recursal/Fanatic-Fandom huggingface dataset:
Sulphi

Sulphi (Full name Sulphuria) is a Mars Adept and one of the party members in Golden Sun: Mystery of the Ancients.

## Story

Sulphi is a young Proxian girl born to a merchant family. Although she does not belong to a lineage of warriors, her Psynergy is stronger than average due to being born after the Golden Sun event, and she idolizes the Proxian warriors of old. She encounters Artemis's party when searching for rare ore for her brother's merchant business, and is later drawn into the conflict which the player party becomes embroiled in.

## As a Playable Character

Sulphi is a balanced character who can play the role of both a mage and a warrior. Statistically, she has above-average Defense and Focus, and particularly high Attack.

Sulphi's personal Ability is Decisive, which increases the damage of single-target Psynergy.

Sulphi can access the following Class Series:

Mono-Element:

* Firebrand

Dual-Element (Full):

* Brute
* Page
* Fighter

Dual-Element (Partial):

* Scavenger
* Traveler
* Pilgrim

Tri-Element:

* Samurai
* Puppeteer
* Viking
* Dragoon
* Troubadour
* Pirate
Pilgrim class series

The Pilgrim class series is a Dual-element class series available to Mercury Adepts as well as Mars Adepts as an Alternate Class.

## Class Access per Innate Element

(Mercury Adepts)
 Devotee
 Ascetic
 Monk
 Guru

## Class Access (eLevel Requirements)

Accessing the Pilgrim class series requires an Adept's Mercury eLevel to be their highest eLevel, followed by their Mars eLevel. If these two eLevel rankings are switched, the Adept will change to the Fighter class series (assuming they cannot reach a Tri-Element class series).

 Devotee
 Ascetic
 Monk
 Guru
Survivor: Jumanji

## Cast

***Survivor: Jumanji*** is the third season of Reality Network's Survivor.

## Twists

* **One Returnee per Tribe:** Two former contestants, wydwaylon and wesxley, returned for another chance to win. Each tribe was assigned one of the returning players.
* **Desperation Island:** In a drastic, game-changing twist, when a player gets voted out from Tribal Council, that player will not be eliminated right away. Instead, they will go to Desperation Island, where they will fend for themselves during their entire stay. When the next person gets voted out, the two players will compete in a "duel". The winner gets to stay at the island, while the loser is eliminated from the game for good. At a certain point, the last person standing on Desperation Island will return to the main game and will continue their pursuit of the Robux prize and the title of Sole Survivor.
* **Hidden Immunity Idol:** The person who finishes first in each duel will also get to give a clue to the location of a Hidden Immunity Idol to any person from either tribe that they choose. If a castaway wins a game-returning duel, the castaway could also keep the clue for themself.
* **Two Tribe Switches:** On Days 8 and 13, the remaining castaways randomly drew for new tribes.
* **Legacy Advantage:** Allowed its holder to gain immunity at either the final thirteen or the final six. In the event that the holder is eliminated, they must will it to another player still in the game.
* **Safety Without Power:** The castaway was able to leave Tribal Council before the votes were read, effectively making them immune and negating any votes against them, at the cost of not voting. This advantage was usable until there were nine active castaways left.
Anarchiści

Wszystkie powyższe określenia od lat stosowane są w NeoMeru wymiennie na szeroką kategorię niewielkich grup, organizacji i stowarzyszeń niepasujących do żadnej innej grupy. Większość z nich nie czuje wspólnoty z pozostałymi, a jedyne co je łączy to niechęć do panującego systemu i mniej lub bardziej radykalne próby walki z nim. Anarchistami czy Antykorpami bywają określane zarówno grupki antyrządowych hakerów, bandy punków, zamieszkujące opuszczone budynki komuny jak i działające poza strukturami Syndykatu niewielkie gangi - słowem każdy, kto nie działa w pojedynkę, ale też omija szerokim łukiem centralne struktury i duże instytucje.  Z czasem u niektórych Vendeciarzy zaczęła się wykształcać poczucie tożsamości i przynależności do tej luźno zdefiniowanej grupy, przekształcić zewnętrznie zdefiniowany zbiór jednostek i grup w ruch społeczny czy nawet ideologię. Osoby takie obnoszą się z anty-establishmentowymi symbolami i hasłami próbując zbudować poczucie solidarności i połączyć różne rozproszone odłamy tego co uważają za swoją subkulturę, często jednak są one postrzegane przez pozostałych Wywrotowców jako zaprzeczenie ich stylu życia. Anarchiści są najbardziej zróżnicowaną i wewnętrznie sprzeczną frakcją w NeoMeru. Trudno w ogóle mówić o nich jako o grupie: zdań co do tego kto w tej grupie miałby się znajdować a kto nie jest tyle co jej potencjalnych członków - czyli nie sposób oszacować ile.

**Wygląd**

Większość Wywrotowców nie przywiązuje dużej wagi do wyglądu czy mody. Wielu z nich nosi kaptury lub chusty mogące w razie potrzeby osłonić twarz przed ulicznymi kamerami lub przed wzrokiem patrolujących ulice oficerów. Wielu posługuje się z symbolami reprezentującymi ich niewielką grupę, choć zazwyczaj wybierają formę, którą można w razie konieczności ukryć, jak tatuaże w łatwych do zasłonięcia miejscach czy biżuteria.
Lista postaci

To strasznie głupie, że po prostu można to zgooglać. Jestem teraz hakerem?

**Postacie graczy:**

Powiązania/Znajomości przed grą

### MG MAD

Ren Momo

Android-Natalia

Shaad

Alicia Howard

106

Postać Beaty

Postać Wiktorii

Postać Zemana

Postać Kuby

### MG Jasiek

Postać Kot

Postać Narien

DR Nora Malkova - Postać Ame

### MG Wargul

Alex Blackford-Słodki Batata

Marcus "Spike" Wilson-Royek

E'met-Zwyrol

Arisa-Gudie

Nick "Yurei" Lowell-Kacper Lubecki

Postać Katre

Tommy "Malwerian" Deckard -Postać Jujula

Tanaka Shinbei-Ero

Karol "Hack" Czarnecki- Mishra

### MG Niedźwiedź:

Wayne

Abin Cantrell

Adam

Yumeiko

Aster

Aiden Koh

Nate Hansen

Liam Rhodes

### **Postacie NPC:**

Daniel Cave

Yun Chén

Tygrysia Księżniczka

Arashi Inagawa

Samara Ganesha

Kazura Hitomi ‎

Adam Herrshe

Emir Samali Dayisun
POWER

power é uma completa IMBECIL, assim como é normal nesse mundo quando uma vida vem para esse mundo, um familiar vem junto, a power naçeu junto com timotio, embora o timotio que foi atrais de aprende a usar flechas e coisas do tipo a power ignorou todo o tipo de treinamento, e ficou apenas deita obsevando, pq so a vontade de power importa para ela mais a compania de timotio é boa

## historia

em um das convera do timotio com a power a power com fome mordeu o braço do timotio pq ela estava com fome, Então o que eu vou fazer bem A companhia até que e boa meu mestre Então vou deixar de comer pq senao ate eu vou morre, power tem seus motivos avezas ela quer ser a presidente do mundo avezes apenas um premio nobel, power vive seguindo timotio pq ele é o mestre dela

## Personalidade

a power é infantil, ganancioso e quase inteiramente auto-motivado. Ela tende a lutar como se tivesse algo a ganhar e estivesse certa da vitória, e não tem problemas em fugir de uma luta em que é derrotada.  Ela sente a necessidade de se gabar de sua superioridade sobre seus companheiros Devil Hunters devido ao seu status de demônio. Ela não tem lealdade a humanos ou demônios, admitindo abertamente que se juntará ao lado vencedor.  Power também gosta da emoção de uma luta e gosta de mostrar sua força e provar sua própria superioridade. Ela é altamente egoísta e frequentemente afirma que é capaz de fazer coisas que na verdade não pode fazer, apenas para abandoná-las no meio do caminho quando a situação fica complicada para ela. Ela freqüentemente desvia as consequências de suas ações para aqueles ao seu redor.

a power é uma mentirosa habitual compulsivo; depois de ter problemas com Makima por matar um demônio quando ela não deveria, Power imediatamente culpou Denji e afirmou que ele disse a ela para matá-lo.  Ela também culpou Denji por comer toda a comida de emergência que a equipe coletou, mesmo quando ela tinha migalhas no rosto,  e quando acusada de abandonar uma luta porque estava com medo, Power afirmou falsamente que ela fugiu apenas porque ela estava com fome.

O poder também é rude, desleixado e parece que aqueles ao seu redor deveriam limpar depois dela. Ela confessa que raramente toma banho ou dá descarga e vê os humanos como excessivamente sensíveis por se preocuparem tanto com sua higiene.

## HABILIDADE

-passiva 1: desmaio

apos a power usar o sangue dela mais de 5 vezes ELA DESMAIA POR 5 RODADA e quando acaba as 5 rodada ela acorda com a vida completa

(level 1) sangue para toda armas

a power gasta 5 de vida do seu sangue pra ganha +5 de dano garantido (pode ser usada 5 vezes a cada 3 rodada)

--(level 10) marreta biônica

a power gasta 16 de vida de seu sangue pra da 30 de dano no inimigo (apos isso ela fica 5 rodada desmaiada e preçisa ser reabatecida com sangue)

"nao contavas com minhas turcia"-power
Ari

Ari was/is the main character on Ari and Friends, She appears with brown Hair, green shirt, blue pants, brown shoes, and black glasses.

## About

Name: Ari

Disorders: Autism, OCD, ADHD (Confirmed by Ari)

Hobbies: basketball, drawing, saving the day with her friends, making new friends

(More info will be added quite soon!) - Ari
Blacki's springlock failure

Trudy is running away from 4 exe clones and 2 ghosts. Trudy finds a suit that kinda looks like Blacki. Trudy gets in it and he thinks that it'll protect him. But it actually causes him to have a couple of injuries. (I know springlock is supposed to kill but since this is a PG/C8 show, I made it a bit friendly.)
Caster class series

The Caster class series is a Dual-element class series available to Jupiter Adepts as well as Venus Adepts as an Alternate Class.

## Class Access per Innate Element

(Jupiter Adepts)
 Ritualist
 Soothsayer
 Shaman
 Druid

## Class Access (eLevel Requirements)

Accessing the Caster class series requires an Adept's Jupiter eLevel to be their highest eLevel, followed by their Venus eLevel. If these two eLevel rankings are switched, the Adept will change to the Apprentice class series (assuming they cannot reach a Tri-Element class series).

 Ritualist
 Soothsayer
 Shaman
 Druid
Ren Momo

**Gracz o postaci**

Ren Momo jest córką cesarza - najwyżej postawionego szefa chińskiego syndykatu. Mimo, że mamy XXII wiek, pewne rzeczy nigdy się nie zmieniają. Momo odebrała wszelkie nauki przynależne dobremu wychowaniu księżniczki - uczyła się tańczyć, śpiewać, haftować i parzyć herbatę. Gdy przygotowywała się do zamążpójścia Dayisun, robiąc porządki w mieście brutalnie uderzyło także w cesarza, prawie zabijając przy tym Momo. Cesarz zmuszony do kapitulacji, ułożył się Dayisun w zamian za ratowanie życia córki, która dostała tyle wszczepów, że można dyskutować czy w ogóle jest jeszcze człowiekiem. W tej chwili w zasadzie jest własnością korporacji, damą do towarzystwa najważniejszych oficjeli ale przede wszystkim - o czym wie niewielu - szybkim i morderczym ochroniarzem, który za cenę własnego życia ma chronić osobę, której towarzyszy. Momo nie skarży się na swój los, psychoterapia pomogła i teraz jest wdzięczna, że los dał jej nową szansę. Nie wiadomo jednak co będzie, gdyby odważyła się wyjść poza sferę.

**Wątki**

W wyniku ataku Dayisun na Triadę prawie zginęła, ratując życie swojemu ojcu. Przez to musiała przejść skomplikowaną operację i stać się cyborgiem.

Cesarz stroną porozumienia z Dayisun; zarzuca się mu donoszenie przed wielkim atakiem korporacji, co jest nieprawdą - jego późniejsza współpraca wynika z troski o córkę.

Wszczepy od ReGeneration i Dentō no mirai. Jako Cyborg musi poddawać się regularnym konserwacjom technicznym oraz przyjmować określone substancje chemiczne w celu utrzymania sprawności.

Psychoterapia pomogła jej być sobą - zaburzenia osobowośći. Póki dba o konserwację (technologiczną i medyczną) oraz nie schodzi na żółtą kondycję psychiczną, działa jak program. Po zejściu działa jak człowiek z mocnymi zaburzeniami

Dworskie wychowanie osoby do towarzystwa. Zaczynała jako dwórka swojej siostry. Już wtedy - przed wypadkiem - nauczona została tańca z wachlarzami, który miał być wykorzystywany do asasynacji. Taniec i morderstwo łączą się u niej. Eleganckie osoby mogą ją znać z jej młodości jako artystkę

Pracuje jako ochroniarz “Marcusa “Spike'a” Wilsona (Royka). Cesarz oddał ją Dayisun, a nowy właściciel oddelegował ją do tego zadania. Spike dba o jej funkcjonowanie od strony medycznej.

Program pana vs wyjście poza strefę komrofrtu. Dopóki jest na zielonym poziomie kondycji psychicznej program każe jej słuchać właściciela z Dayisun. Ten rozkazał chronić Spikea i wykonywać niesprzeczne z tym zadaniem jego polecenia. Czasem pojawi się z nowymi wytycznymi. Na żółym poziomie kondycji Momo może z trudem przełamywać program. Na czerwonym ma wolną wolę

W ukrytych wspomnieniach starsza siostra, dziedziczka, z którą była bardzo blisko, a która dołączyła do Dento no mirai, żeby zrobotyzować dzielnicę swojego ludu; obie złożyły sobie kiedyś obietnicę by zrobić wszystko dla jego przetrwania - siostra zajmie się polityką, a Momo założy rodzinę, by przedłużyć ich ród; siostra jest kandydatką na neochana

Anonimowy wysoko postawiony boss Dayisun ma do niej klucz, któy sprawia, że jest się jej panem.

**Najbliższe powiązania z postaciami graczy**

Spike

Słodki Batat

Kacper Lubecki

Mishra
Ari and Friends Wiki

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

Note: This is Beta Testing

## Suggest an Episode in every Season

play or click a video right [here]

*Need help building out this community?*

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

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

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

You thought that Creepypasta Ari wasn't canon for the storyline? Well, she kinda is. One time, Ari brought a VHS and she realizes it's about her and her friends. Creepypasta Ari comes out of the TV and she introduces herself. Ari tries to find a way to make Creepypasta Ari fit in.

## About

This episode is actually a 4th wall break episode. Remember the VHS video? Well, if AAF official had a twitter or something, they would make a post about what they animated and it was a Halloween thing. The post would say "We found this VHS and we put it in and it seems that Ari and Friends just got a little more spooky! We're just gonna warn you, this has some flashing images, Loud audio, and a jump scare! Anyways, Happy Halloween from Ari and her friends!" In a nut shell, it's a Halloween post and they made the episode look true and some or half of the fans were surprised.
Eoleo

Eoleo is a Mars Adept from Champa who runs the Forge, providing the player party with unique equipment and weapons forged from forgeable materials.

## Story

Eoleo is the son of Briggs and Chaucha, and the great-grandson of the late Obaba, who taught him to use the Ankohl Forge in Champa.

While Briggs proved to be incapable of controlling the Ankohl Forge despite Obaba's best efforts to teach him, Eoleo was able to master its usage to an even greater degree than Obaba herself. After Obaba passed away, Eoleo became the sole user of the Ankohl Forge and gained some repute in nearby regions as a forger of powerful weapons. Champa began to be known as not only a prominent fishing village, but also a destination for Weyard's best warriors to seek top of the line equipment from Eoleo's forge.

## Gameplay

Upon meeting the player party, Eoleo offers to forge unique equipment for them, presuming they can supply the requisite materials. Eoleo's services are first made available when the party first reaches Champa, and continue to be available throughout the rest of the game.

Eoleo informs the party of the Forge Specs, ancient documents which describe how to forge various powerful relics. When the party discovers these Forge Specs and bring them to Eoleo, he is able to expand his inventory of forgeable items.
Once Upon a Ghost

Jita tells ghost stories (especially towards Chloe) and Chloe gets a bit scared but she acts to not be scared so she isn't laughed at. Once she gets home, she tries not to believe it but then suddenly, she sees a "ghost" and she has to try to get rid of it before it's too late.

(ooooh scary for her! hehehe - zian b.)
Golden Sun: Mysteries of the Ancients

Golden Sun: Mysteries of the Ancients is a fan-made sequel to Golden Sun and Golden Sun: The Lost Age, which were originally released on the Game Boy Advance. Golden Sun: MotA presents an alternate continuity to the official one presented by Golden Sun: Dark Dawn.

Currently, Golden Sun: MotA is in the conceptual stages, and development has yet to begin in earnest. The subtitle, "Mysteries of the Ancients", is a placeholder and is subject to change.

## Continuity

Golden Sun: Mysteries of the Ancients is set 15 years after the end of Golden Sun: The Lost Age. Rather than try to tell a story that can fit in between the events of the GBA games and Dark Dawn, MotA instead takes place in a completely different continuity, with no attempts to be 'compatible' with Dark Dawn. In fact, there are notable divergences from the canon of Dark Dawn which become apparent very early in the story - for instance, it is revealed early on that Kraden has passed away a few years before the events of the story, firmly planting the game in an alternate future from DD. This additionally demonstrates that some elements of the lore are different as well - specifically in this case, those exposed to the light from the lighthouses during the Golden Sun Event were not granted longer lifespans in MotA's continuity.

In fact, characters, places, and lore which originate from Dark Dawn can generally be safely assumed to NOT be present in MotA, with very few exceptions. So, for example, the cities introduced in Dark Dawn like Ayuthay and Belinsk do not exist in MotA in any form, nor do lore concepts and terms such as the "Jenei" and "Exathi". Exceptions to this rule are unusual and general minor and marginal - for instance, the GBA party's epithet "The Warriors of Vale" which was introduced in Dark Dawn is used in MotA. Another example is Eoleo - although he was present in TLA as a baby, some elements of his design will be borrowed from his Dark Dawn appearance - though only partially, especially because he will be significantly younger in MotA.

The intention is to tell a completely distinct story with distinct lore from Dark Dawn - not out of spite for DD, but rather because in my view, finishing DD's story is Camelot's job. It would be incredibly difficult for anyone who doesn't know what was planned to be in store to conclude DD's story in a satisfying way, especially given the huge amount of loose ends and unanswered questions. Furthermore, it would be incredibly restrictive to try to tell a story using the same world which adds new characters and lore while still being able to coexist with DD canonically.
Rainbow Kill

A Rainbow Kill is an in-battle phenomenon by which an enemy felled by an offensive Djinni of an element they're weak to will flash rainbow colors and confer certain benefits to the player.

## Mechanics

In MotA, Rainbow Kills trigger in a slightly simpler way than in the official games - you need only defeat an enemy with a Djinn corresponding to its elemental weakness to trigger one, and there is no additional requirement. Enemies felled in this way will flash rainbow colors before dying; in addition, a unique sound effect will play.

Felling an enemy with a Rainbow Kill has several beneficial effects, namely:

* The Experience and Gold gained from the enemy is increased by 20%.
* The enemy has a significantly higher chance of dropping an item.
* The first enemy defeated by a Rainbow Kill will be guaranteed to appear in the next battle in a Chain Encounter, if triggered.

Rainbow Kills can be particularly useful for getting rare Artifact item drops, since they both increase the drop counter and ensure that the target enemy will appear in the next encounter in a Chain Encounter - and killing enemies in a Chain Encounter also boosts the item drop counter.
Rotund Animals

**Rotund Animals** is a TV series based on the video game DAHKU series Rotund Zero, Rotund Takeoff and Rotund Rebound that features quirky characters on the platform road to conquer shadows and evil dark carrots. It up to you to help the round critters to conquer this adventure and bounce your way to victory. Join Chubbit, Moufat, Tubble, Lopaun, Porshu and Plumsvin and all their allies as they bounce here and there and everywhere. See this show only on a morning channel Cartoon Nito.
Disciples of Phestia

The Disciples of Phestia were a pair of twin brothers who studied under the renowned Alchemist Phestia in ancient times. Their names and origins are unknown.

## History

The Disciples were already studying under Phestia for many years before her creation of the first Djinn. It is said that Phestia viewed the pair almost as her own children, though there are only apocryphal accounts of their relationship.

After Phestia developed a technique to create the Djinn, the Disciples learned this technique, although they would not exercise it in order to create their own Djinn until after Phestia's death.

Although rumors abounded that the Disciples played some role in Phestia's untimely death, no solid evidence ever appeared to corroborate these details, and most historians record Phestia's death as being due to a rare disease, rather than being the outcome of any sort of foul play.

After the death of Phestia, the Disciples parted ways and traveled separately across Weyard. As they traveled, they were each said to have created many Djinn, leaving them wherever they traveled. Because the brothers did not keep any record of their creations, and because they traveled so broadly, it is unknown just how many Djinn they created over the course of their travels. There are even stories claiming that they passed their Djinn-creating knowledge down to further disciples, but these stories have never been corroborated, and are thought to be merely myths.

It is known that both Disciples cooperated with The Custodians in their plan to bring about the Sealing of Alchemy; their reasons for undertaking this endeavor are unknown. The Disciples managed to seal Phestia's original 72 Djinn within Sol Sanctum alongside the Elemental Stars, and it is said that they also sealed all of the Djinn which they created in some other location. It seems that the Disciples arranged that Phestia's Djinn would be released into Weyard whenever the Elemental Stars were released from their chambers, whereas their additional Djinn would only be released from their unknown resting place should the Golden Sun Event occur.
Hermit class series

The Hermit class series is a Dual-element class series available to Jupiter Adepts as well as Mercury Adepts as an Alternate Class.

## Class Access per Innate Element

(Jupiter Adepts)
 Mentor
 Teacher
 Sage
 Wizard

## Class Access (eLevel Requirements)

Accessing the Hermit class series requires an Adept's Jupiter eLevel to be their highest eLevel, followed by their Mercury eLevel. If these two eLevel rankings are switched, the Adept will change to the Student class series (assuming they cannot reach a Tri-Element class series).

 Mentor
 Teacher
 Sage
 Wizard
Summon

Summons are immensely powerful attacks which call upon powerful beings to attack for them.

Golden Sun: Mysteries of the Ancients features 24 summon sequences; 20 are mono-element summons which are available to the player as soon as they have enough Djinn to access them, while the remaining 4 summons involve multiple elements and must be unlocked by defeating superbosses in optional dungeons.

Summon damage is calculated in a highly non-standard way. Instead of scaling off Focus or Attack, summons scale off the average stats of the user (specifically, the average of the Attack, Defense, Focus, Resistance, and Speed) and uniquely ignores in-battle stat buffs and debuffs. Summons will also deal additional damage based on the HP of the target, dealing 1% of the target's HP for each Djinn involved (so for instance, basic summons like Venus will deal 1% damage, while Judgment will deal 5% damage).
Formidable Aura

Formidable Aura is a unique attribute which some unique enemies possess, such as Mimics, the majority of bosses, and all battleable Djinn. Formidable Aura automatically activates at the beginning of the battle, before the player selects their actions on the first turn. Formidable Aura instantly forces all of the party's Djinn onto Set mode (even any who were in Recovery), effectively eliminating the possibility of using the infamous "Summon Rush" strategy. When triggered, it is accompanied by the text "The enemy is exuding a formidable aura! The party's Djinn were all forcibly Set!"

Formidable Aura is only present on Medium and Hard mode; on Easy mode, it does not exist, and thus Summon Rushing is still possible.
Fighter class series

The Fighter class series is a Dual-element class series available to Mars Adepts as well as Mercury Adepts as an Alternate Class.

## Class Access per Innate Element

(Mars Adepts)
 Battler
 Cavalier
 Luminier
 Radiant

## Class Access (eLevel Requirements)

Accessing the Fighter class series requires an Adept's Mars eLevel to be their highest eLevel, followed by their Mercury eLevel. If these two eLevel rankings are switched, the Adept will change to the Pilgrim class series (assuming they cannot reach a Tri-Element class series).

 Battler
 Cavalier
 Luminier
 Radiant
Phestia

Phestia was an ancient Adept and scholar of Alchemy who was notable for creating the first Djinn. She was the creator of the first 72 Djinn, and the two disciples under her tutelage went on to create the rest of the Djinn known to Weyard.

## History

Many ancient Alchemists were interested in the concept of condensing large amounts of elemental power into small objects which could be used as power sources. However, when the master alchemist Zosimos demonstrated that doing this in a traditional way was only possible with an incredibly complex method using a gargantuan amount of Alchemical power, most researchers relented in their studies on the topic.

However, Phestia came to a key realization: *Adepts themselves* were able to hold a notable amount of elemental power within themselves during their lifetimes. The reason that their power did not decay, as any other condensed elemental power would, is because Adepts were sentient, living creatures who could manage their power with their own minds. Thus Phestia realized that the only way to condense elemental power would be to create living beings to embody that power; it was this realization that ultimately led to Phestia's creation of the Djinn - artificial creatures who could store, control, and conduct Alchemical power.

Phestia originally planned to make 80 Djinn in her first batch, creating 20 of each element; however, she met an untimely death during the creation of her 73rd Djinni, resulting in only 72 completed Djinn, with 8 left forever in the planning phases.

While Phestia passed away before finishing her Djinn, she also had two disciples who learned all that she knew; these two disciples are shrouded in mystery, and their names are unknown to history. These mysterious disciples became nomads, traveling the world of Weyard and continuously creating more Djinn; despite the fact that Phestia herself only created 72 Djinn, *all* Djinn in Weyard are thought to be the product of either her own design, or the creation of her own two disciples, earning her the name "Djinn Mother" in some circles. Since her disciples seemingly never passed on the craft to anyone else, all known Djinn are either of her own creation or that of her disciples.
Class Type

Class Type is a hidden attribute which each Class Series has which determines class access. To facilitate certain aspects of the newly structured class system, Classes can now have multiple Class Types associated with them, such as the Tri-Element classes, which each have two Class Types.

## Class Type Chart

Adepts are assigned to a Class Type on the basis of their eLevel rankings, that is, their highest and second-highest eLevel. However, mono-element Class Type depends on the identity of the individual Adept.

Class Type ID Chart, Option A
 Mars
 Jupiter
 Mercury

Class Type ID Chart, Option B
 Mars
 Jupiter
 Mercury

Class Type ID Chart, Option C
 Mars
 Jupiter
 Mercury

## List of Class Types:

21: Rival class series

22, 23, etc.: Reserved for Venus

0: NPC (Dummy failsafe class)
Difficulty Modes

Golden Sun: Mysteries of the Ancients features three difficulty modes: Squire, Knight, and Slayer. "Squire" is intended to be an easier mode that is more in line with the original GBA games in various respects, though will be a bit easier than they are, especially in that it will avoid difficulty spikes for difficult bosses or for later parts of the game. "Knight" is intended to be the main difficulty mode, with a slowly ramping difficulty curve which forces players to make smart choices with their classes, gear, strategy, etc while still being both an approachable and satisfying difficulty level for anyone familiar with JRPGs. "Slayer" is intended to be the challenge mode of the game, with tough enemies and very tough bosses, but should still be doable by a skilled player without extensive abuse of mechanics or level grinding.

Save files will change in color depending on the difficulty mode selected, with Squire being green, Knight being blue, and Slayer being red.

By default, Slayer mode is greyed out and cannot be selected from the start - normally, it must be unlocked by clearing the game on either of the other difficulties. However, it can be unlocked immediately by inputting Left, Right, Left, Left, Right, Left, Left, Left, Right on the Select Difficulty screen.

A New Game + mode may be implemented. Slayer Mode may have its enemies and bosses buffed when playing on New Game + to preserve its level of difficulty even on this mode.

The Select Difficulty screen will list all three options on top of the screen, with a more in-depth bullet-point description of the details displayed underneath for the currently-selected mode:

**Squire** - An easier mode for newcomers or those seeking a low-stress experience.

* Difficulty Curve: Fairly shallow with no significant difficulty spikes.
* Items: Consumable items may be used in battle
* Djinn: Djinn are not forcibly Set in boss battles
* Enemy AI: Enemies and bosses use simple AI

**Knight** - A tougher mode for experienced JRPG players.

* Difficulty Curve: Balanced; starts on the easier side but becomes more and more challenging over time.
* Items: Consumable items may be used in battle
* Djinn: Djinn are forcibly Set in boss battles
* Enemy AI: Enemies and bosses use more intelligent AI

**Slayer** - A brutal mode for hardboiled Golden Sun veterans.

* Difficulty Curve: Starts tough and stays tough for the entire game.
* Items: Consumable items cannot be used in battle
* Djinn: Djinn are forcibly Set in boss battles
* Enemy AI: Enemies and bosses use more intelligent AI
Finley

Jack (bố)

**Finley** là một đứa trẻ mới biết đi và là chị gái của Tatum.

## Ngoại hình

Finley có đôi mắt sáng, mặc một chiếc quần dài màu trắng hoặc xanh nhạt và áo sơ mi dài tay màu xanh có cổ trắng. Tóc em ấy màu nâu và thắt bím tóc ngắn. Em có một chiếc răng cửa bị mất có thể nhìn thấy khi há miệng rộng. Finley cao hơn em trai Tatum.

## Tính cách

Finley là một đứa trẻ thông minh thích chơi trong sân chơi với em trai Tatum, nơi họ thường gặp Eugene. Là một đứa trẻ, em ấy lạc quan và ngây thơ. Em ấy khá thân thiện và tò mò dựa trên cách em thích đặt câu hỏi cho Eugene mặc dù họ là người lạ. Finley cũng tương đối thận trọng hơn so với Tatum.

## Thông tin thêm

* Nếu người chơi nhận được kết thúc Người phàm tại Văn phòng Địa phủ, cả Tatum và Finley xuất hiện với biệt danh là Cậu bé và Cô bé thay vì tên thật của hai người.
Ninja class series

The Ninja class series is a Tri-element class series available to Venus Adepts and Jupiter Adepts.

## Class Access per Innate Element

(Venus Adepts)
 Assassin
 Shinobi

## Class Access (eLevel Requirements)

Accessing the Samurai class series requires an Adept's Venus and Jupiter eLevels to be their highest eLevel, followed by their Mars eLevel in third place.

 Assassin
 Shinobi
Item Drops

Like in many RPGs, enemies may have a chance of dropping items when defeated.

There are two types of item drops; standard drops and Artifact drops. Standard drops simply have a set chance of the item being dropped after a battle. However, Artifacts have a drop chance that increases the more times the particular monster type is defeated, making it easier to obtain the item the more of the monster you fight. Additionally, Artifacts are always unique in MotA, so when a type of enemy has a chance to drop a particular Artifact, you can only get one from them and will not be able to get any additional copies from other enemies of the same type.

## Mechanics

### Standard Drops

Standard drops have a 1 in n chance of occurring per enemy defeated, with n having different values for different enemies/items. An integer is rolled between 1 and n inclusive, and if the number equals 1, the item is dropped.

### Artifact Drops

Artifact drops are more complicated. They have a base rate, n - specific to the type of enemy/item - and a drop threshold, d - which increases the more that type of enemy is defeated over the course of the game. When the particular enemy is defeated, d is increased by 1; then, an integer is rolled between 1 and n inclusive, and if the number is strictly less than d, the item is dropped. At the beginning of the game, d is 0 for all enemy types, meaning the chance of getting the item on the first roll is the same as for standard drops (since it requires a 0 roll).

Additionally, there are ways for the player to increase how much the value of d increases per enemy defeated. If the enemy is defeated by a Rainbow Kill, d is increased by 3 more per kill. The ability Pickpocket also increases d by 2 more per kill. Some items may also have an effect. Chain Encounters also boost the bonuses to the drop threshold - d is boosted by 1 more point in the first 3 Chain Encounters, 2 points for the next 3, and 3 points for the final 3 Chain Encounters before the chain is forcibly broken.

### Special Flavor Text

It is possible to tell whether a type of enemy can drop an Artifact by the punctuation which is displayed when the enemy is felled.

* "You felled [enemy name]!" (single exclamation point) This is displayed if the enemy type does not drop an Artifact, OR if the enemy type does drop an Artifact, but the Artifact has already been obtained
* "You felled [enemy name]." (period) This is displayed if the enemy type DOES drop an Artifact which has yet to be collected, but the felled enemy did not drop the Artifact
* "You felled [enemy name]!!!" (three exclamation points) This is displayed if the enemy type DOES drop an Artifact, and the item drop was triggered
Vengeance Psynergy series

The Vengeance Psynergy series is a unique physical Psynergy of the Venus Element only available to Taji in the Rival class series.

## Description

Vengeance is a unique Psynergy which has negative turn priority, meaning it will always act after all moves with normal priority. Vengeance is a physical Psynergy, scaling off Attack, and is Venus-aligned. While Vengeance always deals damage, it will deal 50% more damage if the user has taken damage at any point during the turn, from any source. While Vengeance acts after other moves, it still acts before the damage from most Status Conditions is applied, so they generally do not trigger Vengeance; however, Statuses can still trigger Vengeance in some unusual circumstances; for instance, if the user was granted multiple actions by Ignition or Mobilize, was affected by Haunt on their first action, and then used Vengeance as their second action, the Haunt damage would trigger Vengeance.

Vengeance Psynergy series
 Retaliation
 Retribution
Kraden

Kraden was a scholar of Alchemy who joined the Warriors of Vale on their quest to restore Alchemy to Weyard. Julien was one of his pupils when he was a teacher in Tolbi City. He passed away two years before the events of the game, succumbing to his advanced age.

## Story

After the Golden Sun Event, Kraden continued to travel with Felix for some time, investigating and helping to deal with the effects of the return of Alchemy to Weyard. However, Kraden's age began to catch up with him, and he returned to Tolbi after a few years. There, he became a teacher of Alchemy, instructing many students, including some Children of the Sun. Among them was Julien, who he considered his most promising pupil.

In his final years, Kraden was particularly dedicated to studying Weyard's underground, which he believed contained important keys to understanding Alchemy and the world of Weyard as a whole. He passed away due to his advanced age before he was able to see this research to fruition, unfortunately, but tasked Julien with taking up the cause.
Psynergy Vein

Psynergy Veins are a particular formation of Psynergy Stone which can very efficiently transmit Psynergy.

## Natural Psynergy Veins

There is a massive network of natural Psynergy Veins underneath Weyard, centered at the Heart of Weyard, deep within the ground below Mt Aleph. Large veins and vein networks stretch out in all directions from the Heart of Weyard, with some of these poking up into the surface; the most notable instances of this are those at Mt. Aleph itself as well as the four Elemental Rocks. Additionally, the four Elemental Lighthouses were built upon large Psynergy Veins which did not quite extend to the surface, but were excavated in order to form the foundations for the Lighthouses.

## Artificial Psynergy Veins

Ancient alchemists developed a technique to create artificial Psynergy Veins, though they could generally only make them at smaller sizes and with a limited amount of Psynergy throughput.

In-game, these are used as part of various puzzles, where they are used to extend the normal range of Psynergy. For instance, a pillar might need to be pushed with Move, but it's out of reach by normal means - however, using Move on a Psynergy Vein will transmit the Move Psynergy through it, allowing the pillar to be moved remotely.
Zhandellia Index

The Zhandellia Index was a massive repository of all of Weyard's knowledge and information during The Lost Age of Alchemy.

## Lore

The Zhandellia Index housed a wide variety of information, including historical records of all parts of Weyard, as well as in-depth descriptions of all known Alchemical knowledge. The Index included major works by such figures as Zosimos, Phestia, and countless other alchemists. In addition to this knowledge, the Index contained at least one copy of nearly *every* single Psynergy-imbued item ever created (that is, those items which could imbue an Adept with the ability to use a particular Psynergy).

During the Sealing of Alchemy, it was hotly debated whether the Zhandellia Index should be preserved for the benefit of future civilizations, or whether it should be destroyed because its knowledge extended to arcane topics which could again plunge Weyard into chaos.

Ultimately, the entirety of the Zhandellia Index was moved to a massive, singular location and sealed away, with the intention of it being completely unavailable to any Adepts until long after the re-release of Alchemy into the world. However, due to a miscalculation, the seal on the Index broke down enough that a Mercury Adept named Alex was able to access parts of the massive library and learn forbidden knowledge of Alchemy and Psynergy. Alex then re-sealed the Index, preventing any other Adepts from accessing it, and then used his newfound knowledge to attempt to gain ultimate power by interfering with the Golden Sun Event and absorbing its power; however, he was ultimately stopped by The Wise One, who nullified his power and sealed him within Mt. Aleph.
Dual-Element Class Series Template

The ClassName class series is a Dual-element class series available to Venus Adepts as well as Mars Adepts as an Alternate Class.

## Class Access per Innate Element

(Venus Adepts)

## Class Access (eLevel Requirements)

Accessing the ClassName class series requires an Adept's Venus eLevel to be their highest eLevel, followed by their Mars eLevel. If these two eLevel rankings are switched, the Adept will change to the AltClassName class series (assuming they cannot reach a Tri-Element class series).
Stat

Stats, or Statistics, are parameters which the playable party and enemy characters have which determine their strength in combat. Most stats increase as characters level up.

## List of Stats

### Max HP:

Max HP, or Hit Points, determines the amount of damage an individual can take in battle before they are Downed. When an Adept's Max HP is changed by some means, their HP is generally adjusted to have the same proportion to their new Max HP as the previous.

### Max PP:

Max PP, or Psy Points, determines the amount of Psynergy an individual can cast in battle. Each Psynergy spell has a certain PP cost. Some Status Conditions can prevent the usage of any spell which costs PP, or increase the PP cost of spells, etc.

### Attack:

Attack determines the power of physical attacks, which include basic attacks, offensive Djinn, most Weapon Unleashes, and physical-attacking Psynergy.

### Defense:

Defense determines how well an individual is protected from physical attacks.

### Focus:

Focus is a new stat in MotA which determines the power of psynergetic attacks, such as most offensive Psynergy as well as some Weapon Unleashes. Some Monster Abilities also scale off Focus.

### Resistance:

Resistance is another new stat and the defensive counterpart to Focus, determining how well individuals are protected from psynergetic attacks.

### Speed:

Speed (renamed from Agility in previous games) determines the order in which individuals are able to attack in a turn.

### Infliction:

Infliction is a new stat which determines the potency of Status Conditions when they are inflicted upon targets.

### Tolerance:

Tolerance is another new stat and the defensive counterpart to Infliction, determining how well individuals are protected from the infliction of Statuses.

### Elemental Resilience:

Elemental Resiliences are a series of 4 stats, one for each element. These do not scale based on level over the course of the game, and are instead determined by an Adept's Class. These serve as modifiers for how much damage an individual will take from element-based damage. Player characters generally have Elemental Resiliences close to x1, but enemies may have extreme Resilience stats, such as taking as much as 2x damage from a particular element, or even taking 0x damage (i.e. being immune to that element). For instance, all Djinn are immune to their own element.
Rival class series

The Rival mono-element class series is the unique class series available to Taji, which is available to him when he has only Venus Djinn set.

Rival is a bulky class with a unique physically offensive option in its Vengeance Psynergy as well as single-target heals and Revive. While its physical stats are high, its Psynergy-related stats are poor, and it is fairly slow.

## Class Access per Innate Element

 Contender
 Competitor
 Challenger
 Nemesis

## Class Access (eLevel Requirements)

Accessing the Rival class series requires that only Taji's Venus eLevel is 1 or greater; all other eLevels must be less than 1.

 Contender
 Competitor
 Challenger
 Nemesis
Golden Sun: Mysteries of the Ancients Wiki

**Welcome to the Golden Sun: Mysteries of the Ancients Wiki!**
This is a sort of 'design doc' in wiki format for a Golden Sun fangame called Golden Sun: Mysteries of the Ancients. Active development on the game itself has yet to begin; this wiki aims to act as a comprehensive resource detailing everything about the game from the inner workings of its mechanics to the details of its story and lore.

Pages on this wiki will include pages about people, places and things which exist in the world of the canon Golden Sun games, but with added details pertaining to non-canon information relevant to MotA. Don't make the mistake of assuming any information presented on this wiki is canon to the official games.

## Important articles

PlaceholderDjinnPlaceholderArtemisPlaceholderClassPlaceholderAbilityPlaceholderChildren of the Sun

*Need help building out this community?*

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

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Entice

Entice is a unique Mars Psynergy which can be used both in and out of battle, where it has different effects.

Entice - 2 PP - "When used in battle, attracts nearby enemies to guarantee a Chain Encounter"

## Mechanics

When used in battle, Entice guarantees that a Chain Encounter will appear at the end of the fight, unless the maximum of 10 consecutive battles has already been reached. When used, it will normally display the flavor text: "[Adept] casts Entice! Enemies from afar seem to be drawing near!" - however, if you have already reached 10 consecutive chain battles, the flavor text will instead be: "[Adept] casts Entice! But it appears there are no more enemies to attract..."

When used outside of battle, Entice will reset the encounters skipped by defeating Chain Encounters so that new encounters can happen immediately - this is the more niche use of the Psynergy. If there are no skipped encounters, the flavor text when used out of battle will be: "[Adept] casts Entice! But there are already enemies nearby, so it had no effect..." - whereas, if there are skipped encounters, the flavor text will read: "[Adept] casts Entice! Enemies from other areas seem to have noticed the party!"
The Custodians

The Custodians were an ancient, worldwide coalition of Adepts who ultimately sealed away the power of Alchemy.

## Lore

After the Four Nightmares, Adepts all around the world started to become cynical about the power of Alchemy. Many came to believe that the pursuit of Alchemy actually led to chaos and destruction, rather than productive advances in society. Various peoples from all over Weyard came to agree on this point, and eventually formed the group now known as The Custodians. The Custodians divided themselves into four Clans, each representing an element: the Fire Clan, which largely consisted of Proxians from the frigid north; the Water Clan, which consisted of a coalition of Mercury Adepts based in Imil; the Earth Clan, consisting largely of Dwarves operating out of Gokhilho; and finally the Wind Clan, which consisted of those Adepts from Anemos who chose to remain on Weyard, based in Contigo. Although these groups and locations were chosen as the base of operations for each of these clans, notable Adepts from civilizations spanning all of Weyard congregated to join forces with the Clan matching their element, sharing the sentiment of the danger of Alchemy and seeking to contribute.

The Custodians appointed eight Sages to guide their plans. Ultimately, they managed to drain the power of Alchemy into the Elemental Stars using the theoretical framework of Zosimos; they also constructed the four Elemental Lighthouses so that, should it ever be necessary, the power of Alchemy could be restored to Weyard.