recursal/Fanatic-Fandom huggingface dataset:
Clothes

Somebody add links and check my information. I'm not very far in the game

Clothes are a source of happiness for your tribe. Your tribe members will automatically wear the highest level clothing. Clothes are produced by Clothiers, who at first make Primitive Clothing out of grass or hides. Then, once you unlock Weaving, you can start to weave more complex and higher-level clothing. The higher-level clothing gives more happiness (I'm not sure) and lasts longer.
Tribalism

Tribalism is a Research, unlocked for free at the start of the game, which unlocks Gatherer and provides 5 Authority. It is required to research Stone-Knapping, Hunting, Fishing. It provides access to the Scavenging and Rules of Food traits, and is required for the Ritual Necrophagy, Culture of Moderation, Joy of Eating traits. It also unlocks the Child Workforce, Elder Workforce, and Population Control policies.

### Description

*Taking its roots in wild animal packs, Tribalism is the organization of individuals into simple social structures with little hierarchy.*
Devil's traits

```
This is not available in vanilla. This is content of the Magix mod.

```

Devil's traits are obtainable upon player is about to reach the Underworld. To truly open it you must obtain 6 Devil's traits. And this also is required to unlock next researches.

17 out of 18 Devils traits are power-downs. Player can obtain 6 out of 18. Here's the list.

18 traits are grouped into 6 groups with 3 traits each. So from each group player will obtain one of them.
Gem Block

THIS PAGE IS A STUB

You can help by editing it.

* Red
* Blue

Gem Block is a precious building material.

## Trivia

Whenever you reload the game, the texture has an equal chance to be either the red or blue texture, which is due to Orteil not being able to make a choice on which texture he prefers, explained in the code comment "i can't pick".
Building

Building is a Research which requires Sedentism and Tool-Making, and costs 20 Insight. It unlocks the Hut, and is required to unlock the Stockpile. It is required to research Cities, Smelting, Mining, Quarrying, Masonry, and Carpentry.

### Description

*The Hut is only slightly more sophisticated than simple shelters, but is more spacious and can withstand wear longer.*
Code of Law

Code of Law is a Research which requires Symbolism and Sedentism and costs 20 Insight. It provides 15 Inspiration, as well as increasing the amount of Influence gathered by units. Chieftains produce 50% more influence, while Clan Leaders produce 25% more influence with this research. It is required to research Guilds and Clans.
Orteil

Orteil is the creator of Never-Ending Legacy and the creator of other games and simulations like Cookie Clicker, who's respective wiki can be found here, along with Nested, which also has a wiki that can be seen here, Cookie Clicker Classic, Genesis, Murder Games, RandomGen, Idle Game Maker, Video Game Generator, Turtle Toy, Life, Task Master, Cookies2Cash, Idle Game Maker (Old), Tea Party, PretendEverything, Dreamlog, Dungeon Generator, MusicGen, and last but not least, WebGL Test. His work mostly consists of retro-style art, as he makes a lot of pixel art.
Ritualism

Ritualism is a Research which requires Oral Tradition and costs 5 Culture. It provides 10 Spirituality and unlocks the Soothsayer. It is required to research Burial, as well as giving access to the Ritual Necrophagy trait. It also grants access to the following Policies: Fertility Rituals, Harvest Rituals, Flower Rituals, and Wisdom Rituals.

### Description

*Simple practices, eroded and polished by time, turn into rites and traditions.*
Resources

Resources are various things that your population find/craft while your gameplay. There are 4 categories of resources:

### Food & Water

Contains anything which your population can use as drink/food.

```
Herb
Fruit
Meat
Cooked Meat
Cured Meat
Seafood
Cooked Seafood
Cured Seafood
Bugs
Water
Muddy Water*
Spoiled Food*

```

Consuming ones with \* lowers Happiness and increases the chance of getting sick. However, using a fire keeper will allow you to cook most of these foods into more edible items. You can also toggle your tribe's ability to eat or drink raw or spoiled meat, but earlier on this is not advisable.

### Crafting & Construction

Contains any material that can be used to craft tools, buildings, clothes, etc.

```
Stone
Stick
Limestone
Mud
Cut Stone
Log
Lumber
Clay
Brick
Sand
Marble
Gold Block
Gem Block
Copper Ore
Iron Ore
Gold Ore
Tin Ore
Gems
Coal
Soft Metal Ingot
Hard Metal Ingot
Strong Metal Ingot
Precious Metal Ingot
Bone
Hide
Leather

```

### Gear

Contains tools and weapons.

```
Knapped Tools
Stone Tools
Metal Tools
Stone Weapons
Bow
Primitive Clothes
Basic Clothes

```

### Miscellaneous

Contains anything that doesn't fit in the other categories.

```
Statuette
Salt
Ice
Basket
Pot
Fire Pit

```
Garth Story 152: Twilight World

**Writer: Philip Harbottle**

**Artist: Martin Asbury**

**Published: 15th September 1994 - 23rd November 1994 (C221 - C280)**

**Number of Episodes: 60**

In remote futurity, the sun is dying, the Earth freezing. To solve the problem scientists construct the **Arbiter**, a super computer incorporating human brains. It telepathically forces its creators to encase their brains in cybernetic units—machine men, impervious to the cold. Humanity is culled, and only a few hundred retained as servitors in the City of Machines.

One scientist, **Gofal**, remains free of the Arbiter’s control. He transports his ancestor, Garth, across time to help save humanity. Immune to the Arbiter’s telepathic control, Garth is able to remove one of its brains encased in a super metal, urillium. Duplicating this metal, Gofal encases a spaceship in it, enabling Garth to fly close enough to the sun to drop a super bomb that will restore the sun.

The sun melts the ice on Earth and the resultant floods destroy the City of Machines. Gofal then restores Garth to his own time.

*Synopsis by Philip Harbottle*

**• Back to Daily Mirror Checklist**
Garth Story 148: Warlord

**Writers: Philip Harbottle & John Allard**

**Artist: Martin Asbury**

**Published: 15th September 1993 - 14th December 1993 (B221 - B298)**

**Number of Episodes: 78**

Serving as a United Nations Observer on a Pacific island, Garth teams up with **Cindy Lee**, a feisty Texas lady leading a relief convoy to the village of Lontaga — cut off and under the domination of the crazed **General Kano**, a local warlord. Kano seized control of a chunk of the island when civil war broke out, and uses the villagers as slaves in a copper mine. He gets weapons by smuggling out copper with the help of crooks from Tokyo.

Using his great strength and cunning, Garth successfully leads the convoy past Kano’s forces to reach Lontaga, but Cindy is kidnapped and taken to Kano’s HQ, an old Spanish castle. About to be whipped by Kano, Cindy is saved when Garth intervenes. After defeating a Sumo champion in a fight to the death, Garth escapes with Cindy by hanging onto a dragon kite as a typhoon destroys the castle.

*Synopsis by Philip Harbottle*

**• Back to Daily Mirror Checklist**
Statuette

Statuette is a resource created by Carvers using the *Carve Stone Statuette* and *Carve Bone Statuette* modes. The *Carve Stone Statuette* mode uses 1 Stone to create 1 Statuette every 5 game days, while the *Carve Bone Statuette* mode uses 1 Bone to create 1 Statuette every 5 game days. Statuettes have a 1 in 100 chance to spoil and grant 1 Culture every game day.
Gatherer

*"A vital part of an early tribe, gatherers venture into the wilderness to gather food, wood, and other interesting things"*

## Overview

Gatherers are a Unit in the game Legacy. He is unlocked from the start, along with the dreamer. Gatherers gather forageables. The chances of every forageable getting foraged is currently unknown, nor is the amount of time it takes to forage a forageable.

The Old Gatherer sprite is the default sprite for a Unit, a caveman? with black hair.

The Current Gatherer sprite is some berries with leaves next to it.
Theme changer

Example (Bronze)

```
Only available in Magix mod. Doesn't exist in vanilla game.

```

Theme changer is a mechanic unlockable if player will complete Extremely smart achievement + Mausoleum Eternal. Allows to change appearance of the game. Other achievements can unlock a new themes for the player.

Here are three examples of themes that Magix adds.

* Bronze
* Blue
* Green
Debug mode

Type *G.Cheat()* in console to toggle it (it stay even after you wiped save useless you refresh brefore starting game)

New Game - "Instantly start a new game."

Load - "Reload the save."

Clear - "Wipe save data"

ALMIGHTY - "Unlock Every tech, trait and policy."

Show resources - "Toggle whether all resources should be visible."

Show tiers - "Toggle whether technolohies should display in tier insteal of in order they were researched. When in that mode, Click a tech to highlight its ancestors and and descendants."

Reveal map - "Explore the whole map instantly."

Also you can remove traits by press and holding ctrl then click in it
Well-Digging

Well-Digging is a Research which requires Digging, Sedentism, and Tool-Making, and costs 10 Insight. It unlocks Wells. It is not required to research any other technology.

### Description

*It takes some thinking to figure out that water can be found if you dig deep enough. It takes a lot of bravery, however, to find out if it is safe to drink.*
Leather

Leather is a resource crafted by Clothiers. It can be crafted using the Clothier's *Make Leather* and *Make leather (cheap)* modes. The *Make Leather* mode converts 1 Hide, 5 Water, 1 Salt, and 0.1 Logs every 15 in game days into 1 **Leather**. The *Make Leather (Cheap)* mode converts 1 Hide, 5 Muddy Water, and 10 Herbs every 30 in game days into 1 **Leather**. Leather can be used in the Clothier's *Weave Leather Clothing* mode to convert 2 **Leather** into 1 Basic Clothes every 8 in game days.
Death

Death happens in Legacy as a result of sickness, wounds, war, old age, starvation, or dehydration. Once a person has died they will become a Corpse. Corpses will lower Happiness and Health, and have superstitions formed around them if left for a long time.

If you research Burial, it will unlock Grave on the Production page. Assigning a worker to Grave will bury corpses periodically, once per day. In certain conditions, your tribe will gain the traits Fear of Death, Belief in the Afterlife, Belief in Revenants, and/or others.
Peppers (Example mod by Orteil)

## Mod Description

**Peppers** is a mod made by *Orteil* to showcase the modding capability of NeverEnding Legacy. This simple mod adds ***pepper***, ***hot sauce*** (along with a recipe using the Artisan unit), a new research tech called ***Hot sauce preparing*** and a new trait ***Hot sauce madness***.

### Resources

#### Pepper

***Hot peppers*** can be obtained by Gatherers on grass. Like any other food they can decay, with a 50% chance of turning into spoiled food.

#### Hot sauce

***Hot sauce*** is crafted by the Artisan with a new mode called "Make hot sauce", unlockable by discovering ***Hot sauce preparing***. It converts 3 *hot peppers* and 3 *herbs* into 1 *hot sauce*.

### Techs

#### Hot sauce preparing

***Hot sauce preparing*** is a new research tech that can be unlocked at a cost of 10 Insight. You need to unlock the Cooking tech first.

### Traits

#### Hot sauce madness

***Hot sauce madness*** is a new trait that amplifies the benefits of eating hot sauce by doubling the happiness given when eating hot sauce. This trait takes an average of 20 years to appears once the conditions are met (i.e. unlocking the ***Hot sauce preparing*** tech).

## How to install the mod ?

To install **Peppers**, you need to paste the mod link into the mod box.

1. Click the blue button on the top right that says in white lettering "Use Mods".
2. Under the line of code saying "data.js" put : http://orteil.dashnet.org/legacy/mod.js

## Notes

***Peppers** was made to help people to understand how to mod NeverEnding Legacy, by adding new features. It's a sort of template for modders to learn how to make a mod. You can also check data.js to have more informations about how to make a mod.*
Salt

Salt is a resource obtained from Gatherers, Diggers and Mines. It can be used to create Cured Meat and Cured Seafood created by using the Firekeeper's *Cure* mode. It takes one Salt per process, each process resulting in two Cured Meat or Cured Seafood, essentially duplicating Meat and/or Seafood at the cost of Salt. Additionally, Salt can be used by Clothiers to craft Leather in the *Make Leather* mode.
Fortress of Magicians

```
 This is unofficial, modded content from Magix
 This is ***NOT*** from vanilla NeverEnding Legacy

```

This is a late game wonder, and to get it you will have to go through all of the Underworld stuff, get Essentials II, and finally get magic adept, which you need 2.1 million magic essences. Finally after a while you will get magic adept, unlocking the Fortress of magicians. You will need to have the fortress of magicians because after a while in the underworld it becomes impossible for research. You will need the Fortress of magicians to be able to research further.
Paradise

```
 This is unofficial, modded content from Magix
 This is ***NOT*** from vanilla NeverEnding Legacy

```

Paradise is a late game dimension that is unlocked by first, ascending to unlock magic, having "Belief in the afterlife", and waiting. Eventually you will obtain a Trait called "Culture of the afterlife", followed by a trait called "The gods' call". You will then have to build 2 things: One called "The temple of deities" and the other is the portal to Paradise. These both cost a massive amount of stuff so make sure you are well stocked for this. Eventually you will open the portal and start getting "Gods traits".
Hunter

*"Hunters will bring home some sizable animals, for consumption and (eventually) domestication."*

## Overview

Hunters are a Unit in Legacy. They are not available from the start, and require the research of Hunting, for 10 Insight. The prerequisites for Hunting are Tribalism, Tool-Making?, and Weapon-Making. At an unknown amount of time, Hunters will bring Animals. It is currently unknown whether or not Animals count as food, or if they have to be turned into raw meat by a Butcher.

Hunters have the same sprite as most other units, except they have a Spear in their right hand.
Research

Research is a function in NeverEnding Legacy which allows you to gain technologies. Technologies unlock new units, buildings, and increase the efficiency of your tribe.

Research costs Insight or Culture, which are made by Dreamers and Storytellers respectively. Only 54 technologies exist in the game, including the 2 you start with Tribalism and Speech (see table below). Each time before you research you need to "generate" research opportunities by spending a fee of 1-2 Insight. This randomly generates 1 - 4 technologies that cost different amounts of Insight and Culture. One example of a technology is Tool-making, which allows the player to obtain stone tools with their Artisans.

## Technologies

The technologies available in NeverEnding Legacy are as follows.
Engines of Ascension Wikia

## Welcome to the Engines of Ascension Wikia

A wiki for Engines of Ascension, a Neverwinter Nights 2 persistent world, describing its custom game mechanics, its custom setting and lore, and much more.

Our forums are accessable at http://engines.freeforums.net/.  Any questions or conversations are encouraged to be posted there.

If you want to help update or maintain this wiki, please PM Kitsunenotsume on the forums.   It's basically a two-man-show right now, so we apologize for any missing pages.  In the event that the wiki can't answer a question, please start a conversation on the forums , Discord, or find me on the server, and I'll try to resolve an answer for you.

As a disclaimer, this wiki is *not* for hammering out min/max build details, easter-egg lore, or other excessively detailed content.  Please remember that much of the setting on Engines is about discovery and free-form play, and we request that such intentions are kept in mind while adding to this archive.  Thank you for your contribution.

## Important Articles

Lore: While Trivium is a world full of hidden secrets, plenty of records exist for what has already been found.

Mechanics: Engines of Ascension uses many custom scripts and unique features, and it can sometimes benefit from some explanation.

Chatroom: We invite interested explorers and inquiring minds to join us on Discord, where assistance, answers, and associates await!
The Mausoleum

According to the in-game description, The Mausoleum is, "a mystical monument where the dead lie. A temple housing a tomb deep under its rocky platform, the Mausoleum stands tall, its eternal shadow forever reminding your people of your greatness."

**Unlocking and Building the Mausoleum**

This monument can be unlocked by obtaining the Belief in the Afterlife trait and then researching it. To unlock it, you need 90 insight and 40 culture. Once you unlock the Mausoleum, it will need to be built, which will take 100 steps to build. Each step costs you 200 basic building materials and 20 precious building materials. When you complete 100 steps, you will be able to choose whether you would like to activate the monument. In order to activate the Mausoleum, you will need to sacrifice 100 of your people. Once you sacrifice the 100 people, you will have the option to ascend. During ascension, you will end the game that you're running now and restart, unlocking permanent legacy bonuses. You can view your legacy bonuses in the legacy tab.

**In Magix**

This mod adds Evolving system to the Mausoleum. Before first ascension you have level 0 of 10. After ascending the level will become 1/10 and you will unlock main part of the mod. Each level is harder has more steps, that are more expensive and in addition each step has its unique icon. Ascending by the 1/10 Mausoleum will level-up this wonder in next run to 2/10. So each ascension levels up the wonder. At each level amount of population you must sacrifice increases by 100. (10th stage will require 1100 people) Ascending by Mausoleum with level 10/10 awards the Mausoleum Eternal achievement.
Herb

THIS PAGE IS A STUB

You can help by editing it.

Herb is a resource obtained by Gatherers. It is a type of Food which grants a small amount of Health when eaten as well as a reduction in Happiness. It can be used by Clothiers with its *Make Leather (Cheap)*, *Sew Grass Clothing*, and *Weave Fiber Clothing* modes. The *Make Leather (Cheap)* mode converts 1 Hide, 5 Muddy Water, and 10 Herbs every 30 in game days into 1 Leather. The *Sew Grass Clothing* mode converts 30 Herbs every 20 in game days into 1 Primitive Clothes. The *Weave Fiber Clothing* mode converts 50 Herbs every 20 in game days into 1 Basic Clothes.
Meat

**Meat** is a resource obtainable by Hunting. It is a type of food, meaning that your population will feed onto this type of resource. Like every vanilla Food & Water resource type, it will decay over time.

**Meat** can be cooked by the Firekeeper, making Cooked Meat, that will make your population gain more health and happiness. **Meat** can be cured by the Firekeeper, making Cured Meat, which provides even more happiness and the same amount of health as Cooked Meat, while having a significantly lower chance of decaying.
Territory

## Exploring Territory

Use Wanderer to Explore your discovered territory. They might get lost... You might find some goods though, this also provides more land per landform.

### Goods

Goods are the various things in a landform: they range in frequency in the following order: scarce few, some, lots and abundant. (There are also fractional frequencies and the following new frequencies: Almost none, Crazy amounts and Hella lots added in the magix mod)

The possible goods can be:

s, so please add any missing ones,

### Materials

Based on the number of goods you have seen (in addition to happiness), you can collect an amount of materials per Day.

## Discovering Territory

You can get Scouts to get more land. They might get lost but can expand your land.

### What you landforms you can find:

You can find the following Landforms in vanilla:

* Prairie
* Ocean
* Tropical Ocean
* Arctic Ocean
* Southern Ocean
* Tundra
* Ice Desert
* Forest
* Glacier
* Jungle
* Savanna
* Shrubland
* Desert

### Additional land-forms discover-able in the Magix mod:

* Alternate Magix Dimensions
* Xeric Shrubland
* Cherry Blossom Grove
* Dead Forest
* Swamplands
* Badlands
* Lukewarm Ocean
* Lavender Fields

### The World:

There is a limit to how far you can explore: In game there is a 24x24 grid of land-forms (most of which are oceans of some kind), the player then spawns on a non-ocean land-form with the prerequisites that were selected before game. All tiles outside of this grid are classed as Edge of the world and cannot be explored.

#### A note on land:

Because of the finite nature of the world and thus, land, it is advised that you keep your population to a minimum to avoid issues associated with graves. Due to a glitch, graves may not decay and can easily occupy an enormous percentage of your precious land in the late game, which can cause problems with other land intensive buildings, particularly housing, which, combined with large numbers of exposed corpses, can cause your happiness to plummet, caution and micromanagement is advised.
Stone-Knapping

Stone-Knapping is a Research which requires Tribalism and costs 5 Insight. It unlocks the Artisan. It is required to research Tool-Making, Sedentism, Digging, Woodcutting, Healing, Bone-Working, Fire-Making, and Carving, as well as giving access to the Ground Stone Tools trait.

### Description

*Stone-Knapping allows you to make your very first tools - simple rocks that have been smashed against each other to fashion rather crude cleavers, choppers, and hand axes. Tools have little use by themselves, but may be used in many other industries.*
Extra Ores

Extra Ores is a mod made by the same creator of Magix. You don't need this mod with magix because magix already has it.

https://cdn.jsdelivr.net/gh/pelletsstarPL/Magixmod@master/EXtraOresFix.js

https://cdn.jsdelivr.net/gh/pelletsstarPL/Magixmod@master/EXtraOres.js

From the page: "

Mod is dedicated to **data.js**(default dataset) since Magix has this content itself. You just need to paste these two links below data.js line. Adds some new ores to mine...and that's it, just new ores , some techs related to them. The "Fix" mod is to make rocky substrate actually have new ores in it.

"

https://file.garden/Xbm-ilapeDSxWf1b/--MAGIX--/OtherMods.html is where the mod came from
Magix

```
 This is unofficial, modded content
 This is ***NOT*** from vanilla NeverEnding Legacy

```

The Latest Release is 54. You can find the website here. The website can also be found in-game if the mods are installed.

Magix is currently the biggest mod for NeverEnding Legacy. In order to play with "Magix", click the blue button on the top right that says in white lettering "Use Mods", then take out the line of code saying "Data.js" and replace it with these two links below;

https://file.garden/Xbm-ilapeDSxWf1b/MagixUtils.js

https://file.garden/Xbm-ilapeDSxWf1b/MagixOfficial.js

Paste both links. Order is important do not change it.

### Developer(s):

pelletsstarPL and other devs from the dashnet discord server

## Additions

* Second race (very late game content)
* Trials
* Collectable Particles
	+ Essences
	+ Brews
* Buildings
	+ Wizard Towers
	+ Prisons
	+ Farms
	+ and many more
* Dimensions
	+ Overworld(vanilla world)
	+ Plain Island
	+ Paradise
	+ Ancestors
	+ Underworld
	+ Mirror world
* Jobs
	+ Florist
	+ Painter
	+ Globetrotter
	+ Druid
	+ Wizard (requires one elder)
	+ Alchemist
	+ Artisan of Juice + Pyro-artisan
	+ Many more

* Wonders
	+ Temple of Heaven
	+ Pagoda of Democracy
	+ Temple of The Paradise
	+ Complex of Dreamers
	+ Fortress of Magicians
	+ The Skull of Wild Death
	+ Fortress of Cultural Legacy
	+ and way more
* Traits
	+ God's traits - Unlock Paradise to get them
	+ Devil's traits - During the game you can obtain 6 out of 18. You need to get 6 traits to continue the adventure. 17 of 18 traits are power-downs. The remaining one does nothing.
	+ Evolution of the minds
* Crafting/Carving/Filtering/Painting
	+ Dyes
	+ Paper
	+ Books
	+ Flour
	+ Metal weapons + Armor
	+ Arrows
	+ Crossbows
	+ Fishing nets
* Foods
	+ Vegetables
	+ Bread
	+ Meals
* Policies
	+ Education length of alchemist
	+ Seraphin Policies
* Miscellaneous
	+ New insight ll, culture ll, and influence ll
* Vanilla improvements
	+ Blacksmiths + (metal weapons and armor)
	+ Boats
	+ Thieves
	+ Water filtering
	+ Giving upkeep cost to furnaces and kilns
	+ Discovering techs (especially in late game) that changes visual look of units.

* Late game features
	+ Essentials II (Obtain one of the special traits to unlock this)
		- Pantheon (see Seraphin policies for more info)
		- Theme changer

* Achievements
	+ All **Magix** wonders achievements.
	+ Some achievements do not require any wonders or ascending, such as obtaining 100 technologies or having a population of 500k people.
	+ Several of them have more bonuses than just extra fast ticks. They can gain you starting insight, for instance.

## Changes

* Ores
	+ pyrite added
	+ platinum ore added
	+ nickel ore added
	+ cobalt added
* Wonders
	+ The Mausoleum has an Evolving mechanic
Legacy Bees Mod

## Mod Description

**Legacy Bees**, made by *Shadowclaimer*, adds bee-related elements to the game. The mod adds **3** new resources and **1** new unlockable tech.

### Resources

#### Honeycomb

**Honeycomb** is a new resource that can be gathered. It is considered a source of food and has ***50%** chance* of turning into spoiled food when decaying.

#### Bees

'*Bees **are a resource obtainable by the Artisan after unlocking** Beekeeping**. You can convert them into** 3 **honeycombs with the Artisan by using the mode** Make honeycomb*'.

#### Honey

**Honey** is a non-obtainable resource because there are no recipe available. It has a ***95%** chance* of not rotting.

### Techs

#### Beekeeping

**Beekeeping** is the only tech from this mod. It requires **10** Insight and the Cooking tech to be unlocked. This tech adds a new option to the Artisan, making it able to produce **honeycomb** from **bees**.

## How to install the mod

To install **Legacy Bees**, you need to paste the mod link into the mod box.

1. Click the blue button on the top right that says in white lettering "Use Mods".
2. Under the line of code saying "data.js" put : https://cdn.jsdelivr.net/gh/Shadowclaimer/LegacyBees@master/modBees.js
Coal

THIS PAGE IS A STUB

You can help by editing it.

Coal is a resource obtained by Mines through their *Any* and *Coal* modes. The *Any* mode mines 5-10 of any mineable resource every in-game day. The *Coal* mode mines 25-30 Coal every in-game day, and requires the Prospecting technology.

It can be used in Furnaces with its *Steel Alloying* mode. The *Steel Alloying* mode converts 19 Iron Ore and 1 Coal into 1 Strong Metal Ingot every in-game day, and requires the Steel-Making technology.
Primitive Clothes

THIS PAGE IS A STUB

You can help by editing it.

Primitive Clothes is a resource crafted by Clothiers with either their *Sew Grass Clothing* or *Sew Hide Clothing* modes. The *Sew Hide Clothing* mode converts 30 Herb every 20 in game days into 1 Primitive Clothes. The *Sew Hide Clothing* mode converts 3 Hide every 8 in game days into 1 Primitive Clothes.
The Heritage Mod

The Heritage Mod is a mod for NeverEnding Legacy created by geekahedron. It features GUI changes and additional features.

The GUI changes consist of unit categories to stay on separate lines, and sorts all technologies into tiers.

The additional features consist of creation of log fires, and cremation tech.

Here's the mod link: https://cdn.rawgit.com/geekahedron/heritage/b56c8f22e288bc3c4725741a17cca237e0df6fe3/heritage.js
Neverending Legacy (Old)

In 2013 and 2014, before the current version of the game was launched, an early prototype of the game was developed by Orteil as a cross between Civilisation and an idle game after the success of his previous game, Cookie Clicker. In 2015 he published this first prototype online at https://orteil.dashnet.org/experiments/legacy/, where you can still access it to this day. This experimental version received positive responses, which motivated him to start a new version from scratch with fresh ideas, which led to the game that is available to play today.
Cruz Ramirez

**Cruz Ramirez** is a young, Hispanic female race car who is part of the more recent generation of Piston Cup racers. Before becoming a racer, she worked as a trainer and race technician at the Rust-Eze Racing Center. She trained younger cars and used a voice command assistant called Hamilton. A lifelong fan of Lightning McQueen, Cruz dreamed of being a racer just like him. She tried to help Lightning become faster than Jackson Storm. During the Florida 500, Lightning switched himself out for Cruz, who sported his number and sponsor. After Cruz beat Jackson Storm, she decided to race for the Dinoco team. Cruz is now sponsored by Dinoco, and her racing number is now 51, which was Doc Hudson's racing number. Lightning is Cruz's crew chief and racing mentor.
How to add a mod

## Adding Mods

Mods (short for *modifications*) are extensions to the base game created by third-party users. This game features a built-in modding API, allowing users to import mods without using external tools.

To demonstrate the game's modding features, this guide will use an example mod created by the developer Orteil. This mod adds two new Resources, a new Tech, and a new Trait.

mod.js (You can see how to create one by this example mod)

### Prerequisites

Mods cannot be added to an existing game. If one wishes to add mods, they must first start a new game. To do this, go to Settings, then click the "New game" button. This will open the main menu.

### Importing

From the main menu, click the "Use mods" button in the top-right corner. This will open the mod resource list. Some text should already exist in the white text field - this is the default data set the game uses and should *not* be removed. Instead, add a line break and enter the URL of the mod there. For this demonstration, enter the text `mod.js`, the URL of the example mod. For other mods, use the full URL. From there, click "Load mods".

### Testing

Once the mod has loaded successfully, simply start a new game and the mod should be in place. To see a list of mods the game is running, go to Settings, then click the "View loaded mods" button. This will display the names of the data sets imported, and their authors and descriptions can be viewed by hovering over the tags.
Philosophers

## Mod Description

**Philosophers** is a mod made by *Luckius\_* that focus on Insight generation. Just like the Thot mod, **Philosophers** adds an improved version of the Dreamer called the philosopher that produces ***x3.5*** more Insight.

This mod also adds a new tech -> Cultivation : adds ***50*** more Inspiration, philosophers produces 75% more Insight.

## How to install the mod ?

To install **Philosophers**, you need to paste the mod link into the mod box.

1. Click the blue button on the top right that says in white lettering "Use Mods".
2. Under the line of code saying "data.js" put : https://mrlucky974.github.io/NELMods/PhilosopherMod/mod.js
Garth Story 007: The Quest of the G-Ray

**Writer: Don Freeman**

**Artist: Stephen Dowling & Dick Hailstone**

**Published: 21st October 1946 - 26th April 1947 (E250 – F99)**

**Number of Episodes: 159**

British
 Intelligence tells Garth that a Russian scientist, **Oscar Villani**, has
established a scientific citadel behind an energy barrier in a remote
area of India. He is working on applications of the same
electro-magnetic energy suffusing Garth (the “G-Ray”) to threaten the
world. Only Garth can penetrate the energy barrier. Lumiere puts **Dawn** in
 a Finishing School and accompanies Garth on his mission to neutralise
Villani. **Captain Stark**, a double agent (working for Villani), captures
Dawn fleeing the Finishing School and learns of Garth’s mission. Posing
as a British agent, he accompanies them, with Dawn disguised as Ali, his
 Indian boy servant

Stark
 plans to overpower Garth and deliver him to Villani so he can learn
from him the secret of his G-Ray powers. Stark’s brutality to Dawn
causes her to reveal Stark’s treachery, but Stark succeeds in shooting
and wounding Lumiere and trapping Garth in a deep animal-trap pit.

Then,
 unexpectedly, enter **Karen**, engaged on the same mission as Garth, but
working for the Russians. After aiding Lumiere to recover and then
rescuing Garth from the pit, she joins forces with him. Stark is killed,
 but Dawn is captured by Villani.

Posing
 as a defector willing to assist him, Karen gains Villani’s confidence.
She learns that he has built the **Brain**, a fantastic electronic computer,
 with which he is able to keep the superstitious locals in subjection.
Garth penetrates the citadel to rescue Dawn. Expecting his attack,
Villani has programmed the Brain to hate and destroy Garth by projecting
 deadly G-Rays—only to get in its line of fire and be destroyed himself.

*Synopsis by Philip Harbottle*

**• Back to Daily Mirror Checklist**
Fishing

Fishing is a Research which requires Tribalism and costs 5 Insight. It unlocks the Fisher. It is required to research Fishing Hooks.

### Description

*Fishing is more than simply catching fish; it involves knowing where the fish like to gather and which ones are good to eat. It would be wise to check whether any of your territory contains fish before investing in this technology.*
Garth Story 154: Devil Woman

**Writer: Philip Harbottle**

**Artist: Martin Asbury**

**Published: 19th January 1995 - 29th March 1995 (D16 - D75)**

**Number of Episodes: 60**

Garth and Professor Lumiere witness an experiment to transmute metals, conducted by physicist **Jeff Barclay**. But alongside transmuted metal, there appears the almost nude body of a beautiful woman, who speaks an unknown language. Barclay is suspended pending a scientific inquiry. Lumiere assumes care of the mysterious girl, **Iana**, and with the besotted Barclay, teaches her English.

At the inquiry, Lumiere asserts that Iana is an alien who died in space, but whose body atoms miraculously reassembled in the laboratory. He is not believed, and Barclay is dismissed. Garth’s reservations about Iana are justified when she murders Lumiere’s housekeeper and paralyzes Barclay with the power of her mind. She seeks to destroy humanity as revenge for the destruction of her planet (now the Asteroid Belt) and begins murdering leading scientists, including Garth’s old girlfriend **Dr. Carol Highton**. A vengeful Garth succeeds in utterly destroying Iana by atomic bombardment with her transmutation machine.

*Synopsis by Philip Harbottle*

**• Back to Daily Mirror Checklist**
Garth Story 149: Champions

**Writers: Philip Harbottle & John Allard**

**Artist: Martin Asbury**

**Published: 15th December 1993 - 16th March 1994 (B299 - C64)**

**Number of Episodes: 78**

**Waxmel**, interstellar entrepreneur, (a parody of Robert Maxwell) stages sporting contests televised across the galaxy. His current champions are brothers **Dez and Zed Grimos** from his home world. Garth and **Megon** (a being from a high gravity world) are snatched across space to compete in three contests: a sled race across an ice zone, a race to find water in a desert, and a contest to ride on the back of a genetically engineered sea monster and steer it back into harbour.

Waxwel rigs the contests to ensure the Brothers’ victory. They win the first, but lose the second and decisive third, in which Dez is killed by the sea monster.

At the awards ceremony Zed hands over the Champions trophy to Garth containing a bomb planted by Waxmel, but Garth and Megon outwit them and both are killed. The triumphant Garth and Megon are returned to their home planets.

*Synopsis by Philip Harbottle*

**• Back to Daily Mirror Checklist**
Garth Story 145: Twin Souls

**Writer: Philip Harbottle**

**Artist: Martin Asbury**

**Published: 15th December 1992 - 16th March 1993 (A300 - B64)**

**Number of Episodes: 78**

Garth experiences vivid dreams of a planet dying from global warming. Professor Lumiere deduces he is telepathically linked to his “cosmic twin” on a distant planet (Lyra). He transposes Garth’s mind with that of Lyra’s ruler, **Crax**, who had been placed in therapeutic sleep. While he slept his “Shadow Leader” **Nazrin** has forced the population into building spaceships to migrate into space, unaware they are sabotaged to explode. An insectile alien race are focusing the sun’s heat onto Lyra through vast lenses in a tunnel cut through its moon, to force the exodus.

Garth and Crax’s girlfriend **Elvia** follow Nazrin to the moon, where he is revealed to be an alien who had been “wearing” Nazrin’s dead body. Garth and Elvia escape in a spaceship, smashing the lenses and destroying the moon in the process. Crax reclaims his body just as Elvia, unaware of the switch, is about to make love!

*Synopsis by Philip Harbottle*

**• Back to Daily Mirror Checklist**
Garth Story 011: Olympic Champion

**Writer: Don Freeman**

**Artist: Stephen Dowling and Dick Hailstone**

**Published: 12th April 1948 - 20th September 1948 (G87 - G225)**

**Number of Episodes: 139**

Whilst working with Lumiere on Crater Island, Garth is invited at short notice to compete in the 1948 London Olympic Games. Lumiere offers to fly Garth in his new rocket plane, accompanied by **Karen** and **Dawn**. But the still experimental plane flies off course and crashes in a lake in a lost valley where a colony of Greeks have preserved their old way of life since the fourth century.

Emerging safely from the lake thanks to Lumiere’s patent escape hatch, they are attacked by Greek soldiers who mistake them as Persian invaders. Garth repulses them with his prodigious strength, but without causing any fatalities, earning their respect.

Their advent has been observed by **Colchas**, a priest to the oracle of Apollo. **Pythia**, the Oracle’s priestess, is enamoured of Garth, so she pronounces that he has been sent by the Gods to compete in their Olympiad.

Garth goes along with the story to give Lumiere time to enlist the help of Colchas to recover his plane from the lake.  Colchas knows their origin and wishes to preserve the colony’s isolation.

The local culture demands that whilst in training for the games, Garth is separated from Karen and Dawn, who are placed under virtual house arrest by **Milo**, Captain of the Guard who is plotting to overthrow the government. His plan depends on his winning at the Games, so he arranges for an archer to assassinate Garth. Dawn is able to foil the attempt by dropping a heavy vase on to the archer’s head, killing him before he can fire his arrow. Milo has Dawn arrested for murder. He is enamoured of Karen, who plays up to him to learn his plans, and warns Garth. His and Lumiere’s intervention at Dawn’s trial clears her.

Garth duly wins the Games—and helps to prevent the overthrow of the government by Milo, in alliance with the now hostile Pythias, who has been spurned by Garth. She is shot by Karen as she attempts to stab Garth in the back. Garth slays Milo and the revolt is crushed.

The friends leave in Lumiere’s repaired plane, only to find it had been sabotaged by Pythias. They bale out by parachute. Garth is last to jump, and finds himself descending alone into the next valley, which Colchas had warned them to avoid at all costs!

*Synopsis by Philip Harbottle*

**• Back to Daily Mirror Checklist**
The Quest of the G-Ray

**Writer: Don Freeman**

**Artist: Stephen Dowling and Dick Hailstone**

**Published: 21st October 1946 - 26th April 1947 (E250-F99)**

**Number of Episodes: 159**

British Intelligence tells Garth that a Russian scientist, Oscar Villani, has established a scientific citadel behind an energy barrier in a remote area of India. He is working on applications of the same electro-magnetic energy suffusing Garth (the “G-Ray”) to threaten the world. Only Garth can penetrate the energy barrier. Lumiere puts Dawn in a Finishing School and accompanies Garth on his mission to neutralise Villani. Captain Stark, a double agent (working for Villani), captures Dawn fleeing the Finishing School and learns of Garth’s mission. Posing as a British agent, he accompanies them, with Dawn disguised as Ali, his Indian boy servant

Stark plans to overpower Garth and deliver him to Villani so he can learn from him the secret of his G-Ray powers. Stark’s brutality to Dawn causes her to reveal Stark’s treachery, but Stark succeeds in shooting and wounding Lumiere and trapping Garth in a deep animal-trap pit.

Then, unexpectedly, enter Karen, engaged on the same mission as Garth, but working for the Russians. After aiding Lumiere to recover and then rescuing Garth from the pit, she joins forces with him. Stark is killed, but Dawn is captured by Villani.

Posing as a defector willing to assist him, Karen gains Villani’s confidence. She learns that he has built the Brain, a fantastic electronic computer, with which he is able to keep the superstitious locals in subjection. Garth penetrates the citadel to rescue Dawn. Expecting his attack, Villani has programmed the Brain to hate and destroy Garth by projecting deadly G-Rays—only to get in its line of fire and be destroyed himself.

*Synopsis by Philip Harbottle*

* Back to the Daily Mirror Checklist
Boric

## Origin

Boric is a stuffed banana that was obtained at Dave and Busters arcade. Originally bought as a gag, Katie saw potential in the plush, and decided to show him off in occasional streams. Boric originally had no name, until one day Katie's stream was hosted by a widely famous twitch streamer. This resulted in her gaining over 800 viewers simultaneously. The viewers asked for her to call the banana Boric from now on, and smitten over the host, she complied.

## Meaning

Boric is the name of LNG's mascot, and Katie's streaming buddy. He is a giant banana, donned with makeup, and a seductive face. Despite the fact that he is Katie's streaming buddy, she has repeatedly gone on record saying that he disturbs her, and he is occasionally seen in the background, suspiciously plotting some sort of scheme.

## Usage

Boric is often referenced or seen on stream. Those who know what Boric is know.
Cured Seafood

Cured Seafood is an improved form of Seafood, created by using the Firekeeper's *Cure* mode. While it does take one Salt per process, each process results in two Cured Seafood, essentially duplicating Seafood at the cost of Salt. It provides more Health and four times as much Happiness as Seafood. It provides less health and more happiness than Cooked Seafood, while having a significantly lower chance of decaying. Additionally, when eaten it may occasionally produce a bone.
Characters: Astra

**First Appearance:**

Garth's true love Astra is the last of a race of ancient god-like entities dating back to ancient civilisations some 5000 years ago who had conquered the natural world and were virtually eternal - but who could not let emotions like love take hold of them, for fear of being turned to evil. A number of stories feature Astra (known to the Romans as the goddess Venus). Her nemesis is **Baal**, the fallen Apollo who has aligned himself with the Dark Forces of Nature.
Characters: Garth

**First Appearance: "Garth"**

As a small child the man who would become Garth was washed ashore in the Shetlands in a tiny coracle (this origin not revealed in "The Saga of Garth"). Pulled out of the sea by an elderly couple who then adopted him, Garth grew up to be incredibly strong. He became a Navy Captain, but his boat was torpedoed and the shipwrecked Garth was washed up from the sea on a wooden raft, amnesiac from his experiences, coming to land on a small island. There. he is discovered by Gala, a native girl, who introduces him to her people, and who he later saves from a despotic tyrant.

In "The 7 Ages of Garth", we discovered Garth could relive his pat incarnations - effectively travelling through time and space.

In the 1970s story "Journey into Fear" it was revealed Garth had extra-terrestrial origins. His great-grand father, Space Exploration Commander Wolfen from the planet Saturnis, fell in love with an Earth woman and Garth was the result of their relationship.
Garth Story 005: The Saga of Garth

**Writer: Don Freeman**

**Artist: Stephen Dowling & John Allard**

**Published: 22nd January 1946 - 20th July 1946 (E18 - E171)**

**Number of Episodes: 154**

In this last phase of his trance, Garth relives his earliest years in the present.

Shipwrecked off the island of Thule, the baby Garth is washed ashore in a crib with a strangely inscribed sword. He is adopted by **Ragnar**, leader of a community descended from Vikings, and his wife **Thora**. With his great strength of mind and body as he matures, Garth seems destined to succeed Ragnar as leader.

Ragnar’s renegade brother, **Sven**, leads a gang who loot wrecks washed up on the isle. Enraged to discover his daughter **Gerda** plans to marry Garth, Sven tries to shoot him. Seeing his action, Gerda runs to warn Garth — straight into the line of fire. Garth kills Sven in retribution, and buries Gerda where she died, along with the sword found in his crib.

*Synopsis by Philip Harbottle*

**• Back to Daily Mirror Checklist**
Garth Story 006: The Awakening of Garth

**Writer: Don Freeman**

**Artist: Stephen Dowling & Dick Hailstone**

**Published: 22nd July 1946 - 19th October 1946 (C172 - E249)**

**Number of Episodes: 78**

Garth joins the Royal Navy, to fight the Nazis. His ship is sunk in the China Seas, and he abandons ship on a raft, eventually being washed up on a strange shore to be found by Gala.

His memory restored, Garth has Lumiere fly him to Thule, to see his adoptive parents. Lumiere’s mystic ray has imbued Garth’s body with an electro-magnetic energy, causing any electric machinery near him to cut out. These powers enable Garth to prevent the government from turning Thule into a radio and electronics centre, and return control of the island to Ragnar.

**Karen** and **Dawn** have followed Garth, but still mourning **Gerda**, he tells them he is not interested. Rebuffed, Karen flies off, leaving Dawn behind. Lumiere perforce becomes her guardian.

Because of his unique powers, Garth is then recruited as a special agent by the foreign office to undertake a top-secret mission in India…

*Synopsis by Philip Harbottle*

**• Back to Daily Mirror Checklist**
Garth-mirror Wikia

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Garth Story 133: Swordsman of Subucus

**Writer: Jim Edgar**

**Artist: Martin Asbury**

**Published: 15th December 1989 - 16th March 1990 (X299 - Y65)**

**Number of Episodes: 78**

On the planet of Subucus, men have become slaves to **Lilith**, sister in evil to **The Great Beast**. Her assistant, a witch named **Morcred**, tells Lilith about Garth, a man capable of resisting her charm.

Morcred summons Garth through the Sword of Honour, a prize presented to him for winning the British Fencing Championship.

Garth is tricked into believing Lilith has denounced her evil ways and has fallen for him. She becomes a bat and poisons Garth with a bite to the chest. **Captain Creda**,a servant to Lilith, rescues him by sucking out the poison.

Morcred turns into a monstrous swordsman that Garth defeats with his sword. A group of rebels and fugitives, led by Creda and her brother **Tirus**, come together and attack Lilith's palace. Once again she becomes a bat and escapes. The planet of Subucus is now at peace and Garth returns home to Earth.

*Synopsis by Ant Jones*

**• Back to Daily Mirror Checklist**