recursal/Fanatic-Fandom huggingface dataset:
Starting Out

Starting out, you should be faced with a "Powered by Unity" screen, followed by the current "Falling in the void" menu that the original game has had for the long years. If you feel like this contradicts the plans for the menu screen to have scenery background, be assured that this initial fall scene is completely intentional.

Anyways, feel free to tap on the Play button which will function almost identically to Hybrid Animals', pick your hybrid, get spawned in one of the four possible regions, and have fun! It's probably going to be a long haul...

Also… Something that’ll make the game way worse

## Setting

The current project takes place at a point in time very close to the current Hybrid Animals' world, with most of the old (and new) locations intact, though, of course, there are some additions as the old Shindo-Yandi war has become a pivotal moment in the world lore's development.

Shindeon and Yandeon's deaths, leading to their spectral forms, opened up discovery of the Spirit Realms, which serves as a projection of reality onto itself. In a world with usual regressing technology and quickly developing magic, this proved extremely beneficial for communication and transportation, and hybrids grew to be the dominant lifeforms.

However, this growth is not stable in the slightest because of course it isn't, so while you are popped into it with the ability to do whatever you want, it's not false to claim that you'll probably be somewhat dragged into the conflicts of the local regions.

## Links:

Hybrid Creation

Noobia

Damp Cavern: (No link yet)

The Great Tree: (No link yet)

Remnants
Experience

I've suddenly decided to go "Fuck it, we ball!" and remove the current system entirely. Replacing it are the following:

### Genomes

Continuing as the default power gaining method, but only on Combative Stats. The longer your hybrid has survived, the more this stat is piled up.

Flows back to 40% of the accumulated value on death.

### Weapon Mastery

Includes the skill unlocks for specific weapon branches, and the stat boosts for your specific weapons.

The latter is gained until capped up as you use the weapon, but will not be kept between them.

### Dexterity

The Mastery experience type for placing blocks. These don't go away due to the nature of hybrids, but getting them requires pushing the stats of your builds.

Unlocks options for additional upgrades on all blocks, including structures and modules.

### Communication

Increases charisma, allowing for higher arbitrary NPC scores which helps speed up the game progression.

Also allows for better control over tactics in the Avian playthrough.
Air Spells

These are spells used for combat, going between the lines of defense and utility. However, since they grant neither stat increases in tanking potential nor in damage, it's advised to use these spells more wisely than not. Include Wind Jet, Freeze and Force Push.

Every one of these spells only require level 1 in Spell Power.

### Wind Jet

Featured in the Basic Spellbook.

Summons a wind jet behind the player, granting them an enormous speed boost that's similar to Sprint. Can be used for situations in which gaining either acceleration or distance is a must.

Acceleration increases by 20% for each boost.

### Freeze

Featured in the Advanced Spellbook.

Freezes nearby water directionally. This applies to water in it's block, tile and spell forms, but can also apply to enemies if the distance is small enough. Freeze duration is based on the spell power and initial casting distance.

### Force Push

Featured in the Advanced Spellbook.

Generates a bubble of compressed air around the player, which quickly explodes with a violent bang. Generally used to deal knockback along with a significant bit of damage, though the effect also affects thigs attached to you. This could lead to certain alternative uses.
Berries

Compared to Hybrid Animals, these actually don't get altered very much. I've decided to keep most of the properties, mainly the design and variations. In other words, they are still the same not-quite-bushy plants with six leaves spreading out in a circular, symmetric pattern with three fruits stationed on top of a relatively soft and short body.

Each has a small cylindrical collision box and a secondary cylindrical interaction hitbox for berry collection.

For additional passive features, they are considered to be a light plant (Like most plants in the category you're exploring at the moment), meaning they can be placed on top of both terrain and structures without affecting much of their structural integrity. Traps are a thing here so you might wanna keep it in mind.

## Land

### Blooberries

For those who didn't know, this is the old name of the common berry in the original. It just feels really neat to put back in, I seriously wonder what made TFH change it to just "Berry".

(Insert old HA image here since it's relevant)

These spawn in Grassland biome chunks to serve as a partially reliable food source as well as basic healing in the form of health regen, and that's mostly it really...

### Salmonberries

A variant of the Blooberries which was made for the Evergreen biome. These can also be found in Overgrowths, and sometimes (Very rarely) Bloom chunks.

(Insert another image here)

Due to certain adaptations to the biome, these don't do much on their own. However they do seem to add different effects when combined with other ingredients, making them a common potion base.

### Desert Dates

A suggested date bush type spawning in deserts as additional plantation, with a honest-to-God actual bush design. These don't have potion effects either, but they do temporarily cancel out the dangers of walking on a desert if you can get to them.

### Moonberries

Rare berries spawning in the Snow biome, fabled for their ability to enlighten hybrids with a different worldview, also one of the two types which has an actual non-healing effect.

(More images)

When eaten normally, instead of health, you actually get some of your energy back. This somehow still synergizes with the new energy system.

When turned into potions (Moonberry Juice), the energy surge causes the player to immediately use Eagle Eye, which synergizes even better with the modified perk system (TFH should have actually added it in, this playerbase is crap)

### Goldberries

An unique species of berries which spawn in Evergreen chunks. These consume a lot of nutrients, which lowers the plant concentration of the local area. Use this knowledge to locate them more easily.

(image)

These berries possess extremely powerful generative capabilities, so powerful that they give off experience when consumed, and heal a massive portion of your health when converted into Super Jam.
Acid

Neskani rūgštis, nepatariu ragaut.

Tai yra elementas, jeigu dar to nesuvokėt.

## Ką pragriaužia

smėlį, žvyrą, sviestą, vandens, akmenuką net, ledą sugeba irgi tik reikia pakrutėti, dujas kaip ir irgi, klonerį, mites, medienačką, augalo skilvelį, fungusą tokį bjaurų, sėklas, net ugnį prarija, lavą, Dustiną (ne Justiną!) ir aliejų.
Dracula

**Dracula** was an aristocrat in Gothjago who was a Full-Vampire. He was slain by a vampire hunter named Van Helsing and his companions.

## History

Dracula was born as a Full-Vampire, he practiced sorcery and eventually changed his name to Dracula a word which means "Son of The Dragon." He became a rich count and frequently enslaved servants and killed Surface-Folk who lived in the Realm of Gothjago. He had three marriages, His first marriage was with an unnamed Vampire, they had a daughter named Marya, however he disposed of her at some point. His second marriage was with a human witch, she bore him a Half-Vampire son name Alucard. However, his second wife was burned at stake for witchcraft. He killed one of his subjugates, a woman named Marishka, after biting her and she became a Vampire. He married her and they had two children, Verona and Aleera, Dracula had an incestuous relationship with both of them. At one point a team of people affiliated with Van Helsing hunted Dracula and worked together to behead and impale him. His Wife and Daughters managed to kill one of Van Helsing's companions but were destroyed as well.

## Personality

He's extremely Ruthless, Heartless, and Cruel, Manipulative and Intelligent. He doesn't care about anyone, even his wives and children.
Other Spells

This page contains spells not following the standard system. These typically use more exotic crystals, without any boosts needed for their already high quantity of power.

### Magma Grenade

Utilizes the unleashed heat of a Magmite Shard to create a delayed ball of lava, burning things in it’s vicinity. Converts directly contacted blocks into magma, causing permanent terrain damage and further burning the victims. To balance the high damage output, the projectile can be seen as it’s deployed very quickly.

Can act as a direct counter to Wave and Rock Barrier.

### Ice Spikes

A much more powerful variant of Freeze, causing spikes made of ice to protrude from the ground and impale opposition. Victims in half-chunk range will get frozen in contact with the fanned-out AoE. Has a 0.5 second charging time to balance out.

Acts as a direct counter to all fire spells, though doesn’t have much effect against other elements.

### Vampirism

Uses a Dark Shard to turn it’s user into a vampiric attacker, healing off of victims’ wounds. Additionally tags every victim for easier tracking. The effects last a total of 5 minutes with an initial 50% drawback on max health, which should still be enough for somewhat sustained usage.

### Smite

Channels the raw power of an Arcaneous Shard into a bolt of lightning, striking enemies from above. Always deals 35% damage on enemy health, **player or not**, with an 1s charge time, A good coordinated attack will wipe out any creature in it’s designated AoE.

Since Arcaneous Shards are very rare however, the main usage of these would be from moderators who have unlimited access, mainly as a health check on stathackers.
Large Plants

Categorization: Plants that force you to break them for the resources, but without the requirement of an axe. Brutally needs an increase in biodiversity as an expansion.

## Land

### Cacti

The stereotypical desert plant that gives you Cactus Chunks when broken. These can be converted into Cactus Juice, which allows for increased defensive attributes. However, you will feel the prickly spikes while attacking it.

Due to it's low water requirement, you can plant them in almost anywhere, making them effective early-game target practice or rudimentary experience farms. Each has 3 hitpoints.

### Giant Pumpkins

Due to the sheer mass of the thing, it'd be impossible to pick the thing up by hand. This is why you'll need to break them instead.

Each has 5 HP and gives 5 times the pumpkin per pumpkin when broken.

### Sugar Cane

Found a few blocks away from riverbeds, these are your alternative source of sugar. Can be used for lowering strain on honey farms.

Each plant has 4 HP.
Crystals

Thanks to the relatively late discovery of magic and the disappearance of technology, crystals are in awkward positions when it comes to their abundance. On one hand, they aren't *off from existence* like gold. On the other, demand increases every passing day and thus they get harvested more and more quickly as time goes on.

### Common Crystals

Include Rubies, Sapphires, Amber, Amethysts and Emeralds, spawning adequately in most biomes (Specific biomes can spawn more of some types) and are quite abundant underground. Used for jewelry and function as the basis of elemental magic, the most widely known magic type here.

### Magmite

A fiery ore found in the depths of the Underworld, causing blazing burns to things foolish enough to tap into it's power. A common heat source and potent energy source, yet isn't used frequently because of it's own nature.

### Ice Shards

As the temperatures of specific regions drop to brutal degrees, these shards started forming, somehow imbued with power with origins completely unknown. As the cold travels with them rent-free, they are used for cryomagic, including armor capable of resisting the intense heat of the Underworld and weapons that slow down opponents.

### Dark Shards

A creation from not too long before the Shindo-Yandi conflict, a direct consequence of the Spirit Realms' decay, said Yandeon. Possesses traits seen in the Red Affliction, being a massive increase of power coming from bloodshed. Should be utilized with caution, even though equipment using them might seem common.

### Plasmium

A foreign material discovered in asteroid collision sites, storing the energy from falling as amounts of heat too volatile for any sustained usage. Magmite seems to be able to keep it in check, though still coming with self-destructive downsides.

### Charge Shards

A rare crystal that is alleged to be a powered-down, usable version of either Plasmium or Arcaneous Shards, but there is no proof as direct conversion remains unknown and undoable. These somehow are found most commonly in mountains and caves, making the theory more implausible. Channel energy throughout a hybrid's body, making them physically stronger on many fronts.

### Arcaneous Shards

Crystals giving players the capabilities to channel lightning from the sky, and are regarded as the most powerful things ever used for non-spirit magic. Responsible for causing the permanent flooding on Rain biomes, as nearby clouds are constantly charged.
Shindo

Shindo is currently the most massive civilization in this land, encompassing a large quantity of Snow chunks and several colonies. Ruling over it is the previously mentioned King Wing, who seems to have not been doing a good job ruling over his own kingdom. Full honesty here though. **It is absolutely rampant with riots and corruption.** It's not easy to spend a day here without hearing the words of an uprising, revolution, violent suppression, or the panic ensuing from the chaotic recent matters. However, since you've embarked on the journey towards here... The bandits have left you alone, thus you can ask for a direction to the castle. Today is a lucky, slightly peaceful day.

Links:

Sabotaging The Sabotage

The rest of the Shindo Capital

Outer Shindo
Gumpy Pug's Materials Shop

A red shack with yellow trims located in the northwest corner of Noobia, a handcart rests on it's left. Inside is Gumpy Pug with some basic furniture laying around, and the only fireplace in the town. Looks like this is where everyone gathers for dinner, since it's cold outside. You can use the Crafting Table here. Enjoy the coziness, there is likely a job or two for you tomorrow.

Out of all Noobia NPCs, Gumpy Pug probably has the highest task frequency, mostly absent from his shack during the day, though sometimes returning at noon for that rare lunch opportunity. He's not too happy about it either, as referenced by a massive mess of incomplete, yet finely put together items in the southeast corner of the shack. I mean, helping people is fine and dandy, and the most profit in Noobia is something to brag about, but being denied of what you actually do kind of sucks.

If you happen to meet him, he's going to sell you some pretty good infrastructural stuff (T1-3 Infrastructure) and some things he said to be "a massive disgrace to his dignity, and his legacy" (T1 Furniture). Alternatively you can choose to accept his quest and travel west!

Link: (Nope not yet)

Involuntary Charity
Physical Combat

## Hitting an enemy

Like the Basic Movement page specified, you double tap to attack, and sprint at the same time. This does cause overlap issues, but it also somewhat allows dodging melee attacks which are usually done at hard-to-avoid ranges. You also charge up your weapon's attack power while running, with the weapon model flashing white at Ready and red at Full. Ready means you won't stand awkwardly waiting for your weapon to wind up, and Full means the attack will be slightly slower, but significantly stronger. Use this information wisely.

The melee weapon variety is probably a bit smaller compared to Hybrid Animals (Sike, I changed my mind!), but I don't think that would hurt too much since the stat mechanics, aside from using percentages instead of raw numbers with only addition built into them, only have the addition of a crit-based durability system. The biggest difference would be the low-cooldown special moves you need to hold for a bit to properly execute, and the revamped effects.

Links:

Weapon Types

Weapon Effects

## Defending yourself

Thanks to revamped attack methods, the combat is a lot faster. Terrifyingly fast, even. That doesn't mean you can't protect yourself, though. Even if confined within the melee system, there should be ways to protect yourself.

The first option for you is to dodge the attacks. Unless it's knife mains coming at you in ludicrous speed, which is very foolish of them to do, a lot of melee attacks are possible to avoid if you can depend on the stall timings and weave your way out of an attack. To go fierce, hit your enemy on the side to assert dominance.

Armor actually reduces damage here, so it should be possible to tank a few hits. The additional bonuses from the effects should be pretty handy.

Alternatively you can use a shield, which serves as a stronger but clunkier piece of armor.

Links:

Armor Types

Armor Effects
Wind

paranormalus reiškinys užfiksuotas kameroj

kažko visąlaik jis šiltas ir tai mane blaško

## buvo kelių rūšių, liko 1

* **saulės (dabar kur išlikęs)**
* vakarų (gerai, kad nebeliko, nes taip jau nekenčiu ikišiol jų)
* vandens katės (labai mažai kas žinoma apie ją)

## (Cheminės) savybės

Per daug vėjo nesveika, nes dideliais kiekiais jis gali būti per karštas. Kuo vėjas tamsesnis tuo jis stipresnis. Per stiprus vėjas gali sukelti didžiulį slėgį, nuo kurios gali net užsiliepsnuoti Dustina (jokiu būdu ne Justina), tad geriau su vėjumi stipriai neužsižaisti. Taip pat nuo stipraus vėjo byra akmuo, puikybės nusipelnęs elementas tampa niekingu smėliumi, sugadina ir dirvožėmį. Tačiau iš vėjo yra ir naudos. Jį galima panaudoti augalui platinti. Pučiamas augalas po mažu tįsta, dauginasi (nelytiškai man atrodo). Taip pat vėju galima plėsti žiedadulkes, kurios yra gaunamos iš subrandintos sėklos gėlės, tačiau žiedadulkės yra kuklesnės ir yra labiau baimingos vaisimuisi, tad, kitaip su įprastu augalu, reikės gerokai daugiau paplušėti.
Magic

## Elements and Enchanted Crystals

Each gemstone type corresponds to an element, as the typical Fire (Rubies), Water (Sapphires), Earth (Amber), Air (Amethysts) and Grass (Emeralds). The mechanics of this is never explained and will remain so because I'm neither scientifically well-suited nor creative enough for it.

The crystals themselves cannot allow you to cast spells though, as you would need an actual power source. This can be done by using highly energized materials, specifically Uranium or Charge Shards. The result from this fusion is a Casting Crystal.

Arcaneous Shards are used for Smite, so using them does make your spells ludicrously powerful. However this is highly unadvisable due to the extra charge time, forcing these spells to be used for demolition instead of PvP.

## Casting System

Due to the usage of enchanted gemstones as main power sources, you cannot really pick a spell before using the crystal itself. Thus this system is born.

After using the crystal, the spell icons will appear in a circle. Using the aiming system, locking on one of them (Releasing) after you start moving the arrow results in the corresponding spell being chosen. You can then actually aim the thing towards your enemies.

Since most spells are unique, their charging animation should be unique as well, since why the fuck not?

## The spells themselves

Fire Spells

Water Spells

Earth Spells

Air Spells

Grass Spells

Others
Hive Produce

Hives and Nests have their resource strapped onto them like common plants, but also turn into randomly generated Pocket Dimensions when the hybrid is shrunken down enough to enter. This additional function allows for more resources per block, or alternatively, an alternative resource that might prove useful.

### Beehives

Spawn in biomes with an average amount of vegetation, possibly with flowers, though also have a high likelihood to be surrounded by hornets. As such, the honeycombs, which would usually end up inside the nest, are outside for players to collect.

When entered, they offer more Honeycombs, as well as Beeswax if you want to get your hands on it. Honeycombs are used for candymaking in the potion system, while Beeswax is used for niche utilities, such as candle making, machine lubricant, waterproofing, etc...

The Bloom biome removes the hornets, but you'd also have to manually venture into the hive for resources.

### Spider Nests

Spawn in humid biomes, such as Swamp Marshes, Mudflats, and Rain, guarded by spiders belonging to them.

These offer Silk, and if entered, very durable Strings you could use for making stronger ropes. This could, if by desire, upgrade into multiple uses.

### Anthills

Located in high-vegetation biomes, colony ants have proven to return as a powerful force in nature, even when the world is made of hybrids. These chunky anthills offer a large quantities of Bug Meat, fueling more shrunken dives, as well as providing a supply of somewhat useful automation.

### Carcasses

The Wastelands are not forgiving places and thus dead things immediately are consumed by nearby flies. Maggots are alive, so they can serve as pretty good fish bait.
Petunia's Sewing Shack

The blue shack located at the right of Gumpy Pug's Materials Shop. In Hybrid Animals. this shack has a Gold Chest on it's left, serving as your first taste of a support chest. This will get replaced with a regular loot chest, mostly containing cotton or silk. There will sometimes be coins (Defaulted in the first day in each slot) too, though the amount is often less-than-significant unless you want to speedrun the game.

Petunia's a relative newcomer here, constantly in her shack, working on clothes and honing her sewing skills to make better products. However, the clothes rarely ever get stockpiled in the shack. The products shown in the shack itself still changes every now and then, however, signifying that she's actually dedicated to the job. More charitable than a lot of Noobians, which is a pretty darn big deal!

You don't really have many quests with this character and she serves mostly as half of a exposition giver and half a miscellaneous merchant, though most of the time, as stated, she stays in the shack. She only travels outside of Noobia to grab some cotton from a nearby cotton farm, and it's usually in large batches.

It's strange however, why she picked specifically Noobia to start her sewing business. There are bigger fish in the sea...
World Generation

Since HA uses a procedurally generated game environment, this page will help you navigate through how each step of the process would go. At least I thought so.

A more in-depth procedure

## Terrain

Using standard Perlin Noise procedures, the world will start the initial generation with basic and recognizable terrain types you can predict on any game with randomized terrain. Flatlands, hills, mountains, ravines, all that good stuff. I doubt much of that would change honestly, since there isn't much.

Next up then, terrain is locked for town establishment, because surprisingly HA has a fixed town map and I absolutely refuse to have it any differently. Chunks including the towns and relevant structures will stay the absolute same in terrain until you modify it yourself. Also, after some considerable distance, the Molten Barriers chunks' terrain will be fixed for quite a while, though I expect breaking that limit gives you access to normal chunks again.

After that, sprinkle in some randomly generated special terrain maps basically everywhere and we're ready to go ig.

Links:

Normal Terrain Types

Special Terrain types

## Biomes

Biome generation starts at the towns, due to it being fixed there. Next, whatever is in the areas between towns gets their biomes quickly determined based on terrain types and biome chunks next to them. As a follow-up for adding randomness, a number of chunks (Preferably 10-12) from different parameters get their biomes chosen early, paving the way to more open generation dynamics.

If the biomes start to conflict each other very badly, a Transitional Biome will be shoved between the two (Replacing part of each) and the generation continues.

Chances for an Extreme Biome to appear in each chunk should be somewhere near 15%.

Links:

Normal Biomes

Transitional Biomes

Extreme Biomes

## Other elements

This section shall only contain links.

Resource Generation

Mob Generation

Liquids
Basic Movement

## Making turning a bit less instant

In Hybrid Animals, since the controls are very simple, turns are completely instant. This means the maneuverability of each hybrid is fixed at 180 degrees maximum, a bit too high for my taste. So I decided to limit that to somewhere around 80-120/turn, ranging rather wildly for different hybrid combinations. Small enough to make being slow very niche, but it's not big enough to allow much one-tap-cheese in the turns.

## Varied movement speed

The range gets more varied than standard, at 50-150%. The faster you get, the weaker your defenses (30-120%) will get. If you're too slow you'll end up like the snail, and if you're too fast you'll end up like a cheetah. I recommend going for somewhere more related to the middle ground, though niche builds involving the extremes of speed will still be viable thanks to the perk system.

## With all of that, how do I walk?

Good question! The answer is pretty simple honestly, tap once to walk/interact and tap twice to run/attack.

As you can see, it does clash with the combat system a bit, but you should be fine. Following someone without combat intent can be achieved by running via taps on the ground, then using a single tap on the player.

## Jumping and Flight

TFH plans to add jumping when he eventually implements 3D terrain into the game (Again, I doubt that will happen given how the game is rn), and it's a standard jump that might also be combined with Bounce Pads. Flight however, is a bit different.

The Flight system implements gliding mechanics which gives the player a constantly descending (Albeit slowly) hybrid if combined right, and a lift system which is highly dependent on the biome you're in, combined with your current altitude. Use the sprinting controls midair to achieve flight.
Combative Stats

Include stats such as Strength, Power and Agility.

## Strength

Fuses the stats Health and Health Regen from the original game. Thus, this stat allows you to both boost your ability to regenerate health, and bulk up certain hitboxes for damage reduction. Unfortunately each hybrid is likely to only have like 3-4 built-in hitboxes since I know jack shit about coding and overcomplication would cause the prototypes to crash other devices.

General upgrades will boost overall hybrid health by 2 points each, with Genome upgrades also being present on the table.

[Interface image]

### Head Hitbox

A small hitbox located at each hybrid's head.

[Image]

Being hit with much force here results in a concussion, which causes graphical confusion and mutes your audio feed (typical concussion syndromes). Investing Genomes into this section helps lower the effects of said concussion, which will allow for better recovery. Stuns are not accounted for though.

### Torso Hitbox

The main, central hitbox.

[Image]

Contains most of a hybrid's health, and also responsible for knockback management. If enough bulk is Genome-maintained, a lot of knockback will be reduced from heavy blows. However, the upgrades do not manage your recoil.

### Optional Hitbox

A special hitbox located at special regions of few creatures.

[Images]

Their debuffs act differently depending on which hybrid they're on, as these are very niche.

## Power

This is a renamed and slightly revamped Attack stat since I've decided to remove Power Energy upgrades in general. Call me a meanie but we all pooled our upgrades into them and honestly I had been pissy about it for ages.

Like Strength, the default buff is a +1 in attack damage, and you further upgrade this stat in multiple sections.

[Interface image]

### Grip Strength

These upgrades allow you to enhance your capabilities regarding weapons, by increasing attack stability (A fancy way of saying your crit chances go up quite a bit).

[Images]

### Bloodthirst

Gives a permanent, but much weaker version of Maul, aka your attack speed goes up but your awareness goes down. The effect slowly wears out as you level up, which keeps the upgrade pressure.

[Images]

### Venom Potency

Allows for more deadly toxins to be launched during usage. This sometimes also boosts defensive strength, specifically in the case of poisoning.

[Images]

### Movement Speed buff

Run Speed returns in a nerfed form to further boost those who actually invest in it.

### Dodge Chances

Being more agile means there's leeway for improved reflexes. In other words, this is Dodge, but it actually fucking works.
Serena-K.C. Relationship

The relationship between K.C. Clayton and Serena Williams-Stanley is known as **Kerena** (**K**.C./S**erena**). Their relationship began in Season 8 of Eastside Academia.

## Information

### Started Dating

(S2 E14) (1st relationship) (S3 E16) (2nd relationship)

### Finished Dating

(S3 E15) (1st breakup) (S4 E2) (2nd breakup)

## Relationship History

### Overview

Serena and K.C. started dating in **Season 2 Episode 14** and broke up for the first time in **Season 3 Episode 16**. The two were best friends since they were in kindergarten, and K.C. had a crush on Serena since 5th grade.

### Season 1

In **Season 1 Episode 1**, Serena and K.C. are both introduced alongside Cassie Vasquez
Normal Terrain Types

## Overview

**These are the basic stuff used to generate the first phase of terrain.**

A world has base terrain levels ranging from -11 to 11 (-11 to -7 for the Underworld; -6 to -1 for the aquatic sections, 0 to 5 for the ground, and the rest being air), corresponding to 2200 blocks.

Terrain Oscillation basically determines the amount of blocks that can be raised up/lowered down per alteration.

Oscillation Score determines both the size and violence of the oscillation. The higher it is, the smaller the oscillation points and the more pyramid-like the terrain is.

Generation can also be separated into layers, with Layering Frequency determining how often an additional layer of terrain will appear.

### Flatlands

Size: 15-20 chunks

Base Terrain Level: -9; -8; -6; -2; -1; 0; 1; 2; 8; 9

Terrain Oscillation: 0-3 blocks

Oscillation Score: 1

Layering Frequency: 50%

Layers: 2-4

Abundant terrain type which allows for large-scale construction. Some are more viable for this purpose than others though.

### Hills

Size: 9-12 chunks

Base Terrain Level: -8; -7; -4; -3; 2; 3; 4

Terrain Oscillation: 5-20 blocks

Oscillation Score: 2

Layering Frequency: 20%

Layers: 1-3

Smooth-ish hills serving as minor navigational obstacles.

### Mountains

Size: 20-50 chunks

Terrain Oscillation: 40-100 blocks

Oscillation Score: 3

Layering Frequency: 50%

Layers: 4-8

Enormous chunks of rock with likely varying materials, serving as massive hurdles to navigate through, effectively blocking regions of the world.

### Ledges

Size: 5-15 chunks

Base Terrain Level: -9; -8; -5; -4; 0; 1; 2

Terrain Oscillation: -30 to -50 blocks

Oscillation Score: 3

Layering Frequency: 0%

Layers: 1

Deep ledges players can fall into if attention is not well-paid, however are small and can likely be seen a moderate distance away.

### Cliffs

Size: 10-20 chunks

Base Terrain Level: -10; -5; 0

Terrain Oscillation: -75 to -150 blocks

Oscillation Score: 4

Layering Frequency: 20%

Layers: 1-2

If you ever fall into one of these... Congratulations, you're dead. Say goodbye.

Editor's note: This page is very incomplete as I'll have to add additional terrain types before proceeding. Feel free to add some in if you know the rules enough.
Cloner

argi ne žavus??? gerai gerai... jokių daugiau simpatijų

Cloneris yra stebuklas, juo sugėbama nukopijuoti bet kokį elementą (išskyrus patį save, ir siena, nu bei kaip ir tūštumą, bet čia savaime suprantama), netgi išdykėlę rūgštį (uk ji).

## (Cheminės) savybėlės kaip visada.

Kaip sakyta, kloneriu galima nuklonuoti beveik bet kokį elementą, ir klonuos tiek, kiek sugebės ištalpinti (va čia tai bent, atsidavimas) jeigu elementas nėra stovintis. Rūgštį irgi galima nuklonuoti, bet iš karto ji tą klonerį surija, kaip beveik betkokį kitą elementą. Kad to nepasitaikytų, galima padaryt štai taip:

Toks bugelis (ne, ne apie mites kalbama. arba antis) įdomus, naudingas.

Bet koks (su prieš tai jau minėtom išimtim) prisilietęs elementas klonerį aktvyuoja, ir paskui aktyvuotas kloneris prisilietusį elementą klonuoja. Aktyvuoto klonerio negalima įtikinti klonuoti jau kitus elements, tai jeigu pavyzdžiui smėliu susižavėjęs kloneriukas nesileidžia būti įsakytas kurti dustiną, tiesiog ištrinkit tą klonerį kaip reikiant ir pakeiskit tiesiog nauju šviežiu virginišku kloneriu (tik žiūrėkit, kad vėl smėlio neprisiliestų). Aktyvuotas kloneris beje yra šviesesnis už paprastąjį.
Fire Spells

Spells focused on high quantities of damage. Countered by some Water and Air spells while effective against Grass spells. These currently include Fireball, Malicious Aura and Firebeam.

### Fireball

Spell Power Requirement: 1

Featured in the Basic Spellbook.

Casts a typical fireball at your opponent, causing powerful explosive damage and a short afterburn. The more powerfully you decide to cast it, the more potential damage is made. Effective at close-mid range and at intercepting most projectiles.

### Malicious Aura

Spell Power requirement: 1

Featured in the Advanced Spellbook.

A team-focused Self-AoE spell which boosts allied attacks, by buffing both attack damage and attack speed. This gets boosted with additional power as usual. Best when used with many allied players, especially in clans. The effect stays on the affected until the duration runs dry.

### Firebeam

Spell Power Requirement: 2

Featured in the Advanced Spellbook.

Charges for 3 seconds before firing a devastating long-ranged beam towards the direction it's aimed at. Causes a good amount of damage by default, and it stacks over time, but you are unable to turn while casting it. Movement is plausible while charging however, though you're not using that while doing precision demolition or assassinations...
Inevitable Wave Of Hostility

## Plot:

Pineapple Pig isn't near his forge, but standing in the East of Noobia, his iron sword clutched with a firm grip. Noobia is in for another raid. Looks to be a few bandits over there. You could probably take them on. So you did and charged.

The bandits are weak and underequipped, so they go down with relative ease. After all, they are here for the loot.

With you helping to save the day, they retreat and things go back to normal again. But they will return eventually.

"They always come from the East. Every single time. I'm quite sure King Wing of Shindo has something to do with this... Since you're here now, I would like you to head there and ask him about it. We haven't gotten much information from him recently."

## Mechanics

This is likely the absolute first combat quest you're going to have, so it's not really meant to be very difficult. It's still best to know what you're supposed to do in combat though.

Link:

The road to the East
Willip

**Willip** is a teifling warlock and is a member of the adventuring party featured in **Crusade on the Underdark**. He is played by Myles Lechler.

## Description

### Appearance

Willip is a lavender tiefling with curly dark hair and large red ram horns. He has blue eyes with yellow sclera, white freckles, and facial markings beneath his eyes. Willip also has several scars, including one that's clearly visible across his cheek, and several noticeable scars on his forearms and hands. He does not have a tail. Willip is dressed in ragged, basic clothing, including a brown tunic, grey-blue pants, and a pair of worn boots. He is 5'1".
In Pursuit of Gold and Glory

"**In Pursuit of Gold and Glory**" (1x01) is the first session in the campaign Crusade on the Underdark.

## Players Present

Breean Arrant, Charlie Williams, Harlow Hurley, Ian Vizcarra, Izzy Dudley, Madeline Park

## Synopsis

* The party converges from several walks of life at a tavern in a small town known as Ashwood, all having caught wind of a call for adventurers to crusade against the Underdark, which has been encroaching from its borders. Among these adventurers are Bharaash, Isaiah Wynfaren, Caraway Galley, Friday Cial, Nortamul the Raging Bull, and Kerstin Thimblewhite. Those who aid in this crusade will be compensated handsomely in gold, as well as having their tales be told throughout the continent of Lecratall should their efforts prove successful.
* Tayvia, leader of Ashwood's Hellknights, reluctantly tells the collected crowd of drunk and bawdy wannabe adventurers at the tavern to get into teams. It hasn't been decided yet who will be recruited for these crusades, and she explains that the adventurers will need to prove themselves to earn a spot and a chance to reap the rewards far in the future.
* Suddenly, and entourage of Drow attacks Ashwood, setting the tavern ablaze. As several unprepared "adventurers" meet their demise, the party bands together for the first time in an attempt to stem the threat.
* After the battle they are some of the only adventurers left alive, and Tayvia begrudgingly invites them to join the Crusade.
* Some Hellknights order for them to move out to the next location. However, Tayvia sees smoke far in the distance and panics, deserting Ashwood as she mounts a horse and, alarmed, hurries off to find a "Trish". The Hellknights seem far from pleased by this behavior and almost immediately nickname her as a traitor.
* The party decides to follow Tayvia, mounting horses and starting an 8 hour journey to reach their next location.
Caraway Galley

Portrait of Caraway (picrew)

**Caraway Galley** is a half-elf rogue and is a member of the adventuring party featured in **Crusade on the Underdark**. He is played by Harlow Hurley.

## Description

### Appearance

Caraway is a genderfluid half-elf with tan skin and dark, reddish brown hair. His eyes are a green-blue color, and he has sharp features and a straight, vaguely aquiline nose. He has two small horns on his forehead as well as a thin, whip-like tail, suggesting tiefling ancestry at some point, though much of Caraway's ancestry is unknown to him. He has piercings in several places, including two nose piercings, and eyebrow piercing, piercings on his ears, and decorations on his horns, and he has been known to dress in a flashy style with heaps of gold jewelry and ornamentation. He is 5'11".

   He wears a cream-colored pirate blouse partly-opened at the chest, and flowy silk pants of a dark teal color. Across the right side of his chest as well as his shoulder and right bicep, Caraway has a large tattoo consisting of whorls of ink and various flowing lines, reminiscent of sea waves. He carries a rapier and a shortsword.

### Personality

Caraway is a big talker and could be described by those around him as having a big head. He's highly concerned with how he is viewed by others, but at the same time, would more quickly follow his own decisions than those prompted to him by others. Still, Caraway is more inclined to help others and go along with their plans if that means that he'll gain reputation in their eyes. Simply put, he likes to be liked. While not a cut and dry manipulator, these actions could be considered covertly manipulative--oftentimes, he's making these decisions subconsciously. At his core, Caraway is self serving, at least at the beginning of the campaign.

Still, Caraway could be considered to be a good-doer, even if he has ulterior motives. He is not quick to rush into violence to teach a lesson, as seen in the bandit confrontation in "The Whispers of Lying Leaders," where he instead offered the bandits two of his necklaces in hopes they'd pawn them off to seek a better lifestyle. Caraway considers himself charming, and tries to get along with his other party members. It's a bit like a game to him, trying to make himself as appealing a companion as possible. His attempts at charm will often fall flat, however, and his party members may describe him as anything but. It seems that Caraway is more likely to be tolerated by the humor of his attempts at charm than the charm itself.

Always pursuing glory, Caraway can also be quite rash and rush into situations that are dangerous, overestimating his ability to remain unharmed. He can be dense at times, and make split-second decisions without thinking them through, each with their own consequences.
Friday Cial

**Friday Cial** is a half-orc fighter and is a member of the adventuring party features in **Crusade on the Underdark.** She is played by Izzy Dudley.

## Description

### Appearance

Friday is a half-orc with ashy brown skin and dark brown hair--which is shaved on both sides, and tied into a high ponytail with two beaded braids framing her face. She has amber eyes and piercings on her septum and below her bottom lip, as well as several scars across her face, shoulders and torso. Friday has strong features with defined eyebrows and an icy glare.

She wears bandages across her chest with an exposed midriff, and a long, sleeveless coat which is desaturated red. She has dark red pants with heavy duty boots, and several belts to hold her weaponry. Friday also wears bracers on her forearms. She is 6'0".
Athens

**Athens Freya** is a half-elf ranger and is a member of the adventuring party featured in **Crusade on the Underdark**. He is played by Max McGuire.

## Description

### Appearance

Athens is a pale half-elf with grey eyes and dark hair. His hair is parted strongly to the left, and is longer on one side while the other is shaved. Athens has defined cheekbones and one of his ears has a small hoop piercing in it. He wears casual garb, with a dark green cloak.

### Personality

Athens has been described as soft spoken and introverted. He likes time alone and isn't quick to trust others but once he does, he bonds closely to them. In "The Whispers of Lying Leaders," it can be seen from an interaction with Friday that Athens doesn't rush into confrontation and doesn't have a disposition that causes him to initiate arguments. While independent, he still may allow himself to get pushed around when intimidated.
Hybrid Creation

Similar to Hybrid Animals, you need to choose two creatures in order to start the fusion.

## Creature Classes

These likely include Terrestrials, Aquatics, Avians and Inorganics, the first three with additional subclasses like Beasts/Predators, Amphibians/Abyssals and Arboreals/Insectoids.

Terrestrials have average, decently balanced stats to allow them adaptability in many environments.

Aquatics are built to live in the waters (More overall stats underwater than terrestrial counterparts), but struggle on land with reduced speed and an oxygen bar.

Avians are capable of flying instead of going splat from great heights, but there's a significant sacrifice in health and power due to having significantly weaker bodies.

Inorganics have boosted strength thanks to them not being made from squishy bits, but in return, they have no passive health regen and are significantly more specialized than Terrestrials.

## Creature Traits System

A secondary system determining how much of a boost in which stats each creature will receive for... being itself. There are two (And only two) traits available in each hybrid, inherited from parenting hybrids. To make up for this, a lot of traits are supposed to be made.

Unfortunately this system is highly underdeveloped and hasn't been properly fleshed out even once in it's runtime. There's probably going to be some agility-defense balances, some resistances traded with vulnerability, some xp gain buffs and debuffs, and so on, so forth...

## The fusion begins!

Select two parent genes. Aside from getting combined stats from the Classes system, you will also receive the first trait of the fathering creature and the second trait of the mothering creature. From that point on, you will be sent through the elevator to one of the 3/4 spawnpoints. Good luck on your adventures from then on!
Dariya Elwyne

Dariya Elwyne is the main protagonist of The Last Enchanters, and the leader of the Great Order of the Celestial Beings.

## Biography

### Childhood

Dariya was born in March 2006 in the English countryside. She is the only child of Harry and Marilyn Elwyne. Since Marilyn Elwyne was an Enchantress, the couple wasn't able to have more than one child, which deeply affected their marriage. Marilyn passed of an unknown cause when Dariya was ten years old, which deeply affected her.

### Meeting with the Order

Being unaware of her status of Enchantress, Dariya met the Order when she was sixteen, as she visited London with her father.

## Personality & Traits

Dariya is an overall socially shy and sarcastic girl, who doesn't hesitate to say exactly what she thinks, but always tends to be anxious about it later. She is courageous and has a great sense of danger, even though she listens to her gut more than reason.

## Power & Abilities

As the Black Enchantress, Dariya is able to use the same dark magic as darklings, but can also suck the life essence from bodies, and use her own to unnaturally heal already dead beings. She is able to control her own spirit and to push it in the shadow world, giving herself the opportunity to communicate with dead beings.

## Relationships

### Members of the Order

#### Zhou Wenyan

Dariya and Wenyan have been very close ever since they met, and Dariya quickly developed a crush on him. They remained friends for a significant period of time before finally giving in and becoming a couple.
Combat

Includes the multiple combat systems featured in this version, most of which are hopefully a decent upgrade to the original one's.

Physical Combat: Hybrid Animals uses a melee-focused system that I felt was a bit lacking due to the incredibly slow pace, luck-based and spam-heavy issues which has been haunting it for ages, way before I even stepped foot into the community. It's been a 3 year long outcry by now and the game's dead, might as well do it since adding guns would make things even worse.

Combative Stats: Due to unbalanced point investments present in Hybrid Animals being an absolute meta, I decided to try fixing it. Second section of these are in a different page.

Perks: An attempt to massively overhaul the Perks system, as while the perks themselves were mechanically fine, their balancing and variety does not speak very well. The Perk Revamp to me also felt like a droughted, yet overbloated mess, amplifying the issues mentioned before.

Magic: Built as a side system for Perks, not much else should be mentioned afaik. I guess there's still the fact that in order not to make things clash with the Perks system, they no longer require Power Energy to fire, and also no actual cooldowns except for the casting animation locks.

Sieging: A physics-based system that I wanted to add as a builder, along with Vehicles and Advanced Workstations. You gotta use the very fortified builds somehow, and if plans to destroy structures are inevitably involved, a couple hammers are unlikely to do the trick by themselves.