Mage, Monster, Mutant

==Overview==
Mage, Monster, Mutant (Alternatively known as Triple M or just MMM) is a magic survival mystery game where each game, players are divided into three groups. The Mages are students of a magic academy trying to complete their schoolwork while defending themselves against an assaulting team of Monsters, who are trying to knock them out and bring them back to their portal to corrupt them and transform them into other Monsters. However, among the Mages is one Mutant, who wields the power to eliminate anyone and everyone.
==Teams==
===Mages===
The 6 Mages are the main protagonists of Triple M. Each game. Upon each game’s start, the Mages will leave their dorm rooms and must complete a list of Assignments, then return to their individual dorm rooms after they’re all done within the time limit. Each Mage has four different subjects (Out of 7), and must complete all Assignments for the subject they’re currently in, filling up the Assignment Bar in the process, before they can move on to the next one. Along the way, the Mages must also defend themselves from the attacking Monsters and safely discover the Mutant among themselves. Mages do not have any Abilities, just their normal Magic Spells, and issue their avatar’s appearances. 
Only the Mutant can directly kill Mages, attacks from Monsters can only ever knock them out. Once a Mage’s health is reduced to 0 by a Monster, said Monster can pick them up and carry them back to the Portal of Monsters. The Mage will get back up with 30 health after 20 seconds or when dropped by a Monster. However, those who succumb to the Mutant’s Spells or Special Ability may either be eliminated without respawn or be subject to such; either way, they will be forced to spectate the rest of the game and finish without a win if the Mutant caused their disappearance. Mages who are successfully taken back to the Portal of Monsters will become Monsters themselves and switch teams. Any Mages who aren’t in their dorm rooms when the time runs out will finish the game without a win. Every Assignment completed by a Mage backs up the time limit a little bit, in addition to contributing to the Assignment Bar. When being carried by a Monster, they can struggle to fill a bar that appears next to them and escape once it reaches full, to save themselves from being corrupted.
Default Health: 100
===Monsters===
The shadowy Monsters (Initially 6 of them) are the main antagonists of Triple M. Always spawning near the Portal of Monsters at the far end of the map, the Monsters’ goal is to knock out and capture all of the Mages (And the Mutant if possible), bringing them back to the portal to corrupt and convert them all into their team before the time elapses. Monsters have less health than Mages and can’t equip as many Magic Spells either, but run faster, jump much higher, and possess a melee attack and a number of unique equippable Abilities, such as vent crawling and invisibility. Naturally, however, all Monsters are able to see red outlines of the other 6 players through walls and obstacles when at least within 150 studs of them. All players on this team bear the appearances of their avatars, except with black skin, long, pink glowing claws, red glowing eyes and a black smoke effect that follows them. Their screens are also slightly darkened and tinted pink, but they can see in the dark far better than Mages. 
Right click as a Monster to perform a melee claw swipe attack that deals 20 damage [CD: 0.5 sec.]. If a Monster’s health is reduced to 0, they will disappear and be removed from the game for 20 seconds before they respawn back near the Portal of Monsters. If the Mutant caused their disappearance using their Special Ability however, they will respawn in 45 seconds instead. If the Mutant is the only non-Monster player remaining or the Assignment Bar is completely full, the Monsters will lose their ability to respawn and are subject to eradication if they don’t take caution by that point, costing them a win.
Default Health: 50
===Mutant===
The Mutant is the primary antagonist of Triple M, and a Mage who looks just like the other 5, but possesses a special hidden power and their own goal. Their initial one is to be the last one standing, either by eliminating all other players (Both Mages and Monsters) or surviving until either the time expires or the Mages complete their goal after eliminating at least one of them (Without being discovered as a non-human). Alternatively, they can reveal themselves to be the Mutant (More info on how this happens later) and either side with them, winning along with them, or betray them once there is one Mage remaining. Once all Mages are eliminated, if they can’t or don’t feel like eradicating the remaining Monsters, the Mutant can just go back to their dorm room and end the game with the win. 
The Mutant has the same appearance principles as the Mages, resembling the player’s avatar. The Monsters, unlike the Mages, can tell who the Mutant is as their attacks and spells deal 50% less damage to them. If after a Monster witnesses the Mutant’s Special Ability, they can write a hint about who the Mutant is on the wall or floor for Mages to find, helping them uncover the Mutant. There exist several different unique Mutant Traits to unlock and equip for when you become the Mutant. Monsters are more vulnerable to most of them than Mages. If the Mutant is killed by the Mages, they must spectate the rest of the game and finish without a win. They will also lose their win if the Mages complete their goal knowing who the Mutant is and that they are a threat.
Default Health: 100
==Servers & Matches==
Each server can support a maximum of 12 players. At least 4 are required for a match to start (2 Mages, 1 Monster, and 1 Mutant). Hosts of VIP servers can adjust the game rules, then start the game whenever they are ready.
===Leaderboard===
In between games, the leaderboard will list players in the server by Level. During games, the leaderboard is divided into two. The upper half lists the 6 “Student” players (To hide the Mutant’s identity) while the bottom half lists the 6 Monster players.
===Time Limit===
Each round initially has a time limit of 15 minutes. With every Assignment completed by a Mage, it extends by 20 to 45 seconds depending on the type of Assignment completed. Once it expires, any Mages still outside their dorm rooms will be disqualified from the victory; the Mutant will win if this happens while he/she is still remaining, regardless of how many Mages are left. The Mages must complete all of their Assignments and return to their dorm rooms before the time limit expires to win, while the Monsters need to have all players still in the game be Monsters before the time elapses.
===Game Rules (AKA Settings)===
These are a set of principles that apply to every individual match, which can be adjusted in VIP servers by the host.
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* Map: Which Map the match will be played in (Default: Random)
* Time Period: What time of day during which the match will take place (Default: Daylight Cycle)
* Mage Health: The maximum Health each Mage has (Default: 100 | Minimum: 1 | Maximum: 200)
* Monster Health: The maximum Health each Monster has (Default: 50 | Minimum: 1 | Maximum: 200)
* Mutant Health: The Mutant’s maximum Health pool (Default: 100 | Minimum: 1 | Maximum: 200)
* Mage Headstart: How long after the game starts before the Monsters are released into the map (Default: 15 sec. | Minimum: 0 sec. | Maximum: 60 sec.)
* Time Limit: How long until the time limit expires and the game ends (Default: 15 min. | Minimum: 10 min. | Maximum: 30 min.)
* Short Assignments: How many Short Assignments each Mage has in each Subject (Default: 2 | Minimum: 1 | Maximum: 4)
* Long Assignments: How many Long Assignments each Mage has in each Subject (Default: 1 | Maximum: 2)
* Visualize Unique Assignments: When enabled, when a Mage has an Assignment no one else has in a game, the animations can be seen by others nearby (Default: Yes)
* Short Assignment Completion Boosts Time: How much time is added to the time limit when any Short Assignment is completed (Default: 20 sec. | Minimum: 0 sec. | Maximum: 60 sec.)
* Long Assignment Completion Boosts Time: How much time is added to the time limit when any Long Assignment is completed (Default: 45 sec. | Minimum: 0 sec. | Maximum: 90 sec.)
* Show Assignment Bar: When enabled, the Assignment Bar can be seen on all player’s screens during the game (Default: Yes)
* Speed Booster: When increased, increases all players’ movement speed during the game (Default: 0x | Maximum: 3x)
* Disable Status Updates: If enabled, no warnings regarding Mage conversion or Monster mortality will appear (Default: No)
* Trial Time: How much time Mages have to discuss and vote during a Mutant Trial (Discussed later) initially (Default: 60 sec. | Minimum: 15 sec. | Maximum: 120 sec.)
* Reporting Boosts Trial Time: How much time is added to a Mutant Trial’s duration whenever someone reports their vote (Default: 15 sec. | Minimum: 0 sec. | Maximum: 30 sec.)
* Anonymous Reports: If enabled, the name of any Mage who writes a report, and who is reported, will never be stated (Default: No)
* Trial Cooldown: The time in which Mages must wait after a Mutant Trial to report again (Default: 90 sec. | Minimum: 1 sec. | Maximum: 600 sec.)
* Secret Trial: If enabled, Mutant Trial-related notices will not appear during the game, and Monsters and Mutant will still be a threat during one (Default: No)
* Confirm Identifications: If enabled, anybody who answers “Yes” at the end of a Mutant Trial will identify as a Mutant (Default: Yes | Can also be set to “Only Mutant”)
* Mutant Trait Identification: If enabled, when the Mutant is successfully identified, their Mutant Trait will be revealed too (Default: No)
* Nightmare Mode: When enabled, Show Assignment Bar, Confirm Identifications and Mutant Trait Identification are turned off, Disable Status Updates, Anonymous Reports and Secret Trial are turned on, and the Time Period is set to Night (Other settings can still be adjusted). All players’ HUD (Except for their Health and Stamina Bars, Assignment List, Items, Inventory, Spells, Abilities, Notebook, the Time Limit and their Report button) disappears, eerier ambience plays, and few lights in the map still work, providing a darker and much more chilling experience (Default: No)
In a public server, a button exists in the lobby to request a Nightmare Mode round. If someone clicks the button before the map starts loading, all other players will be prompted to vote for either a normal round or a Nightmare Mode round. After a Nightmare Mode game, another one cannot be played for the next two games.
</tabber>
==Essentials==
===Controls===
Here is the list of controls, excluding basic controls such as movement and jumping.
====PC====
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* Pick up/Interact: Q
* Sprint: LSHIFT (Consumes 5 Stamina over time while sprinting)
* Crouch: Ctrl
* Dodge: F while moving in any direction (Costs 25 Stamina)
* Spell 1: Z
* Spell 2: X
* Spell 3: C
* Spell 4: V
* Spell 5: B
* Spell 6 (Gamepass) (Spell 4 for Monster): N
* Ability 1 (Monster/Mutant): E
* Ability 2 (Monster/Mutant): R
* Ability 3 (Gamepass) (Monster): T
* Melee (Monster): LMB
* Use Item: RMB
</tabber>
====Xbox====
<tabber>
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* Pick up/Interact: B
* Sprint: Double-flick the left stick (Consumes 5 Stamina over time while sprinting)
* Crouch: RT
* Dodge: Flick the right stick in any direction (Costs 25 Stamina)
* Spell 1: D-Up
* Spell 2: D-Right
* Spell 3: D-Down
* Spell 4: D-Left
* Spell 5: LSB
* Spell 6 (Gamepass) (Spell 4 for Monster): RSB
* Ability 1 (Monster/Mutant): LB
* Ability 2 (Monster/Mutant): RB
* Ability 3 (Gamepass) (Monster): LT
* Melee (Monster): X
* Use Item: Y
</tabber>
====Mobile====
<tabber>
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|-|Show=
* Pick up/Interact: Tap desired item while close enough
* Sprint: Sprint button (Consumes 5 Stamina over time while sprinting)
* Crouch: Crouch button
* Dodge: Dodge button while moving in any direction (Costs 25 Stamina)
* Spell 1: Spell 1 button, then tap where you want to cast
* Spell 2: Spell 2 button, then tap where you want to cast
* Spell 3: Spell 3 button, then tap where you want to cast
* Spell 4: Spell 4 button, then tap where you want to cast
* Spell 5: Spell 5 button, then tap where you want to cast
* Spell 6 (Gamepass) (Spell 4 for Monster): Spell 6 button, then tap where you want to cast
* Ability 1 (Monster/Mutant): Ability 1 button
* Ability 2 (Monster/Mutant): Ability 2 button
* Ability 3 (Gamepass) (Monster): Ability 3 button
* Melee (Monster): Attack button
* Use Item: Double tap desired item
</tabber>
===HUD===
Here is the list of HUD for both gameplay during a round or between rounds.
====Between Games====
<tabber>
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*Time left until next round/Waiting for host to start (VIP servers)/Loading map: Top center
*Loadout: Center left
*Spellbook: Center left, Right of Loadout
*Mutations: Center left, below Spellbook
*Currency Converter: Center left, left of Mutations
*Store: Center left, below Currency Converter
*Server Leaderboard: Top right
*Mutant Chance: Top right, below Server Leaderboard
*Game Rules (VIP servers): Top left
*Edit Game Rules (VIP servers, server host only): Top left, below Game Rules
*Coins: Center right, above Emeralds
*Emeralds: Center right, below Coins
*Experience/Level: Center right, below Emeralds
*Start Game (VIP servers, server host only): Bottom center
</tabber>
====During Games====
<tabber>
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*Time Left: Top center
*Assignment List: Top left
*Assignment Bar: Top left, below Assignment List
*Team: Top left, below Assignment Bar
*Spellbook: Center left, Right of Loadout
*Mutations: Center left, below Spellbook
*Currency Converter: Center left, left of Mutations
*Store: Center left, below Currency Converter
*Server Leaderboard: Top right
*Mutant Chance: Top right, below Server Leaderboard
*Coins: Center right, above Emeralds
*Emeralds: Center right, below Coins
*Experience/Level: Center right, below Emeralds
*Health: Bottom center
*Stamina: Bottom center, below Health
*Items: Bottom center, above Health
*Inventory: Bottom center, above Health, left of Items
*Spells: Bottom center, above Items
*Abilities (Monster/Mutant): Bottom right
*Report (Mage/Mutant): Bottom left
*Notebook (Mage/Mutant): Bottom left, above Report
</tabber>
===Currencies===
Coins and Emeralds are the two main currencies in Triple M. Coins can be used to buy items to start the next round with, unlock new Magic Spells, or convert into Emeralds, which are rather needed to unlock new Magic Classes, Abilities and Mutant Traits (50 Coins = 1 Emerald). Both currencies can also be found throughout the map along with normal items, or purchased with Robux in the gamepass shop.
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*One coin = 5 Coins
*Three piled coins = 10 Coins
*Five piled coins = 25 Coins
*Gold bar = 50 Coins
*Two gold bars = 75 Coins
*Three gold bars = 100 Coins
*One gem = 1 Emerald
*Two gems = 2 Emeralds
*Three gems = 3 Emeralds
*Five gems = 5 Emeralds
*Big gem = 10 Emeralds
*Level up = 50 Coins and 5 Emeralds
*Three coins and one gem = 15 Coins and 1 Emerald
*Five coins and 2 gems = 25 Coins and 3 Emeralds
*Mage win = 50 Coins
*Friend Save Bonus (Mage) = 25 Coins and 3 Emeralds
*First Finished Bonus (Mage) = 20 Coins and 2 Emeralds
*Mutant Identified Successfully (Mage) = 20 Coins and 1 Emerald
*Monster win = 50 Coins
*Mage Conversion Bonus (Per Mage YOU captured) (Monster) = 20 Coins and 2 Emeralds
*Mutant Captured Bonus (Monster) = 25 Coins and 3 Emeralds
*All Players Eliminated (Mutant) = 100 Coins
*Mutant win by escape = 75 Coins
*Mutant win by escape after being safely identified = 50 Coins
*Mage Elimination Bonus (Per Mage eliminated, not converted) (Mutant) = 2 Emeralds
</tabber>
===Experience===
Players gain Experience (Or EXP) after every round depending on their performance, such as Assignments completed, Monsters killed and allies healed for Mages, enemies corrupted and Abilities used for Monsters, and other players cleared out for the Mutant, filling up their Experience bar as they acquire more and more. When a player collects enough EXP, their Experience bar resets and they “Level Up”. All players start at Level 1; reaching Level 2 requires 200 EXP, which increases by 50 each time, then by 100 after Level 100, then by 250 beyond Level 250, and finally by 500 after Level 500. The game’s current maximum Level cap initially is Level 100; after reaching your current limit, you can pay a fee of Coins to “Graduate”, rebirthing your character into a new Generation and increasing your maximum Level cap by 100, and the amount of EXP you earn by 20%. You will lose all of your EXP, spells and Coins when you do this, but achieving a certain Experience Level that you can only reach at a certain Generation is required to unlock more powerful Magic Classes and Mutant Traits. The cost for Graduating starts out at 1000 Coins, but increases by 200 every time you do so, and can only be done if you are at your current EXP limit. Purchasing a certain gamepass will double all EXP earned.
*Finishing a game successful (Mage) = 100 EXP
*Per each puzzle solved (Mage) = 50 EXP
*Saved a teammate from being taken (Mage) = 100 EXP
*Killed a Monster (Mage) = 50 EXP
*First Finished (Mage) = +50 EXP
*Mutant Identified Successfully (Mage) = 50 EXP
*Per each Mage converted (Monster) = 20 EXP
*Mutant Converted (Monster) = 50 EXP
*Used 1 - 10 Abilities (Monster) = 5 - 50 EXP
*Per each player eliminated (Mutant) = 20 EXP
*Finishing a game by escape (Mutant) = 100 EXP
*Finishing a game by escape after being safely identified (Mutant) = 75 EXP
*Finishing a game unsuccessful = 0 EXP
=== Maps ===
Coming Soon...
==Victory==
The Mages win by completing all of their Assignments and then retreating back to their dorm rooms to survive. Every Mage wins individually, so if any Mages were turned into Monsters and the others manage to escape, those converted players will not get a win. All remaining Mages win immediately if all Monsters and the Mutant leave the server during the game, and lose if they can’t return to their rooms within the time limit. 
The Monsters win by converting all other players onto their team, including the Mutant. If they cannot do so, they will still earn EXP and Coins for every player that was successfully turned, but will only get an actual win if all players are Monsters before the time expires. 
The Mutant wins if they’re the last one standing. This means either eliminating all other players without getting caught, or eliminating at least one and then surviving for the rest of the game. The Mutant wins individually from any Mages that escape if they were not identified. They will also win if the timer runs out and they still aren’t identified, but only if they have taken at least one Mage, otherwise, it will count as a fail.
=== Game Finish Notes ===
Once a game ends, one of these will appear signifying who won.
* All Students have finished, the Mutant was never identified - All 6 students made it back to their dorm rooms safely without the real Mutant being discovered (M: W | M: L | M: L)
* <# of Mages remaining> Students have finished, the Mutant was never identified - Not all Mages made it back to their dorm rooms safely and the Mutant was not identified (M: W for those who escaped, L for those who were corrupted | M: L | M: W if they eliminated at least 1 Mage, L if they didn’t eliminate any Mages)
* All Students have finished, the Mutant is among them - All 6 students made it back to their dorm rooms safely and the Mutant was successfully identified (M: W | M: L | M: L)
* <# of Mages remaining> Students have finished, the Mutant is among them - Not all Mages made it back to their dorm rooms safely; the Mutant was successfully identified, but managed to escape with them (M: W for those who escaped, L for those who were corrupted | M: L | M: W if they eliminated at least 1 Mage, L if they didn’t eliminate any Mages)
* All Students have finished, but the Mutant was lost - All Mages made it back to their dorm rooms safely; the Mutant was successfully identified, but then converted by the Monsters (M: W | M: L | M: L)
* <# of Mages remaining> Students have finished, the Mutant was lost as well - Not all Mages made it back to their dorm rooms safely; the Mutant was successfully identified, but then converted by the Monsters (M: W for those who escaped, L for those who were corrupted | M: L | M: L)
* The Mutant has escaped, the other Students have vanished - The Mutant made it back to their dorm room safely and has eliminated all Mages before the Monsters could get them (M: L | M: L | M: W)
* The Mutant has escaped, the other Students could not make it back - The Mutant made it back to their dorm room safely and there are no Mages remaining, whether the Mutant themself eliminated them or the Monsters converted them (M: L | M: L | M: W)
* The Mutant has wiped everyone out and terrorized the academy - The Mutant has eliminated all Mages and all Monsters (M: L | M: L | M: W)
* The academy was overrun - All students were converted into Monsters (M: L | M: W | M: L)
*Time expired, everybody still remains in the academy - The timer expires; no students were converted or eliminated (M: L | M: L | M: L)
*Time expired, the Mutant remains dominant - The Mutant has eliminated all Mages, but hasn’t returned to their dorm room or eliminated all the Monsters before the timer ran out (M: L | M: L | M: W)
* All unauthorized entities have fled the scene - The Mutant and all Monsters have left the server before any Mage could finish (M: W | M: L | M: L)
=== Assignments ===
These are what the Mages must complete to win. They are divided into multiple subjects: Conjuring, Alchemy, Evocation, Enchantment, Divination, Herbalism and Artificery. Each Mage has a set number of Assignments from four different subjects, listed as 1st period to 4th period. Completing all Assignments of the first period will unlock the next period, providing more Assignments to do. What subjects are applied to each of a Mage’s periods are random, but are always different (A Mage will never have to take the same subject twice in a round). Assignments come in two types themselves: Short Assignments (Always listed first), which often require only a single task and take very little time depending on the player’s speed, and Long Assignments, which usually have multiple tasks or otherwise require a longer time to complete. Each period a Mage has will have at least one Long Assignment. More than one Mage may have the same Assignment, possibly at the same time, but if a Mage has an Assignment that nobody else has, that Assignment may be visible to everyone depending on the Assignment, thus proving that Mage’s humanity if they are seen doing it. As the Mages complete their Assignments, the Assignment Bar fills up, and the timer extends. A Mage who has completed all of their own Assignments can return to their dorm room and finish with a win (Making it important to remember which room is theirs). Once the Assignment Bar is full, the Monsters can no longer respawn after death, and the Mutant is also at risk of failing if they cannot get rid of those remaining by that point.
By clicking on another player (Who isn’t a Monster) while close enough to them, Mages (And the Mutant) can see their schoolwork progress, showing what Assignments they have completed and what they have yet to complete. The Mutant has a list of Fake Assignments that the Mages can read, although only the Mutant will know that they’re fake since once a specific number of Assignments is completed by all Mages, the Mutant’s Fake Assignments up to that number will appear complete. For example, once all Mages have completed their first Assignment, the Mutant’s first Fake Assignment will appear complete; once all Mages have completed their second Assignment, the Mutant’s second Fake Assignment will appear complete, and so on.
=== Puzzles ===
Coming Soon...
=== Hiding ===
Players are able to hide in lockers, closets and vents, and underneath desks to remain undetected by enemies passing by. Objects and spaces that you can hide in/under will be marked when you come near them. If a Monster attempts to enter a hiding place that someone on another team is in, the hiding player will be forced out; likewise, Monsters will be forced out of their hiding spots when a Mage (Or the Mutant) attempts to hide there. Regardless of either of these instances, the player wanting to hide will be denied the hiding spot initially, but can enter once the original hider leaves. 
Monsters will not be able to see other teams’ locations like they’re normally able to if the latter are hiding.
=== Mutant Trials ===
If a Mage discovers the Mutant or has suspicions about who it is, they can write a report filing that player and share it among the other Mages, who can choose to either believe the report and copy it or choose another Mage to suspect; they can also write notes about sudden disappearances, activity of the Mutant, other Mages’ behavior, and hints given by the Monsters in their notebook, then either write their evidence on a chalkboard or show it to their fellow Mages along with their report. Once one Mage files a report on someone, a countdown starts and all Mages (Including the Mutant) are notified, giving all of them the time to start expressing their thoughts. This process is called a Mutant Trial. The Mutant cannot use any of their Special Abilities once two Mages have reports while this is happening; however, if they manage to eliminate the Mage who first reported before someone else writes a report (Or that person gets knocked out by a Monster), the trial will be cancelled. Once all Mages have reports, or at least most of them have reports when the timer elapses, the most frequently reported Mage will be asked to answer “Yes” or “No” to whether or not they are a Mutant (Unless it is a tie, in which case nothing happens and the trial ends). If they fail to answer, or if they are the Mutant and they select “No”, they become able to be damaged by the other Mages (Normally, they are invulnerable to other Mages’ spells) and will most likely start getting hunted. If the Mutant selects “Yes” when this happens to them, the other Mages will be notified who the Mutant is. After this happens, the Mutant can choose to side with the Mages and win along with them; although, they will still become vulnerable to the Mages if they get a Mage eliminated since then. If a Mage selects “No”, the trial ends without any effects on them. If a Mage selects “Yes”, the other Mages will be notified that they are the Mutant even if they are actually not, tricking the other Mages into believing that the wrong person is the Mutant一 if they are killed after not answering though, the other Mages will be notified that they weren’t the Mutant. If not enough Mages have reports, the trial will be cancelled once the timer elapses (Not writing a report counts as voting to skip the trial). After a Mutant Trial ends, there is a 90 second cooldown before any Mage can report again. During a Mutant Trial, after two Mages have reports, all Monsters will be invisible and can only move around the map and watch, and the timer will be frozen. Voting during a Mutant Trial will back up the countdown to which it ends by a few seconds.
== Action and Combat ==
=== Magic ===
All players have access to Magic Spells to attack other teams and defend themselves. All Spells are divided into 20 different Magic Classes, each with its own general stats and unique Spells to unlock and equip for use in gameplay. Mages and the Mutant can have 5 Spells equipped while Monsters can only have 3, although both can be increased by 1 with a gamepass. Both Magic Classes and Spells can be unlocked in the Spellbook interface with Emeralds, then equipped in the Loadout interface. Having certain special group roles (Such as Youtuber or Admin) will remove Level requirements for Magic Classes.
=== Abilities ===
Both Monsters and the Mutant can equip Abilities, which are powers that Mages cannot use. When you are assigned to Monster or Mutant, you will be able to use whatever Abilities are equipped. Monsters are able to have two normal Abilities equipped, whereas the Mutant can have 1 normal Ability in addition to the Special Ability provided by their Mutant Trait. These Abilities can be unlocked using Emeralds in the Mutations interface, along with Mutant Traits, then equipped in the Loadout interface.
=== Mutant Traits ===
Mutant Traits are a feature exclusive to the Mutant to help them win. Only one can be equipped at a time, and it will apply to you when you become the Mutant. Each individual Mutant Trait grants a unique Special Ability and possibly a passive effect or two. Like normal Abilities, Mutant Traits can be unlocked using Emeralds in the Mutations interface, then equipped in the Loadout interface. 
Most Mutant Traits involve an effect called the "Mutant Mark", which, upon being applied to a Mage, lasts for the rest of the game and allows the Mutant to damage them with Spells (Only the Mutant will know who’s marked via a green chevron arrow above victims’ heads).
=== Items ===
Throughout the map, often in drawers, desks and even garbage cans, various items can be found. They generate randomly throughout the map either at the beginning of the game, when someone starts a certain Assignment, or at certain times during the match. There are three types of items: Assignment Items, which are necessary for certain Assignments and can thus only be picked up by Mages, Utility Items, which can be collected for various uses, and Currency Items, which award a certain amount of either Coins or Emeralds to whoever picks them up first while not taking up inventory or hotbar space. Mages should be aware that currency and non-Assignment items can be picked up by the Monsters and Mutant as well. Before a game starts, players can use Coins to buy Utility Items to start off with.
== Gamepasses ==
Coming Soon...
== Link to Original Doc. ==
See for color co-ordinations for all the terms: https://docs.google.com/document/d/1eJtzPQOY5rIoVUm1ouEkO3makB7GCeQZfumr6SzmHsY/edit#
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