Dice

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Dice

This page is for the Dice Caster Class.

All dice in this list are always treated as constructs.

Common Dice


Lock Dice

Type: Debuff || Rarity: Common || Target: Front || When the bullet hits the target, immobilizes the target with a certain chance. (1d8 bludgeoning damage for each dot count) (Lock Duration:1 full turn)


Broken Dice

Type: Physical || Rarity: Common || Target: Random || Broken attacks a random target and has a high damage output. As with all random targeting dice, the more dice that are on the field the more targets the dice has and the more difficult it will be to kill monsters, but relatively effective against bosses since there is usually only one target. (1d12 bludgeoning damage for each dot count)


Gamble Dice

Type: Physical || Rarity: Common || Target: Close || Gamble attacks the closest enemy creature but instead of just dealing the attack damage it deals a random damage between the attack damage and the maximum critical damage. (Roll 1d6, for evens, dice does 2d8 per dot count. If odds, dice does 1d8 per dot count this turn.)


Wind Dice

Type: Physical || Rarity: Common || Target: Front || Wind will attack the first enemy creature in the initiative lineup. It has the fastest basic attack speed. (1d6 per dot count.) (Gains extra attack)


Fire Dice

Type: Magic || Rarity: Common || Target: Close || Fire attacks the closest enemy creature dealing the attack damage as well as Splash Damage to other nearby creatures. (1d8 fire damage) (Creatures within 10 ft of the target take 2d4 fire damage)


Electric Dice

Type: Magic || Rarity: Common || Target: Close || Electric attacks the closest enemy creature dealing full damage as well as dealing partial of its damage to the second target and minimal to the third target. (1d10 lightning damage per dot count) (Second target takes 1d8 lightning damage per dot count) (Third target takes 1d6 lightning damage per dot count)


Poison Dice

Type: Debuff || Rarity: Common || Target: Random || Poison will attack the first enemy creature in the initiative lineup without the poison effect. Affected monsters will take Poison Damage every turn. (1d8 poison damage per dot count)


Ice Dice

Type: Debuff || Rarity: Common || Target: Far || Ice attacks the farthest enemy and will apply 1 layer of frost for each attack. Each layer of frost decreases the movement speed of the enemy. (1d6 ice damage per dot count) (-10ft movement speed for each frost layer)


Iron Dice

Type: Physical || Rarity: Common || Target: Strongest || Iron attacks the highest HP enemy creature in the area and has a high Damage output. Iron also does double damage to Bosses. (1d12 bludgeoning damage per dot count) (Double damage to boss enemy creatures per dot count)



Mine Dice

Type: Magic || Rarity: Rare|| Target: None || Mine does not attack but instead produces SP every few seconds. (20 SP every turn per dot count)


Light Dice

Type: Buff || Rarity: Rare || Target: None || Light does not attack but instead gives an attack speed increase to bordering Dice and adds the damage of the bordering dice to radiant. (Bordering dice gain an extra 1d4 radiant damage per dot count)


Thorn Dice

Type: Install || Rarity: Rare || Target: None || Thorn does not attack but instead sets up a trap at a random point of the track every attack speed. Traps deals area of effect damage every second when a monster crosses the trap. The traps lasts for a duration before being removed from the path.


Trap production speed is increased by dots, however, the Light Dice will NOT affect the dice's production speed or give radiant damage.


(Throws thorn traps a turn per dot count) (Traps last the dice's dice count +1)


Crack Dice

Type: Debuff || Rarity: Rare || Target: Random || Crack attacks the closest monster to it that doesn't have the Cracked Armor effect. (1d8 bludgeoning damage per dot count) (Armor decrease rate -2 per dot count)


Critical Dice

Type: Buff || Rarity: Rare || Target: None || Critical does not attack but instead gives more Critical hit chance to bordering dice. Critical chance is increased by Dots and Power Ups. (Gives an additional hit dice to bordering dice) (Re-rolls bordering dice attacks if natural 1 is rolled)


Energy Dice

Type: Physical || Rarity: Rare || Target: Close || Energy attacks the closest enemy creature dealing attack damage added with a percentage of your current SP. (Deals 1d8 force damage) (Does +1 more damage for each 20 SP)


Sacrifice Dice

Type: Physical || Rarity: Rare || Target: Close || Sacrifice attacks the closest enemy creature. When merged this dice gives a an amount of SP when merged. For every Sacrifice dice dot consumed during the merge, it will give the player SP. For example, merging two 1 dot count Sacrifices will result in 160 SP. However, Sacrifice dots count so merging with a #Mimic will only result in half the normal amount of SP. (Deals 1d6 bludgeoning damage)


Arrow Dice

Type: Physical || Rarity: Rare || Target: Random || Arrow attacks monsters at random and after every 5 attacks it will shoot a special attack, dealing double damage. This ability is quickened by more dots on the dice since each dot attack is counted. (1d8 Bludgeoning damage per dot count) (Arrow do 2d10 piercing damage per dot count) (Arrow shot countdown is decreased by 1 attack per dot count)


Random Growth Dice

Type: Transformation || Rarity: Rare || Target: None || Transforms into a random dice with 1~7 dot count after a certain period of time. (Duration 5 turns) (Turn count decreased by 1 per dot count)



Unique Dice

Death Dice

Type: Magic || Rarity: Unique || Target: Random || Death attacks a random enemy creature and has a chance to instantly kill non-bosses enemies. Increasing its Dot Count and attack speed will give it more chances instant kill. Its attack is low so it isn't great for Bosses and should be paired with other Boss killing dice. (1d6 slashing damage per dot count) (Roll a d20 for instant kill chance. If above 20, enemy creature drops to 0 hp)


Teleport Dice

Type: Debuff || Rarity: Unique || Target: Random || Teleport attacks a random monster and has a chance to teleport the monster back to the start of the track. After an enemy has been teleported, it will have a Magical Rhombus on it which means that it cannot be teleported again. (1d8 bludgeoning damage per dot count) (Targeted creature teleports within 60 ft centered on its location.)


Laser Dice

Type: Physical || Rarity: Unique || Target: Close || Laser attacks the closest enemy. After 10 attacks it fires a laser that fires in a straight line for a duration dealing area of effect damage to all monsters it hits. Each dot attack counts towards the 10 attacks so a 2 dot dice will fire the laser twice as fast as a 1 dot dice. The Light dice will also increase the special laser attack frequency. (1d8 radiant damage per dot count) (Laser deals 3d6 radiant damage)


Mimic Dice

Type: Magic || Rarity: Unique || Target: Close || Mimic attacks the closest monster enemy. This dice can be merged with any other dice with the same dot count, triggering dice abilities, such as #Assassin and #Summoner.

Merging with #Sacrifice only grants SP for the Sacrifices dice dots, resulting in half the normal merged amount.

(1d8 bludgeoning damage per dot count)


Infect Dice

Type: Debuff || Rarity: Unique || Target: Random || Infect aims for the first non-infected enemy creature in the initiative lineup although it does no damage. When an infected monster is killed it leaves behind a Poison Gas trap withing 40 ft of the creature location for a duration. While in that trap monsters take Poison Gas Damage. (1d10 poison damage per dot count)


Modified Electric Dice

Type: Magic || Rarity: Unique || Target: Close || Modified Electric attacks the closest enemy creature and then Chain Lightning damage is dealt a number of creatures equal to the dot count. The first creature is included in this count so a dot count of 1 doesn't cause the Chain Lightning attack. This special has no range and will hit the next monsters anywhere in range. (1d20 lightning damage) (Full damage is passed in the chain per dot count)


Absorb Dice

Type: Debuff || Rarity: Unique || Target: Random || Absorb attacks the closest target without absorb effect on it and deals its basic damage to the target. Every affected enemy will produce SP every few seconds until they die. (1d4 piercing damage per dot count) (Drains 10 SP once every turn per dot count


Mighty Wind Dice

Type: Transform || Rarity: Unique || Target: Close || Mighty Wind attacks the closest enemy creature. Every 2 turns it transforms into Mighty Wind Mode for the Transformation Duration, which has greatly increased attack speed. After the 1 turn it turns into Mighty Wind mode, it reverts back to normal. (1d8 bludgeoning damage per dot count) (Takes the Extra Attack Feat while in Mighty Wind mode)


Switch Dice

Type: Magic || Rarity: Unique || Target: Close || Switch attacks the closest enemy creature. When merged onto any dice with the same dot amount they will swap positions. Useful if you're using Gear that need to be connected. If merged with another Switch , it will result into a normal merge. (1d6 bludgeoning damage per dot count)


Gear Dice

Type: Physical || Rarity: Unique || Target: Strong || Gear attacks the enemy creature with the highest strength stat in the battle. The attack damage increases by an additional hit die per connected dice on the board. If there are two groups of connected gear dice then each group will be increased only by those that are connected to that group. (1d6 bludgeoning damage per dot count) (Deals an additional +2 magical bludgeoning damage for each dice that are connected to it)


Wave Dice

Type: Physical || Rarity: Unique || Target: Close || Wave attacks the closest enemy creature in the current battle. It deals extra damage based on the distance the dice is from the target. For example, when it attacks, Wave will deal more damage to the target, the further it is. (1d8 force damage per dot count) (Deals an additional +3 force damage for every 10 ft between it and its target)


Flame Dice

Type: Physical || Rarity: Unique || Target: Close || Flame attacks the closest enemy creature and deals additional splash damage to nearby creatures within 20 ft of its position (Increasing by 10ft every dot count). The damage starts off very high but decreases with each shot taken by the dice. Flame will burn out faster the higher the dot count. Once burnt out the dice will do no damage and must be merged or removed in some other way, or somehow rekindle the flame to reset its damage. (2d6 fire damage per dot count) (1d8 fire splash damage) (Subtract -2 damage every attack after the first)


Healing Dice

Type: Physical || Rarity: Unique || Target: Close || Heals the Hp of friendly creatures and allies prop to dot count when merged. (1d4 bludgeoning damage per dot count) (Heals 10 HP when merged for each dot count) (Cannot heal over max HP)


Clone Dice

Type: Physical || Rarity: Unique || Target: Weakest || Summons a clone dice on the surrounding (8 directions) space after certain attack counts. Cancels if there is no empty space. (1d4 bludgeoning damage per dot count) (Attacks until clone start at 25 each summon and/or merge)


Cracked Growth Dice

Type: Transform || Rarity: Unique || Target: Close || Transforms into a random dice after a certain period of time with dot count increased by 1. (1d6 bludgeoning damage per dot count) (Roll a d20, if odds, dice decreases by 1 [Destroy the dice if it was already at dot count 1], if evens, dice increases by 1 and transforms into a new dice)


Rock Dice

Type: Physical || Rarity: Unique || Target: None || Instead of basic attacks, rolls a boulder which ignores AC and deals damage (Prop to dot count) in a straight line up to 200 ft. Stuns (1 turn) the creature(s) (Non boss) and breaks when it either goes 200 ft or hits more than 3 creatures. (Rock damage deals 20 bludgeoning) (Roll a d8. If evens, the boulder stuns the creature, if odds, the creature is unaffected by the stun effect)


Bounty Dice

Type: Merge || Rarity: Unique || Target: Close || When a Bounty Dice is merged, it marks enemy creatures with a Bounty mark. The Bounty mark can stack and have a highest stack of 3. The number of dice marked each merge is scaled with dice count. When a creature with a Bounty mark dies, it gives the Bounty Dice user SP scales with stack count. (1d8 piercing damage per dot count) (Bounty grants 160 SP per stack)



Legendary Dice

Nuclear Dice

Type: Merge || Rarity: Legendary || Target: Far || Nuclear Dice attacks the farthest creature in the battle. Nuclear Dice also has a special ability where when it is merged with itself or a Mimic Dice it triggers a Nuclear Explosion on the target creature. (hence the name Nuclear Dice). (Deals 2d6 fire damage per dot count) (Nuclear explosion has a radius of 50 ft and deals 2d4 fire damage, 3d6 fore damage, and 2d6 non magical bludgeoning damage)


Landmine Dice

Type: Install || Rarity: Legendary || Target: None || Landmine Dice does not attack creatures directly. Rather Landmine Dice installs mines in its range of 200 ft of your choice. There is a certain chance (Roll 1d20, if the result is 15 or higher, Landmine Dice becomes Super Landmine Dice) that a Super Landmine Dice is spawned instead of normal Landmine Dice. Super Landmine Dice installs super landmines that deal double damage than a normal Landmine Dice to enemies and 1 turn of stun on contact. Mine production speed will be increased by dot count (installs 1 mine a turn per dot count) however Light Dice/Lunar Dice/Time Dice do not affect the Landmine Dice production speed. (Landmines deal 2d4 fire damage, 2d4 bludgeoning damage, and 2d4 force damage) (Super Landmines deal double the dice roll of damage)


Sand Swamp Dice

Type: Install || Rarity: Legendary || Target: Far || Sand Swamp Dice attacks a random creature in its range including allies and the caster. Every 3 turns it installs a Sand Swamp (hence the name) onto the board which slows enemies for 3 turns before disappearing. This sand swamp trap is considered difficult terrain, and subtracts -15 movement speed to every creature caught in it. (Deals 3d4 bludgeoning damage per dot count)


Joker Dice

Type: Magic || Rarity: Legendary || Target: Far || Joker dice attacks the farthest target creature on the field. Instead of merging with another dice, you can copy joker into another dice and it serves like a wildcard dice. When being merged with another joker, it behaves like normal merges instead of copying the dice. (Deals 2d4 magical bludgeoning damage per dot count)


Holy Sword Dice

Type: Magic || Rarity: Legendary || Target: Stong || Holy Sword Dice attacks the strongest target creature on the field and deals its base damage while also having a slight chance to summon a sword, dealing damage as the half of the Sword Dice current damage dice (Roll 1d20, if the result is 11 or higher, holy sword will additionally attack the target). When against bosses, Holy Sword deals half damage to its current dot count. When summoned or merged, there is a chance that a Divine Sword dice can appear instead of Holy Sword dice (Roll 1d20, if the result is 15 or higher, Holy sword becomes Divine Sword). Instead of having random chance of summoning a sword to deal half dice damage to the strongest target or boss, divine sword summons sword(s) every turn, dealing damage to a random target, the number of sword(s) is/are equivalent to the dot count of the dice. (Deals 3d4 magical piercing damage per dot count) (Holy sword deals half of the dice of damage rounded up [Holy sword dice deals 3d4 base damage, so the summoned sword would deal 2d4 damage]) (Divine Sword deals 4d6 radiant piercing damage) (Divine summoned sword deals 3d4 radiant piercing damage)


Hell Dice

Type: Buff || Rarity: Legendary || Target: None || Hell Dice does not attack creatures. Instead it gives a fixed instant death chance to the adjacent Dice. Instant death is increased by dot count. Instant kill will not work on boss creatures. (Roll 1d20, at dot count 1, the result has to be 18 or higher for instant kill effect) (Instant kill roll chance decreases by 1 every dot count)


Shield Dice

Type: Install || Rarity: Legendary || Target: Far || Shield Dice attacks the farthest target creature on the field. Every 2 turns Shield Dice installs a barrier on the field of your choice. This barrier is huge in size and lasts for 1 turn. (Deals 2d6 bludgeoning damage per dot count)


Blizzard Dice

Type: Debuff || Rarity: Legendary || Target: Close || Blizzard Dice attacks the closest target creature in its range and deals base damage while also adding a frost layer to all creatures in range every 2 turns. The more dots a Blizzard Dice has the more slow effect it applies to creatures in the battle. (Deals 2d8 cold damage per dot count) (Frost layer subtracts -15 ft movement speed per layer)


Growth Dice

Type: Transform || Rarity: Legendary || Target: Close || Growth dice attacks the closest creature on the field including allies. After 3 turns, growth dice will increase its dot count by 1 and transform into one of the dice in your deck, the growth duration reduces by class. Growth dice stops transforming when it's at 7 dot or star dot. (Deals 2d6 bludgeoning damage per dot count)


Summoner Dice

Type: Merge || Rarity: Legendary || Target: Weak || Summoner Dice attacks the weakest creature on the field. When the Summoner Dice is merged with another Summoner Dice or a Mimic Dice it will summon a new random Dice onto a space of your choice (hence the name summoner). The summoned Dice will always have less dots but up to the same amount of dots that the original Summoner Dice had. (2d4 magical bludgeoning damage per dot count)


Solar Dice

Type: Transform || Rarity: Legendary || Target: Close || Solar dice attack the closest target creature. Its attack damage accumulates and ramps up every 2 attacks when attacking the same target (for example: If it attacks a creature twice and deals 2d6 starting off, when it attacks the same creature again, that damage becomes 2d8, then 2d10, the 2d12, etc) When there are 1, 4 or 7 solar dice on board, it becomes activated. Activated solar dice has thrice the attack speed of normal solar allowing it to take the extra attack feat, it also deals an AOE splash damage from the main target dealing 2d4 radiant and 2d4 fire damage to creatures within 50 ft of the targeted creature per dot count, the splash damage also accumulates when attacking the same target. (Deals 2d6 fire damage per dot count) (Deals 2d10 fire damage and 2d4 radiant damage when activated per dot count)


Assassin Dice

Type: Merge || Rarity: Legendary || Target: Weak || Assassin Dice attacks the creature with the lowest HP mob on the field. When Assassin Dice is merged with another Assassin Dice or a Mimic Dice it will decrease a random opponents AC count by 1. When using it on an ally it instead increases a random ally's AC count by 1. This AC surplus/deficit is reset at the end of the battle. (Deals 2d4 piercing damage per dot count.


Atomic Dice

Type: Magic || Rarity: Legendary || Target: Far || Atomic Dice attacks the farthest target creature in its range on the field dealing its base attack damage. The amount of dots on the Atomic Dice correspond to the amount of 'Atomics' spinning around the Dice. These spinning atoms will deal 2d4 necrotic damage to the creatures they hit ignoring AC. The spinning atomics will hit any creature that remain within 30ft of it after 1 turn. (Deals 2d6 necrotic damage per dot count)


Gun Dice

Type: Physical || Rarity: Legendary || Target: Far || Gun Dice attacks the farthest target creature in the area. This only applies for the Dice which have 1-6 dots. For every additional dot on Gun Dice the attack gains a re-roll and the Dice gains an extra target to attack. When Gun Dice reaches the 7 dot count or star dot it turns into a sniper rifle. The now dubbed Sniper Dice deals 5 extra hit dice of damage to the target and roll a d20, if the result is 11 and above, it now ricochets into another target within 50 ft of the initial target. In turn it has an incredibly slow attack speed however that can be fixed by placing a Light Dice or Lunar Dice next to it. (Deals 2d8 non-magical piercing damage) (Sniper Dice gain an additional 5 hit dice and turn the attack into magical piercing damage.


Metastasis Dice

Type: Merge || Rarity: Legendary || Target: Close || Metastasis Dice attacks the closest target enemy creature. When Metastasis Dice is merged with another Metastasis or Mimic Dice it will trigger its extra ability. Unlike Sacrifice dice, merging a Metastasis dice with a Mimic dice will have the same effect as merging two Metastasis dice. Metastasis Dice creates an extra creature with 12 AC and 30 HP that the enemy creatures has to deal with. If an allying creature kills the extra creature, the caster that fused the Metastasis dice will receive 50 SP. (Deals 2d4 bludgeoning damage per dot count) (Extra creature starts with an AC of 12 and an HP count of 30, increasing by 3 AC and 10 HP per dot count)


Typhoon Dice

Type: Transform || Rarity: Legendary || Target: Close || Typhoon Dice attacks the strongest target creature on the board. After 2 turns it triggers its second phase which lasts for 4 seconds. The Second phase is faster than the first phase allowing the dice to attack twice. After the second phase the third phase triggers which lasts 1 turn but has advantage and the fastest attack speed allowing to attack 3 times. (2d8 piercing damage per dot count) (Second and Third phase makes the damage radiant)


Supplement Dice

Type: Merge || Rarity: Legendary || Target: Close || Supplement Dice attacks the closest target on the field. When Supplement Dice is merged with other Dice with the same dots it increases the Dice it was merged with by 1 dot. (2d4 bludgeoning damage per dot count)


Time Dice

Type: Buff || Rarity: Legendary || Target: None || Time Dice does not attack creatures directly. The Time Dice speeds up your allies by giving them an added +30 ft to their movement speed per dot count


Combo Dice

Type: Physical || Rarity: Legendary || Target: Close || Combo Dice attacks the closest enemy creature on the board. Every time a Combo Dice is merged with itself or with a mimic Dice its combo counter increases. (Deals 2d6 bludgeoning damage) (Deals an additional +5 magical bludgeoning damage for each combo)


Lunar Dice

Type: Buff || Rarity: Legendary || Target: None || Lunar dice is a buff dice, it increases the attack speed of all neighboring dice and allies. It has a special effect allowing it to buff more powerfully. To activate the special effect, you need 3, 5 or 7 lunar dice on the field. When it is activated, it increases 1d20 (have to roll above a 15 when dice count 3, 10 when dice count 5, 5 when dice count 7) critical chance buff and 2 hit dice damage buff per dot as well as an extra attack.


Flow

Type: Merge || Rarity: Legendary || Target: None || Flow Dice does not attack. When present on the field, it slows down the enemy creatures by a subtracted -30 ft to their movement speed per dot count.


Star Dice

Type: Magic || Rarity: Legendary || Target: Close || Star Dice attacks the closest target creature and can cast special effect dealing a lot of damage. To trigger the effect, you need to place 3 star dice at the corresponding activated locations. It will then trigger falling star effect, landing the total amount of meteors equaling to the 2 times the total dots of those 3 star dice at 3 locations on the battle area (you can divide the total falling stars for each location as you see fit). Then, the 3 activated location will be assigned randomly again, you will need to place 3 star dice at those corresponding activated location to trigger it once more. However, if less than 3 star dice are placed on the corresponding activated location, the effect will be triggered weaker, landing the total amount of meteors equaling to the total dots instead of twice the total dots of the star dice, the meteors do not do magical damage as opposed to the 3 Star activation, this effect triggers recursively every 2 turns until the 3 stars trigger happens. (2d6 magical piercing damage per dot count) (Shooting stars deal 4d10 magic damage each)


Silence Dice

Type: Merge || Rarity: Legendary || Target: Close || Silence dice attacks the closest enemy creature. It casts its effect when being merged, it disables an enemy creature of your choice equalled to the number of dots merged. When silenced, creatures cannot move, communicate, or attack. (2d6 bludgeoning damage per dot count)


ix10 Dice

Type: Merge || Rarity: Legendary || Target: Close || The ix10 dice attacks the closest enemy creature or friendly ally (Your choice). It casts a hack effect on the target when merged. The hacked enemy heal you, your dice, and your allies by the damage the enemy would normally deal (If the enemy would deal 1d4 of damage, you, your dice, or your allies would instead heal by that much). While the hack hinders enemies, the hacked allies are buffed and do 2 additional dice of damage. An Interaction between the ix10 dice and IIIIIIIIIII boss is that ix10 can overwrite the hack effect from the boss, causing the hack effect to be less powerful.



Royal Dice

Type: Merge || Rarity: Legendary || Target: Close || The Royal Dice attacks the closest enemy creature. When merged, transform enemy creatures stats to another stat (DM discretion) The amount of enemies transformed is equalled to the 2 times the dot count was merged. (2d10 bludgeoning damage per dot count)


YinYang Dice

Type: Physical || Rarity: Legendary || Target: Close || YinYang dice attacks the closest enemy creature. When aligned into a full row (5 horizontal dice minimum) of Yinyang dice(Yang), there will be an extra attack for each Yinyang dice in the line. When aligned into a full column (3 vertical dice minimum) of Yinyang dice(Yin), there will be a double attack damage buff. (3d8 psychic damage per dot count)


Scope Dice

Type: Buff || Rarity: Legendary || Target: None || Gives buff to nearby dice. The buffed dice will have a chance to shoot +(Scope Dot count) additional bullets to random targets per turn. (Gives bordering dice each an additional attack per dot count.

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