recursal/Fanatic-Fandom huggingface dataset:
Sand Flowers

Fighter Card

Efeito:

"Se este card é chamado do topo do deck por efeito de um Yellow Fighter, [MIRAGE] 1 (DEF)

Tribute dois Yellow Fighters em [MIRAGE], volte até 1 deles para o topo do deck e destrua um card no campo."

ATK:1500

DEF:1600

Nível:1

Type:Nature

Limite:4

Cor:Yellow

Nome Traduzido: Flor de Areia

Boosters:

Breaker! Booster Set 05: Brave New World
The Plane of Fire

The Plane of Fire is one of the four elemental planes and mostly inhospitable to mortals. Hundreds of volcanoes belch clouds of smoke and soot into a darkened sky and rivers of fire and magma flows against shores of hot igneous rock. The entire plane reeks of sulfur and there is no moisture to be found. It is home to fire elementals, red dragons, mephits, efreeti, salamanders and fire giants. These beings often build constructs, which can harness the sweltering heat, to perform labor.

**Origins:**

The Plane of Fire is one of the first elemental planes to be formed when the Unnamed Overdeity created the organized multiverse. Its energies were used to thaw part of the then-cold and frozen plane of water. The vaporized water rose to become the plane of air and the cooled magma formed above it to create the plane of Earth. When all four elements were created, pieces of them were used to form the material plane.

**Deities:**

Tiamat - The lawful evil goddess of evil dragons has an enormous golden horde here. She is protected by great wyrm red dragons, her most powerful servants and extorts the City of Brass. She has waged war with Bahamut, the god of good dragons, for thousands of years.

Surtur - The lawful evil fire giant who killed Freyr during Ragnarok has ruled for centuries in The City of Brass. He hides from the wrath of the surviving members of the Asgardian pantheon and pays Tiamat tribute to avoid having to battle her for dominance. He is amassing a large army of constructs through his interplanar trade networks with which he hopes to one day invade and destroy Asgard.

.**The City of Brass:**

The City of Brass is among the oldest cities in the multiverse, with most of its population being fire giants or efreeti. It is ruled by Surtur who forces captured mortal slaves to build constructs to harvest the plane of fire's vast wealth. A portion of this wealth is paid to Tiamat as tribute. The rest is used in trade with other planes, with the City of Brass being an interplanar hub for the slave trade as well as volcanic jewels, construct servitors and expertly forged weapons and armors. Demons, devils and Yogoloths of the lower planes are frequently seem in the market places, where theivery or starting conflicts is punishable by death.
Potion Shop

Dalia is the potion maker. She is a human sorcerer who is always looking
for strange spell components. She wears a silver Illuminator Pin.

 Cure light wounds (potion) 50 gp

Endure elements (potion) 50 gp

Mage armor (potion) 50 gp

Magic fang (potion) 50 gp

Magic stone (oil) 50 gp

Magic weapon (oil) 50 gp

Pass without trace (potion) 50 gp

Protection from (alignment) (potion) 50 gp

Remove fear (potion) 50 gp

Sanctuary (potion) 50 gp

Shield of faith +2 (potion) 50 gp

Shillelagh (oil) 50 gp

Bless weapon (oil) 100 gp

Enlarge person (potion) 250 gp

Reduce person (potion) 250 gp

Aid (potion) 300 gp

Barkskin +2 (potion) 300 gp

Bear’s endurance (potion) 300 gp

Blur (potion) 300 gp

Bull’s strength (potion) 300 gp

Cat’s grace (potion) 300 gp

Cure moderate wounds (potion) 300 gp

Darkness (oil) 300 gp

Darkvision (potion) 300 gp

Delay poison (potion) 300 gp

Eagle’s splendor (potion) 300 gp

Fox’s cunning (potion) 300 gp

Invisibility (potion or oil) 300 gp

Lesser restoration (potion) 300 gp

Levitate (potion or oil) 300 gp

Misdirection (potion) 300 gp

Owl’s wisdom (potion) 300 gp

Protection from arrows 10/magic (potion) 300 gp

Remove paralysis (potion) 300 gp

Resist energy (type) 10 (potion) 300 gp

Shield of faith +3 (potion) 300 gp

Spider climb (potion) 300 gp

Undetectable alignment (potion)

**Potions for Copper Pin Ranked Members (These are the strongest she can make):**

 Barkskin +3 (potion)     600 gp

Shield of faith +4 (potion)     600 gp

Resist energy (type) 20 (potion)     700 gp

Cure serious wounds (potion)     750 gp

Daylight (oil)     750 gp

Displacement (potion)     750 gp

Flame arrow (oil)     750 gp

Fly (potion)     750 gp

Gaseous form (potion)     750 gp

Greater magic fang +1 (potion)     750 gp

Greater magic weapon +1 (oil)     750 gp

Haste (potion)     750 gp

Heroism (potion)     750 gp

Keen edge (oil)     750 gp

Magic circle against (alignment) (potion)     750 gp

Magic vestment +1 (oil)     750 gp

Neutralize poison (potion)     750 gp

Nondetection (potion)     750 gp

Protection from energy (type) (potion)     750 gp

Rage (potion)     750 gp

Remove blindness/deafness (potion)     750 gp

Remove curse (potion)     750 gp

Remove disease (potion)     750 gp

Tongues (potion)     750 gp

Water breathing (potion)     750 gp

Water walk (potion)     750 gp

Barkskin +4 (potion)     900 gp

Shield of faith +5 (potion)     900 gp

Good hope (potion)     1,050 gp

Resist energy (type) 30 (potion) 1,100 gp

Barkskin +5 (potion)     1,200 gp

Greater magic fang +2 (potion)     1,200 gp

Greater magic weapon +2 (oil)     1,200 gp

Magic vestment +2 (oil)     1,200 gp

Protection from arrows 15/magic (potion) 1,500 gp

Greater magic fang +3 (potion)     1,800 gp

Greater magic weapon +3 (oil)     1,800 gp

Magic vestment +3 (oil)     1,800 gp

Greater magic fang +4 (potion)     2,400 gp

Greater magic weapon +4 (oil)     2,400 gp

Magic vestment +4 (oil)     2,400 gp

Greater magic fang +5 (potion)     3,000 gp

Greater magic weapon +5 (oil)     3,000 gp

Greater Magic vestment +5 (oil) 3,000 gp
Queenslayer Claw II

## Stat Scaling

###

###

###

###

###

###

## Physical Defense

###

###

###

###

0
44
34
48

## Elemental Defense

###

###

###

###

41
40
33
38

## Debuff Resistance

###

###

###

###

###

134
128
103
83
86

## Drain Attack

###

###

###

###

###

###

234
0.5
0
0
0
0

## Gifts

###

###

182
203

The **Queenslayer Claw II** is an Ogre type Blood Veil in Code Vein.

In-Game Description

*"A modified Queenslayer Claw created by the collaboration of post-collapse engineers.*
*It enhances all types of Gifts, but is not as robust as desired.*
*It was designed for low-cost mass production, and was built around a stock tactical vest with an added drain function so that revenants could be quickly equipped and sent to front lines.*

## Availability

The Queenslayer Claw II can be purchased from Rin Murasame.

## Characteristics

It has exactly the same stats and appearance as the Queenslayer Claw, but with a black jacket and red details.
Tuat

Tuat is a higher plane and the afterlife of the Pharonic Pantheon. However, beneath it, are caves known as the Duat that have been invaded by the dark god of chaos Apep and his servants. Each day, Ra travels across the skies of Tuat, bearing its sun with him in a chariot. Each night he descends into the underworld of Duat to drive back Apep and his demons.

Tuat is also home to Set, another dark deity, who once betrayed and killed his brother Osiris. However, with the assistance of Isis, Osiris was able to rise from the dead, stronger, as a mummy and become the head of the Pantheon. Set is a god of violence and insurrection who wishes to usurp control of the pantheon from Osiris. However, he does not want to see Tuat destroyed like Apep. To that end, he assists the good aligned deities in battling this mutual enemy.

The Pharonic Deity Ptah who created this pantheon does not reside on this world and instead guards the Primordial Clay which shaped the gods somewhere on the Plane of Earth. Geb, the Pharonic Pantheon deity who created the Plane of Earth, is not always here and sometimes visits his creation.

**Duat:**

Souls that follow the Pharonic Pantheon first appear in the Duat. If they have been buried with the proper rites, spirits that serve the good aligned gods will guide them through Apep's territories, past a series of gates guarded by demons, and into the true afterlife. However, one final trial awaits them at the gates to Tuat.

Anubis will weigh the spiritual manifestation of hearts of the dead, the one organ that they are mummified with, against a feather. If their hearts are weighed down by too much sin, he will summon Ammit, a divine beast, and feed the sinner's soul to him. Those devoured by Ammit are utterly destroyed. If they lived a virtuous life then their hearts will be lighter than the feather and Anubis will allow them to pass. They will then be greeted by Osiris who will welcome them to Tuat.

**Tuat:**

The Tuat is an idealized version of the life on the material plane that most worshipers of the Pharonic Pantheon knew. It is always day, always warm with a cool breeze and clear skies and many beautiful natural features such as crystalline rivers and lakes, lush islands and tall, grassy hills. The gods live among and socialize with the souls of their followers in The Fields of Hotep or "The Fields of Offerings." There, farmers can grow crops that are "as tall as a man" and the bread, beer and food they create is always fresh, never growing stale.
Hel

**Rank:** Intermediate Deity

**Symbol:** Her face

**Plane:** Niflheim

**Alignment:** Neutral Evil

**Portfolio:** Death, Niflheim, Revenge

**Worshipers:** Those who have been unjustly exiled or otherwise greatly wronged and seek vengeance, Frost Giants

**Cleric Alignments:** Neutral, Neutral Evil, Lawful Evil

**Domains:** Death, Darkness, Winter

**Favored Weapon:** Scythe

**General Information:**

Hel is the daughter of Loki and the sister of Fenrir and Jormungander. Unlike the rest of her family she was not born with an evil nature but was cast out of Asgard into Niflheim because of her heritage and her horrific appearance with half her body being that of a beautiful woman and the other half being a rotting corpse. She has a powerful wolf as a guardian named Garm.

Hel, for a time, wanted to rejoin Asgard and she wept for the death of Balder. When her siblings and father attacked the material plane during the battle of Ragnarok she did not join them. She is now the last surviving child of Loki and the ruler of Niflheim.

Hel cares for the souls of those who did not die honorably as best as she can and allows Frost Giants to live in her realm as long as they don't harm these souls. Hel has become bitter toward the surviving members of her Pantheon and despises them though she does not seek another war. She has vowed to defend herself it attacked though. There are those among the Frost Giants who wish to see her finish what Loki started. There are also those in Valhalla who wish to invade her realm before the Frost Giants can build up enough strength again.

Hel admires and has a strong alliance with Hades whom she sees as her counterpart in the Olympian Pantheon. Hades, for his part, utilizes his influence to keep the squabbling of devils and demons away from Niflheim.

**Dogma:**

Hel believes that she has been greatly wronged by the rest of her Pantheon. She also believes that many of those who have been sent to her realm have become more honorable in death and should have the ability to be reborn as well. She pities the mortals that suffered the fallout from Ragnarok. Hel empathizes with those who have injustices committed against them and encourages them to seek cold blooded revenge. Her heart has grown hard and she has no room left for mercy.

**Clergy/Temples:**

Hel is most commonly worshiped by individuals with personal vendettas to settle. However, some Frost Giants have altars to her located deep within the caverns of their ice palaces.

**Hel in the story:**

Hel helped the party to recall that they were deities in a past life when they journeyed into the burial mound. She allowed the spirits of Balder and Uller to awaken within Adam and Ren respectively.

When the party journeyed to Niflheim to hunt Tamamo No Mae, they met with her once again. She allowed for Vornir to return as a ghost upon their insistence and used her magic to return them to the Astral Plane and Hanhur to the Plane of Earth.
Amun-Ra

**Rank:** Greater Deity

**Symbol:** The Eye of Ra

**Plane:** Tuat

**Alignment:** Lawful Good

**Portfolio:** Sun, kings and nobility, vengeance

**Worshipers:** Rulers and viziers, holy warriors

**Cleric Alignments:** Lawful Good, Lawful Neutral, Neutral Good

**Domains:** Glory, Good, Law, Nobility, Sun, War

**Favored Weapon:** Khopesh

**General Information:**

The ruler of the Pharaonic Pantheon, Amun-Ra is the resplendent lord of the sun, steering the Solar Barge across the sky of Tuat and through the underworld of Duat at night where he battles Apep and his demon armies. He appears as a strong human with the head of a hawk.

Followers of the Pharonic Pantheon believed the sun represented light, warmth, and growth. This made the sun deity very important, as the sun was seen as the ruler of all that he created.

Amun-Ra was created by Ptah and is the father of Bast, Sekhmet and Hathor whom he often calls upon to smite those who displease him.

The Neutral Good goddess Isis, goddess of magic, considers her son Horus a rival to Amun-Ra. She believes that the younger deity could one day succeed him to lead the pantheon into a new age.

Apep is the god of chaos and Amun-Ra's greatest enemy. He attempts to devour Amun-Ra as he descends into the underworld but Amun-Ra is too powerful for him and he and his demon armies are continually driven back.

**Dogma:**

Amun-Ra is the god of kings, bestowing his divine blessings

upon the earthly rulers who serve him. Although kings who revere

Amun-Ra are fond of preaching about “divine right,” Amun-Ra

demands that monarchs rule wisely and justly, true to

his lawful good alignment. His divine blessings can be taken away

from those who prove themselves unworthy as quickly as they

were given

**Clergy and Temples:**

 Amun-Ra's clerics are advisors to kings. Like most

Pharaonic clergy, they wear white robes, but they also adorn

themselves with golden crowns, bracers, and other symbols of

their high office. His male clerics—the far majority—shave

their heads.

Operating Pharonic Pantheon temples are decorated in hieroglyphics, gold and gemstones and smell of exotic incense. Temples to Amun-Ra are located geographically so that the light of the rising sun catches and reflects throughout them.
Aquos

**Aquos** (Japanese version Aqua|アクア|Akua) is the Attribute of Water.

The Legendary Soldier was Frosch, until he gave his attribute energy to Elfin causing her to evolve into Minx Elfin.

## Gameplay

Aquos Bakugan usually have average G-Power but use trickery to either boost them or dwindle their opponent to win. Many cards make the opponent feel safe and secure but then cards with powerful effects come up and shock the opponent like Preyas Switch, Aquos 1 and 2, Summon Wave, Marucho's Throw and Marucho's Launcher. With an Aquos strategy, you would want to roll a low power Bakugan on to an opponent's Gate Card or something to make the opponent think they have the upper hand before you bring down a big Ability Card to knock some sense into them and take out their Bakugan!

## Color Scheme

Aquos has the color scheme of blue with a cyan or light sea green trim and sometimes bronze for an accent color. BakuFlip Aquos Bakugan are mainly light green, like Ventus Bakugan with blue accents instead of green.

In Gundalian Invaders, Aquos Bakugan color schemes are dark blue with a highlight of dark red and silverish-blue.

The current soldiers are Preyas, Preyas II (Angelo/Diablo), Minx Elfin, Akwimos, Infinity Trister and Radizen.

## Relations

* Diagonal Relation - Subterra
* Side Relations - Ventus and Darkus
* Triple Node - Pyrus and Haos

## Bakugan Dimensions Fighting Styles

* Rising Tide
* Rising Tide 2
* Overflow
* Mental Assault
* Furious Seas
* Master Manipulator
* Adaptability-Aquos and Ventus
* Darkened Waves-Darkus and Aquos﻿

## Etymology

* The symbol of the Aquos attribute is derived from the Han character for water, 水 (*mizu*).
* The word Aquos comes from Spanish Aqua.

## Trivia

* Preyas once called Aquos by its original name Aqua mostly as a joke.
Locations

Mournwood Forest

The Illuminators' Guild Hall

**Fenrir's Maw:** The lands to the north of Mournwood forest are still caught in the clutches of the cold. A great glacier called Fenrir's maw is slowly receding further and further North as the world thaws. Little is known about the lands beyond the glacier, even by the Illuminators, other than the fact that tribes of Neanderthals are sighted more frequently in this area and that Frost Giants are believed to rule it. A frozen northern sea once contained an island chain which the ancestors of the humans who followed the Asgardians arose on before they migrated further south. It is unknown what has become of these lands.

Upon exploration by the party, it was learned that King Vanargand ruled these lands from a castle known as Icefang Keep. After the events of the game, they are now ruled by Vornir and Vera.

**The Desolation:** To the east of Mournwood forest is a vast, sandy desert with little water to be found. Although most of the world was frozen for ages this land is plagued by scalding heat. Sometimes ruins are found here beneath the shifting sands, covered in writings in the lost language of the Pharonic Pantheon. These ruins, when they haven't been plundered, are often filled with rich treasures of a bygone age but also numerous traps designed to kill tomb robbers. The Sphinxes who serve Alexandria, the Lich of the Library, sometimes appear in the desert waiting for the wisest of generations to seek them out. If they pass the sphinxes' tests, they are allowed to enter the library and read from the vast repository of recorded history. Deep in the desert, far from civilization, protected by a veil of illusion and guarded by armies of angels, is the Garden of Eden.

**The Highlands:** To the west of Mournwood is a hilly region in which small kingdoms that followed the Asgardian Pantheon once reigned. Now, many of these kingdoms have fallen to hobgoblins and orcs who have taken over the ruined castles. The humans here struggle to reclaim their homelands from the invaders. Dwarf clans make their homes beneath many of these mountains and there are rumors that dragons may dwell within some peaks. An ancient great wyrmn red dragon, Fafnir, dwells in a smoke-choked valley in the Blackthorn Peaks mountain range. The barren peaks of some of these mountains are gathering places for evil witches and hags who meet under the black moon. Under one such "Bald Mountain" lies the isolated village of Brockenburg. There is an ocean further West but it seems to go on forever with no sign of land.

**The Imperium:** The ruins of the Humanis Imperium are located to the south of Mournwood forest. There are still ruins of many great aqueducts, cities and temples with great marble columns and statues and gladiatorial arenas. Powerful monsters such is minotaurs, medusas and chimeras wander these lands unchecked, slaying those who attempt to rebuild this once glorious civilization. These lands eventually lead out to a coast beyond which there is a warm southern sea.

Hanashima
Raven Fatigues

## Stat Scaling

###

###

###

###

###

###

C
E+
D+
B+

## Required Stats

### WIL

D
C+

## Physical Defense

###

###

###

###

57
35
45
34

## Elemental Defense

###

###

###

###

32
30
32
58

## Debuff Resistance

###

###

###

###

###

91
136
86
124
88

## Drain Attack

###

###

###

###

###

###

167
0.83
0
0
0
0

## Gifts

###

###

171
213

## Miscellaneous

### Attack Type

38
Stinger
Pierce

The **Raven Fatigues** is a Stinger-type Blood Veil in Code Vein.

## Availability

* Obtain from a chest in the Dried-up Trenches.
* Purchased from Rin Murasame after initial discovery.

## Notes

* The Blood Veil with the highest base Lightning resistance.
* The lightest of all Stinger-type Blood Veils.
* Palette swaps: Swan Fatigues (grey), Seraph Fatiges (white)
Cosmology

**The Material Plane:** The physical world of mortals.

**The Transitive Planes:**

. **The Astral Plane**

. **The Ethereal Plane**

**The Higher Planes:**

**. 7 Heavens of Celestia**

. **Olympus**

. **Asgard**

. **Tuat**

**The Elemental Planes:**

. **Air**

. **Water**

. **Earth**

. **Fire**

. **Purgatory** - Contains the Positive and Negative Energy Plane

**The Lower Planes:**

. **The Nine Hells**

. **Hades**

. **Niflheim**

. **The Abyss**

**Beyond Time and Space:**

**The Far Realms**
Queenslayer Thorn

## Stat Scaling

###

###

###

###

###

###

D
E+
C+
D+

## Physical Defense

###

###

###

###

78
49
30
50

## Elemental Defense

###

###

###

###

41
44
38
41

## Debuff Resistance

###

###

###

###

###

134
125
121
131
124

## Drain Attack

###

###

###

###

###

###

170
0.57
0
0
0
0

## Gifts

###

###

192
171

## Miscellaneous

### Attack Type

47
Stinger
Pierce

The **Queenslayer Thorn** is a Stinger-type Blood Veil in Code Vein.

## Availability

* Obtain from a chest in the Ruined City Underground.
* Purchase from Rin Murasame after initial discovery.

## Notes

* The best all-round ailment resistance among all Stinger Veils.
* Palette swaps: Queenslayer Thorn II (grey), Rebel Thorn (pale brown)
Mournwood Forest

The edge of these woods represent the end of what many villagers in this area know to be civilized lands. Beyond the tree line lies danger and the unknown. The woods are dark, with a thick canopy that in some places blocks out all light from the sun and in most cases barely allows it to filter through. The roots are twisted and overgrown. There are no trails so it is easy to become lost. The forest gets its name from the fact that many young adventurers, hoping to prove themselves, often venture into the forest never to return - leaving their mourning families to never know their fate.

There are all sorts of tall tales and superstitions about what may lie within. Some speak of seeing strange unnatural lights or disembodied voices such as hearing the singing of a beautiful woman who can never be found. There are alternating tales of mushrooms that are poisonous and others that bestow magical powers and are collected by witches to brew in bubbling cauldrons. Others tell of fae who, on a whim, may cause travelers to become forever lost or guide their paths. There are also rumors that goblins and other creatures that go bump in the night may be waiting to prey upon those they catch unaware. One danger that is confirmed is the frequent howling of wolves.

Upon taking the trial of the Iluminators the party encountered violet fungus, vargouilles, pixies, monstrous spiders and goblins. They eventually found the guild hall located atop a mountainous peak in the heart of the woods.

There is a weak spot between dimensions in the dark heart of the forest through which people can wander into carnival of The Nightmare King on the Astral Plane.

Through toadstool rings, people can also access the fey kingdoms of the Astral Plane. Entering a toadstool ring during the day will transport people into the realm of the merry but mischevious Day Court - sprites, satyrs, fauns, pixies, etc.

Entering a toadstool ring during the night will transport people into the realm of the sinister Night Court on the Astral Plane, whose trickery is often murderous. Its denizens include redcaps and hags.

Also, deep in the woods. lies a pumpkin patch haunted by Jack O'The Lantern.
STAND

STANDs são cards que provém de uma mecânica introduzida na BS02: STAND Impact

**Oquê São Stands?**

STAND Cards são suportes que ficam no seu deck para serem usados como ''equip'' em um Fighter.STANDs não são Fighter Cards,nem Magical Cards,são STANDs.Cada STAND tem sua restrição de uso,da maioria,são usáveis de Nível 3 a 4.Quando você equipa um STAND um Fighter você escolhe entre duas opções:Chamar o STAND ao campo ou enviá-lo para a STAND Zone e dar o STAND Plus ao Fighter designado.Com isso,você pode ganhar um novo ''Fighter'' ao campo ou então deixar um Fighter mais forte.

**Como usá-los?**

Quando ele aparece,seja na Dice Roll Phase ou não,ele é usado gastando um espaço de Magical Card ou de Fighter Card.ou seja,ao todo as opções na Dice Roll Phase são:

* .Chamar 1 Fighter/1 STAND

* .Chamar 1 Magical/1 STAND

* .Chamar 1 Fighter/1 Magical

Em qualquer outra ocasião fica mais fácil de se chamar,pois ele vale como qualquer uma.

**OBS:STANDs são Marcados pela Cor AZUL-CLARO e Magical Cards pela cor CINZA.**

**PS:Quando você dá o STAND Plus a um  Fighter,o STAND Plus é adicionado pro resto do jogo,no caso,se o Fighter com o STAND Plus for destruído,e você vier a chamar este Fighter novamente,ele já ganha automaticamente os poderes de STAND Plus,e o STAND é enviado do seu deck à STAND Zone.(Caso não haja este STAND no seu deck,essa aplicação não se resolve)**

**PS2:Fighters contidos com um STAND perdem sua Skill de Nível.**

**Exemplificação de STAND Card:**
The Plane of Air

The Plane of Air is the elemental plane closest to the higher planes and thousands of miles below it lies the Plane of Water. Portions of the cloud filled skies are peacefully drifting clouds. Others are violent, lightning-filled hurricanes and tornadoes. Where the tornadoes touch down to the Plane of Water, they may sometimes suck up sea creatures into the Plane of Air. This is how the Genies, whose palaces float within perpetual storm clouds, do their fishing.

The plane's native life forms include air elementals, birds of all types, dragons, arrowhawks, invisible stalkers, mephits and genies. Where as the efreeti of The Plane of Fire prefer to enslave mortals and grant evil wishes, genies willingly serve mortals and use their wishes for the betterment of the world. Certain objects located throughout the material plane are bound to efreeti and genies respectively and can summon them.

**Deities:**

. Bahamut - The lawful good deity of metallic dragons, resides within the Palace of Ice and Steel and is guarded by great wyrm metallic dragons. He believes that the patterns formed in clouds contain cryptic omens from the Unnamed Overdeity, for he created all order in the cosmos. Bahamut and his followers try to decipher and interpret these prophecies and then pass them on to the material plane. They often foretell the coming of heroes which prevent the rise of great evil. Bahamut also forges holy weapons to be guarded by good dragons and given to the worthy heroes who seek them.

Nut - This chaotic neutral Pharonic Pantheon deity shaped the Plane of Air. She married Geb, the Pharonic Pantheon God who created the Plane of Earth. Once all of the elemental planes were formed, material from them was used to create the material plane and the stars and skies above it. The goddess Gaea was then born as the avatar of the material plane and Uranus was born as the avatar of space in the material plane. These beings created life on the material plane before Uranus' power was stolen by Cronus who in turn had his power stolen by Zeus. Nut usually resides on Tuat but sometimes visits the Plane of Air to check-in on her creation.

**The Palace of Ice and Steel:**

. The palace harnesses the power of lightning storms to power great machines. These machines produce inevitables, mechanical life forms dedicated to enforcing the laws of the multiverse. Inevitables often act as arbiters in negotiations between angels and devils. They relentlessly hunt agents of the Far Realms and other forces that threaten cosmic stability.
The Illuminators Guild Hall

The Illuminator's Guild Hall is located in the heart of Mournwood forest, across a wide ravine and atop a sheer cliff. The hall is enchanted by some power that renders it invisible at night and magically seals its doors.

**The Main Hall:**

The main hall resembles an old feasting hall similar to that which followers of the Asgardian Pantheon designed into their castles. It is decorated with shields, banners and weapons which appear to be trophies taken from battle. Some of these weapons are clearly larger than a human-sized being would be able to wield.

Guild members meet here not only to dine, but to plan expeditions, go over maps and develop strategies.

**Living Quarters:**

Simple living quarters can be found adjacent to the main hall with quarters for higher ranking guild members in the eastern and western wings of the fortress.

**The Guild Archives:**

Contains historical documents as well as books with information about the world.

**The Secret Vault:**

 Contains the guild's most powerful magic items and scrolls of spells of fifth level or higher. Only gold pin members or higher are allowed access.

**Guild Shops:**

There are several guild-affiliated merchants who purchase spoils from returning adventurers that they do not want. These items are often sold or traded to lower-level initiates. The funds raised from selling these items helps to fund guild expeditions. Better items become available to initiates who prove themselves on expeditions and advance their rank within the guild.
Call of the Thunder

"Neste turno, quando um "Thunder" Fighter N1 for chamado, chame até 1 cópia do mesmo Fighter do seu deck ao campo com ATK reduzido em 600.(Este efeito só pode ser utilizado duas vezes por turno e não pode ser utilizado em Fighters com mesmo nome duas vezes)"

Limite:1

Nome Traduzido: Chamado do Trovão

Boosters:

Breaker! Booster Set 05: Brave New World
Curiosity Shop

This shop was formerly run by Dughall but the guild will likely find someone else to replace him. It deals in wondrous items. The following, relatively common, magical items are almost always available in the shop\*:

\*NON-DUNGEON MASTER'S GUIDE ITEMS:By DM approval. The percentage chance of the shop having any item is higher for less expensive items.\*

**In stock for initiate ranking members:**

   Feather token, anchor     50 gp

Universal solvent     50 gp

Elixir of love     150 gp

Unguent of timelessness     150 gp

Feather token, fan     200 gp

Silversheen     250 gp

Feather token, bird    300 gp

**In stock for Copper Pin members:**
Ring of Protection +1     2,000 gp

Ring of Feather falling 2,200 gp

Ring of Sustenance     2,500 gp

Ring of Climbing     2,500 gp

Ring of Jumping     2,500 gp

Ring of Swimming     2,500 gp

Wand of Detect magic     375 gp

Wand of Light     375 gp

Wand of Burning hands     750 gp

Wand of Charm animal     750 gp

Wand of Charm person     750 gp

Wand of Color spray     750 gp

Wand of Detect secret doors 750 gp

Wand of Enlarge person     750 gp

Wand of Magic missile (1st) 750 gp

Wand of Shocking grasp     750 gp

Wand of Summon monster I 750 gp

Wand of Magic missile (3rd) 2,250 gp

Rod of Metamagic, Enlarge, lesser 3,000 gp

Rod of Metamagic, Extend, lesser 3,000 gp

Rod of Metamagic, Silent, lesser 3,000 gp

Feather token, swan boat     450 gp

Elixir of truth     500 gp

Feather token, whip     500 gp

Dust of dryness     850 gp

Bag of tricks, gray     900 gp

Hand of the mage     900 gp

Bracers of armor +1     1,000 gp

Cloak of resistance +1     1,000 gp

Pearl of power, 1st-level spell     1,000 gp

Phylactery of faithfulness     1,000 gp

Salve of slipperiness     1,000 gp

Elixir of fire breath     1,100 gp

Pipes of the sewers     1,150 gp

Dust of illusion     1,200 gp

Goggles of minute seeing     1,250 gp

Brooch of shielding     1,500 gp

Necklace of fireballs type I     1,650 gp

Dust of appearance     1,800 gp

Hat of disguise     1,800 gp

Pipes of sounding     1,800 gp

Efficient quiver     1,800 gp

Amulet of natural armor +1     2,000 gp

Handy haversack     2,000 gp

Horn of fog     2,000 gp

Elemental gem     2,250 gp

Robe of bones     2,400 gp

Sovereign glue     2,400 gp

Bag of holding type I     2,500 gp

Boots of elvenkind     2,500 gp

Boots of the winterlands     2,500 gp

Candle of truth     2,500 gp

Cloak of elvenkind     2,500 gp

Eyes of the eagle     2,500 gp

Scarab, golembane     2,500 gp

Necklace of fireballs type II     2,700 gp

Stone of alarm     2,700 gp

Bag of tricks, rust     3,000 gp

Bead of force     3,000 gp

Chime of opening     3,000 gp

Horseshoes of speed     3,000 gp

Rope of climbing     3,000 gp

**In Stock for Silver Pin Members:**
Kae'rhiis

## Description

Kae'rhiis est une ville sous-marine, protégée par un champ magique créée lors de la débâcle causant la défaillance des terres de Thal'rane. Engloutie par les flots, la ville chuta dans les profondeurs de la Mer Névarienne se recouvrant au fil des âges de carcasses de navires et de plantes sous-marines.

Aujourd'hui oubliée, personne n'a pu témoigner de son existence à la surface car aucun n'en est revenu. D'ailleurs, une bonne partie des marins ou tout du moins les plus renseignés, évitent de naviguer par dessus Kae'rhiis. Les rumeurs veulent qu'un monstre titanesque ferait couler les navires qui passent dans les environs.
Royaume d'Arka

Royaume d'Arka est une terre emplie de magie et représente un refuge pour les opprimés. Il n'a pas toujours porté ce nom, autrefois connu comme "La grande plaine d'Ozamir", il changea de nom lorsqu'un Roi fût élu et nommé "Arka". Son paysage est cerné de petites îles volantes et de montagnes qui ont été creusée et qui sont maintenant habitées par un groupe de Nains.

## Historique

Le Royaume, bien qu'il ne portait pas encore ce nom à l'époque, fût fondé par le magicien Ifraël Zinari, un Elfe puissant maîtrisant les arcanes et quelques-uns de ses semblables. Il y établit la ville de Caliri, qui devint par la suite la Capitale du royaume et qui devint en outre le siège de la connaissance. La ville prit de l'importance en 347 après la débâcle, lorsqu'un traité fût signé avec les dirigeants de villages alentours et que des routes commerciales furent installées avec d'autres Royaumes. Une certaine rancœur s'installa entre le Royaume d'Arka et l'Empire Erianien et plusieurs bataille éclatèrent au fil des siècles.

Rien n'allait pour le Royaume qui se faisait de plus en plus assaillir, mais la crainte d'une éradication totale les fît réagir et ils prirent la décision d'élire un dirigeant parmi les mages les plus puissants du Royaume dans le but d'unir la région et de se défendre des assauts. Connor Tiravel devint alors le premier Roi Arka d'une monarchie qui dure encore aujourd'hui.

Il fît établir des murailles autour de la Capitale et fonda la Garde de Flamme Bleue, une armée de mage de guerre suivant un code d'honneur et protégeant les intérêts du peuple.
Reine Arka IV

Connue pour son passé trouble, la Reine Arka IV aurait combattu et vaincu un démon qui menaçait le Royaume d'Arka de la désolation totale.

## Description

La Reine Arka était une femme d'une assez grande taille, et d'une finesse athlétique. Elle s'adonnait chaque jour à des exercices physiques afin de garder la forme. Sa chevelure, longue, lui arrivant dans le haut du dos était d'une couleur auburn et une couronne faite de métal venait la surplomber. Ses yeux rappelait sans nulle doute la couleur d'un feu orangé et provoquait chez certaines personne un certain malaise. La rumeur disait que certaines personnes avait pu entrevoir leur propre mort en la regardant dans les yeux, mais beaucoup avaient démentis cette rumeur. Ses lèvres étaient fines et sèches, et elle n'affichait que rarement un sourire et il était souvent bref.

Sa tenue était une robe noire, faite d'un tissu fin et dentelé ainsi que de plumes de corbeau ... Bien que son apparence faisait froid dans le dos, la Reine Arka IV fût jusqu'à aujourd'hui, une Reine exceptionnelle, donnant de sa vie pour le bien du peuple. Les routes commerciales n'avaient jamais aussi bien tournées et elle rendit l'école autrefois réservée aux riches, gratuite, dans toutes les villes du Royaume.

> **Citation de la Reine Arka IV, lors de son couronnement :** *"Nos enfants forment notre avenir, et il est de notre devoir de les éduquer pour assurer la prospérité de ce pays. Nous aurons besoin d'artistes, de bâtisseurs, de stratèges, de physiciens, et de toute autre chose qui rendrait notre pays plus beau et jovial. C'est ce pourquoi, moi, votre Reine Arka IV ... Je rends dès à présent, l'école gratuite et obligatoire pour tout enfant âgé de 5 ans et plus dans tout le Royaume."*
>
>

## Pouvoirs

Axée vers l'enchantement et la divination, peu de choses échappent à la Reine. Sa magie incomparable fait rêver plus d'un apprenti et bien qu'elle soit très ancrée dans les deux écoles de magie ci-dessus, elle a de très bonnes connaissances des autres écoles. On dit qu'elle serait une ensorceleuse aguerrie, de lignée abyssale ... Rumeur à confirmer pour les plus curieux.
Holgar the Unlight Devil

XROSS Fighter CARD

[4 Red Fighters]

Efeito:

"Quando este Fighter é chamado, destrua todos os outros Fighters não-Red no campo com ATK menor ou igual ao total de dano dos [BURN]s no jogo e inflinja HP´no oponente igual a soma dos [BURN]s no jogo.

Quando o oponente perde HP causado por este card, [HEAL] igual o dano que você causou.

Todo Fighter chamado com 2000 ou mais de DEF é destruído.(O oponente pode lhe conceder 3 [BURN]s (200) para negar este efeito)

Cada vez que o oponente chama um card em [BURN] você pode chamar 1 Red Fighter N1 ou menor do seu deck ao campo.

Uma vez por turno, [BURN] igual ao número de Red Fighters no seu campo(Dano igual ao número de Red Fighters no seu campo x300)

ATK:3000(8000+)

DEF:2500

Level:X

Type:Demon

Limite:4

Cor:Red

Nome Traduzido: Holgar o Demônio sem Luz

Boosters:

Breaker! Booster Set 05: Brave New World
Light Eater Dragon

Fighter Card

Efeito:

* Uma vez por turno [EXILE] um Black Fighter no seu lado do campo para Exilar um Fighter no campo do oponente.
* Uma vez por turno selecione um Fighter na sua Exiled Zone.  Volte-o ao fundo do deck e olhe pelas cartas do topo do deck de acordo com o seu nível; Chame até um Black Fighter N1 ou menor.
* Cada vez que uma carta é exilada, olhe pela primeira carta do topo do deck e chame uma Magical Card ao campo.
* Pague 2000 HP, volte 2 cartas da Exiled Zone ao fundo do deck; Chame uma "Darkness Combination" do seu deck ao campo.
* (SPECIAL) - Se este Fighter no campo é usado para XROSS Call de um Black Fighter por "Darkness Combination", o XROSS Fighter chamado perde sua restrição de uso.

ATK:2550

DEF:2550

Nível:3

Type:Dragon

Limite:4

Cor:Black

Nome Traduzido: *Dragão Comedor de Luz*

Boosters:

Breaker! Booster Set 05: Brave New World
La Débâcle

## Description

Cet événement a eu lieu un millénaire avant l'ère actuelle. Il s'agit du cataclysme ayant ravagé les royaumes de Thal'rane, causant la mort de millions d'êtres vivants. Des tsunamis, séismes et autres désastres météorologiques ont été acteurs d'un grand bouleversement à l'échelle mondiale, causant un nouveau départ pour les différentes races qui peuplent ces terres.

Personne ne sait ce qui a provoqué cette catastrophe et tout cela fût oublié par la majorité des gens, préférant pour la plupart se concentrer sur le présent. Néanmoins, les recherches des Historiens témoignent d'un événement incomparable aux autres ravages météorologiques qu'a connu Thal'rane.

Certains évoquent la théorie selon laquelle la magie en est la cause et qu'il faudrait la condamner pour éviter tout type de tempête similaire d'être provoquée de nouveau.

D'autres préfèrent la théorie religieuse, qui dit que la colère des Dieux a été provoquée par les peuples devenu trop confiants, et oubliant leur croyance.

Tandis que d'autres, beaucoup moins nombreux, évoquent l'existence d'un artefact ayant le pouvoir de manipuler la vie, l'espace et le temps.

Ces derniers sont pour la plupart traités de fous et beaucoup ont été rejetés de la société, devenant des parias, voyageant de terres en terres comme des nomades pour recueillir ceux qui comme eux, pensent que le monde et la débâcle, est bien plus complexe qu'une histoire de Dieu ou de magie.
Caliri

## Description

Caliri est la capitale du Royaume d'Arka. Dirigée par la Reine Arka IV qui a été élue par le peuple, la ville est l'une des plus ancienne ville construite, connue à ce jour. Victime de nombreux assauts, elle demeure toujours et ses défenses ne font que se renforcer.

La Capitale est plus particulièrement connue pour ses Mages de Guerre et sa grande bibliothèque, centre de la connaissance et des arts astronomiques. On dit d'ailleurs qu'il s'agit de la bibliothèque possédant le plus d'ouvrages.

## Histoire

Elle fût formée il y a près de 1000 ans lorsqu'un groupe de magicien, rejetés et las de voyager décidèrent de fonder leur propre ville sur les terres ravagées par la débâcle. Au fil de la constructions, de nouvelles personnes, intéressées par l'établissement des mages et cherchant un refuge, proposèrent leur aide.

Bientôt, la ville prit forme et s'agrandît, chacun donnant à son prochain et recevant en retour. La ville prenait une tournure idyllique et devint rapidement un petit coin de paradis pour les âmes perdues sur les plaines désertes qui englobait la région. La vie prospérait et le commerce commença à prendre place avec les petits villages alentours, échangeant des vivres contre des services ou de l'or. L'or servit alors à la construction d'une tour immense qui allait devenir par la suite la grande bibliothèque de Caliri. Ils ne tardèrent d'ailleurs pas à prendre contact avec les autres royaumes pour acquérir des copies d'ouvrages romanesques et même de titres traitants des arcanes.

La demande ne fût pas très bien vue partout, et certains royaumes vit en ces mages une menace pour leur terre. Les pensant pour la plupart responsables de la débâcle, des guerres ne tardèrent pas à éclater et à causer des milliers de victimes.

C'est à ce moment qu'il fût pris la décision d'élire un mage assez puissant et sage pour protéger la capitale. Ce qui fût fait ... Ainsi naquît le premier Roi Arka qui bien que mis en difficulté par les forces adverses, parvint à protéger les murs de sa ville et son peuple d'une radiation totale de la carte.

De cette expérience, le peuple retînt l'utilité d'un leader au sein de leur royaume, et il fût décidé de nommer un Roi parmi les meilleurs mages de la capitale, à chaque fois que le précédent rendait l'âme.
Amodaran, Hand of the Radmen

Fighter Card

Efeito:

"Quando este card ataca o oponente diretamente, selecione até 1 crd em [BURN] do oponente e adicione ao topo do deck.

Se neste turno este Fighter atacou, na End Phase mude-o de posição de batalha.

Se neste turno este Fighter não atacou, você leva 800 HP.

Se este Fighter é chamado pelo seu primeiro Dice Roll do turno, o oponente não poderá ativar Magical Cards no seu próximo turno, exceto Breaker-type."

ATK:2000

DEF:2000

Nível:5

Type:Human

Limite:4

Cor:Red

Nome Traduzido:Amodaran, Mão dos Radmen

Boosters:

Breaker! Booster Set 05: Brave New World
HATMAN

Fighter Card

Efeito:

* "Uma vez por jogo, se este Fighter aparece no seu Primeiro Dice Roll do turno, você pode ativar uma "Combination" direto do seu deck.

* Se este card aparece no seu primeiro Dice Roll do jogo, seu próximo Dice Roll ganhará +2 cartas e você poderá usar até 3 cards.

ATK:1700

DEF:1300

Nível:1

Type:Human

Limite:4

Cor:Arkana

Nome Traduzido: CHAPELEIRO

Boosters:

Breaker! Booster Set 05: Brave New World
Thunderbreak Will, Atimos

XROSS Fighter Card

[2 "Thunder" Fighters ]

Efeito:

* "Quando este card é chamado, destrua todas as Magical Cards do oponente; e pra cada uma, aumente o ATK de todos os "Thunder" em 100.
* Quando este Fighter destrói um Fighter no campo, chame um "Thunder" do seu deck N1 ou menor em posição de DEF. Após isso, adicione 2 Y-Counter nele.
* Uma vez por turno, adicione 2 Y-Counter no campo para cada Magical Card no campo.
* O oponente não pode ativar mais de 1 Magical Card por turno.
* Remova 10 Y-Counter e tribute este Fighter; Inflinja 2700 de HP no oponente.
* Se este Fighter foi chamado usando "Thunderbreak Warrior" como material, destrua todos os Fighters N1 no campo do oponente, e pra cada um, aumente 300 de ATk deste Fighter.

ATK:2700

DEF:2400

Level:5

Type:Mystic

Limite:4

Cor:Yellow

Nome Traduzido: *Vontade do Rompe-Trovão, Atimos*

Boosters:

Breaker! Booster Set 05: Brave New World
Arkswordman, Hokus

Fighter Card

Efeito:

* "Uma vez por turno, olhe pelas 2 cartas do topo do deck e chame até 2 [PLUS] cards ao campo, e equipe-as em um ou mais "Ark" Fighters no campo."

ATK:1250

DEF:1550

Nível:1

Type:Chiron

Limite:4

Cor:Blue

Nome Traduzido: Ark*espadachim, Hokus*

Boosters:

Breaker! Booster Set 05: Brave New World
Realm Guardian, Avalon

XROSS Fighter Card

[Até 3 Fighters]

Efeito: "Quando este Fighter é chamado, olhe pelas 10 cartas do topo do deck. Chame até 2 "Protect!". Após isso, mande as cartas ao fundo do deck."

ATK:2000

DEF:2500

Nível:4

Type:F-Creation

Limite:4

Cor:Arkana

Nome Traduzido: *Guardião do Reino, Avalon*

Boosters:

Breaker! Booster Set 05: Brave New World
Crimson Princess

Fighter Card

Efeito:

* "Se este Fighter é destruído por batalha, e o oponente tem um a carta em [BURN] no deck, você pode adicionar uma carta em [BURN] para o topo do deck do oponente.

* Tribute este Fighter e 1 "Heir of the Crimson Throne"e chame 1 "Queen Crimson" ou "King Crimson" do seu deck.

ATK:1400

DEF:0000

Nível:1

Type:Human

Limite:1

Cor:Red

Nome Traduzido: *Princesa Rubra*

Boosters:

Breaker! Booster Set 04: The Black War
Locked Warrior, DOOM Zangeki

Fighter Card

Efeito:

* "Este Fighter só pode ser chamado por efeito de uma "Locked" card.
* Uma vez por turno selecione um "Locked Warrior" exceto "Zangeki" do seu deck. Este Fighter ganha o mesmo nome que a carta selecionada até o fim do próximo turno.
* Quando este Fighter é exilado, chame 1 "Locked Warrior" N1 do seu deck ao campo.
* Na End Phase do turno que este card é chamado, Exile este Fighter.
* Na Sua Dice Roll Phase, enquanto este card estiver exilado, se não houver Fighters N1 no seu Dice Roll, você pode pagar 700 HP;chame 1 "Locked Warrior N1 da sua Exiled Zone.

 ATK:1900

DEF:300

Nível:2

Type:Demon

Limite:2

Cor:Black

Nome Traduzido: Guerreiro Trancado, Zangeki RUÍNA

Boosters:

Breaker! Booster Set 04: The Black War
Stormfeather, Road Walker

XROSS Fighter Card

[1 "Stormfeather" +1 Green Fighter]

Efeito:

* "Quando este Fighter é chamado, você pode ativar um dos seguintes efeitos:"

1. Chame 1 XROSS Card da sua EXTRA-Zone, exceto "Stormfeather" Neon. O Fighter chamado por este efeito tem seu ATK e DEF reduzidos em 300 para cada Level que ele tem.
2. Olhe pelas 4 cartas do topo do deck e chame até 4 Green Fighters N1 ou menor.

ATK:1900

DEF:2000(1900+)

Level:3

Type:Chiron, Winged

Limite:2

Cor:Green

Nome Traduzido: *Pena da Tempestade, Andarilho da Estrada*

Boosters:

Breaker! Booster Set 05: Brave New World
Sand God, Horoz

Fighter Card

Efeito:

* "Uma vez por turno pague 1000 HP e negue uma ativação de Magical card e destrua ela.
* Este Fighter ganha ATK/DEF+1000 pra cada carta que o oponente controla.
* Remova 7 Y-Counters e o ATK deste Fighter se torna 5000 até o fim do próximo turno.
* Quando este Fighter é chamado e você tem 2000 ou menos de HP, você pode faszer o seu HP e o HP do seu oponente se tornarem 8000.
* (RESTRICTION) - Este Fighter só pode ser chamado tributando 3 Yellow Fighters.

ATK:0000

DEF:0000

Nível:4

[LEADER]

Type:Mystic

Limite:4

Cor:Yellow

Nome Traduzido: Deus da Areia, Horoz

Boosters:

Breaker! Booster Set 04: The Black War