recursal/Fanatic-Fandom huggingface dataset:
Swordhorn

*"Man boasts of his inventions sword and shield, but once both walked the earth without him.*"

## Moves

* Movement Type: *Charge*. Hold X to run extra fast and damage everything in your way.
* Defense Type: *Block*. Hold L1/R1 to defend.
* Light Attacks: Head swings and bites
* Heavy Attacks: Horn uppercuts and forward stomps
* Grapple: Impaling an enemy on its horn, then heaving them over its head and hurling them backwards

## Powers

* Roar: **Haste.** Temporarily buffs the movement speed of allies and the damage you do while Charging.
	+ Cooldown: *Medium*
* Active: **Reflect**. Hit R1 at precisely the right time to parry an enemy's attack and reflect its damage back upon them twice over. Projectiles are literally reflected back towards their source.
	+ Cooldown: *Long* (Only initiated upon success)
* Passive: **Shield.** The Swordhorn takes less damage from the front than from behind, especially while Charging. It's also the only Legend that can Block and walk at the same time.

## Skins

Default Age of Fire skins.Post-launch DLC skins.
Chimera

*"'What is she'?! HA! Even the gods don't know that!"*

## Moves

* Movement Type: Charge. Hold X to run extra fast and damage everything in your way.
* Defense Type: *Block*. Hold L1/R1 to defend.
* Light Attacks: Claw swipes and slams
* Heavy Attacks: Bites, tusk swipes, and horn gouges
* Grapple: Pins the target to the floor and roars in their face, blasting them with volcanic heat. This deals little initial damage to the target, but inflicts a version of Searing Touch that, while identical in its effects, counts as a separate debuff and can be stacked with Searing Touch itself for a few seconds to do extra damage.

## Powers

* Roar: **Flare.** Causes enemy Legends to flinch at the sight of the burning rage within the Chimera, completely interrupting movements and attacks for a moment and completely resetting the cooldown timers for their Roars.
	+ Cooldown: *Long*
* Active: **Razorquills.** The Chimera launches a flurry of enormous white-hot quills - these visibly spear into the flesh of foes, who suffer decreased movements and attack speed as well as the effects of Searing Touch. By default (that is, without locking on), the Chimera fires its Razorquills in a horizontal wave that can cover a wide area and hit multiple targets at once; using lock-on allows for a single target to take the full brunt of the barrage, dealing much more damage and extending the duration of the movement debuff.
	+ Cooldown: *Moderate*
* Passive: **Searing Touch.** The extreme heat burning within the Chimera's body burns all it attacks. Enemies hit by successful melee attacks (that is, attacks that aren't blocked) will suffer minor fire damage over time for a few seconds.

## Legendarium

* *The Foe of Bellerophon*
* *Mount Chimaera*
* *CRISPR*
* *Manticore the Man Eater*
* *The Criosphinx*
* *Piasa: panther, dragon, or bird?*
* *Hyoo Hyoo Goes the Nue*
* *Happy Nian Year!*
* *Go Home, Cactus Cat*
* *The American Chupacabra*
Tyrant

*"In the old world they used to speak about a monster, huge and terrible with slavering jaws, that made its living eating other monsters."*

## Moves

* Movement Type: *Charge*. Hold X to run extra fast and damage everything in your way.
* Defense Type: *Block*. Hold L1/R1 to defend.
* Light Attacks: Quick bites and head swings
* Heavy Attacks: Stomps, tackles, and bites
* Grapple: Grabs its enemy's head in its massive jaws, drags them across the ground, then flings them in the opposite direction.

## Powers

* Roar: **Freeze.** Staggers nearby enemies and sets back their cooldowns by a small amount, even if those abilities were already ready to use.
	+ Cooldown: *Short*
* Active: **Crush.** Steps back and leaps forward, bringing all of the Tyrant's weight down upon a target. If it lands on an enemy Legend, the Tyrant will pin them to the ground and savage them with its jaws, dealing heavy damage and recovering a small portion of health. Regardless of whether it's successfully performed on a Legend, Crush creates a localized quake around its impact site, staggering nearby enemies
	+ Cooldown: *Long* (Activates regardless of success)
* Passive: **Predator.** Small enemies like armies, minions, and ambient animals have a guarantied chance of dropping a health pickup; it also receives 50% more health when killing an enemy Legend.

## Skins

Default Age of Fire skins.Post-launch DLC skins.
Sabertooth

*"For generations the Ubaan celebrated the day when they slew their mortal foe, when spears cut his spine and the pit took his breath. They hadn't yet learned that hate outlives flesh."*

## Description

An enormous one-eyed saber-cat covered in battle scars. Spears protrude from its back and tar drips from its matted fur.

## Moves

* Movement Type: *Prowl.* Press X to toggle Prowl on/off. Enemy players won't see your dot on the map and your healthbar won't display when they look your way. You're obvious out in the open but fade in shadows, nothing but an eye. If hit by an enemy you'll exit prowl mode involuntarily.
* Defense Type: *Dodge.* Press L1 or R1 to side-hop left or right.
* Light Attacks: Claw swipes
* Heavy Attacks: Bites and downward strikes with the paws
* Grapple: Tackles the enemy to the ground and unleashes a flurry of slashes along their underbelly:

## Powers

* Roar: **Terrify.** When used in battle, mildly debuffs a single enemy's attack power. If used in Prowl mode, however, the debuff is much worse, and player-controlled Legends will additionally be unable to lock on.
	+ Cooldown: *Medium*
* Active: **Pounce.** The Sabertooth springs forward a surprising distance to pounce on a single target - the attack has a mild homing effect, making it useful against flying and fast-moving targets. Deals moderate damage and inflicts a temporary bleed status that lowers the target's defense and movement speed. Can be blocked or intercepted if the target is quick enough.
	+ Cooldown: *Medium-Long*
* Passive: **Assassin.** The Sabertooth deals bonus damage when striking from above or behind.

## Skins

Default Age of Fire skins.Post-launch DLC skins.
Warhorn

*"Music is a powerful thing, my friend. Sways minds, wins hearts... and if you do it right, it works forever."*

## Moves

* Movement Type: *Charge.* Hold X to run extra fast and damage everything in your way.
* Defense Type: *Block*. Hold L1/R1 to defend.
* Light Attacks: Stomps and crest chomps
* Heavy Attacks: Headbutts and tail smacks
* Grapple: Pins opponent to the ground and blares its call at deafening volume

## Powers

* Roar: **Warcry.** The Warhorn sings a haunting melody, buffing all allies. Allied Legends enjoy increased attack power and shorter ability cooldowns for a short time, turrets do more damage, and unguarded control points take longer to steal.
	+ Cooldown: *Moderate*
* Active: **Blare.** The Warhorn lowers its head and lets loose with a grating cacophony, forming a sustained cone of soundwaves in a single direction. Blare doesn't do damage, but the longer an enemy's caught in it the farther they're pushed back and the farther their ability cooldowns are reset. Targets a single enemy with lock-on but can potentially hit multiple Legends. Allies caught in Blare are slowed down but otherwise unaffected.
	+ Cooldown: *Short*
* Passive: **High Volume.** The Warhorn's buffs aren't restricted by range, buffing every allied Legend and turret on the map. Buffs are stronger the closer targets are to the Warhorn, however.

## Skins

Default Age of Fire skins.Post-launch DLC skins.
Thundercrown

*"By virtue of having skulls, most beasts have some bone in their head. It's rare to have more bone than head, though."*

## Moves

* Movement Type: *Jump* and *Charge.* Press X to jump. Hold X to run extra fast and damage everything in your way.
* Defense Type: *Block*. Hold L1/R1 to defend.
* Light Attacks: Headbutts and horn gouges
* Heavy Attacks: Head-slams, kangaroo kicks, and tail whips
* Grapple: Shoves the enemy to the ground with its head, then rears back and sends them flying with a leaping headbutt.

## Powers

* Roar: **Tune.** For a short while, each enemy and structure the Legend hits with Charge will speed up its Momentum and and hasten the cooldown of Drum.
	+ Cooldown:
* Active: **Drum.** The Thundercrown winds back and strikes the top of its armored head with its tail, creating a spherical AOE of concussive soundwaves followed by a shockwave. Legends caught in the initial sphere take heavy damage and are sent airborne; if caught in the shockwave, they take lighter damage and are only staggered.
	+ Cooldown: *Long*
* Passive: **Momentum.** The longer you hold down X without stopping, the faster the Thundercrown moves while Charging and the more damage it deals to anything it runs into. At maximum power, the Legend can one-shot most structures and send enemy Legends flying with a miniature version of Drum.

## Skins

Default Age of Fire skins.Post-launch DLC skins.
Kecil

## Description

The Kecil were a little known race of hominids once native to the jungles of Farull. Standing only three feet tall as adults, they were an exceptionally timid and diminutive people. They had short legs, large feet, and bodies covered in wavy red hair.

## History

During the time before the Great Conjoining the Kecil lived in the southeast jungles of Farull, isolated territorially from the Uba and only rarely encountering the Ghaan. They left little in the way of artifacts and almost everything known of them has been passed down orally from secondhand sources. Their encounters with other tribes were all colored by fear, as it was said they were a naturally distrustful race, very small and vulnerable and used to being treated as prey. Diatryma in particular were said to be the bane of their existence and seemed as giant and terrible to them as The Tyrant does to full grown men; first contact with the Kecil was established after a traveling band of Ghaan saved one of their children from just such a bird.

Once connections were made the two races interacted slightly more regularly, mostly through trade, but by and large were still disconnected. The Ghaan only ventured into their territory once or twice per year and were said to never stay any longer than a day. They believed the Kecil were not truly interested in cooperation and were merely making offerings to placate potential threats. Some splinter groups took advantage of this, even attacking the tiny people, and it is said that Kecil-Ghaan relations soured somewhat as a result.

## Technology

Virtually nothing is known of what the Kecil built, planned, or imagined. Whatever artifacts they might've left behind must have rotted away in the acrid jungle heat or been destroyed by other races. According to stories handed down from Ghaan elders they did not wear clothes or build houses, but instead hollowed out the trunks of large trees and dug cellars beneath their roots. What the insides might've looked like was a mystery, as no Ghaan could fit inside them, nor did they feel welcomed enough to try.

## Decline

The environmental changes caused by the Great Conjoining were absolutely catastrophic for the Kecil. At first their jungles flourished as Farull shifted closer to the equator, but the growth was not to last. The hotter, drier climate slowly took its toll, and with invasive plants, rodents, and beetles from Majomorszag coming from the west the biota of the Kecil jungles changed dramatically. Within a single generation their territory was said to have receded by as much as 60-70%, and when the Dryll came to challenge them for what little remained of their resources they were totally unprepared. The war between them (if it could even be called that) was swift and decisive, and to this day it is believed the Kecil are utterly extinct.
Maxi Challenge Winners/Deoxy's Drag Race All Stars

### Season 1

**Anikee Jensens** - RuDemption**Jannelle Jaxxon** - RuDemption**Cassie Bee Venega** - Weave Harvey's Dragily Feud**Octavia Onexia** - Weave Harvey's Dragily Feud**Fantasia Fantasy** - Killa Klown Groups**Octavia Onexia** - Killa Klown Groups**Jesicavah** - Legendary Legends**Salami Salina** - Legendary Legends**Jesicavah** - Snatch Game - All Stars 1**Octavia Onexia** - Snatch Game - All Stars 1**Indie Maree** - RuDeem: The Rusical**Jesicavah** - RuDeem: The Rusical**Anikee Jensens** - The Ball of Two Worlds**Cassie Bee Venega** - The Ball of Two Worlds**Jesicavah** - The Ball of Two Worlds**Indie Maree** - Grannies East**Salami Salina** - Grannies East**Anikee Jensens** - The All Star Studded Roast**Jesicavah** - The All Star Studded Roast
Luenra Wiki

**Welcome to the Luenra Wiki!**
A virtual encyclopedia detailing the Ages series!

*Ages* is a fictional videogame series celebrating the history of monsters and mythology! Split up into multiple installments or expansions (each named Age of \_\_\_\_), it is presented as a 3rd person strategy/action game with light RTS, platforming, and fighting game elements, playable both as a single player experience or a team-based multiplayer game. Each new title has a specific theme focused on the monsters, motifs, and real world history of a different type of fantasy. Currently there are two completed, Age of Fire (*prehistoric fantasy*) and Age of Aether (*classical mythology*).

### Contributors

Created by Christopher Eye.

Special thanks to SirK, Joe, Luke, Lydia, Kali, Will, and Nic for their commissioned works (which will be highlighted each time they appear!) and Glarn for additional Wiki support, please consider supporting them on their official platforms of choice!

Power to the artists!
Chacus

## Description

Peaceful creatures that graze on roots, shrubs, and grasses. Best suited to warm and dry climates, they were somewhat rare in the days before The Great Conjoining but have recently proliferated in central and eastern Pangaea. Unlike most herbivores from Farull the sudden influx of new predators hasn't phased them very much; they're covered in armor from the moment they're born and are only said to grow sturdier with time. In fact their shells make them so indestructible that no carnivore on all of Pangaea can crack them open.

## Behavior

Chacus live in small, loosely organized groups that sometimes spread far apart from one another while feeding. They have little fear of predators and only gather closely when sleeping or guarding their young. The beasts haven't a violent bone in their body and the worst they can do in retaliation to a player attack is a harmless headbutt or tail swipe. No weapon can kill them, though if pestered enough times they may hunker down and play dead, burying their faces in the ground and turning immobile.

## Uses

Because of their large size and strong backs Chacus can actually be of use while navigating certain types of terrain. Their shells are very good at supporting weight and are just high enough to be used as stepping stones when trying to reach high ledges or cross deep water. Most of them are so busy eating that they won't even notice the player interacting with them, though some individuals are more antsy than others and may need a few whacks to be persuaded into settling down!

## Trivia

* The name *Chacus* is a defunct synonym of *Neoscelerocalyptus*, a kind of South American Glyptodont. The real animal had a longer and less dramatically domed shell; its design in Age of Fire more closely resembles *Glyptodon* proper.
* Chacus is one of only two enemies in Age of Fire that cannot be killed.
* Hostile enemies like Diatryma and Pseudosinopa are eager to attack Chacus on sight even though they can't kill them. They tend to lose interest and wander away once their target bunkers down, at which point it may re-emerge and continue feeding.
* Dryll smoke bombs and Makilek Brightpowder cause Chacus to bunker down immediately.
Koguhpuk

*"Just because you can’t see something doesn’t mean it isn’t there… or that it can’t hurt you."*

## Moves

* Movement Type: *Prowl.* Press X to toggle prowl mode on/off. Enemy players won't see your dot on the map and your healthbar won't display when they look your way. You fully submerge underground, disappearing from sight but making sound whenever you move. If hit by an enemy you'll involuntarily exit Prowling mode.
* Defense Type: *Block.* Hold L1/R1 to defend by burying your head.
* Light Attacks: Rapid tusk stabs
* Heavy Attacks: Broad tusk slashes and uppercuts
* Grapple: Grabs hold of an enemy and backs into the earth, only letting go when its victim is half-buried. Leaves the victim totally immobilized and unable to attack until they escape via button-mashing.

## Powers

* Roar: **Last Stand.** Haul your massive bulk free of the earth, temporarily changing its movement from half-submerged burrowing to walking. The Koguhpuk's movement speed and defense are lowered in this state, but your attack is increased. Last Stand's effects become more and more prominent each time it's used in a match, incrementally increasing attack power and decreasing defense further and further. Prowl cannot be used while Last Stand is active.
	+ Cooldown: *Short*
* Active: **Pitfall.** The Koguhpuk burrows deep down into the earth, excavating a huge deep funnel-shaped pit that persists for the rest of the match until an enemy falls inside of it or the Legend casts it elsewhere. Once an enemy falls inside, they sink to the bottom; unless they button mash to escape, the pit will collapse on them once they reach the bottom, burying them alive and dealing heavy damage. Placing Pitfall in water has the same effect, but creates a large whirlpool. The Koguhpuk player is notified when and where an enemy triggers the trap.
	+ Cooldown: *Medium* (Depends on placement)
* Passive: **Discreet.** While Prowling, the Koguhpuk can pass directly underneath other Legends, buildings, traps, and bodies of water without interacting with them. For the purposes of claiming territory, the Koguhpuk is not considered present in this state and as such cannot claim control points - however, it cannot be knocked back, grappled, or hit with any kind of melee attack. Only a few special attacks can harm the Legend, and will force it up to the surface.

## Legendarium

* *Mouth of the Abyss*
* *The Past Resurfaces*
* *Prehistoric Ivory*
* *Griffins, Dragons, and the Folly of False Attribution*
* *Watery Witkuls*
* *Namungumi*
* *Otoroshi, the Guardian at the Gate*
* *Yin Shu*
Mimic Bird

*"It's not good enough just to listen, child, you have to think! Why would we ever ask you to leave the village all by yourself at night?"*

## Moves

* Movement Type: *Jump.* Press X to jump up, or use the left analogue stick to jump forward or backward.
* Defense Type: Dodge. Press L1 or R1 to sidehop left or right.
* Light Attacks: Pecks, bites, and swipes
* Heavy Attacks: Two-handed slashes and kicks
* Grapple: Grabs its enemy's head in its clawed hands and pecks, trying to crack open the skull like an egg

## Powers

* Roar: **False Alarm.** The closest enemy control point with no Legend present to see it will register as under attack on the enemy team's radar, and will appear "under siege" for several seconds or until investigated.
	+ Cooldown: *Medium*
* Active: **Rob.** Dig up a large egg and devour it, healing itself substantially. The health boost is largest when Rob is performed on enemy territory - using the Active on neutral/unclaimed ground results in a smaller egg and only 50% health recovery. Rob cannot be used on ally-controlled territories.
	+ Cooldown: *Medium* (Only triggers upon success)
* Passive: **Mimicry.** The Mimic Bird always appears as an ally on enemy radar, and perfectly imitates the sounds of a Legend on the other team, complete with footsteps. When in a one-on-one fight, it is instead totally silent, still showing up as an enemy on radar but with reduced opacity.

## Skins

Default Age of Fire skins.Post-launch DLC skins.
Human

Genetically modern humans, AKA *Homo sapiens*, are a recurring race seen throughout the Ages series. Considered late bloomers in the evolutionary sense, they were not present for the original Age of Fire (though their Ubaan ancestors were) and only appear in later timelines.

## Age of Aether

In the Age of Aether timeline the Ubaan have given rise to modern humans very rapidly. Eliminating competition from the other races allowed them to learn freely and peacefully, experiencing a great renaissance focused on learning, building, and inventing. Zealous ambitions and limited restraints allowed them to advance at a totally unprecedented rate, flinging them into their medieval stage faster than the Ubaan had even assembled as a race. They rose swiftly to dominance and colonized the entire continent, which they renamed Avalon.

Science and technology in the Age of Aether are comparable to medieval Europe. Structures are still built mostly with wood and stone, but are now crafted with metal tools. Pottery, painting, and textile work are more common than before and the onset of smithing has also lead to major advancements in weapons and armor. The humans of this era wear very modest full-body clothing, which they decorate as intricately as they can afford to as a symbol of personal status and wealth. Sanitation and medicine are more advanced than they were during the real Middle Ages, though unfortunately these advancements are mostly enjoyed by only the super rich.

Because the human population in this timeline has expanded as quickly as it's advanced there are now thousands of named settlements of various sizes scattered across Avalon. The lands these settlements lie on on form semi-autonomous regions ruled by wealthy lords, who they themselves must answer to the authority of an allegedly heaven-sent King. During the events of Age of Aether's four campaigns the specific King in power is King Jerrich.
Iguanasaurus

## Description

Hulking brutes that live off gourds and fruit. Originally from Majomorszag, they prefer a tropic climate but will tolerate colder temperatures temporarily if it means access to food; they must dedicate all their time must to feeding in order to sustain their great size.

## Combat

Iguanasaurus are sometimes sought after for the LG health pickups they drop. They have a passive nature by default and ignore the player even after being hit, only turning defensive after enough damage has been done to lower their health to 30%. Even then they aren't bothered enough to drop what they're doing, only defending themselves when the player gets close and never choosing to give chase. Iguanasaurs have three moves: a single-footed stomp, a rearing double stomp that deals much more damage, and a vertical horn jab that deals no damage but hurls players high into the air. Killing them can take some time, as their thick hides make them resistant to damage and outright impervious to throwing stones, arrows, and blowdarts.

## Uses

Leaving Iguanasaurs in peace is almost always a better choice. They have a myriad of other uses besides giving health pickups, such as providing cover when attacked by projectiles, distracting wandering carnivores, and tossing players up to otherwise inaccessible areas. Some levels have puzzles that cannot be solved without their aid. This is because Iguanasaurs, while normally stationary, can be coaxed into changing feeding spots by picking up fruit or whacking them with torches. The sheer heft of an Iguanasaur is sometimes the only surefire way to block certain paths or set off Ubaan-built pressure plates.

## Trivia

* The name *Iguanasaurus* is a defunct synonym of *Iguanodon*. The way it looks in Age of Fire is based off the original 1800s restoration by Gideon Mantell, who incorrectly placed the animals thumb spikes on its nose!
	+ A second, slightly more modern *Iguanodon*-type creature appears as a Legend: The Goregouge.
* The pumpkins they eat in forest levels are a nod to the 1981 comedy film *Caveman*, in which they're used to distract a similar-looking lizard monster.
Leshy

*"You can clear enough brush to make way for your home, and chop down what lumber you must to build it, to make fires... you can hunt as many beasts as you need to feed your family… but never forget: you have these things not because you were owed them, but because the forest was gracious enough to let you have them."*

## Moves

* Movement Type: *Charge*. Hold X to run extra fast and damage everything in your way.
* Defense Type: *Block*. Hold L1/R1 to defend by raising a wall of vines.
* Light Attacks: Vertical and horizontal claw swipes
* Heavy Attacks: Stomps, sweeps, and bites
* Grapple: Grabbing an enemy's shoulders and planting them straight down into the dirt, whereupon vines will reach up and temporarily hold them in place

## Powers

* Roar: **Claim.** All enemies in the surrounding region - not just those close to the Legend - are inflicted with a region-specific debuff that strips them of all debuffs save for Passive Specials as soon as they enter this area and take extra damage from enemies. Each Legend afflicted will suffer these effects in this particular region for the rest of the match, regardless of who the Leshy is or who owns the region, until the Leshy itself dies or recasts Claim elsewhere.
	+ Cooldown: *Very Long*
* Active: **Ensnare.** Sends twisting vines to erupt from the earth and trap a single target, pulling them halfway underground and locking them in place. This attack *cannot be blocked*; the victim must mash attack buttons to struggle free, and will climb out unharmed if successful, but will be eventually dragged underground for an instant death if they aren't quick enough.
	+ Cooldown: *Medium*
* Passive: **Guardian.** 3-5 patches of thorny vines will pop up at random in any control point territory that the Leshy or its allies control. The Legend itself has no control over how many these vines pop up or where, but they each act as a free melee-based turret that lashes out to whip at any enemy that gets close. They do not deal much damage, nor do they have much health, but the Leshy is notified every time they attack or are attacked. The thorns will eventually grow back if destroyed, but they take a long time to do so and cannot be manually recreated.

## Legendarium

* *He of the Forest*
* *Slavic Paganism*
* *Dryads, Spriggins, and Other Wood Spirits*
* *Humbaba of the Cedars*
* *Kodama and the Sacred Forest*
* *The Jubokko*
* *Baba Yaga will Get You!*
* *The Unknown*
Belodon

## Description

Long, slow moving river reptiles that have armored backs and toothy maws. They are some of the largest living predators on Pangaea. Small groups of them can be found basking together on muddy riverbanks, mouths open and eyes closed, seemingly statuesque. Here they are not much of a threat unless riled intentionally, but in the water their presence spells doom.

## Behavior & Combat

Belodon behavior on land is best described as "defensive". While it's true they will attack if a player gets too close, the boundaries of their personal space are surprisingly tight- they won't actually bite unless the player is so close they're touching them. Attacking one will of course net the same result, but the following pursuit is bound to be very slow and short lived. Belodon are very heavy and cold blooded, after all, and better adapted to life underwater. Getting away from one that's gotten mad on land isn't very difficult. That isn't to say they aren't dangerous, though. Far from it!

Being as large as they are Belodon have exceptional reach, especially when attacking with their snouts. Their jaws move much faster than their feet and one strike can be enough to shear off half a player's health. Their tails are easier to avoid but hit almost as hard and can also toss players short distances. All manner of thrown & shot projectiles bounce off their backs, they have no fear of fire, and have a 15% damage resistance to Burnpowder and torches.

In water they're even worse. Belodon swim many times faster than they walk and can catch Dryll, Ubaan, and Makileks with total ease. Only the Rith can swim fast enough to outpace them, and even then only barely. Because moving in water is so much easier for them they will also pursue their targets for much longer, following relentlessly until close enough to either drag their quarry under or drive them out of the water.

## Trivia

* The name *Belodon* comes from a dubious genus of Phytosaur, possibly a synonym of *Phytosaurus* or *Machaeroprosopus*. It was named in 1844 and is not well understood.
	+ Phytosaurs were a group of Triassic reptiles that superficially resembled crocodiles but were not related.
* The fluked tail seen on Age of Fire's Belodon is inspired by *Metriorhynchus*, an animal which belonged to the same group as dinosaurs, birds, and true crocodiles (Archosauria) but was not closely related to Phytosaurs.
* Belodon will also attack swimming enemies like rival warriors, Diatryma, and Notiosaurus. If given the opportunity they will also snatch Drinker and Lophiotherium, either on land or in the water, and can swallow them whole.
	+ Very rarely they can be seen jumping to catch Ramapithecus and Icarops!
Kraken

*"Nay, lad, I’ve not seen everything beneath the sea... and by the gods, I hope I never do."*

## Moves

* Movement Type: *Jump.* Press X to lurch backwards.
* Defense Type: *Block*. Hold L1/R1 to defend.
* Light Attacks: Tentacle flails
* Heavy Attacks: Headbutts and multi-tentacle slams
* Grapple: Pulls in an opponent with its tentacles to deliver a painful, wrenching bite

## Powers

* Roar: **Sea Legs.** Boosts allies' speed moving through deep water and slows enemies. The Kraken's speed is unaffected
	+ Cooldown: *Short*
* Active: **Blackout.** The Kraken spits a pulsating sphere of ink that travels on a short arc, dealing no damage but creating a massive black splash that temporarily blinds opponents. Enemy players caught in the Blackout have their screens smeared with black opaque slime that makes it near-impossible to see; AI enemies become confused and erratic in their behavior to emulate blindness.
	+ Cooldown: *Moderate*
* Passive: **Whirlpool.** When in deep water, the Kraken's movement speed is greatly increased, while its Block option is replaced with Whirlpool - when this is activated, the Legend will submerge for as long as L1/R1 are held, becoming stationery and leaving it immune to knockback or grappling as all nearby enemies and health pickups are drawn towards it. Releasing the L1/R1 button causes the Kraken to suddenly surface, smashing all nearby enemies against its shell and sending them flying.

## Legendarium

* *Here There Be Monsters!*
* *Architeuthis re-dux*
* *The Sea-Krake’s Sons*
* *Ancient, Dreamless, Uninvaded Sleep...*
* *From the Ocean Rose a Giant: Iku-Turso*
* *Nareau & Na Kika Make Land*
* *Lusca, the Deep Blue Terror*
* *Yam Bhaya Akhoot and the Tower of Victory*
Thunderbird

*"You ever notice how all the birds stop chirping and go hide in the trees when a storm’s about to hit? All of 'em but one..."*

## Moves

* Movement Type: *Jump*. Press X to flap your wings and “jump”, briefly gaining altitude for a few seconds.
* Defense Type: *Dodge*. Press L1 or R1 to evade left or right.
* Light Attacks: Rushing jabs, wing strikes, and flashes of lightning launched from the wings
* Heavy Attacks: Bites and electrical shocks launched from the body
* Grapple: Summons a massive gust of wind and black clouds with a beat of its wings. Does no damage, but knocks back the target and anything behind it a great distance.

## Powers

* Roar: **Squall.** The chance of Stormwing activating is multiplied several times over, ensuring a constant volley of lightning strikes all around the Legend.
	+ Cooldown: *Long*
* Active: **Haietlik.** Launches a single serpentine bolt of lightning that bounces off walls and homes in on targets, dealing massive damage to a single enemy and inducing a short-lived staggering AOE.
	+ Cooldown: *Very Long*
* Passive: **Stormwing.** Lightning bolts will randomly strike the area around the Thunderbird, dealing a small amount of damage to struck enemies and briefly staggering them. Allies are slowed if hit, but take no damage and have a 10% chance of recovering a small portion of their cooldown meters. Structures struck by lightning are damaged whether they're allied or not; enemy structures take more damage, however, and have a 50% chance of catching fire.

## Legendarium

* *The Thunderbird Lives*
* *Prophecies, Icons and the Spirit World*
* *Panthers and Eagles and Snakes, Oh My!*
* *Culture Versus Cryptozoology*
* *More Blood for Impundulu...*
* *Pamola, the God of Mount Katahdin*
* *Hai-Ryo*
* *Iya the Enemy*
Vectis

## Description

Giant crabs that scour the shore for buried eggs and carrion. They aren't necessarily man-eaters by nature but they are highly opportunistic and will pursue anything they think might be food.

## Behavior

While they are aggressive, Vectis actually have quite a short aggro range. In most situations they'll ignore the player, content to merely pick around in the sand or scuttle over to the corpses of fallen enemies. It's only when players get too close for comfort that these crabs start clacking their claws and making threat displays. They do have a penchant for picking off the weak, however, and may aggro from much farther away if the player is afflicted with a status effect or low on health.

Vectis are semi-gregarious by nature, not especially social necessarily but willing to tolerate each other in large numbers if given enough space. Many can often be found spread out across the same beach at once, each independently searching for its own food. This should be kept well in mind as reckless players may find themselves drawing the ire of multiple crabs and risk being surrounded.

## Combat

Covered carapace to claw in hard crustacean armor, Vectis are immune to almost every weapon the Age of Fire has to offer. Fire and acid have no effect on them, axes are not heavy enough to crack their shells, and projectiles simply bounce off them. The Ubaan and Dryll owned spear, however, can lodge itself between their plates if thrown, making them vulnerable to a follow up melee attack that can drive the weapon deeper in and kill them. The Dryll club also works, able to dispatch them with two well-timed slams. Makilek claws are also up to the task but take much longer; if they really must be used it's best to use Brightpowder to blind the crabs first. Burnpowder and Deepblood don't offer much assistance. The Rith, unfortunately, have no safe way of dealing with Vectis and should do their utmost best to avoid them.

## Trivia

* *Vectis* *collinsi* was a prehistoric crab that lived alongside dinosaurs in early Cretaceous Russia; it was much smaller in real life.
	+ The Vectis design in Age of Fire is inspired by modern day ghost crabs of the genus *Ocypode*. They belong to the same Infraorder as Vectis, *Brachyura*, but are in a completely different family and likely didn't resemble each other.
* The Vectis are a nod to the 1970 Hammer film *When Dinosaurs Ruled the Earth*, which includes a scene where some unlucky cavemen are dragged off by giant, stop-motion shore crabs.
Popobawa

*"Nowhere is safe these days, not even your own home..."*

## Moves

* Movement Type: *Switch.* Press X to toggle between Walking and Hovering. You move faster and have more reach while Walking, but enjoy much greater attack speed and the benefits of flying while Hovering.
* Defense Type: *Block*. Hold L1/R1 to defend while Walking or tap either while Hovering to perform a shoulder-check that can block one attack if timed right
* Light Attacks: Rapid slashes and kicks (Walking) or kicking flurries (Hovering)
* Heavy Attacks: Sweeping double slash and bite (Walking) or bites and wing gales (Hovering)
* Grapple: Wrapping its enemy up in its wings and biting them repeatedly before letting them fall to the ground

## Powers

* Roar: **Echolocation.** Sends out a translucent ring of sound that briefly extends the distance of radar and forces nearby enemies out of Prowling mode.
	+ Cooldown: *Low* (Walking; takes twice as long while Hovering)
* Active: **Terror.** Release a blood-curdling scream that inflicts a unique Terror debuff upon enemies. While in this state, victims' movement controls are reversed, they cannot use Specials, friendly-fire is turned on, and both allies and enemies can be targeted by lock-on.
	+ Cooldown: *Very Long* (Cooldown is extended while flying)
* Passive: **Nightmare.** The Popobawa deals double damage to any opponent it attacks from behind; if the victim is Terrorized, the effect is doubled.

## Legendarium

* *Predator on Wings*
* *The Shetani*
* *The Science of Fear*
* *Incubus & Succubus*
* *Harpies & Hags*
* *The Greek Gorgons*
* *Gargoyle, the Grotesque Guardian*
* *What Devilry is This?*
* *Manananggal*
* *Camazotz*
Propappus

## Description

Squat, sprawling reptiles that feed on tough plants and nuts. Large herds once roamed the mountains but now they are seen almost exclusively underground; the Makilek breed and herd them, feeding on their meat and eggs. Propappus are not aggressive creatures but they will defend themselves if attacked, knocking down opponents with a bothersome but ultimately harmless headbutt. Their backs are wide enough to be used as stepping stones or platforms, but don't get any bright ideas- the bone spikes on their backs are more dangerous than they are!

## Behavior

Propappus are slow moving and nearly stationary, spending most of their time milling around in one spot even when they're not penned in by Makilek farmers. They won't attack anything unless it provokes them first and since their only defensive move deals zero damage there are almost no situations in which they're a threat. The only times players should really be concerned about Propappus are when other enemies are around; a herd of angry herbivores headbutting you into a corner is annoying, and a Propappus knocking you a thousand feet off a cliff is just embarrassing.

## Trivia

* The name *Propappus* is a defunct synonym of *Pareiasaurus*, a kind of plant-eating reptile that lived before the dinosaurs. The real animal had a less sprawling posture and lacked dorsal spines.
	+ Despite this, it's still a valid genus... just for an *entirely* different kind of animal, a worm!
Archaeornis

## Description

Feathered little creatures that live in the trees. They're completely harmless and ignore players and animals alike as they glide from branch to branch in search of food. If players are injured or feeling desperate they can try to snipe them with ranged weapons: they're hard to hit, but they are guaranteed to drop a SM health pickup.

## Trivia

* The name *Archaeornis* is a defunct synonym of *Archaeopteryx*, the famous "first bird" dinosaur.
Mammoth

*"They say something watches over the herds of the North. Something old, wise, and very, very big."*

## Description

A huge, ancient bull mammoth with massive twisting tusks and long dangling ears. The top of the trunk is devoid of fur.

## Moves

* Movement Type: *Charge*. Hold X to run extra fast and damage everything in your way.
* Defense Type: *Block*. Hold L1/R1 to defend.
* Light Attacks: Tusk jabs and trunk swings
* Heavy Attacks: Side-to-side tusk swings and uppercuts
* Grapple: Catches the enemy between its enormous tusks, then slamming them into the ground and dragging them for a short distance until it tosses them or slams them into a wall.

## Powers

* Roar: **Trumpet.** Temporarily stuns turrets and smaller enemies; enemy Legends' cooldowns are paused for several seconds.
	+ Cooldown:
* Active: **Tempest.** Hunkers down and summons a raging blizzard, dealing continuous light damage to everything within the immediate vicinity; enemy Legends are also slowed considerably, their field of vision severely impaired. The Mammoth is immobile when summoning Tempest, but once the blizzard sets in, it's free to move through the Tempest unencumbered.
	+ Cooldown: *Very Long.*
* Passive: **Toss**. The Mammoth can pick up small objects - trees, wreckage, people, etc. - with its trunk by pressing the Grapple button. Press O again to throw them; projectiles do very little damage, but they can interrupt attacks or intercept other projectiles.

## Skins

Default Age of Fire skins.Post-launch DLC skins.
Sunfin

*"Sometimes, on the hottest days of the year, in the deepest parts of the swamp, you can see a flag of flesh fly under the sun. It's a declaration of war, but not from any tribe..."*

## Moves

* Movement Type: *Switch*. Press X to toggle between bipedal and quadrupedal (default). Move faster and take slightly less damage while quadrupedal. Deal more damage and reach farther while bipedal.
* Defense Type: *Block.* Hold L1/R1 to defend.
* Light Attacks: Quick claw swipes
* Heavy Attacks: Bites and downward claw-slams (quadrupedal); bites, slashes and stomps (bipedal)
* Grapple: Pins down an opponent beneath its forelimbs and clamps down on the throat, then shakes viciously.

## Powers

* Roar: **Absorb.** Hold L2 to continuously charge up, healing a small amount and speeding up the cooldown on Heatwave. The Sunfin is vulnerable while using Absorb, and the longer it uses this ability, the longer its own cooldown will be.
	+ Cooldown: See above
* Active: **Heatwave**. The Sunfin's sail flushes with color and vents a tremendous amount of heat, warping the air around the Legend and tinting the surrounding environment in orange. This is a sustained AOE that lasts for several seconds, draining the health of all enemies in range. Unaffected by stance.
	+ Cooldown: *Very Long*
* Passive: **Amphibian**. The Sailfin can move through deep water without suffering a penalty to movement speed, regardless of stance.

## Skins

Default Age of Fire skins.Post-launch DLC skins.
Desert To Desert Expressway

E 51 in Serpentsville, DL

E 84 in Richmond, DL

E 50 Near New Dune, DL

From PSR Wiki:

The Desert to Desert Expressway was built in 1955, 6 years before the rest of the Empire Expressway System. The route originally went from Savannah in Vibe County to Emerald City in Desertlands County. An extension was built in 1965 and connected it to Expressway 30 just west of Rockridge Beach. The route was then extended to New Dune in 1979. The Desert to Desert Expressway is now one of the largest expressways in Desertlands, with the section between Emerald City, DL and Wilma, DL having over 6 lanes in each direction. The name of the expressway was given due to it originating in the Vibe County Badlands and ending in the Grandes Colinas Desert.
Spitter

*"Mother Nature had much to teach of poison and venom, and the Dryll were eager students."*

## Moves

* Movement Type: *Prowl*. Press X to toggle Prowl on/off. Enemy players won't see your dot on the map and your healthbar won't display when they look your way. You're obvious out in the open but fade in shadows, nothing but an eye. If hit by an enemy you'll exit prowl mode involuntarily.
* Defense Type: *Block*. Hold L1/R1 to defend.
* Light Attacks: Rapid bites and swings of the head
* Heavy Attacks: Powerful bites, claw swipes, and tail whips
* Grapple: Sinks its teeth into the enemy's leg and shakes viciously; deals less damage than other Grapples, but temporarily slows the victim.

## Powers

* Roar: **Flare.** All enemies within range take 1.5x damage from Spit and suffer the poison's full duration regardless of circumstances.
	+ Cooldown:
* Active: **Spit.** The Spitter lives up to its name and spews a glob of toxic slime that arcs through the air and hits a single target. It deals no initial damage, but adheres to the target and deals heavy poison damage over time. If Spit misses its target, it can still leave a splatter mark on a wall or floor, which will inflict poison damage upon the first Legend that touches it, but the duration is not as long as it would be on a direct hit. Duration is also shortened if the target blocks when hit.
	+ Cooldown: *Long*
* Passive: **Wall Crawl.** When Prowling, the Spitter can climb sheer surfaces like cliffs, walls, and buildings. It cannot use melee attacks while doing so, but it can still use Flare and Spit.

## Skins

Default Age of Fire skins.Post-launch DLC skins.
Drinker

## Description

Small, plant-eating dinosaurs that startle easily. They gather in loose, widespread groups while feeding and scatter at the first sign of danger, alerting their entire herd with a high-pitched whistle. They have excellent hearing and are even harder to approach than Lophiotherium, though thankfully they also present broader targets. Players who can take one down are rewarded with two SM health pickups.

## Benefits

Because they're so watchful and give such a clear warning Drinkers can actually be very helpful to have around. If health isn't a concern it may be better to leave them undisturbed, allowing them to warn the player of nearby enemies like carnivores and warriors.

## Trivia

* The name *Drinker* is one of the many defunct synonyms of *Nanosaurus*.
Oni

*"All sinners go to Hell, but only a few come back."*

## Moves

* Movement Type: *Switch.* Press X to switch between Armed and Unarmed Combat. When the Oni draws its kanabo, its strikes are slower but have much greater range, hitting harder and pushing enemies back; when fighting unarmed, it loses the knockback effect and much of its power in exchange for substantially faster strikes for increased damage per second.
* Defense Type: *Block*. Hold L1/R1 to defend.
* Light Attacks: Rapid punches (Unarmed) or horizontal swings (Armed)
* Heavy Attacks: Uppercuts and hammerfists (Unarmed) or downward smashes and baseball swings (Armed)
* Grapple: Choking its enemy, either with its bare hands or with its kanabo against their throat, before shoving them aside.

## Powers

* Roar: **Fury.** Greatly increases melee damage in Unarmed mode and knockback distance in Armed mode.
	+ Cooldown: *Very Long*
* Active: **Seismic Toss.** The Oni plunges its hands into the earth and tears forth a massive chunk of it to throw as an arcing projectile that deals heavy damage to a single target and shatters - enemies caught in range of the AOE take lesser damage and are pushed back.
	+ Cooldown: *Long*
* Passive: **Jigokujin**. Non-physical attacks such as fire and ice do reduced damage to the Oni; melee attacks, meanwhile, speed up its recovery cooldowns.

## Legendarium

* *From Hell It Came*
* *Jigoku*
* *Demonology*
* *It's All Ogre*
* *Eye of the Cyclops*
* *The Jotnar*
* *Surtr the Swarthy One*
* *Yeitso and the Alien Gods*
* *Basket Women of the Northwest*
* *Talos*
* *The Flaming Teeth in Fiji*

## Trivia

* The Age of Aether Oni was drawn and designed by Sir K.
Qilin

*"Yeah I know, the old stories all say Qilins bring good luck and happiness to people, but the people it’s bringin’ good luck and happiness to are our dang enemies!"*

## Moves

* Movement Type: *Jump.* Press X to jump.
* Defense Type: *Block*. Hold L1/R1 to defend.
* Light Attacks: Horn swipes and stabs
* Heavy Attacks: Rearing and stomping
* Grapple: Shoving its opponent away as it hops back to give itself some distance before throwing itself forward with a charging headbutt

## Powers

* Roar: **Blessing.** Imbues the Qilin and all allies with a temporary 'good luck' buff. For the next several seconds, all attacks have a 25% chance of dealing 50% more damage than usual, while each hit taken likewise has a 25% chance of doing only half damage.
	+ Cooldown: *Moderate*
* Active: **Divine Wind.** The Qilin's eyes glow, and it temporarily surrounds itself with an aura of wind that deflects projectiles and pushes away other Legends, both allied and enemy. The Legend is free to move, jump, and roar in this state, but cannot attack.
	+ Cooldown: *Very Long*
* Passive: **Prosperity.** All allies' ability cooldowns recover more quickly while around the Qilin; if they use an Active Special while in the vicinity of the Qilin, its own recovery cooldowns will speed up for a few seconds.

## Legendarium

* *The Yellow Emperors Guest*
* *The Coming of Confucius*
* *Ahahaha, It’s a Giraffe!*
* *The Virgin and the Unicorn*
* *Steed of Heroes: Pegasus*
* *The Mongolian Wind Horse*
* *The Bo of Zhongqu Mountain*
* *Isle of the Camphruch*
* *Shadawar & Siranis*

## Trivia

* The Age of Aether Qilin was drawn and designed by Sir K.