recursal/Fanatic-Fandom huggingface dataset:
Po Valley

The **Po** is a big river in Northern Italy with a very fertile valley. It runs from the Western Alps to the Adriatic Sea. The Po Valley region is bordered by Etruria, Umbria and Picenum to the south, Venetia to the east and the Alps to the north and west.

Urban development began in the Po Valley much later than in southern Italy or Greece. The first known ancient inhabitants of the thick forests and swamps were the Ligurians, an Indo-European race of people. After the progressive immigration in the 7th century BC of Celtic peoples known as the Insubres (hence the name of Insubria sometimes being given to northwestern Lombardy), the southern and central regions were conquered and colonised here and there by a pre-Indo-European people, the Etruscans, who left names such as Parma, Ravenna and Felsina, the ancient name of Bologna. The Etruscan domination left significant marks and introduced urban civilisation, but was short-lived. As the 5th century BC dawned, a new Celtic horde swarmed through the passes of the Western Alps and conquered most of the Po Valley. This invasion from the north did not reach Veneto, its inhabitants, the Venetics, likely being a distinct group who, being skillful merchants, were, in time, also culturally influenced by both Etruscans and Greeks.

The Gaulish conquerors, divided in major tribes as the Boii (from whom Bologna, Bononia, is named), the Taurini (whence the name of Turin), the Cenomani and the previous Insubres dwelled mostly on the plains, in time absorbing the Alpine populations. A warlike people, they even raided and burnt Rome itself in 390 BC under a leader named Brennus. Roman revenge took time, but was total and definitive: Celtic languages disappeared from northern Italy, replaced by Latin culture. This transformation occurred following the Romans' victory over the Gauls at the Battle of Clastidium and then Hannibal's final defeat at Zama. By 196 BC, Rome was master of the woody plains and soon displaced the Etruscans, dotting the region with bustling colonies, clearing the land, fighting the last rebel tribes and gradually imposing its own civilisation.

### Factions

* Ligures
* Insubres
* Cenomani
* Veneti
* North Etruscans (Replaced by Boii in the Pyrrhus Campaign)

### Cities

* Vercelum
* Taurasia
* Caburrum
* Bagiennorum
* Clastidium
* Libarna
* Stalia
* Comum
* Golasecca
* Mediolanum
* Ticinum
* Acerrae
* Bergomum
* Brixia
* Verona
* Mantua
* Parma
* Mutna
* Felsina (Renamed to Bononia in the Pyrrhus Campaign)
* Adria
* Spina
* Ravenna
* Ateste
Script Function List

*This article is a stub. You can help Hegemony III: Clash of the Ancients Wiki by expanding it.*

In order to see which parameters are required, type in "commands('Function Name')" into the console (F2). Also be aware that this list is far from complete; the devs compiled it in 2016 and it hasn't been thorouhgly updated since. If you can't find here what you're looking for then it's worth trying commands("@") with a few keywords to see if there is some function in game that has not been added to this list, yet.
Seasons

Hegemony operates in real-time, meaning that units on the game map will respond immediately to player actions and the enemy will execute their moves simultaneously. The game may also be paused at any time and units can still be given orders which they will carry out when the game resumes. Approximately 1 hour of real-time equals 1 year in-game. The year is also broken into 4 **seasons**, which have significant effects on gameplay and resource availability:

* **Winter**: During the stormy winter season the water is too rough for sailing and all ships out in open water will take damage and eventually sink. Marine supply routes cannot transport food during the winter. Farm and fishery production is at a minimum.
* **Spring**: Farm production increases.
* **Summer**: Crops begin to ripen in the summer turning colour from green to yellow, representing growth and the milkripe phase. Farm production continues to rise.
* **Autumn**: Crops are automatically harvested in the autumn, providing a significant increase in consumable food displayed in the middle of each field. Farm production is at its maximum.

There are numerous visual cues to tell the current season, including bare trees in the winter, coloured leaves and ripe yellow crops in the autumn, and flowering fruit trees in the spring. You can also tell the current season using the season flag at the top of the screen.

Gamplay Note: Enemy units tend to attack more in the summer when food is plentiful so plan you're advances carefully and consider keeping more troops on defence when the enemy is most active. Furthermore, winter storms prevent raids from sea so take advantage of this time and use your coastal defenders to expand your territory.
Sabellic Noble Cavalry

## Summary

**Noble Cavalry** are the only cavalry available to the Sabellic faction group, being a dependable brigade of medium cavalry, available early in the game.

## History

While Italian cavalry was originally made up of unarmoured skirmishers, certain Sabellic tribes such as the Campani eventually became notable for being able to field high-quality heavy cavalry with good armour.

In-game the Sabellic factions are only given armoured melee cavalry and not any lighter skirmishing cavalry, presumably to avoid giving more than one cavalry brigade to a faction group that is not meant to have a particularly versatile cavalry arm.

## Tactics

Sabellic Noble Cavalry are a fairly mediocre melee cavalry brigade in the early-game, with comparable (but more defensively-oriented) stats to Etruscan Light Cavalry but with a slightly higher gold cost and smaller brigade size making them arguably less cost-effective. Latin Equites are nearly identical, but have a notably stronger charge attack. Only Gallic Light Cavalry are clearly weaker than Sabellic Noble Cavalry as far as individual soldiers are concerned, but have twice the amount of soldiers in the brigade at a lower cost.

In the late-game, Sabellic Noble Cavalry are entirely outclassed by Gallic Noble Cavalry and Etruscan Heavy Cavalry.

Despite not being very remarkable compared to other melee cavalry, Sabellic Noble Cavalry are still a dependable enough cavalry with solid defenses, and a necessary part of Sabellic army compositions until better cavalry can be recruited from the conquered cities of other faction groups.
Raid

A **raid** is an offensive move by a faction designed to disrupt and weaken your empire. Raiders are attracted to easy targets where they can inflict the most damage like resource buildings and unwalled or underfed forts, bridges and cities.

Raiders are generally cautious and will avoid areas that have large garrisons nearby. To deter raiders garrison units near valuable targets such as farms and active mines. Raiders generally prefer to avoid open combat and will often retreat if faced with equal or superior forces.

The likelihood of a (normal, non-raider) faction launching a raid against you is also determined by that faction's hostility. Factions with relatively low hostility might only send raiding parties into areas with multiple valuable targets such as full mines or undefended cities. Very hostile factions will be more aggressive and might launch a raid just to burn a single farm.
Samnium

**Samnium** was a historical region of southern Italy along the Apennine Mountains. It is bordered by Umbria and Picenum to the north, Latium and Campania to the west and Lucania and Iapygia to the south.

Named after the Samnites, the area that was later defined as Samnium by the Romans also included the territories of other related Sabellic peoples such as the Marsi, Frentani and Paeligni. The area was conquered by Rome during the Samnite Wars of the late 4th and early 3rd Centuries BC.

### Factions

* Samnites
* Frentani
* Marsi

### Cities

* Pinna
* Aufinum
* Aveia
* Marruvium
* Sulmo
* Anxanum
* Histonium
* Pallanum
* Larinum
* Arx Calela
* Aufidena
* Aesernia
* Telesia
* Maleventum
* Abellinum
Volksville

**Volksville** is one of the locations in Quest for Infamy.

## Characters

* Armand
* Barth
* Burke
* Carl
* Clayton
* Dr. Frank
* Edward Smith
* Gorth
* Gwen
* Ian
* Ina
* Jan
* Jerrod Smyrna
* Kessel
* Kit
* Kurdt
* Lady Kibble
* Markus Van Houten
* Martin Japsworth
* Meat Hut Guy
* Ned O'King
* Niels
* O'Burr
* Owen
* Pat
* Prospero
* Rayford
* Udo

## Other locations

* Apothecary
* Owen's General Store and Meat Emporium
* Prospero's Magic Shop
* The Inn
* Volksville Pub
* Volksville Square
Victory Conditions

The game knows **Victory Conditions** and the player can achieve Victory if he gathers 10 "Victory Points" (aka "Hegemony Points"). Each military hegemony, naval hegemony, trade hegemony and cultural hegemony is worth 3 Hegemony Points.

Certain objectives that reflect important events are flagged as hegemony objectives. These are available to complete and grant additional Hegemony Points. Hegemony objectives are marked in the objective log with a hegemony shield.

However, the game is designed so that you don't have to even acknowledge the victory conditions, and can just do whatever you want.

**Historical Note**: Hegemony was a concept that rose up after the Greek victories in the Persian Wars. In order to exact revenge on the Persian Empire the Greek states had to unite under the leadership of a dominant state. That dominant state would need a strong leader or hegemon to exert hegemony, or control over the other states by exerting superior strength and power.

 Hegemony Objectives - click to zoom picture Cultural Hegemony - click to zoom picture Military Hegemony - click to zoom picture Naval Hegemony - click to zoom picture Trade Hegemony - click to zoom picturemw.loader.load('ext.slideboxlightshow');
Sabellic Heavy Hoplites

## Summary

**Heavy Hoplites** are a heavy infantry brigade available to the Sabellic faction group, and are the strongest infantry available to Sabellic factions without progressing in the military skill tree. They are slow, extremely defensive spearmen, with the ability to enter phalanx formation to further boost their defenses in pitched battles.

## History

While some of the Sabellic tribes who received the most Greek influence, such as the Lucani, are known to have at some point started fighting as hoplites, the exact extent of hoplite warfare among the Sabellic tribes is unknown and it's possible that this style of warfare did not reach the tribes more distant from Greek and Etruscan civilization.

Some tribes, such as the Samnites, would adopt a more flexible heavy infantry capable less reliant on staying in formation and additionally capable of missile fire with heavy javelins, eventually making hoplite warfare obsolete in the Italian peninsula.

## Tactics

Heavy Hoplites will be the main Sabellic infantry brigade in the mid-game for both pitched battles as well as sieges, until they can be supplemented with the more flexible Light and Heavy Pilum Swordsmen. Even in the late-game it can be useful to keep Heavy Hoplites around for sieging purposes and certain battlefield roles, since the Sabellic factions lack an equivalent to the Latin Triarii.

With the highest missile resistance of any infantry in-game and a solid defense stat, Heavy Hoplites are very good at tanking missile damage and very good at maintaining sieges as a result. In pitched battles, they can benefit greatly from the phalanx formation, which provides a great increase to defenses and charge block but only so long as the formation holds.

Sabellic Heavy Hoplites have a higher charge damage than the equivalent heavy hoplite brigades of other factions, making them good at quickly overwhelming lighter brigades. In protracted melee engagements, however, they are inferior to Illyric Heavy Hoplites who have a higher damage output, and to Greek and Sicilian Heavy Hoplites who have higher defenses. Etruscan Heavy Hoplites also have slightly higher defenses, but less attack and a much smaller brigade size making them less effective overall.
Quest For Infamy

**Quest For Infamy** is a classic point and click adventure game, in which you assume the identity of 'Mister Roehm' a man trying to start over after running away from a shady past. Welcome to the little town of Volksville only to discover there is so much more going on in the valley than meets the eye! Come along and take a walk on the wild side with Roehm and discover just how infamous you might be.
Enemies

Main Page: Quest for Infamy

The enemies in the game are based on fantasy. When combating them, Rohem has four basic moves he can use: the stab, the slash, the bash and parry. Each enemy is weak to a certain attack and the parry can block all attacks if it has a high enough skill level.

## COMMON ENEMIES

Throughout the game you will randomly encounter a number of creatures. Usually, these creatures are lying in wait behind trees and if spotted can be run from, attacked directly (opening combat) or attacked with projectiles and spells weakening or even killing them before combat starts. They will wait for about five seconds for you to decide what to do. After this time, they will charge and attack. While failure to defeat them is an option, it typically doesn't result in a game over.

## BOSS MONSTERS

Boss monsters are monsters that must be fought and defeated to continue the game. Unlike most other combat encounters, failure to defeat them will result in the game being over. They will attack you at specific times during the game.
User Interface

H3's Interface, also called **user interface** (UI), or graphical user interface (GUI), has a number of specific screens and visual elements, designed to immerse the player into ancient history.

## Loading Screen and Menu

* A list of **loading screen tips** can be found  here
* The **options** include monitor, sound, gameplay, notification settings and an overview of keyboard & mouse controls

 Starting Screen - featuring a range of tips Menu - it's worth to check out the options
## Scenario Selection

After choosing to start a new game, the player will need to select a scenario.

**green** = select the scenario

**yellow** = click to start the playthrough

## Faction Selection Screen

In sandbox mode the player will need to select a faction:

**blue** = selection and customization of starting leader (general)

**yellow** = difficulty setting

**green** = selection of one's faction and hence faction skills and starting position (can also select by clicking the faction logo on the map)

**red** = back

**rose** = more game settings, e.g. option to start with capital city only, tutorial mode,
advanced settings like recruitment rate, population growth and skill research

**grey** = begin the game

## Game Interface

### Upper left corner

**red** = resources (gold, food, wood) & seasons (winter, spring, summer, autumn)

**white** = alerts

### Upper right corner

**blue** = game timer, game manual, diplomacy, skill tree, asset list, power graph, game menu

**rose** = objectives & access to the victory points tab

### Lower left corner

**green** = mini-map & colour indicators

**purple** = message log

### Lower right corner

**grey** = unit tab, upgrade tab, trade tab (e.g. for a city)

**yellow** = command panel

*Tip*: Usually you can klick on the symbols of the GUI for more detail, e.g. you can click on the Gold symbol in the upper left corner to get a breakdown of income and expenses.

## Art Style

The game's art style is adapted from original roman art as seen for example in the Ixion Room, House of Vetti, in Pompeii.
Stance Modding

Stances are a type of entity that brigades, forts and city can switch between to receive defined bonuses. The general rules of entity modding apply to stances; the contents of the entity defined can have the following tags:

In addition, the following tags can be defined for stances given the class brigadestance, ambushstance or battlelinestance.

In addition, the following tags can be defined for stances given the class battlelinestance.

### Formation Definition

Brigade stances need a formation definition with the attribute class="formationbox" and the following tags

An example stance file is posted here:

```
<entity>
	<type>rangedsupport</type>
	<class>brigadestance</class>

	<article>Stances::RangedSupport</article>

	<objtype>brigade</objtype>
	<sortorder>30</sortorder>

	<brigadestanceclass>legion</brigadestanceclass>
	<brigadestanceclass>javelineer</brigadestanceclass>
	<brigadestanceclass>rangedinfantry</brigadestanceclass>

	<combatmovement>skirmish</combatmovement>
	<attackstyle>ranged</attackstyle>

	<grouprowscore>40</grouprowscore>
	<groupcolumnscore>100</groupcolumnscore>

	<attribute attrtype="speed" op="mult">0.25</attribute>

	<buttonactive atlas="buttons" sprite="stanceranged"/>
	<buttoninactive atlas="buttons" sprite="stanceranged_off"/>

	<formationent class="formationbox">
		<mincolspacing>1.3</mincolspacing>
		<maxcolspacing>1.8</maxcolspacing>
		<rowspaceratio>1.2</rowspaceratio>

		<tolerance>0.15</tolerance>
		<random>0.1 0.1</random>

		<minrows>4</minrows>
		<staggered>true</staggered>
		<shape>square</shape>
	</formationent>

</entity>

```

## Attribute Definition

The bonuses given by upgrades, stances, skills, attached generals and inherent to some factions are called "upgrade attributes". When an entity has an upgrade attribute, it is defined in the following way:

```
<attribute attrtype="hitpoints" op="mult">0.5</attribute>

```

The attrtype reflects what stat the attribute modified, the op reflects how it applies that change, and the data that's a child of it (0.5 in the given example) is how much it changes.

A list of valid attribute types can be found at the Upgrades page.

## Default Stance Types

* fortdefault
* defense
* growth
* recruitment
* resupply
* trade
* ambush
* ambushranged
* battleline
* cavalryranged
* general
* noncombat
* phalanx
* rangedsupport
* scorpiodistance
* scorpioprecision
* scout
* ship
* shipranged
* siege
* skirmish
Tarchna

The Etruscan city of Tarchna (Tarquinii in Latin) is named after the legendary king Tarchon, who is said to have founded the city and Etruscan civilization. Tarchna is one of the oldest Etruscan cities and once enjoyed sole control over the rich Tolda Mountains, but has started to lose its northern possessions and turned its focus southwards.
Quest for Infamy Wiki

The Quest For Infamy compendium by the players, for the players.

We are currently maintaining 455 pages (59 articles).
Please feel free to contribute by creating new articles or expanding existing ones.

Quest For Infamy is a classic point and click adventure game, in which you assume the identity of 'Mister Roehm' a man trying to start over after running away from a shady past. Welcome to the little town of Volksville only to discover there is so much more going on in the valley than meets the eye! Come along and take a walk on the wild side with Roehm and discover just how infamous you might be.
Featuring three different character classes, why not take on the sly and cunning path of the Rogue, or behold the wonder and limitless power of the Sorcerer. Or maybe you'd prefer the brute strength and brawn of the Brigand. Each class takes you on a different course throughout your quest making it ever so unique.

Screenshots
Videos

Story
Characters
Items
Enemies
Locations
Paths
Infamy Points

Infamous Quests at GDC 2014 - **April 23, 2014**
Moebius is released! - **April 16, 2014**
Tapatalk - **February 01, 2014**

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To write a new article, just enter the article title in the box below.

* **Registering**
	+ Feel free to register and join our user base by clicking **here**.
* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Personal Reviver

This page is missing an image. Please add/upload one.

**Personal Revivers** are essential components to a ship. They can be placed on decks, allowing you to respawn on your ship. After placement, hold 'E' in order to register yourself with the reviver.

## Benefits

* It will reduce the salvage rate of your Shipyard when docked for other players. This equals LESS loss of ship
* It will stop other players from interacting with your ship when docked, including accessing chests and placing components. This equals LESS loss of ship.
* It will significantly block other players from others gaining access to your ship in the sky. It will take them 10 sec to gain access to any component. This equals LESS loss of Resources
* It will significantly reduce the salvage speed of your attached ship parts. You guessed it: less loss of ship.
* Not to mention, it will mean that when EVERYONE who has a respawner logs off the ship will too shortly afterward (It will come back in with the first crew member to log back on)

## Charge

The **Personal Reviver** has a charge of 100 when created initially. When the player respawns, if he is far enough away from their reviver, the charge will deplete. The farther away from the reviver, the more charge is depleted, up to a max of 25 (1/4 of the total charge capacity). To recharge the reviver, the ship must be docked at a Shipyard. If the player respawns and there is not enough charge left on the reviver to accommodate that respawn, a shockwave will go through the ship slightly damaging every part. This will happen every time the player respawns with insufficient charge.
Infamy Points

Main Page: Quest for Infamy

NOTE: SPOILERS BELOW!

This is still a work-in-progress and may have inaccuracies. Please continue to update it.

All Classes* Talk to Jan before execution
	+ No/No - 5
	+ No/Yes - 10
* Talk to Rayford after execution
	+ No - 15
	+ Yes/Yes - 10
	+ Yes/No - 20
* Vandalize the grave - 20
* Rob the Rich Man's Tomb - 5
* Cut off the Beast's head - 10
* Meeting Gorth in front of O'Burr
	+ ugly face - 15
	+ turd - 15
	+ bowl cut - 20
	+ horse shite - 30
* Battle with Gorth
	+ spare him - 15
	+ kill him - 25
* Win at Archery - 15
* Get perfect score in Archery 500 points - 25
* Open the door of the latrine - 5
* Kill the apple farmer - 15
* Attach spikes and chain to tree by waterfall - 1
* Give the dagger to Voleris - 10
* Flirt with Kayanna - 5
* Give the cigar to Rayford - 10
* Throw a bly into the Tyr fountain - 5
* Steal coins from the Tyr fountain - 15 (sometimes this doesnt work be careful!)
* Moonshiner's Assistant
	+ shake - 10
	+ kill - 15
* Moonshiner
	+ break his equipment - 5 (you can kill the moonshiner THEN break his stuff for the infamy and achievement!)
	+ rough him up - 10
* Kill the Kraken - 15
* Eat some Smeat - 5

Rogue Only* Talk to Hummel about his family name - 15 (no notification about this one)
* Pick the Adventurer's pocket - 10
* Burn the red bush - 10
* Rob house by the Smith - 25 (you can do this as a sorc with the unlock spell)
* Completely loot house by the Smith - 5 (you can do this as a sorc with the unlock spell)
Achievements

There are number of in-game Achievements that are earned through game play. Some will be automatically be fulfilled through necessary events and others must be sought out. Many achievements apply to the class that you choose in game, or will directly contradict a different one and thereby it is impossible to complete them all in a single play through. Achievements are grouped into categories based on when they can be obtained with only General Achievements obtainable throughout most of the game, if you fail to complete achievements in their specified acts, they will not become available again. There are 59 achievements in total.

The following is a list of achievements available in the game Quest for Infamy.
Resilience

This page is incomplete. Please help improve it or discuss it here

Please help improve this page by updating all information to the most recent game version.

**Resilience** is a stat that is found on every ship part in the game. It can be looked at, as an items hitpoints (HP). Only the casing of any given item affects its **resilience** - all other parts don't matter at all in that regard so they can be built out of weaker materials.

Since **resilience** acts as an items HP, it is a vital stat on any given part of your ship. If the casing of an item breaks, the item is broken and will fall off of your ship.

## Materials

Good choices for the casing of any vital ship parts are:

- Steel (offers the best **resilience** but moderately heavy)

- Aluminum (best resil:weight ratio but rare)

- Titanium (slightly less resilient than aluminum, but more common)

- Iron (very common and decently resilient)

## Repairs

When repairing an item you only repair its casing. Thus you will only ever need to have the material you built the items casing out of in your inventory.
Codex - The Court in Session

**WARNING!**
The following page contains spoilers for the lore of Worlds Adrift

## Section 2

> We encircle the holy dais. Copper-cast bells shaped like animals hang to one side from a wooden frame, there is a sparrow, a long-eared mouse, and a long-neck - one for each state of the Unity. They are struck sharply with a metal rod. At the resulting clamour, the Warlock appears, his white locks swaying stiffly. The whole thing is like an illusion. He is carrying the sceptre of investiture in his hands, and I can only see the bulging whites of this eyes beneath the great Pinnish fur hat he insists on wearing. He must be dripping with sweat. Then there is a collapse all around me, and I realise I'm expected to kneel.
>
>

> Once the Warlock is seated on the middle throne, the court stands again. There is a whistle of woodwind, and some scrambled riffery on the Pati-Pikk from the court musicians. Then the Empress gaily enters. They say she is courting suitors, for she must soon sire the first of her eight daughters. Her attendants fuss about her, but she bats them away. Her long dress seems a mismatch for her skipping gait. She is smiling, she is beautiful, I can see she neither likes nor dislikes the attention, it is simply routine. It is rare to witness such a moment as this - when the Empress is young, unburdened by children.
>
>

## Section 4

> "And then the Book of Soil was opened, and from it the first Empress did emerge like a jewel. She curled up from the paper that burned, growing smoother and smoother until she was whole. She bends and sways and gnashes her teeth, and her muscles pulse with the fire that smokes her limbs. Then the wise men said "the Empress is born, Ishgiru is born," and all delighted in the new arrival, and gave her instructions on how to govern, what rules to make. She was a wonderful listener, and she heard their pleas. and she did as she was told."
>
>

> Then the Nabob replaces the holy book on its ivory stand, and opens the gold emerald reliquary, which is cast with the face of the Empress. He anoints the cheeks of the Empress, then the Warlock, with the balm inside. The floor is then opened to questions, to which the Empress and her Warlock respond.
>
>
Umbria

**Umbria** is a region in the interior of north-central Italy along the Apennine Mountains. It is bordered by Etruria to the west, the Po Valley to the north, Picenum to the east, and Latium and Samnium to the south.

Umbria was inhabited by Sabellic peoples such as the eponymous Umbri, but was influenced by the Etruscans to the west and, later, by the Gauls to the north as well. Umbria was subdued by Rome in the events during and after the Samnite Wars, in which the Umbri eventually allied with the Samnites and Gauls against Rome.

### Factions

* Umbri
* Sabines

### Cities

* Sestinum
* Tifernum
* Iguvium
* Sentinum
* Camerinum
* Plestia
* Asisium
* Spoletium
* Nursia
* Reate
* Amiternum
* Trebula
Codex - Desperation, Conflict, Desperation

**WARNING!**
The following page contains spoilers for the lore of Worlds Adrift

## Section 1

> They were both here, their essence lingers in this very spot. That is as much as I can say with my small powers.
>
>

> What led then here, I do not know.
>
>

> What came of their meeting, in the final battle, we know all too well.
>
>
Beta 0.1.3.3

Release date: June 30th, 2017

## Beta 0.1.3.3 Patch Notes

**BUG FIXES**

* We put out a hotfix during delayed maintenance today that fixes an issue where ship frames would incorrectly be able to take damage. Frames should now correctly only be salvageable when they have begun to deteriorate and sink into the ground.

## References

1. https://www.worldsadrift.com/forums/topic/0-1-3-3-hotfix-live/
Codex - Catalogue

**WARNING!**
The following page contains spoilers for the lore and story of Worlds Adrift

## Section 2

> Gallery catalogue as follows;
>
>

> Bust of Agonon, textile and clay,
> Muldoon. 2788.
>
>

> This remarkable form, representing Agonon's misery at the moment of eternal interment, received a bittersweet reception in Muldoon's hometown of Ternana. The expression of Agonon is said to embody creation, preservation and destruction, which are so central to Mellifluan belief. While some admire Muldoon's interpretation of the story (the best-known regarding the centipede god), many resent the cheap idolatry the sculpture invokes. They argue that Muldoon (literally) placed Agonon upon a pedestal, when his adultery is the last thing that should be celebrated. Others claim Muldoon's work is mercenary, and that he was commissioned to produce it by the Empress if Kioki for a grand fee. Whatever his reasons, it remains on the the most iconic works of the Golden Age.
>
>

## Section 3

>
> "The Verdubans arrive to petition the Vinicoti regent."
>
> Oil on board.
>
>
>
>
> Unknown painter c. 1722
>

> This ancient, and wonderfully preserved painting is likely to be a recollection of the Verduban visit to the shores of Vinicoti, rather than one painted in situ. The Verduban cause c\u00e9l\u00e8bre here is the lifestyle of the Vinicotian cannibals, who at the time it was painted, had grown increasingly feverous at the sight of Verduban ships. This was largely because they say embroidered images of body parts on the saisl of passing Verduban ships, and took it to be an omen of their deliciousness.
>
>

> Following a number of incidents, the Verdubans wanted a guarantee of safe passage through the strait, and send a negotiator to Vinicoti who was well versed in island dialects. The story goes that receiving a warm welcome, the Verdubans trooped on island in the hope of meeting the cannibal ruler, and were never to be seen again.
>
>

> The painter makes clever use of light to signify the hubristic optimism of the Verduban mariners coming ashore, white sails of ears, feet and hands flying in honour of the ice god, whilst capturing a sense of their impending tragedy.
>
>

## Section 4

>
> Sky Hulk's Oculus, salvatged parts.
>
>
>
> Anonymous 3034.
>

> This is part of our current exhibition. The artist wishes to remain anonymous, as the work represents a subjective view of a contentious subject. Nevertheless, by repackaging the eye of a sky hulk as a human one, the artist hopes to convey something of the disembodiment of machine warfare...
>
>

> <The second and third pages of this catalouge are missing>
>
>
Starting Position

Regarding new player factions, Histri have the easiest **starting position** (only one neighbour), whereas Greek factions have the best early game unit roster (immediate access to hoplites) and Rhegion probably has the easiest starting position among the Greeks.

A more experienced player might want more of a challenge, going the historical route and playing as Rome might be tempting. They start pretty surrounded and their early units are quite weak.
Atlas Lifter

## Description

Atlas lifters are equippable tools a player can place on ship parts that are detached from a ship. Once attached, the object they are attached to starts to float. It can then be pushed/pulled with a grappling hook. They are mainly used to drag ship parts that are outside the bubble into the bubble where they can be manipulated with the ship building tool.

### Schematic

The schematic for Atlas Lifters can be found in Tier 3 and up.
Makeshift Storage

Please help improve this page by updating all information to the most recent game version.

## Description

Makeshift Storage, not to be confused with the Ship component storage solutions, are a craftable item which can be placed on island terrain, but not on assets or ships. They can also be placed inside island assets making them a great way to stash some loot on an island. Makeshift Storage can be crafted from the Gauntlet crafting menu. If empty, they will be destroyed on island resets but otherwise will remain.
Panels

Panels are the main way to protect the hull of your ship, from boarders, storms and cannonfire. They can be crafted at any Assembly Station, and come in a variety of types:

## Small Panels

The basic panel, covers a small square area. When crafted they come in a number of different forms: corrugated, flat. Which design is seemingly random.

## Medium Panels

Cover a medium rectangular area.

## Large Panels

Cover a large rectangular area.

## Window

These cover the same area as a small panel, but have a small hole in the middle.
Codex - Universities challenged

**WARNING!**
The following page contains spoilers for the lore and story of Worlds Adrift

## Section 1

> (The front page of a newspaper, 21st \u00d6evel 2994)
>
>

> The decline of the Universities of Muskdog, Kubo and Karem.
>
>

> The leafy University of Karem today became the third major university to announce closure in the last five years. All staff have been dismissed, and must seek employment elsewhere. Commentators blame the indomitable position of Panyana, both in size, and the quality of its staff. Other factors include a general lack of resources following a downturn in the availability of Atlas, and low supplemental income-generation, when compared to the business model pioneered by Panyana and its overseers, the Liaison Trustees.
>
>
Codex - Famine

**WARNING!**
The following page contains spoilers for the lore and story of Worlds Adrift

## Section 1

>
> Summer again, and the famine comes.
> We have a shelf packed with books, but you can't eat
>
>
>
> paper.
>
>

>
> I reached for a book last night, and I cried. It ts the one with a vision of the Mount of Plenty on the inner jacket. A detailed map nearly three-hundred years old with every elevation, green swathe and oasis. It was a sacred place. Even back when I was growing-up, the lake was a paradise of wading Blue-beaks and Yellow—legged Parakons. That was before the diggers came.
>
>

>
> They were trying to get at the stone, which surveyors said was deep inside the body of the Mount. The surveyors proved right, and more ships followed. Some of the folk from Cross Fields traded farming for digging, since diggers would get a healthy share of the tithe, or a even a chance to become god.
>
>

>
> Then one summer, it didn't rain once, and the lake was a dustbowl. In the middle just a sticky pool for the creatures to fight over. That was but the beginning. As the digging went on, the wells and creeks dried up too, and then crops began to fail. Still every month, comes the knock at the door, and all say it the same.
>
>

>
> "Give us your tithe."
>
>

>
> "But there's not enough to meet the tithe,"
>
>

>
> "Then give us what you have."
>
>

>
> We can try to hide some back, but the Godhands are always up in their ships looking down. We are afraid they'll put us to work like Bandini.
>
>
Beta 0.2.2.1

Release date: June 26th, 2018

## Beta 0.2.2.1 Patch Notes

**NEW FEATURES AND CONTENT**

* New cosmetic ship parts have been added to the game: Players will now be able to find schematics to build Saborian lamps, Kioki lamps, two Saborian figureheads, and two Kioki figureheads!

**NOTABLE BUGFIXES AND CHANGES**

* A login exploit that could be used to dupe materials has been fixed. Players are no longer able to log in with the same account concurrently on different Steam instances.
* Two separate fixes for infinite loading screens have been performed. This is a continuing effort.
* In rare cases, players would respawn exactly where they died instead of at their reviver or a revival chamber. This has been fixed.
* Logging in for the first time on your second or third character will no longer actually log you in on your main character.
* Fixed a bug that would display ship parts in the wrong place, often floating some distance away from the ship.
* Unequipping a glider or dying with one equipped will no longer give the player a semi-functional “ghost” glider.
* Client optimizations for the Blight have been implemented.
* A client optimization for trees has been implemented.
* Additional client performance optimizations for large islands have been implemented.
* Physics optimizations implemented.
* Timed explosives have been buffed: the placement timer is now 2 seconds, and the fuse is now 4 seconds.
* To prevent various exploits, shipyards can no longer be placed too close to another shipyard.
* The shipyard access code is hidden in the UI by default, with a button to display it.
* Kioki lootable ruins were previously all being teleported to an inaccessible place in the world. They’re now back to where they belong on their islands.

**OTHER FIXES AND TWEAKS**

* The death bag has had its art updated.
* Lots of new SFX has been added to the game, including: lootable chests and containers, a pass on engine sounds by rarity, atlas core upgrades being separated out, and more!
* Lots of new VFX has been added or tweaked, including: respawning and teleporting, scanning databanks, gaining knowledge, and (of course) explosions!
* The vignette screen effect has been removed temporarily. It will return in a future patch when paired with a customization option in the settings menu.
* Z-fighting should be reduced on some metal panels.
* Fixed instances of clouds becoming overly pixelated on some clients.
* Various minor UI tweaks.
* Minor text fixes.

## References

1. https://www.worldsadrift.com/blog/gofigure/
Beta 0.1.4.11

Release date: October 3rd, 2017

## Beta 0.1.4.11 Patch Notes

**BUG FIXES**

* A major duping exploit has been tracked down and fixed.
* Invisible environmental assets have returned to their correct locations on islands.
* A memory leak has been fixed.
* Numerous small optimisations have been performed to improve loading assets when travelling to new islands.
* Island shaders have received an optimisation for Unity 5.5.

## References

1. https://www.worldsadrift.com/blog/update-0-1-4-11-live-major-duping-issue-resolved/
Codex - A Selfless Life

**WARNING!**
The following page contains spoilers for the lore and story of Worlds Adrift

## Section 1

>
> "A selfless life, a biography of Telemon, by his friend and associate, Maxillus Pendra."
>
>
> <The book is in terrible condition - yellowed, faded and the print damaged by the elements>
>
>
>
>

>
> ...was a tremendous achievement...indisputable zeal for the cause led to a dramatic improvement in living for all citizens of Redusa and Momoros ...the conurbations Conos
> and Agbana, brought fully into the fold...
>
>
>
>

>
> "I had no parents, and no prospects, but Telemon came down to the Sanctuary with Employer Ourus. He said we would all be needed in the Aetherium, and joined me up to the navy...
>
>
> ...I will never forget his kindness, for l have been living well ever since, and we have been winning."
>
>
>
>

>
> <torn and illegible script.>
>
>
>
>

>
> ...often he can be found wandering the grave pilae, examining the stones, contemplating life and death...
>
>
>
>

>
> ...building up his muscles at the private cloistrum in the Stalk, where members of the assembly and committee convene to discuss government and exercise..
>
>
>
>

>
> <illegible>
>
>
>
>

>
> ...iIl-founded character assassinations...feeble and mortal jealousy..in the face of difficult
> decisions...someone had to do it..
>
>
>
>

>
> ...why undo all the good work over foreign policy when utopia shines as bright as ever?
>
>
>
>
Codex - Saborian Judicial Inquiry

**WARNING!**
The following page contains spoilers for the lore and story of Worlds Adrift

## Section 1

> 14th Kit 3021
>
>

> Case summary - The matter regarding the regrettable banishment of former Godhand Parielus in the city of Agbana
>
>

> The incident was so shameful that Parielus will not be celebrated among the pilae of the dead. He won't be received at the gates of Aetherium, or complete his ascent to god.
>
>

> The many vulnerable citizens whose residences he broke into shall be compensated with our good wishes and support, and we are certain their experiences will harden them, and better enable their ascent to god. That Parielus abused his position of authority characteristic of a worrying trend. The case will be put before the assembly
>
>

## Section 2

> 29th Kit. Update.
>
>

> This case has been archived. The assembly has declined to discuss it. Premier Telemon believes that incidences of such cases will diminish once we have won the war, and things normalise again. They feel therefore, it is not a matter of precedence.
>
>

> The inquiry is now closed, no further Godhands will be questioned, and those involved have been allowed to return to policing. They have of course, been bound to secrecy on the matter.
>
>
RhinoCRUNCH T-Shirt

Capacity: | 50

## Summary

**RhinoCRUNCH T-Shirt** is found inside of the H1Z1 Invitational Crate.

Can be worn by applying the rhinoCRUNCH T-Shirt skin to any Chest slot item.
## Crafting

* Can be scrapped to produce Scrap of Cloth.

## Twitch.tv

19 Specially designed t-shirts were created as a way to promote streamers who participated in 2015's Invitational and thank them for broadcasting H1Z1 gameplay on their Twitch.tv Channels.

rhinoCRUNCH' channel can be found here.
Codex - Shoot for the Moon

**WARNING!**
The following page contains spoilers for the lore and story of Worlds Adrift

## Section 1

>
> Objective "Little Moon".
>
>
> Skynaught report #57 - informal.
>
>
>
>

>
> Well we've landed back in Agbana, and we're safe. We had the heaviest clothing and the headiest confusion up there. It was hard to have to report it, but the closer we got to little moon, the further away it felt.
>
>
>
>

>
> Even with the apparatus, we couldn't breathe, and our ears stoppered, and the little green ball didn't seem any nearer. Aetherium guide us, it was fearful.
>
>
>
>

>
> They could try sending the skyhulks up, but then a remote signal can only travel so far.
>
>
>
>

>
> Little moon remains an enigma, as it has always been. I wonder if some things are best left unexplained. It's not the answer, but the question, that gives us meaning.
>
>
>
>

>
> Just suppose that glow is not Atlas, but Aetherium, waiting to absorb us. In a way I'm happier not to be sure.
>
>
>
>

>
> We are god.
>
>
>
>
Codex - The Greatest Pati-Pikk Player of them All.

**WARNING!**
The following page contains spoilers for the lore and story of Worlds Adrift

## Section 1

> Perhaps the finest Pati-Pikk player of our time, Jun Elswin, is unsurprisingly a student of the great Lemin Mura, and trained at the renowned music academy of Kubo University.
>
>

> "It's the one arena in which Panyana is trumped, they have a weak and directionless music department," Jun once said.
>
>

> In recent years, what with the closure of Kubo University, Elswin has taken to playing in bars around the city, and even holding concerts in the old campus buildings.
>
>

> "It's strange to think the Pati-Pikk is a Gallish instrument, it's like watching Bandinians play bad lallara! I mean they do have some great technical attributes, but none are self-taught like me. They embrace the rigid frameworks that everyone needs to learn. but lack the flair to extend beyond them."
>
>

> Elswin will be performing a new epic "Life's red fabric" aboard the Frillship Bellowes on her tour of Melliflua between lst and 22nd of Kif.
>
>
Alpha 5.1

Release date: December 21st, 2016

## Alpha 5.1 Patch Notes

**NOTE: 5.1 was primarily a stress-test/re-run of 5.0 with more players, so only a small amount of bugs were fixed.**

**NOTABLE BUGFIXES**

* Male rays and beetles are interested in mating again, no longer dooming both species to extinction.
* Shipyards and crafting stations are now correctly only deployable on land. Carriers have not arrived yet!
* All databanks should now be scannable.
* Using the crew beacon will no longer leave the playing hanging in mid-air, unable to move

## References

1. https://docs.google.com/document/d/1\_KHWKOdJqCnckHryns2Tc9LHqzB66w1G6VIRbQT9m5M/pub
2. https://drive.google.com/file/d/0B2m-20IvaIDIMklRd0VVZXk3Z1U/view
3. https://www.worldsadrift.com/forums/topic/details-on-the-next-alpha/ (Release Date)
4. http://i.imgur.com/huXb2We.png (Confirming Release Date)
Codex - Advert for Sabor Vittles

**WARNING!**
The following sections contain spoilers for the lore and story of Worlds Adrift

## Section 1

> An advertisement
>
>

> There's nothing like a cup of Sabor Vittles. Home-grown, and ground the Saborian way.
>
>

> Whether you've given a long day's charity, or been for a tiring swim, the vittles will bring you back to god.
>
>

> Get Sabor Vittles from your local store. The ONLY vittles.
>
>

> (This product is certified by the Economist. Accept no substitute, import, or counterfeit.)
>
>
Codex - Pyrites of Verduba

**WARNING!**
The following page contains spoilers for the lore of Worlds Adrift

## Section 1

> A Verduban book cover. A sticky binding hands limp along the spine. Only the preface remains intact.
>
>

> Pyrites, the ice is a glass-like deception. Yours is the god of fire. You only need look below the surface, to the lake of blue fire. His hotness swirls up beneath us. In the end, only fire will escape the void.
>
>

> Nem Chi, Harbinger of Pyrites
>
>
Codex - Wall of Opinion

**WARNING!**
The following page contains spoilers for the lore of Worlds Adrift

## Section 1

> Wall of Opinion - a student noticeboard.
>
> 7th Skrambau (End of Research Festival week) 2975.
>
>

> I'm really happy with the way testing went on the Me-Niata '75. But what I'd like discussed at the upcoming Trustee forum, is whether we can get a few more sales of the '73 in Sabor - my original investigation showed they would be extremely popular there.
>
>

> Scholar Me-Niata, 21.
>
>
Codex - The Sapphire Palace

**WARNING!**
The following page contains spoilers for the lore of Worlds Adrift

## Section 1

>
> You must not fear him, but look him in the eyes.
>
> Eyes liek marble ribbons.
>
> Where the flowers dance,
>
> and the gibe do gibble with the free trees -
>
> who long to be slain and replanted.
>
>
>
>

>
> How wide your own eyes grow,
>
> when you see his men parade and swish.
>
> He welcomes you,
>
> let your belly be full and round with wine,
>
> in the swirling honey sun
>
> sets the white daub walls.
>
>
>
>
>

>
> Sharp spinels flaunt themselves and stars lay you on your back.
>
> A pig's head, a goatbear's whistle, all upon the table lie,
>
> for it is at dinner where he catches your eye,
>
> and your reflection haunts his hall of mirrors!
>
>
>
>

>
> The pirate king, his sapphire stones and the gardens sweet with peach trees, and figs that overwhelm ripely.
>
> Yet darkness stews in its mildewed corners, and the rates scratch at grot.
>
> The crabs scuttle in the coral twines, and broken shell spines pile up sickly.
>
>
>
>
Lamps

*This article is a stub. You can help Worlds Adrift Wiki by expanding it.*

## Description

Lamps are decorative Ship Components. Once placed they can be interacted with to provide a source of light. Lamps can be crafted from an Assembly Station.

## Lamp

A basic lamp. Press `E` while hovering over the lamp to toggle it on/off.

## Saborian Lamp

A saborian design of lamp.

## Kioki Lamp

A Kioki design of Lamp

## Lightning Bug Lamp

An exclusive lamp design for the Pioneer pack. Provides an ambient light.

## Tarrery Lamp

An exclusive lamp from Kahi Celebration gifts from Christmas 2018.