recursal/Fanatic-Fandom huggingface dataset:
Multiverse

Often seen as a space containing discrete, non-interacting global bubbles, a multiverse is a collection of limited or infinite worlds. The hypothetical collection of all potential universes, including our own, can also be referred to by it. Although several multiverse theories give varied descriptions of multiverses, they all refer to several worlds or realities that are apart from our own and from one another. These worlds go by the names "alternate universes," "other universes," or "parallel universes." The different kinds of worlds that make up a multiverse and their interrelationships can be used to categorize it.

## Measurement

A multiverse's dimensionality varies according to the particular multiverse interpretation used.

A five-dimensional realm composed of several four-dimensional universes or "lines" stacked on top of one another is a basic conceptualization of a multiverse.

A multiverse that has the same dimensionality as the worlds it includes can also be created; if the universes are finitely massive, they can just reside inside a larger space, much like bubbles inside a water volume. Even infinitely many infinitely big worlds of the same dimensions can fit inside the multiverse, so long as it is negatively curved. Each infinite universe in this paradigm is represented as a horohyperball surrounded by a horohypersphere. The geometry of such a multiverse may be modeled using a Poincaré hyperball model, where each representation of an infinite world is a hyperball tangent to the unit hyperball's outer border.

In the most extreme interpretation, the multiverse is infinitely dimensional, and each point's coordinates indicate the whole state of the universe at that location (this type of multiverse is also known as a phaseverse).

## Multiverses as a Broad Category

Taking a multiverse to be a generalization or abstraction of the universes it contains is a common feature of many cosmologies. For instance, a multiverse can be constructed in which three of these four variables are held constant in every universe, while the fourth is free to vary between universes. This is in contrast to a single universe, which may have a single mathematical basis for its laws of physics, a fixed number of dimensions, a single set of fundamental constants, and an initial condition. One helpful aspect of the power-set operation is that it may be used to accomplish this. The "size" of a multiverse comprising infinitely massive worlds can be expressed as one beth number greater than that of those universes.

This concept then makes it possible to add a megaverse, which is a structure that functions similarly to a "multiverse of multiverses," maybe losing a property that unites the worlds it includes, and to go on and on in what is known as an archverse chain indefinitely.
Annie

* Base
* Alternative
* Beyond UI
* True Form
* Unparalleled Form
* Beyond Reality Form

> Hello, everyone, I consider you to be truer than what I There is no way to escape it. The only being that can counter this is an ancient being. It is the Supreme Alrigtl of this place, the Alrigtl. The Alrigtl possesses the power to shape reality and control the narrative of existence itself. As the ultimate authority, they hold the key to unraveling the mysteries and determining the fate of all beings within this realm.
>
>

## Basic Info

Annie is the strongest of the Water C Mythology; she possesses many powers, such as omnipotence, beyond powers, or reality powers. Annie's strength surpasses that of any other Water C Mythology character. She possesses an array of abilities, including the absorption of various powers such as omnipotence, powers beyond imagination, and even reality-altering abilities. With her unmatched strength and diverse skill set, Annie stands out as a formidable force in the realm of Water C Mythology.

She is able to absorb many other powers, including being beyond omnipotent, omnipotent, nigh-omnipotent, and even transcendent powers. This makes her virtually invincible and gives her the ability to manipulate the very fabric of reality itself. Annie's immense abilities make her a true force to be reckoned with in the world of Water C Mythology, capable of achieving feats that no other character can even fathom.

## Powers & Abilities

Their strength is unknown; they have frequently vanquished the most formidable warriors, lending them an aura of mystery and unpredictability. Even after their successes, a lot of conjecture remains about the real scope of their powers and the origin of their power. These fighters have a presence that transcends reality and envelops them in a mysterious aura, captivating everyone who witnesses their skill. Their exceptional talents are attributed to ancient rituals and top-secret training methods, according to legends, although the details are still lost in myth and conjecture. The mystery surrounding these amazing fighters only grows as they defeat their enemies with such ease, leaving many in shock and amazement.

## Forms

Annie has multiple forms that increase his power, speed, strength, and other abilities. She has a unique form in which power is infinite or compared to others, as in mythology Annie's various forms grant her enhanced power, speed, and strength, elevating her abilities to extraordinary levels. However, it is her unique form that truly stands out, as its power surpasses any other known water mythology. This unparalleled form endows Annie with infinite power, setting her apart from all others in the realm of water mythology.

## Tier

Tiering: **Infinite 0**

Attack Potency: **Infinite Boundless** (She has the power to eliminate the numerous boundless entities, such as the immortals, who transcend the idea of layers, and the boundless entities, who are unconstrained by any means. Moreover, it transcends actual infinite levels.)

Speed: **Irrelevant** | **Omnipresence**
The Creator

## **Basic Info**

All of reality was partly created by an abstract being known as the Creator. He usually has the appearance of a big, strong, blue humanoid. It can be any size it chooses, even if it is larger than the entire universe. It is superior to all entities and objects in the cosmos. He cares about his animals and would stop at nothing to prevent them from being destroyed, even if mortals are unimportant to him. The Creator created the Water C. Constantine, whose job it was to keep the number of Devourers under control, met with him.

## **Powers & Abilities**

He possesses all of the powers found in both fiction and real life since he is the creator of every new character. However, the most noteworthy and well-known of his skills are creation, Water Manipulation, Conceptual Manipulation, Immorality, Plot Manipulation, and Law manipulation. However, all other talents and abilities, both real and imagined.

## **Forms**

The Creator may take on several forms that boost his strength, speed, power, and other attributes. He is free to utilize his forms for whatever long he pleases and to activate them whenever he pleases. Regardless, these are the varieties of The Creator: (In addition, the Creator that we perceive is really an avatar; it is not even the True Creator. The avatar's abilities pale in comparison to his own self, who fully transcends all things to an extent that is truly endless.

## **Tier**

Tiering: **Infinite 0**

Attack Potency: **Infinite Boundless** (He has the power to wipe out every mythological realm and real world, even the supreme entity that transcends layers. Moreover, it transcends actual infinite levels.)

Key: **Cosmic** | **True Form**
Daily Tasks

As soon as you select your country and enter the world of Eclesiar, you'll have plenty on your mind. You'll eventually want to grow within society, so you can become a powerful and impactful citizen.

For that, you can't forget about these three daily tasks, which will be crucial to your development: **Training**, **Work** and **Fight in a War**.

These three actions will displayed on the left side of your screen. It's easy to spot.
Gnomes

## Gnome

Gnomes are the sagani of earth, thought by Paracelsus to be the true origin of the stories of fairies and little peoples living in the woods

## Appearance

Gnomes are very short humanoids, no taller than 5.9 inches (15 centimeters). Their diminutive size asside they appear like elderly men with long white beards (and sometimes elderly women) clad in rustic clothing that often include a long pointy red hat.

## Behaviour

Oppinions diverge on wether the gnomes are an all male race that reproduce by crafting nem gnomes out of the soil, or if female gnomes exist and their kind reproduce sexually.

Gnomes are the gardians of wildlife, tasked with keeping plants and animals healthy and plentiful. They were also the keepers of Earth's mineral riches, ensuring that they be found by the deserving.

Gnomes are peacefull and good natured, prefering to avoid conflict and always happy to help good and wise people, sometimes even attaching themselves to a deserving human's service, bringing him riches and performing work for him, which gave rise to legends of domestic fairies. They will however use their power to displace precious metal and stone away from those they believe do not deserve them.

## Characteristics

* Strength : gnomes's small size belies their true strength as they are a hundred times stronger than humans.
* Resilience : gnomes are made of the earth's essence making them more resilient than any natural mineral. They inhabit the earth all the way to its core making them extremely resilient to both pressure and heat.
* Speed : gnomes are extremely quick and agile, capable of running as fast as a hare.
* Digging : gnomes can digg in any mineral as fast as they can run, earth is like air to them.
* Intelligence : gnomes are wise creatures with advanced biological and engeneering knowledge and hundreds of years of lifetime, making them easily the equals of the greatest human minds if not greater.

## Powers

* Mineral transmutations : gnomes can transform any mineral substance into any other, allowing them to create metal objects from soil and even cause landslide and earthquakes, given enough time to undermine earth's foundations.

## Weaknesses

* Gnomes can't swim, instead they sink like stones. This make water deadly to them especialy given their small size, as water need not be deep to drown them.
Telekinesis

The ability to work with matter or energy without the need of physical methods; to move, manipulate, etc. Telekinesis's secondary power distortion. Distinct from both Psychokinesis and Telepathy.

## Summary

Through non-physical methods, the person may move matter or another part of a physical system, a power known as telekinesis. Usually, its most basic characteristic is its ability to manipulate and control things (or to produce and exert force on a target or maybe an area) without coming into direct touch with them.

Telekinesis, often used interchangeably with psychokinesis, is a form of telekinetics in fiction that involves the user's mind interacting with an external force or medium. Mediums can manifest as fields of manipulated energy, physical forces, or matter, which function as extensions of the user and can interact with a subject. The user can mentally influence the subject with varying degrees of accuracy and precision, depending on their control over their field. In extreme cases, the power can be so extensive that the user can passively influence a subject or affect their environment with their presence alone.

However, in technical terms, psychokinesis is the same as telekinesis, which is accomplished by psychic or psionic abilities. Numerous techniques exist for affecting matter or energy at a distance, collectively referred to as telekinesis. One non-psychic type of telekinesis is the casting of spells that allow one to manipulate and influence objects at a distance. For a more science fiction concept, telekinesis may be granted by equipment that can remotely move matter by bending gravity. Any capacity that permits the manipulation, interaction, or movement of objects from a distance, regardless of the precise method used or the distance itself, can be classified as a sort of power.

Many abilities centered on "controlling/manipulating" subjects stem from telekinesis. It could progress to the point where a telekinetic is able to exert subatomic control on objects. In extreme circumstances, users with telekinesis could be able to shift stars or planets. At its most extreme, its impact can spread to include dimensions of reality beyond than matter or energy, including time and space.
Daily Missions

In order to encourage your activity in Eclesiar, we made available some daily missions that will reward you, long-term.

A pack of eight daily missions will be set to your account, regarding all the aspects of the game. This can include using the market, training, working and even battling.

Each daily mission you complete will grant you 0.2 gold. So, by completing all of your daily mission, you'll receive 1.6 gold to your account. Keep the grind alive!

But it's not just that.

Your daily missions will have a greater purpose. Each daily mission will grant you 10 prestige towards your weekly progress.

This weekly progress will allow you to gain new itens, as you reach to a new stage.

You'll reach a new stage for each 100 prestige you gain. At the peak of 500 prestige, you'll be granted a brand new item from the Gold Shop.

Weekly progress resets Sunday's midnight, server time and will grant new and different prizes for the following week,
Eclesiar Wiki

Welcome to Eclesiar's Wiki page!
Eclesiar is a Free MMO Strategy browser and mobile game where you can conquer the world. From a business perspective, and where politics and war assemble.

In here, we'll give all the tools you'll need to understand the world of Eclesiar, as all of its features, from every standpoint:

* Economical;
* Political;
* Military.

Feel free to join our community and play with other people, make sure to join us on our Discord Channel here.

## Getting started

* Daily Tasks
* Training
* Work
* War
* Daily Missions

## Economical Wing

* Creating your company
* Manage your staff
* Working as Manager
* Upgrading your company
* General Market
* Currency Market
* Equipment Auctions

## Military Wing

* Military ranks
* Weapons
* Terrain Types
* Military Units
* Equipments
* Map

## Political Wing

* Political Parties
* Taxes & Laws
* Congress
* Political Positions
* Elections
* Journals
* Rebellions

## Miscellaneous

* Damage Modifiers
* Gold Shop
* Referals
Episode 5

The fifth session of the campaign.

## Summary

Tall Nick slams Fletcher into the wall and as soon as he does Mischa blasts Nick with a Wolf Beam and Tall Nick swings back and it's a whole thing. Mags attacks with the bat and Fletcher uses Eye Magics for the first time to Blast this guy too. While all this is going down, Hux is Taken by the Spiral and the only one who notices anything amiss is Levy, who sees a door that wasn’t there before but is hit with such a strong wave of “this is not for you” that they don’t investigate further. Blair then shoots Tall Nick in the eye with her glock and the sound deafens everyone. After taking a few more hits, Mischa realizes that they all need to get out of there and carries Fletcher so sweetly and Mags kicking and biting out of the tunnels, leaving Levy to get Blair out via the Lonely. The Lonely does a number on Blair, reminding her that no one acknowledged or talked to her at the Waffle House at the beginning of all of this, but then soon enough they’re back above ground.

The Party emerges from the tunnels to find Abby at the door of the library carrying Danny and insisting they need to get out of there. They all load up into Mischa’s van, and Levy asks where Ward is, sensing them on her. She tells them that she’s so sorry and Levy dips into the lonely. Abby then explains in general terms what happened, and says that they need to get the safe from Ward’s house so that Howell can’t get it. While making plans to do so, Blair brings up the fact that she has a safe of her own, and if they could do a switch it’d probably get the spookies off their backs for longer, so they plan to stop at Blair’s house first to pick up the safe.

After leaving the party, Levy goes to Abby’s parents house to try to find Ward. They find Ward’s ring outside on the ground and pocket it. While trying to sneak in they hear soft voices, talking about Abby and worrying that she hasn’t showed up yet, then saying that she’s probably just out with her friends. Levy tries to climb in the window but slips and falls and makes a break for it before they get caught, heading for Ward’s house.

Upon entering, they can hear someone else inside. Spotting the Candlemaker, who appears to be looking for Ward.

* Levy goes to Ward’s house, Candlemaker is there, Levy takes out Ward’s ring
* Gang drove over, quickly run over the plan, and walked over to the door. Mags, Abby, and Blair all notice Not-Ghost in the woods staring

> Next Session: Episode 6
>
>
Omnipresence

## Summary

Being present wherever and everywhere is known as Omnipresence.

The phrase "user is present everywhere at once" alludes to an unrestricted or ubiquitous presence. It has to do with the idea of ubiquity, or the capacity to exist simultaneously in all places and times.

Unless they want to be engaged with, users are often an incorporeally present, invisible force of being that is physically everywhere but not seen, felt, or heard, having an impact on everything in existence, either favorably or adversely.

## Users

* Annie (Water C Mythology)
* Water C (Water C Mythology)
Political Parties

Welcome to the first political aspect, in Eclesiar.

As the game simulates the real life, Political Parties are the go-to move, if you aspire to Congress and even a Political Position, in your country. Summed up: You'll need to create a political party or join one, in order to get to Congress.

## Creating a Political Party

Go to the menu **Community** > **Political Party**.

From here, a list of all of your country's parties will show. On the top right of the menu, you can click "**Create New Party**".

By clicking on that button, it will ask you to Insert the name of the party and logo. **Creating a Political Party will cost you an ammount of 50 gold.**

## Analysing the data

As soon as your Political Party is created, you'll be able to see its members, with a highlight towards the Party Leader, the number of militants, active deputies in the Congress and the current Congress share.

Keep in mind that, the bigger the party, better the chances to have more deputies on Congress, and by so, having a better control of voting in every Congress proposal. To learn more about Congress and its proposals, click here.

## Acting as Party Leader

As a Party Leader, you're able to manage the party's members as you can also see the applications towards it.

But maybe the most crucial feature is to select the order that your militans get access to the Congress. Because, and depending on the Congress election results, only the top guys in the list will make. It will ALWAYS depend on your vote share in the elections. So, make sure you have your country behind you and supporting you.

You'll also have the power to Promote any of your militants to be the president of the party.

Remember that Eclesiar is a social game, so you'll have more success, if you play in community.
Working as Manager

If you have any companies on your name (check this link in how to create companies), you'll be able to **Work as Manager**.

This **Work as Manager** feature will allow you to work in all of the companies you have, or you can select a specific one. Keep in mind that this feature won't have the same requirements that the regular work shift. Let's show a quick example:

In this case, the citizen has two companies: One **Weapons Raw Materials** and one **Ground Weapons Factory**.

To do this feature, it will require a Work tax (in gold), 100 stamina and, if you have a Final Product factory, you'll need a certain ammount of the correspondent raw materials.

Explaining in other way: In this image, to Work as Manager you'll need:

* **Work Tax:** 2 gold;
* **Stamina:** 100;
* **Requirements:** 22 Weapon Raw Materials

If you meet this requirements, it will provide you the "Production" collumn items. In this example, you'll get **24 weapon raw materials** (from the Weapon Raw Materials Factory) and **60 Ground Weapons** (from the Ground Weapons Factory, being needed the 22 Raw Weapons Materials).

Note: The work tax, in gold, will duplicate if you try to Work as Manager, in the same day. By this, the depending on the number of companies (and remember that it takes 1 gold per company), if you spam this feature, you'll end up spending a lot of gold.

**In this example, this first Work as Manager will cost 2 gold; the second time will cost 4 gold, and the third time will cost 8 gold.**
Damage Multipliers

Damage dealt by players is affected by many factors, here is the list of them and exact formula.

### Damage modifiers

* Accuracy – decides if your hit lands and does damage corresponding to Damage formula or misses and deals no damage

If your hit lands the damage is afffected by following modifiers:

* Player's power level
* Bonus percentage damage from equipments
* Bonus damage from equipments
* Weapon
* Military rank
* Consumables buffs
* Terrain type
* Revolution war bonus

## Damage formula

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Training

In Eclesiar, eventually all will come down to the battlefield. And in the battlefield, only the strong survive. To become strong, it requires plenty of training.

You can train every day, which will increase your Base Damage, which then you can combine with mutiplier sources, such as: Weapons, Equipments and Military Ranks.

Hence, don't forget to train each day you play. You can do by going on the menu **Wars** > **Training Center.**

The menu will show all of your character stats: Base Damage, Bonus Damage, Critical Chance, Critical Hit and Accuracy. Your Power Level will be also displayed as an overall number of your training sessions.

* **Base Damage:** This is your true damage meter. This value can be affected by equipments, terrain types or weapons.
* **Bonus Damage:** This value will suffer some modifications according to your equipments, some of them might give you bonus damage.
* **Critical Chance:** It's explicit as it is. This will show the chance you have of hitting critical hits.
* **Critical Hit:** This meter will show, in percentage, the value of your critical hits. This number will be based on your Base Damage.
* **Accuracy:** This will determine the percentage of hits you'll manage to deal with success. Equipments and terrain types might affect this stat.

   As soon as you complete one training session, you're Power Level will increase by 1, and your Base Damage will also increase.

You can train once every day. The daily resets occurs at midnight, server time.
Military Ranks

Your **military rank** can be found in your **profile page**.

Military ranks scale with player's overall damage done:

After looking at this table, here's a quick summary:

Eclesiar's military ranks will only be effective if your power level is also developing. To check more on Power Level developing, make sure to check our Training page over here.

So, in order to calculate your damage, you need to be aware of your base damage and then multiply it for the Military rank.

*Eg:* Considering your base damage is **1150** and your Military rank is **Corporal:**

```
(Base Damage) **1150** x (Military Rank multiplier) **1.3** = **1495**

```

Take in consideration that this might not be your final damage in a War Round. It can also be influenced by Ground Weapons or Air Weapons. To learn more about Weapons and their damage multiplier, click here.
Upgrading your company

For company owners, Presidents or even Ministers of Labor, there's a possibility to ugrade your already owned companies.

This will allow you to produce more materials towards a final product or even improve the final product's quality. The company upgrade will cost a static 50 gold fee, as this value is the difference between company qualities, whenever you're about to buy one. Make sure to check our "Create a company" post, to have more information on the different companies there are available in Eclesiar.

In order to upgrade your company, you just need to access your company's homepage, through "**My Places > Business**". If you do have companies of your own, you can access them on the "**Work as Manager**" tab. If you're looking to upgrade a public company, click the "**Employees**" tab.

As you scroll down, it will pop up the companies' list and it should be something like this:

As you can see, this looks quite simple. If you want to upgrade your company, just make sure you have que required gold ammount (**50 gold** in every scenario) and click the "**Upgrade**" button.

After that, you'll see that your company gained one star, and the working shift result will be improved.
Taxes & Laws

Taxes and Laws will determinate your country's status and profit incomes, in Eclesiar. In order to have a country with prosper public coffers, your government will need to be aware and also be able to manage these factors.

You're able to see all of your country's Taxes and Laws by going to the menu **Community** > **Country.**

As you can see by the picture, there's a small list of taxes and laws your government will need to adjust, according to your community status:

## Definitions

**Work Tax:** This value will always be shown in percentage (%). It will represent the percentage of your salary that is provided towards your Country's public coffers. This will occur if the job offers are from public or private sectors.

Ex: If you are working on a Cereal Production Factory, and you have a salary with Gross Salary of 150 CC (Country Currency), it means that 20% of that salary will go towards your Country. In this case, you'll Net Salary will be 120 CC and the other 30 CC will go to the government.

You can learn a bit more about Work in here.

**VAT:** Value Added Tax. This is a tax that is implemented in any article or product that goes into the market. This value will also always be shown in percentage (%).

Imagining a scenario where the VAT Tax is at 10% and you want to sell a single piece of food for 10 CC, it will mean that 1 CC will also go to your country's public coffers.

**Import Taxes:** This tax will only be applied to people from other country, who want to sell products in your country.

Ex: Assuming that I'm from country USA and I want to move to China to sell my food. China has a 10% VAT tax and an Import Tax of 10%. If put a single piece of food on sale for 100 CC, I'll only get 80 CC, as 10% goes to the government, dued to the VAT Tax and other 10% goes as well, dued to the Import Tax.

This value will also always be shown in percentage (%).

**Minimum Wage:** The minimum wage value will stipulate the minimum wage that every job offer will be, in your Country.

Ex: If your country's minimum wage law is 100 CC, it means that every job offer will have to be 100 CC or higher. Thus, no employer will be able to set the Gross Salary for less that 100 CC.

#### In order to modify or apply another values in these Taxes & Laws, you'll need to make a Law Proposal, in the Congress and vote it, so it can get approved.

Learn more about the Congress over here.
Creating your company

In Eclesiar, you'll be able to create your own company and gather some profits.

At first, you'll need to go to **My Places** > **Business.** There will be a button called **Create New Company**.

There's different types of companies. Some produce raw materials and some produce the final product.

By clicking on that, this menu will pop up:

**Food Raw Material** (used for Food);

**Weapon Raw Material** ( used for Ground Weapons);

**Aircraft Raw Material** (used for Aircraft Weapons);

**Airplane Ticket Raw Material** ( used for Airplane Tickets).

Each company has a tier, rated in stars.

Higher tier companies cost more gold to create:

* Tier 1 companies: **50 gold**;
* Tier 2 companies: **100 gold**;
* Tier 3 companies: **150 gold**;
* Tier 4 companies: **200 gold**;
* Tier 5 companies: **250 gold.**

That means each upgrade costs 50 gold.

The finished products companies, or **Factories,** produce:

* **Food** (Requires Cereals);
* **Ground Weapons** (Requires Weapon Materials);
* **Aircraft Weapons** (Requires Aircraft Weapon Materials);
* **Airplane Tickets** (Requires Airplane Ticket Raw Materials).

Keep in mind that the Raw Materials factories won't require any item to generate its materials. On the other hand, the final product factories (Food, Ground Weapons, Aircraft Weapons and Airplane Tickets) will require a specific raw material, to allow its production.
Political Positions

At the political peak of each country, you'll find some people who will be chosen by you and your compatriots. They are the direct influence on every decision your country makes. Those people are:

**Minister of Defense:** Whoever is selected as Minister of Defense will be able to take some measures, on a military level. As soon as your Congress declares war towards another country, the Minister of Defense will be the first in charge to lead the attack. This means that the Minister of Defense can select which region to invade and when to do it.

**Minister of Labor:** The Minister of Labor, on the other hand, will be responsible to manage the Public Coffers and your country's storage. In other words, the citizen who has this position, will be able to use the General Market and the Currency Market, using the currencies and products from your Country.

**President:** This position explains it by itself. The President is the number one respresentative of your Country and will have the powers of both the Minister of Defense and Minister of Labor.

## How this positions are selected?

As in every country, your President is always selected by voting.

Only Political Party leaders are eligible to run for the Presidential Elections, but, you'll need to match some requirements:

* Either your party is among the Top 5 Political Parties, in terms of number of militants (this might happen when it's a small country, with fewer citizens)
* Or you must have, at least, 10 militants in your party.

If you win the Presidential Elections, as a President, you'll be able to choose your Minister of Labor and Minister of Defense, from anywhere in your Country.
PEPE

**Pepe** es una figura poderosa que desempeña un papel crucial en la obtención de los tickets del transfer de Viña. Su nombre fue asignado, en gran parte, por el jefe supremo de todos, "Lagarto". Aunque algunas especulaciones sugieren que su nombre real podría ser José, la figura de Pepe se ha convertido en una parte histórica y fundamental en la comunidad de los transfers.

Una de las anécdotas más destacadas que resalta la importancia de Pepe es cuando actuó con firmeza ante un individuo que intentó colarse en la fila del transfer. Con su poder y autoridad, Pepe corrigió la situación, enviando al intruso al final de la fila y enseñando una lección que quedó grabada en la memoria de la comunidad de los transfers.

Además, se rumorea que Pepe está alineado con el equipo de "Lagarto", lo que agrega un elemento de intriga a su figura. Su capacidad para mantener el orden y la disciplina en el mundo de los transfers lo ha convertido en un personaje destacado y respetado en la serie.

**PEPE EL GRIS**

El sorprendente giro en la trama ha revelado la verdadera identidad de "Pepe" como "Pepe el Gris", un ser extraordinariamente poderoso y peligroso en su mundo cercano. Este misterioso individuo es conocido por ser un experto en diversas artes marciales, ostentando el título de triple cinturón negro. Más aún, Pepe el Gris dedica su tiempo al estudio de las propiedades de diversas hierbas, explorando sus efectos en la mente humana. Rumores sugieren que sus extraordinarios poderes provienen del consumo de una planta única en su especie, cuyos detalles permanecen desconocidos.

A pesar de su formidabilidad como "Pepe el Gris", se especula que aún no ha alcanzado su forma más poderosa, denominada "Pepe el Blanco". Sin embargo, para que este evento se materialice, se requeriría un suceso trascendental que, por el bien de todos, se espera que no ocurra. La trama se complica aún más con esta revelación, dejando a la audiencia ansiosa por descubrir el destino de Pepe y sus inusuales poderes.
Weapons

Another crucial factor while fighting wars for your country is the weaponry.

Having weapons will increase your damage dealt by a huge ammount, as each type of Weapon and its Tier will grant you different bonuses.

First things first, there's two types of weapons, in Eclesiar:

* Ground Weapons;
* Air Weapons.

## Ground Weapons

   This type of weapons are the cheaper ones to fabricate but still will grant a big bonus on your round damage.

In order to create this weapons, you'll need to have a Weapon's Factory and the Weapon Raw Materials. You can learn more on that in here.

As you can see, just the difference between using no weapon and a Tier 1 Ground Weapon will grant you major impact on your fights. Here's an example:

```
(Base Damage) **1150** x (Ground Weapon Tier 3) **5** = **5750**

```

Ground Weapons will grant a huge boost on your damage, **but you can only use them when you're fighting for a city that is in the border of your Country.**

If your Country is invading a region where you have no borders, what so ever, this type of weapon won't be available for your side to using.

**On the other hand, and besides having no border, the Defender side WILL be able to use this type of weapon.**

## Air Weapons

   These type of weapons are the most expensive ones, in Eclesiar, but provides slightly higher damage.

Unlike the Ground Weapons mentioned above, Air Weapons can be used in any scenario. Even if there's no border between your Country and the region your country is invading.

Here's the Damage Multiplier for Air Weapons:

And here's an example how it works:

```
(Base Damage) **1150** x (Air Weapon Tier 3) **5.1** = **5865**

```

**Air Weapons, like Ground Weapons, also take in consideration the Military Rank of each player.**

Summing up, each weapon will grant you a great boost to your damage. Remember that you'll need factories to create these weapons, so plan your future wisely..
Equipments

Another factor that will dictacte your player's magnitude in Eclesiar is the Equipments.

As well as the Military Ranks, your equipments will be one of the things you'll want to grind as much as you can. Considered like end-game content, each piece, depending on its Tier, will grant huge boosts, eg. bonus damage. Your equipment is shown in your Equipment inventory that can be found in **Wars** > **Training Center.**

You can drag them into their correct slot or you can just double click the equipment you desire to equip. By putting the mouse over each equipment, a window will pop up showing both the buffs and debuffs, if it's the case.

In order to equip equipment, scroll to the bottom of the Training Center page, a table "*My Equipments*" will show. Like this:

## Getting Equipment

There are few ways to get your equipment:

* Battle drop is the most common source of equipment. There is a **1 % base item drop chance** for each attack made in a war to get a Tier 1 equipment piece. The item drop chance can be increased by equipments effect. After each dropped equipment, a notification will appear.
* Buy it in the Market – Equipment auctions
* Referal system provides the inviter with Armors of different tiers. See Referals.
* Equipment can be also made by merging. See Merge Factory.
* Special events.

## Equipment Types and Tiers

You'll have six **types** for your equipments based on the used slot (by this order, vertically):

* **Helmet;**
* **Vest;**
* **Elbow Pads;**
* **Gloves;**
* **Pants;**
* **Boots.**

In Eclesiar, equipments can have different **Tiers**, as well as other items in-game.

* Tier 1: **Common** (gray);
* Tier 2: **Uncommon** (green);
* Tier 3: **Rare** (blue);
* Tier 4: **Epic** (purple);
* Tier 5: **Legendary** (yellow).

## Equipment effects

Wearing and equipment provides player various bonuses or negative effects:

* **Accuracy** – Chance of making a successful hit.
* **Damage** – Bonus Damage that is added to your Base Damage. Equipments can provide static values or in percentage.
* **Critical chance** - Chance of landing a non-miss critical hit.
* **Critical hit** – Base critical hit is set to 200 %, which means your critical hit is double of the basic hit. The bonus critical hit value is added to your base Critical Hit in percentage, increasing your damage made by critical hits.
* **Item drop chance** – Increases your item drop chance.

More deep view on the equipment effects affecting your damage can be found on Damage Multipliers.

## Merge Factory

Below this previous table, where you can see your equipemtns, you'll find another one with a "Merge" title. In here, you'll be able to merge your equipments, in order to create a higher Tier.

Right here, it's a simple analysis:

You'll have to select five pieces of gear, **always from the same tier**, in order to create one higher. As soon as you've selected five pieces, click on the arrow and it will generate a higher equipment piece.
Wiki Lore del Humo

**¡Bienvenidos a Wiki Lore del Humo!**
Clones, primes, frases, momentos y la pokédex

Esta comunidad privada está dedicada al humo, clones, primes, frases, momentos y la pokédex. Para que se apruebe algo, la junta deberá decidir si es pertinente como parte de esta historia.

## LO MÁS DESTACADO DE LA HISTORIA

MEXICHANGOLOS AVENGERSCIVIL WAR

*¿Necesitas ayuda para construir esta comunidad?*

* Normas del wiki
* Primeros pasos
* Cómo contribuir
* Dirigiendo tu comunidad
* Guías
* Todos los artículos de ayuda

También puedes ser parte de la mayor familia de comunidades de Fandom. Visita la Comunidad Central de Fandom!

**"La Comunidad del Humo"** es un destacado sitio virtual donde se registrarán choferes y NPCS, se analizan los PRIMES más poderosos y se exploran historias de "clones visualizados". Este espacio global se ha convertido en un punto de encuentro para mentes inquisitivas, ofreciendo una ventana a la asombrosa intersección entre la ciencia, la percepción y la habilidad humana.
Chófer 006 - "Hijo del Duende Verde"

**Harry Osborne**, aunque su nombre real es conocido, es ampliamente reconocido como el hijo del enigmático Duende Verde, con quien tuvo un enfrentamiento durante la "Civil War". A diferencia de su padre, Harry trabaja en Valparaíso y se destaca por su estilo de manejo cauteloso y delicado. A pesar de que su parecido con el Duende Verde no es muy pronunciado, su parentesco es un hecho real y no sujeto a rumores en esta historia.

La historia de Harry Osborne se caracteriza por su relación con su padre y su elección de un camino opuesto en el mundo de los transfers. Su enfoque en el manejo cauteloso y su distinción de su padre lo convierten en un personaje interesante en la comunidad, al mismo tiempo que refleja cómo las elecciones personales pueden influir en la trayectoria de una persona en un mundo lleno de personajes intrigantes.

La falta de protagonismo de **Harry Osborne** en comparación con su padre, el Duende Verde, ha generado especulaciones en la comunidad de transfers. Algunos rumores sugieren que su nombre y su puesto pueden haber sido favorecidos por Lagarto, lo que ha alimentado la percepción de nepotismo en su elección. Esta percepción añade un matiz intrigante a la historia de Harry, planteando interrogantes sobre la dinámica en juego en el mundo de los transfers y cómo las conexiones personales pueden influir en la trayectoria de un individuo en este entorno competitivo y complejo.
Julie Transport System

La Julie Transport System est une des cinq grandes sous-entreprises de la JulieCorp. Elle gère l'ensemble des systèmes de transports ferroviaires et énergétiques. Son siège social se situe dans une des grands gratte-ciel de la Rue de la Mairie à Julieville.

Elle a récemment obtenu les droits d'exploitations des lignes de métro municipales de Vieux-Village qui appartiennent à Vieux-Village Mobilités.

L'entreprise a déjà mis en service toute seule trois lignes privées de transport : Le RER, le JulieMetro et le TPE. Elle sont accessibles en achetant des tickets en gare / station ou en commandant un pass annuel JuliePass.
Los Avengers

El grupo conocido como los "Avengers" es una entidad única en el mundo. Este equipo, que se reúne exclusivamente los viernes, está conformado por Mi Compa, HyM, Clon de Arturo, T.A F.C y Clon de Martín, y se caracteriza por los secretos oscuros que ocultan sus integrantes. Su habilidad más distintiva es la capacidad de realizar un disparo blanco conjunto que se compara con la potencia de una bomba nuclear.

Lo que hace que este grupo sea aún más intrigante es su falta de habilidad para ocultar sus malas costumbres y su tendencia a disparar sus disparos líquidos incluso a niños. Esta peculiaridad agrega un elemento inusual a la historia de los "Avengers".

La única excepción es Clon de Martín, que se presenta como una versión "evil" o malvada de Martín, y, a diferencia de los otros, no realiza disparos.

En el grupo de los "Avengers", se encuentran personajes como Clon de Arturo y T.A.F.C., quienes, a pesar de ser silenciosos, desempeñan un papel emblemático en la trama. Su presencia en el grupo agrega una dinámica interesante y demuestra cómo los personajes en silencio también pueden ser parte integral de una historia. Los "Avengers" se convierten así en un grupo lleno de personajes únicos y diversos, cada uno con su propia contribución a la trama y su propia personalidad, lo que enriquece la narrativa y agrega profundidad a la historia.
Chófer 009 - "Felicevich"

**Transfer Nº 044**

**Felicevich**, conocido por su apodo que refleja su notable parecido con Fernando Felicevich, se ha convertido en una figura respetada en el mundo de los transfers. Su personalidad amistosa y amable se manifiesta en su hábito de saludar cordialmente a todos los estudiantes que suben a su transfer. Después de la caída de "Calvo", Felicevich ha sido considerado como una de las almas más nobles en la comunidad de los transfers.

Su destreza al volante es evidente, y al finalizar el trayecto, despide a los estudiantes con una sonrisa y un cálido "adiós". Este gesto no solo refleja su profesionalismo, sino también su compromiso con crear un ambiente positivo para los pasajeros.

Expertos en el tema sugieren que Felicevich está asumiendo el papel que alguna vez tuvo "Calvo", destacándose como un trabajador ejemplar y contribuyendo a llenar el vacío dejado por su predecesor. Su presencia amigable y su habilidad para crear una experiencia placentera hacen de Felicevich un chofer destacado en la serie.
Dolores Milei

**Dolores Milei** es un personaje peculiar en la nueva temporada de la serie. Se caracteriza por su personalidad pasiva-agresiva y su tendencia a humillar a los alumnos, con un enfoque particular en su trato hacia el Burro Saavedra, a quien parece haber desarrollado una obsesión por denigrar siempre que tiene la oportunidad.

Su apodo, "Dolores Milei", se deriva de su parecido con dos figuras conocidas, Dolores Umbridge de la serie Harry Potter y Javier Milei de Argentina, lo que agrega una capa adicional de singularidad a su personaje.

Además de sus semejanzas con estas figuras, algunos historiadores señalan que su apariencia se asemeja a la señora que solicitaba papeleo a Mike Wazowski en Monsters, Inc., así como a un tomate con pies. Esta mezcla de rasgos y referencias contribuye a hacer de Dolores Milei un personaje memorable y desconcertante en la trama.

Dolores Milei es un personaje que siempre cree tener la razón y que, en consecuencia, tiende a maltratar a sus estudiantes.
Mi Compa

Archivo:WhatsApp Image 2023-10-18 at 18.41.1k.jpg
**Mi Compa el Pajín**: Una figura cuya vida experimentó un drástico cambio. Originalmente llevaba una vida normal hasta que, por error, envió un archivo a un servidor de Discord oficial generacional de su carrera, que inesperadamente resultó ser un servidor para adultos. Este evento desafortunado sacó a la luz sus secretos más oscuros, alterando la percepción que los demás tenían de él.

Formando parte del grupo de los "Avengers", una banda inusual que incluye personajes notables como HyM, Clon de Martín y otros individuos con habilidades peculiares, Mi Compa se destacó por su capacidad de realizar disparos que dejaban manchas en los lugares más inusuales y remotos del planeta.

Esta transformación inesperada y su posterior aceptación en un grupo excepcional son aspectos destacados en la vida de Mi Compa. Su historia sirve como un ejemplo de cómo los giros inesperados en la vida pueden alterar drásticamente el curso de una vida y brindar una segunda oportunidad en un nuevo entorno.

El recuerdo de **Mi Compa** en plena transmisión en vivo en sitios para adultos es inolvidable para todos. En ese momento, su gato hizo una aparición sorpresa y, de manera inesperada, aventó la cámara contra su cara. Este incidente resultó en una herida en el rostro de Mi Compa, pero lo que más destacó en esa situación es su habilidad especial de realizar disparos blancos sanadores. Con esta destreza, logró camuflar la herida y curarse a sí mismo.
War

This is what is all about! Going to war, representing defend your country.

Keep in mind that your country will only be at war with another nation, after your Congress voted to start a war and started an invasion towards other country. You can learn more about War Declarations and Invasions over here.

As soon as the war begins, this page will be displayed:

The bar on top of the page shows the current status of the War Round. It's easily shown, by percentage, how dominant you're country currently is.

**Every war has a total of nine rounds.**

Each round is represented by the rectangles below the top bar.

If the bar has a solid red rectangle, it means that the red team won that specific round. If the rectangle, on the opposite side is solid blue, it means that the blue team won the round.

On the other hand, if there are some doted rectangles showing up on your side, it means that your country lost that round.

**Each round has a 2:40h duration**, as it will show in the top middle part of the screen. In this way, you should time your strikes carefully.

Now let's focus on the lower part of the screen:

   You'll have the green bar, which represents your current stamina. **A basic attack will consume you 10 stamina.** This may be affected by terrain types.

There will be also a food button, which will allow you to consume food, in order to restore stamina. The same goes to the weapons button. This will allow you to select any type of weapon you have on your inventory, allowing you to deal increased damage. You can learn it more about weapons here.

If a weapon is selected for an attack, it will consume you one weapon item from your storage, despite successfully hit or a miss.

Remember that, by default, your character has 70% accuracy. If a successful attack is landed, it will pop up on the screen the damage you dealt. If not, a "Miss" message will pop instead.

The other three buttons below will show you all the current War round statistics as well from previous rounds.