара.

Родилась 22 марта 1979 года.

Сильная по характеру женщина , прокурор.Является упрямой по характеру , была другом детства Элиф и Али Джандана, после долгой разлуки увиделась с Полатом Алемдаром.Спустя несколько серий она влюбляется в Полата, но ей приходится терпеть всякие трудности. Вскоре Лейла заболевает раком и Полат ,не зная об этом , делает ей предложение на что она отказывает.Вскоре она выздоравливает и Полат снова делает ей предложение на что она соглашается и они устраивают свадьбу.

Погибла в 263 серии из за взрыва в яхте.
Мете Аймар

Мете Аймар - разведчик. Долгое время был в Америке, но потом вернулся. Враждовал с тезкой - Мете Агиром. Есть слабость к силе и деньгам. Единственный человек кому предан и кого боится Мете - это его мать. Был заместителем Сенжера. Работал с Пойразом, Ричардом Кейном, Маргарет Теодоро, Маестро Роналдо, Джаном и Джоном Смитом. Убит Полатом Алемдаром в 297 серии.
Banner of Glory

## Overview

#### **Description**

"*Glory is a reward only those who truly fight for it achieve, sometimes one must even perish for their devotions to achieve glory, but it is well deserved all the same*"

The Banner of Glory is a **First Era** fire card. It is a cheap building that serves players well during the first era, and can find some use in later eras.

## Role

The Banner of Glory is a supportive building that can serve players through any era thanks to it's **Glorious Death** passive. It should always be deployed in your back row.

## Tactics

The Banner of Glory can refund 20% of the power cost for any creature on your side of the field that dies. Allowing you to summon more creatures quicker and keep the pressure on. It's imperative the banner is placed in the back row lest it be quickly destroyed.

## Abilities

**Glorious Death**

As long as this building is on the field, 20% of the power cost for a friendly defeated creature will be refunded to your power pool.
Джон Смит

Джон Смит - командир команды Льва, связанной с РА. Впервые появился в 246 серии. Эффектно напал на место, где было совещание Ходжы с остальными слегами Совета Старейшин. Убил всех кроме Ходжи. Он надеялся спасти Брэндона, но Брэндона взорвал Полат Алемдар. Были хорошие отношения с Джаном и Мете Аймаром. Очень жестокий и психически нестабильный человек. Это особенно можно увидеть в 269, 284, 285 сериях. Проводил операции чтобы поймать турецких инженеров, но потерял неудачу. Убил Айдан, подружку Эрдема. Затем убил Халифа Садыка Британца и сам стал Халифом. Именно в это время к нему в плен попал Юсуф Кузузаде, сын Ферми. Смит подверг его всяческим пыткам в Ираке.
Но Юсуфу удалось сбежать. Затем Смит искал Профессора Алтайского. Однако пришёл Полат Алемдар и ранил его. Чуть позже, в 275 серии вместе с Ариелем пытался убить Полата Алемдара в Швейцарии, но не смог. Убит Полатом Алемдаром в 286 серии, Полат выстрелил ему в голову.
Skyfire Drake

## Overview

#### **Description**

"*All dragonkin emerged originally from fire. Before they split among the elements. Ever since then, the dragonkin of fire have stood supreme as the almighty dragons of legend*"

The Skyfire Drake is a **Second Era** fire card. It is one of the first flying cards fire has to offer, and is very powerful for it's tier. The main downside is it's low health and inability to hit airborne targets.

## Role

The Skyfire Drake is your mid-game airborne unit. It has excellent attack for it's tier but very low health.

## Tactics

Skyfire Drakes should be used against ground units and buildings primarily. As most if not all of them cannot attack it back. However it should avoid airborne cards entirely.

It becomes useless once XL creatures enter the fray.

## Abilities

**Fireball**

Deals 272 damage per hit. Cannot hit airborne targets.

**Airborne**

This card cannot be attacked by melee creatures smaller then XL.
Пала

Пала - наёмник из Анкары. Работал в Северном Ираке и Сирии. Был племянником Хюсрев Аги. Убил Аслана Акбея. Убил Сейфо. Пытался похитить Хало. Погиб от рук Полата в 64 серии. Почти никогда не снимает свои очки. А когда снимает, говорит что только мертвые могут видеть и в туже секунду убивает. Таким образом он убил Шехмуза, помощника Хюсрев Аги. И Аслан Акбея.
Сириец

```
Сириец - впервые появился 131 серии 6 сезона. Он главный сирийского крыла Организации. У него хорошие отношения с Шахмараном, но напряженные отношения с Лале Зарой. Именно он допросил а затем убил ее сына. Работал на Шамира с Кашифоглу. Любит пытать людей. Действует как террорист. Умер в 143 серии, его убил Кара.

```
闇祭司

昔日月夜公國最強大的獨有職業,以月亮的力量作為魔法的力量來源,雖然血量比起其他坦克是偏低,但擁有吸血技能,強化自身的技能令闇祭司可以在前線分擔傷害

體質
--

血量: 55(+14/每等級)

法力: 280(+4/每等級)

每秒回復法力: 4

主要數值: 力量(近戰傷害) 智慧(技能傷害)

## (被動) 暗影契約

獲得相等於當前的0.25(+0.25/每技能等級)倍法力的智慧

技能等級上限: 4 學習等級: 15 再學習等級間隔: +25

## (主動) 暗影血月(45[+5/每技能等級]法力)

對附近敵人造成10(+6/每技能等級)(+0.6魔法攻擊)法術傷害

,回復自己2%(+0.125/每技能等級)最大血量

冷卻時間:6(-0.25/每技能等級)秒 技能等級上限: 15 學習等級: 15 再學習等級間隔: +5

備註: 此技能為魔法技能,其**基礎傷害**受智慧影響

## (主動) 血祭(10%最大生命)

回復10%自身最大法力

冷卻時間: 20(-1/每技能等級)秒 技能等級上限: 11 學習等級: 15 再學習等級間隔: +7

## (主動) 暗影腐敗(80法力)

投擲暗影聖水,對附近敵人造成20(+4/每技能等級)(+0.4魔法攻擊)元素傷害,
降低能力者1000法術防禦/非能力者受到額外10%技能傷害,
並緩速敵人30%,持續5秒

冷卻時間:12秒 技能等級上限: 20 學習等級: 15 再學習等級間隔: +4

備註: 此技能為魔法技能,其**基礎傷害**受智慧影響

## (大招) 暗影昇華(200法力)

利用暗影的力量昇華自身,20秒內獲得200(+150/每技能等級)點體質期間每秒回復2%(+0.5/每技能等級)自身血量
技能結束後對附近5格內的敵人造成150(+100/每技能等級)(+1.5魔法攻擊)點元素傷害
在效果期間蹲下的話可以提早結束技能

冷卻時間: 140(-15/每技能等級)秒 技能等級上限: 3 學習等級: 40 再學習等級間隔: +20

## 戰鬥要訣

### PVE

1. 你的群攻技能很多,而且續航力高,不用擔心引太多怪但清不掉的情況
2. 壓倒性的力量可以幫助你更快速清怪
3. 注意控制法力,令你的傷害最大化

### 副本

1. 如果隊伍中沒有其他坦克的話就衝到前方扛著傷害,因為你的技能組可以令你幫隊伍扛著傷害
2. 暗影昇華有的時候就儘快使用,技能的傷害和增加的坦度不會令你失望

### PVP

1. 你在敵人中間施放暗影昇華可以摧毀敵人陣營
2. 注意控制法力和血量,在傷害最大化和保命之間取捨

## PVP應對此職業的方法

1. 他施放暗影昇華時立即離開,但如果你喜歡站在火堆上的話就算了
2. 遠程戰鬥對其不利,他的技能範圍也不遠,所以盡量拉遠距離來進行輸出
Кенан Йарбай

Кенан Йарбай - один из людей Сади Паши. Впервые появился в 42 серии. На самом деле это человек Искандера и Командира. Также, он брат Ильхана Йарбай. Будучи предательским и вероломным человеком он предал их обоих. Даже брата не пожалел, хотя именно Искандер убил его брата. Долгое время даже Полат не знал о его связи с Искандером. После смерти Зеки, он стал четвёртым человеком Искандера. Убит снайпером Арона Феллера в 67 серии.
Мистер Кей

Лидер команды Армагеддон. Никого не жалеет. Приехал в Турцию по просьбе Маестро Рональда, после гибели Кейна и похищения Маргарет. Убил Маргарет. Взорвал племянника Зюльфикара Бекташи. Убил Сарпа Гюнселя во время обмена. Взорвал офис КГТ вместе с Абдульхеем и Волканом. С приходом Брэндона в Турцию, предал Армагеддон и встал во главе Лион Теам. В 233 серии был ранен Акифом, в 234 серии убит Акифом в больнице.
Долина Волков Западня вики

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Унсал Кемаль Альниачик

Унсал Кемаль был воспитан в КГТ. Но на самом деле преследовал мелкие амбиции. Начинал работать с Альпером Озгенчем. В конце концов, он познакомился с Полатом Алемдаром. Он лично знал что Искандер Буйук предал государство. Он работал на Арона Феллера. Пока Искандер пытался убить Эбру, он тайно похитил дочь Полата Алемдара и передал ее Феллеру. Был в разногласиях с Эросеем. В 128 серии он был пойман Полатом. Унсал сказал Полату что его дочь жива. Но Полат понял что это Унсал похитил его дочь и свернул ему шею. Таким образом Унсал умер.
Firedancer

## Overview

#### **Description**

"*When not purifying or destroying the world, fire is often the sight of great beauty, in many shapes and forms. However this beauty is equally deadly*"

The Firedancer is a **Second Era** fire card. And is one of the most powerful siege cards available.

## Role

The Firedancer is a pure second era siege card, with immense power when attacking enemy buildings.

## Tactics

She's very easy to kill but makes up for it with massive damage against structures. Use her properly and you'll be shredding your enemies buildings.

## Abilities

**Pillar of Fire**

Deals 370 damage per hit.

**Siege**

Deals 75% more damage to structures.
Vulcan

## Overview

#### **Description**

"*Tales speak of the one who bears many faces, unleashing endless burning hatred to all opposing it*"

The Vulcan is an extremely powerful **Third Era** fire card. It has a massive attack power and a deadly ability.

## Role

The Vulcan acts as a mow-down unit, dealing massive damage to enemies and delivering column-clears with it's ability. However, it is unable to attack from the back row and thus must deliver it's attacks from the front.

## Tactics

Because the vulcan cannot attack at range from the back row it must get up close and personal to deliver it's deadly payload. Use the vulcan aggressively and position it strategically to make full use of it's Conflagrate.

Remember that Conflagrate deals 800 damage to the enemy front row and 600 to the enemy back row of the column in front of the vulcan. Try to save it for when both cards in the column have their health below the threshold.

 Abilities

   **Flamethrower**

Deals 480 damage per hit. Can't hit airborne targets. Cannot deal damage from the back row.

**Conflagrate**

Unleashes a cone of fire, dealing 800 damage to any cards in the column directly in front of it. Cards in the back row take 600 damage. Cannot be used from the back row.

Costs 50 power. 5 Turn cooldown.
2017/8/3更新記錄

## 阿斯嘉特騎士

### (大招) 正義裁決(調整)

對25%血量以下的目標不再造成真實傷害

最低傷害由50(+50/每技能等級)改為100(+50/每技能等級)

對50%血量以下的目標使用時的額外傷害由75(+50/每技能等級)改為125(+50/每技能等級)

對25%血量以下的目標的傷害由200(+150/每技能等級)改為300(+150/每技能等級)

對能力者改為目標損失生命20%+150(+125/每等級)

刺客
--

基礎血量由75改為50

新增能量

能量上限: 200
每秒回復能量: 10

### (主動) 隱形(調整)

傷害增加由1.5倍改為1.1(+0.1/每等級)倍

持續時間改為4秒

冷卻時間10秒

再學習等級間隔由7改為9

### (主動) 瞬間移動[40能量](新增)

向前衝,此技能不會取消隱形

冷卻時間: 2秒 技能等級上限: 1 學習等級: 15

### (主動) 一念瞬殺(BUFF)

傷害由12(+6/每技能等級)(+1.0攻擊力)改為10(+20/每技能等級)(+2.0攻擊力)

備註: 技能傷害太低

### (大招) 死亡宣告(BUFF)

目標血量由15%改為20%

備註: 技能限制太苛刻

## 火系元素使

### (主動) 火羽之心(重製)

施放技能時不再消耗血量和魔力

技能改為開啟時增加20%技能傷害,每秒消耗1%自身最大生命,再次使用時關閉技能

冷卻時間改為25(-5/每等級)秒 技能等級上限: 4 學習等級: 15 再學習等級間隔: +25

### (大招) 淨世之焰(NERF)

傷害由10(+5/每等級)倍改為5倍

備註: 技能系數太高影響了裝備的強度
Балтазар

Балтазар - враг Пусата Чакыра. Отец мафии. Много денег зарабатывает на русской рулетке а также наркоторговле. Впервые появился в 213 серии. Пуста нападал на заведения Балтазара. В 9 сезоне боролся с Пусатом за титул Посла Стамбула. Убит Пусатом в 256 серии. http://95.211.168.15/news/7renk/newpics/news/310120141041354391951\_3.jpg
Sunstriders

## Overview

#### **Description**

"*If you've ever been told not to look at the sun too long, you best heed that warning. For he who disobeys will soon find the sun thrust into them unrelentingly*"

The Sunstriders are a **First Era** fire card. They are the basic archery unit of the fire element and as such inherit the archers natural ability to fire on either the enemy front row or enemy back row depending on their positioning.

## Role

Sunstriders should be your early game archer, providing supportive fire from the back row. You can also move them to the front row if you want to be especially aggressive.

Later game they can act as an alternative form of **Suppression**.

## Tactics

Sunstriders should always be in your back row providing ranged cover fire for your front-line brawlers.

Their **Suppression Fire** is viable throughout any era, it can be useful to deploy one sunstrider into any battle in order to subdue an enemy building.

## Abilities

**Sunbow**

Deals 86 damage per hit. Can hit airborne targets.

**Suppression Fire**

Activate to disable an enemy building, disabling it's attacks and abilities for 2 turns.
Inferno

## Overview

#### **Description**

"*Fire can exist even apart from the terrestrial bonds that is this world, descending spectacularly from the heavens above*"

Inferno is a **Third Era** fire card. It is a powerful damage spell that can deal massive damage to several enemy cards.

## Role

Inferno acts as your high-damage high-cost spell during the third era. It is expensive but has a massive damage output.

## Tactics

Inferno works best when targeting the middle 3 slots of your enemies playing field, where it can deal the most damage with it's adjacent card impacts.

It's cost means you must be wise when casting it.

## Abilities

**Meteor Shower**

Unleashes a hail of meteors upon the target, dealing 2400 damage to it. Additionally, cards directly adjacent to the target take 1800 damage.

4 Turn cooldown.
Профессор Мартин

Профессор Мартин - тайный мастер Храмовников и брат близнец Каруна. В то же время является членом Сионистского Движения. В университете Англии преподаёт Историю, тем самым скрывая кем он является на самом деле. Был знаком с Сафией Караханлы, через неё пытался выйти на Элиф Алемдар, которую Шевалье выбрали Избранной. Был судьёй Стамбула, но Амон снял его с должности. Вместе с Алгисом помогал Фехми Кузузаде в создании Совета Волков. Чтобы добраться до Элиф, он убил мать Полата Алемдара, Назифе Джандарлы. Сотрудничал с Тилки Андреем и его братом Стефаном. Полат Алемдар вызвал Мартина на свою свадьбу чтобы поймать его (Мартин не знал что его раскрыли). Полат избил Мартина клюшкой для гольфа в 263 серии.
Morklay Trap

## Overview

#### **Description**

"*Those unsatisfied with the fire bomb may have their fancy tickled with the Morklay Trap. Even more potent of an explosive then it's younger sibling and with a ranged attack option to boot, a smart individual will destroy this deadly trap at range*"

The Morklay Trap is a **Second Era** fire card. It is effectively a superior version of the Fire Bomb. With greater health, a stronger detonation, and a ranged attack ability.

## Role

The Morklay Trap fills a similar role to the Fire Bomb. But with the secondary ability of being able to attack at range, albeit without the sheer power of it's detonation.

## Tactics

Like the fire bomb, it can be used to discourage incoming attacks from melee. It can also use it's ability to attack at range and spearhead an attack.

## Abilities

**Explosion Blast**

Ejects a cone of fire. Dealing 690 damage to all creatures in the enemy front row.

Damage is dealt to the back row if there are no creatures in the front row.

Triggers detonation.

**Detonation**

If this bomb is destroyed, it will explode. This deals 2100 damage to the card that destroyed it if it was a melee creature.

Ranged or Airborne cards are unaffected by it.
Mortar Tower

The Mortar Tower is a **First Era** fire card, and a powerful card to have in your arsenal.

## Role

The Mortar Tower is designed to act as an early-game power tower, delivering strong attacks against single targets.

## Tactics

Because this card has no normal attack, it's attack frequency is lower then other towers, but it's heavy damage makes up for it. It should be placed in your back row to provide potent cover fire and prioritize powerful enemy targets.

## Abilities

**Mortar Attack**

Activate to launch mortars, inflicting 1020 to the target. Can only damage ground targets.

3 turn cooldown.
Тилки Андрей

Тилки Андрей - русский шпион. Впервые появился в 82 серии. Убил Нину. Убил Садыка, Аднана и Эрдогана в 86 серии, из за Самуеля Вануну. Пусат похитил Ординариуса, из за чего он вернулся Турцию в 234 серии. К тому же он вернулся из за Полата Алемдара. Убил Сеттара. В 261 серии умер его брат Стефан. В 263 серии Полат казалось сжёг его в бассейне, но Тилки выжил. В дальнейшем чтобы отомстить за брата, он делал много операций, но был безуспешен. Затем в 298 серии убил Пусата. В этой же серии Полат окончательно убивает Лиса Андрея.
Virtuoso

## Overview

#### **Description**

"*Ogre's are known well for three facts. They are inhumanely strong, have a unique taste in music, and they love to break things. These orcs prefer to combine their musical charms with the charm of destruction*"

The Virtuoso is a **Third Era** fire card. It is a powerful unit with a devastating ability that can topple most buildings.

## Role

The Virtuoso is an excellent shock trooper on the front row. With a large health pool and a powerful attack, it can soak up damage and dish it out too.

## Tactics

Virtuoso's should be played to the front row at all times, their large health pool and high attack, coupled with their structure-crushing ability give them unparalleled capability in the front line.

Additionally, it's ability can be used to displace small and medium sized units from the front line, temporarily disrupting the enemy line-up.

Airborne cards are deadly to the Virtuoso, so be wary.

## Abilities

**Ogre's Fist**

Deals 358 damage per hit.

**Trumpet of Jelicoo**

The ogre blows his trumpet, delivering a powerful shockwave to the card directly in front of him and the two cards adjacent to it.

Deals 1700 damage to structures, but deals no damage to units. Additionally, small and medium units are knocked into the back row if there is a vacant space behind them.

2 Turn cooldown.
Shrine of War

## Overview

#### **Description**

"*War has existed since the dawn of civilization. The ancient shrines have since been dormant. Legends speak that when the shrines ignite, war will engulf the world eternally*"

The Shrine of War is a **Third Era** fire card. It is an expensive card that costs even more then a juggernaut, but is one of the most powerful buildings if it's used at the right time.

## Role

The Shrine of War acts as your ace in the hole. If this card is used at the right time, you can unleash a relentlessly fueled offensive that few defenses can withstand.

## Tactics

The Shrine of War has an expensive cost and an ability that is heavily delayed once it's built. However if you can keep the building intact long enough you can deliver a lethal offensive.

## Abilities

**Warming Up**

Once this card is summoned, **Song of Battle** immediately goes on cool-down.

**Song of Battle**

Once activated, whenever an enemy is killed, 12% of their total power cost is instantly added to your power pool. Lasts for 2 turns.

10 turn cool-down.
Инспектор Ричард Кейн

Инспектор Ричард Кейн - храмовник, командир Армагеддона. Впервые появился в 204 серии. Был отправленн Юдже Маджесте для защиты Маестро Роналда. Все операции делал с Джахитом. Иногда возникали разногласия между ним и Маестро Рональдом. А также с Раскольным. В 217 серии был пойман Карой, но потом спасён Раскольным. Чтобы отомстиь Каре, похитил его из тюрьмы. Затем был убит Полатом Алемдаром и Абдульхеем которые пришли спасать Кару (220 серия).
Fire

## The First Element

Fire is the first element in BattleForge, as well as being the most aggressive of the four main elements.

Fire represents pure offensive gameplay, relying on striking hard and striking fast, before the enemy can bring out stronger units. Their cards generally have high attack values but low armor values, their abilities also tend to reflect this aggressive nature, almost all fire abilities are heavily aggressive.

Fire is one of the only elements to be formidible at the first era, possessing very powerful units during the first era, it's entirely possible for a fire deck to wipe clean the opposition before the second era even starts. However, players who seek this ending must be smart and highly aggressive, overwhelming their enemy quickly.

## List of Fire Cards

Cards are organized by rarity, from Common to Ultra-rare.

### **First Era**

Thugs

Wrecker

Sunstriders

Banner of Glory

Fire Bomb

Eruption

Scavenger

Strikers

Makeshift Tower

Suppression

Sunderer

Mortar Tower

Mine

### **Second Era**

Rageclaws

Firestalker

Morklay Trap

Ravage

Lava Field

Enforcer

Skyfire Drake

Rallying Banner

Termite Hill

Wallbreaker

Scythe Fiends

Rocket Tower

Wildfire

Firedancer

### **Third Era**

Magma Spore

Magma Hurler

Vulcan

Tower of Flames

Aura of Pain

Giant Slayer

Virtuoso

Juggernaut

Shrine of War

Inferno

Spitfire

Voodoo Shack

Backlash

### **Fourth Era**

Emberstrike

Fire Sphere

Boom Brothers

Fire Dragon

Bloodthirst

Fire Worm

Magma Fiend

Comet Catcher

Earthshaker

Moloch
Фехми Кузузаде

Фехми Кузузаде - сын погибшего Вахапа Кузузаде. Великий Барон. Заменил место Мехмета Караханлы. Был наказан Храмовниками, за то что тот вместо того чтобы работать с Ароном Феллером, работал с его конкурентами по поводу нефти Северного Ирака. Его заперли в Монастыре. Но потом освободили, после совещания в Кипре. С приказом от Алгиса, он создал новый Совет Волков. Однако Полат Алемдар убил почти всех членов. Затем Фехми работал с Голге/Фердинандом по поводу той же нефти. Узнав что Юсуф не его сын, он пытался убить Юсуфа но погиб сам от руки Асии (300 серия).
Ravage

## Overview

#### **Description**

"*Rage is a ferocious beast. Once it's chains are broken there is no taming it's fury*"

Ravage is a **Second Era** fire card. It is a spell that provides some survivability for a card as long as it remains aggressive.

## Role

Ravage is your mid-game sustainability spell. Providing regeneration to the target card as long as it remains on the offensive.

## Tactics

Ravage will provide your targeted creature with a constant turn-by-turn regeneration, so long as your creature always keeps attacking and never stops. This keeps aggression high but can be risky as it leaves your target open.

## Abilities

**Infusion**

While in combat, target unit regenerates 750 health every turn.

Regeneration is cancelled if the target ever ceases to attack. 3 turn cooldown.
Carlosin comeback

**Carlosin comeback** oli Suomi-Maidanin 30. päivän illalla (11.3.2017) tapahtunut yllättävä käänne.

### **Taustaa**

Aiemmin samana päivänä ennen Rautatientorilla järjestettyä, Suomi Ensin -ryhmän diktaattori Marco de Witin tuomitsemaa Puhdistus-mielenosoitusta, Carlos oli protestimielessä poistunut Maidan-leiristä. Tapahtumaa edelsi väittely, jonka aikana Marco vaati Panua tuomitsemaan Puhdistus-mielenosoituksen. Panu ei tähän suostunut, ja paikalle tilannetta selvittelemään tullut Carlos joutui Marcon raivon uhriksi. Marco pyysi Carlosia olemaan hölöjaa, mistä tämä suuttui.

Carlos heitti turhautuneena piponsa maahan, haki reppunsa teltasta ja poistui Rautatieaseman suuntaan.

### **Comeback**

Ollin iltastriimin aikana chat-osiossa esitettiin kysymys Carlosin kohtalosta. Marco vastasi kysymykseen tylysti: "No Carlos teki jonkun ihme drama queen -jutun tossa noin... luovutti ää... tai lähti vaan pois dramaattisesti. Niin sitten voi pysyä pois. Jos hän tulee tänne selittämään, et joo hän on ehdottomasti öö..."

Seuraavaksi Marcon puhe keskeytyi, kun paikalla yllättäen ollut Carlos horjahteli telttaan sisään. Hänet tuomittiin yksimielisesti humalaiseksi ja häädettiin pois.

Myöhemmissä striimeissä Carlos kuitenkin todettiin uudestaan tervetulleeksi leiriin, ja hänet nähtiinkin pian taas istuskelemassa Cacca-Leirissä.
Назым

Назым - правая рука Искандера. Впервые появился в 25 серии. Невероятно предан своём уме патрону. Однако когда Полат Алемдар поймал его, Назым все таки выдал ему все секреты Искандера. Он убил себя сам, по приказу Искандера в 42 серии. Повесился, будучи преданным хозяину, даже когда хозяин от него отказался. Или же он знал что если не убьет себя, то из тюрьмы его все равно не выпустят. Вероятно, он пожизненному Аду предпочёл умереть. Так или иначе, он довольно смелый и преданный человек, который не боится даже смерти.
FAQ

Это страница часто задаваемых вопросов.

## Часто Задаваемые Вопросы

### Как можно охотиться?

Во-первых, нажмите и удерживайте кнопку Shift - это отправит вашу кошку в режим охоты, что позволит увидеть близлежащую дичь (а также веточки!). Как только вы заметили какую-то добычу, нажмите на неё, чтобы сделать её целью вашей кошки. На этом этапе ваша кошка должна быть осторожна, чтобы случайно не наступить на веточку, ведь это отпугнёт жертву. Подойдите к дичи поближе, но так же будьте осторожны. Когда вы поймёте, что ваша кошка достаточно близко к добыче, отпустите кнопку shift. Если ваша кошка не смогла её поймать, то вы были слишком далеко, когда отпустили клавишу shift. Правильное расстояние преследования также варьируется у разных типов добычи.

### Могу ли я стать предводителем, глашатаем или целителем?

К сожалению, вы не сможете стать предводителем или целителем, но можете стать глашатаем или помощником целителя, выполнив нужные требования, указанные в табличках.

### Как мне выйти из полноэкранного режима?

Нажмите F4, что сделает вашу игру окном. На компьютерах начиная с Windows 8 (или других компьютеров, использующих F4 для других целей) нажмите сочетание клавиш Alt+F4 или Ctrl+F4, что сделает то же самое.

### Есть ли в этой игре вирусы?

Точного ответа нет. Многие антивирусы предупредят вас о файле потому, что он имеет расширение .exe и .exes, которые "могут быть" вирусами. Но это, могу вас заверить, не так. Но не верьте мне на слово. Пока что эта игра не имеет вирусов, и надеюсь они никогда не появятся.

### Кто создал 'Warrior Cats: Untold Tales'?

Соколозвёзд( Соколиная Звезда, Falconstar ) является владельцем и создателем игры. Однако он не претендует на первоначальную идею Эрин Хантер, и он полностью отдает ей должное за это.
Prologue

C'est le jeune humain Hugo vivant paisiblement dans une ville du sud du Royaume De Franesca. Il fut victime d'une rupture amoureuse.Hugo parcours les dimension des mondes à la recherche de cette fille qu'il aimait tant mais il ne la trouva jamais.Depuis il cherche à ce venger de tout ce qui l'avait séparé de cette fille. Il trouva le Dessin nul : Un artefact légendaire ayant la capacité de détruire tout les mondes avec un simple rituel.Il trouva une équipe entière prêt à être épargnée et à l'aider dans son plan funeste. Désormais il se nomme Hugojuggernot, la fin de l'espoir .Mais un héro Tri-dimensionnel se nommant Amixem arriva dans ce monde avec ses capacité de fond vert incroyable. Hugo demanda au premier qu'il l'avait rejoins : Dimentio de s'en charger. Dimentio avait luis aussi une petite troupe personnels notamment le commandant SuperVillain et JCVD de l'aider à le vaincre. Ce fut une défaite pour tous. Dimentio fut ramener à la dimension ou Hugojuggernot, la fin de l'espoir était la. Depuis Amixem cherche à vaincre Dimentio et le recherches depuis toujours.
Baston , The Hut

Baston , The hut est le mini-boss du monde 7.

## ***Histoire :***

C'est un être qui est extrêmement proche de la nature. C'est un humain qui il y a très longtemps ce baladée dans la forêt des Trolls. Mais Onegamer le trouva et lui jeta une semi-malédiction. Elle est négative et positive, Le négatif c'est qu'il possède des cheveux multicolore et est extrêmement pale, mais positivement il maîtrise la nature.
Boss

Ah les boss :D ! Les boss ne sont pas dirigés par leurs grand maitre Dimentio mais par Hugojuggernot , la fin de l'espoir : C'est lui qui à créer cette univers

Les voici dans l'ordre alphabétique :

-Baboon (Le Seigneur B.A.B.O.O.N (Biomédicale Artificial Being Optimized For Online Nullification) )

-Cactus, Le Couscous

-C'thun

-Dark L

-David La Farge Pokemon

-Dimentio

-Dimitri

-Dr. Sandmoz

-Hugojuggernot , la fin de l'espoir

-Irma

-Maitre Magicien Zombis Kaaris

-MATWEEZM

-Mr Diablo Games

-Onegamer

-RedNinja

-Super Hugojuggernot
Tuotantokaudet

## 2. tuotantokausi

Vaikka paikallaan polkemista ja käsikirjoittajien väsymistä oli ajoittain havaittavissa, oli kauden aikana paljon klassikkohetkiä mm. kongopoliisi, Erikin pieru, Hirvisaaren mölinät ja yksi komediahistorian hauskimpia kauden päätösjaksoja. Kirjoittajat ovat ansiokkaasti syventäneet ykköskauden teemoja ja rakentaneet hahmojen välisiä konflikteja GOT-tyyliin. Mitä pitemmälle Maidan etenee, sitä resuisemmaksi ja rähjäisemmäksi hahmot ulkonäöllisesti muuttuvat. Myös tunnelma kiristyy koko ajan synkemmäksi ja mielipuolisemmaksi. Cameoroolit edellä mainitulta Hirvisaarelta ja Turun Pekka Puupäältä, Olavi Mäenpäältä olivat ansiokas lisä.

### Päätösjakso

**Puhdistus.** Panu ilmottaa osallisuudesta pj kisaan. Marco keskeyttää Nicon ja Panun haastiksen, Nicon minuutin aikaraja umpeutuu telttaharjaukseen. Kaikki kävelee pois.
https://youtu.be/4KazvzcrrIQ

## 3. tuotantokausi

Puhdistuksesta ollaan selvitty. Suomi Ensin järjestö on pirstaloitunut kolmeen faktioon puheenjohtajiensa mukaan. Panu vastaan Marco vastaan Mario. Kolmannella kaudella ehkä nähdään tämmönen poliittinen twisti kun Suomi Ensin järjestön puheenjohtajuudesta taistellaan tosissaan. tai sitten ei. Minkälaisiin toimintoihin Panu ryhtyy nyt kun joutuu kärsimään Marcon langettaman excommunication. Tai Nuori-Nico, joka koki saman kohtalon? Löytyykö yhteinen sävel lopulta.
Fishing Rod

The Fishing Rod is a Tool craft-able on the Crafting Pile. It requires one Big Stick and two Fibers to craft.

## Utility

 When equipped, the Fishing Rod allows the player to use the fishing action on Water Tiles near a Land Tile that is level or one tile above the Water Tile. Fishing can give the player the Blue Fish (with a weight of 68) and the Purple Fish (with a weight of 30)

## Customization

The rod, heel, and string can all be individually coloured. On top of that, the rod and the string have three different textures that can be unlocked with Rolls. You can design your Fishing Rod in the Designer.