recursal/Fanatic-Fandom huggingface dataset:
Pivot

Each Node has one pivot. When using the handles to transform a node, it will be rotated or scaled around this point (thus this point does not move around, its kind of the fixed point of a node).

The pivot itself can be moved around while its node is isolated.

Its also used as anchor point for Revolute- and Prismaticjoints.
Recipe: Balls of Dough

Used in the Chef craft.

**Recipe: Balls of Dough** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a chef, please refer to the Chef page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Recipe: Novice Mallet

Used in the Maker craft.

**Recipe: Novice Mallet** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a maker, please refer to the Maker page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Recipe: Savory Stew

Used in the Chef craft.

**Recipe: Savory Stew** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a chef and can be of different levels, please refer to the Chef page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Recipe: Potion of Allure

Used in the Alchemist craft.

**Recipe: Potion of Allure** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by an alchemist, please refer to the Alchemist page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Recipe: Potion of Bears

Used in the Alchemist craft.

**Recipe: Potion of Bears** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by an alchemist, please refer to the Alchemist page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Recipe: Shredded Pokka

Used in the Chef craft.

**Recipe: Shredded Pokka** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a chef and can be of different levels, please refer to the Chef page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Recipe: Platemail Gauntlets

Used in the Armorer craft.

**Recipe: Platemail Gauntlets** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by an armorer and can be of several tiers, please refer to the Armorer page for a full list of materials needed to craft the item of a particular tier.

* You can only learn recipes of your crafting skill and the level of the skill.
Components

Ginkgo features a component-based game engine architecture. Martin has written a number of blog posts about the architecture of the engine [1].

Components offer a specific function for the nodes they are attached to. A render component might render its node. An input component connects it to a button on the gamepad. There are hundreds of different components in Ginkgo.

Components have properties to set their values. E.g. a render-component has a blendColor property that stores its rendering color. Some properties are edited with special editors. E.g. the blend color is set via a color picker. Others just have input fields – coordinates for example are just typed into a text field.

Here's a list of the most important components:

* LocalizedLabel renders text
* Path stores geometry
* FilledPathRenderer renders a Path component and fills it with a blend color
* Box2dBody is a physical body
* Box2dFixture is the fixture - shapes and parameters - of a Box2dBody
* SoundEvent plays a sound when an event occurs
Boiled Egg

**Boiled Egg** being one of the foods available in the Stash RPG can be crafted by a Chef and predominantly used to restore mana outside of combat only, whereas potions can also be used in combat. It is stackable to 50 units and can only be eaten after dragged into inventory, by double-clicking the stack or right clicking it and selecting "use". **Boiled Egg** marginally used to gain will XP to level it up until capped (10 per character level cap), the amount of XP gained depends on its level, and the XP increase stops at 10 levels difference between the food's and player's character levels. A convenient way of eating large amounts of **Boiled Egg** is to add them to Non-combat Item Use Bar and spam with assigned keyboard key. Hit B to access Action Bar Loader in the Stash RPG.

## Crafting Information

To craft **Boiled Egg** you need: Chef Level 1 or 5

Ingredients:

* [2] Balancok
* [4] Big Raw Egg

## See also

* Restoration
* Consumables
Recipe: Emerthyst Scissors

Used in the Maker craft.

**Recipe: Emerthyst Scissors** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a maker, please refer to the Maker page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Recipe: Hammer

Used in the Weaponsmith craft.

**Recipe: Hammer** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a weaponsmith and can be of several tiers, please refer to the Weaponsmith page for a full list of materials needed to craft the item of a particular tier.

* You can only learn recipes of your crafting skill and the level of the skill.
Recipe: Curry Beef

Used in the Chef craft.

**Recipe: Curry Beef** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a chef and can be of different levels, please refer to the Chef page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Recipe: Chainmail Shoulders

Used in the Armorer craft.

**Recipe: Chainmail Shoulders** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by an armorer and can be of several tiers, please refer to the Armorer page for a full list of materials needed to craft the item of a particular tier.

* You can only learn recipes of your crafting skill and the level of the skill.
Recipe: Glazed Fruit Skewer

Used in the Chef craft.

**Recipe: Glazed Fruit Skewer** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a chef and can be of different levels, please refer to the Chef page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Hover Wiki/Section 4

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Hover Wiki/Section 3

Guides
* How to play guide for Hover
* System requirements
* Release date

Videos

*See more videos*

Twitter
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Posters/Advertisements/Graffiti

This page is dedicated to decoding the language of Hover with this alphabet located in the Sewers in Gamer HQ.

## Posters

* FLY BOX FLY ABOVE HOVER CITY
* REALTOR LEVEL UP
* GAME IS FORBIDDEN
* BIRDING GARBAGE VILLAGE CONTEST
* BREAKERS GAMERS DOMINATE
* GAZOMNIAC GOOD FOR CAR BAD FOR SKIN PROTECT AGAINST POLLUTION
* MMM FAST FOOD
* INDUSTRY

## Stationary Advertisements

* AWESOME MAYOR ALLOWS 10 MIN LONG CONCERT ENEKI ON STAGE
* HOVER CITIES EXPRESS COLONIZATION PLATFORM
* LAZY TECH CITY'S ENERGY
* SWAP COLOR INSTANT COLORS IN YOUR LIFE
* GALACTIC UNION

* KUV
* BUS
* WAL
* KUB
* HYPET GOTTA BUY EM ALL

## Moving Advertisements

* BAD FOR YOU
* SECUBOX
* CUTE EVOLUTION WORK IS CUTE
* FRUIT NOT GOOD TAKE A PILL
* GAMER IS TOXIC

* INDUSTRY WORK TO BUILD
* TECH FLY BOX
* LEVEL OF LIFE
* ILLEGAL TECH
* WORK

* GAMER IS DEATH
* TECHNOLOGIE FOR WORK BUT NO PLEASURE

## Graffiti

* URBANCE
* NO FRAG JUST COMBO
* SECUBOX DEATH
* JFW
* G WATA

* VEELAN
* LIVE PLAY
* LOVE ME
* GREENDY
* JUMP

* ANY BREAK FOR FREEDOM
* DICTATORSHIP
* I AM ANONYMOUS
* DESTROY ADMINISTRATION
* SOUND CLOUD C-DRIC-MENEDEZ

## Mission Start Box

* THIS BOX IS NOT SUSPICIOUS
* SCAN HERE
* APPROVED BE CAREFUL TOILET PAPER INSIDE
Recipe: Egg Salad

Used in the Chef craft.

**Recipe: Egg Salad** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a chef and can be of different levels, please refer to the Chef page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Missions

Hover contains 95 missions in total ranging throughout the game. The missions are typically races, gameball, combo challenges, deliveries, and etc.

* Haven District : 37 Missions
* Sewers : 12 Missions
* E-Cop Prison : 5
* Administrative District : 37
* Orbital Station : 3

## Races

A physical race that could consist of grinding on rails, bouncing with hoverheat, or acceleration.
All races make the player run through a series of rounded pink squares as hoops.

## Gameball

A game similar to basketball that could be a 1-vs-1, 2-vs-2, or 3-vs-3. The gameball has to be thrown into a small orange goal that is indicated on the screen.

## Combo Challenges

These missions are challenges that generally require some chips that contain *+Combo Time* like the Hacking chipset. The mission requires you to grind, wall slide, or perform tricks to increase the combo meter.

These missions can contains combos up to 100, 500, 1000, or 1500 for later levels.

## Deliveries

There are not many of these missions, but they are similar to a mix of gameball and races with the object of the mission to transfer a gameball like object to a person or area.
Some of the objects that you carry aren't gameballs.

They can include:

* Petbox
* Sushibox
* USBbox
* Pizzabox

## Other

These are only a small minority of missions in the game.

* Chasing DNA kits (Hitting a security box)
* Graffiti missions
* Trap box missions (Trapping security boxes in the traps around the map)
Sewers Introduction

## Other Articles

Sewer - Gamegirls/Graffiti

Sewer - Info Points/Messages/Missions

Sewer - Spydrones/Pizza/Traitors

## Prepare yourself!

Being the home of the Gamers, this place doesn't have any security and is fun to explore. Especially the lore pieces you can gather from just speaking to all the NPC (up in the Gamers' HQ).
So, completing each side quest should be relaxing and a piece of cake. ...Right?
Yes and no!
Even the routes for each task should be easy to understand, there are a few key things you should know before starting your adventure through the place!

## The Structure

The Sewers are easy structured and can be separated into the Gameball arenas on the right side and the races on the left. Each race begins and ends in the *race hub room* (marked with flags on the map), and the intended paths aren't hard to miss, since they put glowing arrows everywhere!

## Hoverheat

Running, jumping and climbing - everything is easier in Hoverheat! So, charge your energy by either doing tricks, sliding/grinding, or pressing the crouch button twice to charge Hoverheat.

## Chips and Level

Having a high level and good chips equipped is not just recommended but essential to complete this map! Some task like the Spydrones aren't completable without having a high skill level. The better chips begin with the blue (Glowing and Freezing) up to the red (Ultimate).

## Shirtless Watabax DNA-Kit

Surprise, surprise, there is a DNA-Kit in the Sewers! And it's a shirtless version of Watabax ô\_ô

For this you need to go into the Gamers' HQ, so if you happen to be down in the Sewers, climb at first the path up to it. From there go into the corridor by the E-Swap area. Go onto the wooden path and turn right, into the direction of the art gallery.

2 *chambers* before it, go left, inside the room with Asian lamps and a plant. Scan the locker to get the DNA-Kit.

Original

* Created by [i] Soleil and all rights to them.
System requirements

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

The following are the minimum and recommended **system requirements** for *Hover: Revolt of Gamers*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Windows

* OS: Windows® 7 64-bit / Windows® 8 64-bit / Windows® 8.1 64-bit
* Processor: Intel® Core™ i3-4130 @3.4 GHz
* Memory: 4 GB RAM
* Graphics: NVIDIA® GeForce® GTX 650 / AMD Radeon™ HD 6870
* DirectX: Version 11
* Network: Broadband Internet connection
* Storage: 2 GB available space
* Sound Card: DirectX® compatible

## Mac OS X

* OS: Sierra 64-bit
* Processor: Intel® Core™ i5 @2.5 GHz
* Memory: 4 GB RAM
* Graphics: NVIDIA® GeForce GT 650M
* Network: Broadband Internet connection
* Storage: 2 GB available space

## Linux

* + OS: Ubuntu 12.04+, SteamOS+64-bit
* Processor: 3 GHz
* Memory: 4 GB RAM
* Graphics: NVIDIA® GeForce® GTX 650 / AMD Radeon™ HD 6870
* Storage: 2 GB available space

## See also

* How to play guide for Hover
* Release date
E-Swap

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

E-Swap terminals allow the player to change their chips, as a kind of ATM.

These terminals are at set locations (Usually in the upper areas of each district) that make you trade 2 or more lower chips for a percentage chance of getting a higher ranked chip.

There is one terminal in the Fusty Game Place that can only be used online and will always give you a 98% chance of trading to a better item.

In the Gamer HQ there are 5 "rigged" terminals that act as normal but will always give you a specific chip type depending on the machine unless it fails.

* Cannot trade only 1 chip, it will not let you.
* 30% for 2 chips
* 48% for 3 chips
* 70% for 4 chips
* 88% for 5 chips

There is another E-Swap that only lets you trade chips for flavor chips. They are for your pet's satiety and satisfaction.
Chip sets

Chips are acquired by winning missions, completing objectives, scanning containers, or receiving medals. Chips improve the characters running speed, jump height, slide speed, stealth, and gameball abilities by inserting it into the character tab after a level-up.

Each character has a different arrangement of the chip set, but they all contain the same amount of chip slots.

## Chip Hierarchy

* Ultimate - 10%
* Royal - 9.5%
* Mystic - 9%
* Crystal - 8.5%
* Freezing - 8%
* Glowing - 7.5%
* High-Tech - 7%
* Dirty - 6.5%
* Quality - 6%
* Basic - 5.5%
* Broken - 5%
* Cheap - 4.5%

## Multi-Chip Information

 2 Chips
 3 Chips
 4 Chips
 5 Chips
 6 Chips

## Stat Chips

++ = All total increase in stats

+ = 0.5 Total increase in stats

Pets give minor stat increases compared to what it really says. Highest pet in the game increases 6% at the start.

Pets give no stats below 30% happiness.

Pets give 0.5 of their stats increase at >30% happiness and their full stat increase at >70% happiness.
Hover Wiki/editcopy/Section 3

Guides
* How to play guide for Hover
* System requirements
* Release date

Videos

*See more videos*

Twitter
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ECP17

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

ECP17, also known as Hover City, is a high-tech city also called Hover City by its inhabitants and located on a distant planet. The Great Admin cut the communication with the Galactic Union and established a strong dictatorship. Having fun has become illegal and entertainment is banished.

Hover City is a huge futuristic full of colors city. Its buildings offer breathtaking vertical playgrounds.
Hover Wiki

Welcome to the Official Hover WikiWelcome to the Official Hover Wiki
The guide for Hover written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Hover
Hover is a fast paced single and multiplayer Parkour game in a futuristic 3D open World.[Read more...]

Content

**Hover**
* Completion Guide
* Missions
* Posters/Advertisements/Graffiti
* Chip sets
* E-Swap
* Characters
* Galactic Union
* Gamers
* Great Administrator

**Locations**
* HP+ Laboratories
* Haven District
* Sewers
* E-Cop Prison
* Administrative District
* E-Cop Tower
* Orbital Station

Featured images
mw.loader.load('ext.slideboxlightshow');

Guides
* How to play guide for Hover
* System requirements
* Release date

Videos

*See more videos*

Twitter
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Wiki Community
We are currently maintaining 926 pages (47 articles)!

Recent changes | New pages | Missing pages

How to help
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Register
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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Hover Wiki/editcopy/Section 1

Welcome to the Official Hover: Revolt of Gamers WikiWelcome to the Official Hover: Revolt of Gamers Wiki
The guide for Hover: Revolt of Gamers written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Hover: Revolt of Gamers
Hover:Revolt of Gamers is a fast paced single and multiplayer Parkour game in a futuristic 3D open World.[Read more...]
Hover Wiki/Section 1

Welcome to the Official Hover WikiWelcome to the Official Hover Wiki
The guide for Hover written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Hover
Hover is a fast paced single and multiplayer Parkour game in a futuristic 3D open World.[Read more...]
Hover Wiki/editcopy/Section 4

Wiki Community
We are currently maintaining 926 pages (47 articles)!

Recent changes | New pages | Missing pages

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Ginked

Ginked, the level editor that Secrets of Rætikon was built with, is distributed along with the game.

Here are the main features of Ginked in one single list:

* It's the tool Broken Rules used to build the game
* You can edit existing levels, create new levels or create your own playthings or even games
* Ginked consists of 6 special editors: the Node Editor, the Path Editor, the Color Editor, the Physics Editor, the Animation Editor and the Wind Editor
* Ginked interfaces with Ginkgo, our in-house game engine
* All files are saved in XML format

## Getting Started

Simply hit up "EDITOR" in the game menu and it opens. In order to learn how to share levels, read this intro to packages and syncing.

Here are all keyboard shortcuts.
Haven District Introduction

## Tips for getting around

If you're not good in parkour (yet) or just have a low level character because you want to get EXP with the Gamegirls (600exp each), here are some tips to get easier around.

## Hoverheat

Running, jumping, climbing - everything is easier in Hoverheat! So charge your energy either through doing tricks, sliding/grinding, or by pressing the crouch button twice.

## Walljump in Corners

When climbing up, a good way to save energy is to climb in corners where two wall meet each other. A.k.a from side to side.

## Bouncing

If you press the jump button right before you hit the ground (and with enough jump chips), you can bounce. This is useful when jumping from one tall building to another one and they are a bit far away.

## Level and Chips

If you still have a hard time getting around get a higher level and/or equip better chips.

Original

* Created by [i] Soleil and all right to them.
Hover

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

Hover is a fast-paced single and multiplayer Parkour game in a futuristic 3D Open World.

The game takes place in ECP17, a high-tech city also called Hover City by its inhabitants and located on a distant planet. The Great Admin cut the communication with the Galactic Union and established a strong dictatorship. Having fun has become illegal and entertainment is banished.

You're in charge of a team of young rebels, the Gamers, fighting against the new anti-leisure laws oppressing the city. Equipped with high-tech gears allowing amazing jumps and speed, they roam the city to sabotage the propaganda, help citizens, and find a way to reach the Orbital Station. This way they could warn the Galactic Union and put an end to the oppression.

Hover is both a single and multiplayer experience. At any time you can instantly switch from offline to online mode and join your friends or players from around the world and progress through the adventure by cooperating or playing against them. No matter where you are and what you’re doing, you’ll be able to connect. Hover is also a community-driven game offering many tools to players to create missions or mini games.

An Amazing City
* Hover City is a huge futuristic colorful city. Its buildings offer breathtaking vertical playgrounds.

Full Open World
* Experience total freedom. Explore the city from its skyline to the underground while doing “parkour”, tricks and high-speed races.

Build Your Team
* 10 playable characters are available to unlock. Improve their skills to create the perfect team. You can also customize their colors.

Various Gameplays
* The core action is based on nervous races and amazing tricks but the game also offers many alternative ways to play from stealth missions to sport matches with friends.

Choose Your Experience
* Instantly switch from single to multiplayer, whenever you want. Play first or third person or activate the auto camera that mixes both and offers you a dynamic experience.

Create Your Own Challenges
* Without leaving the game, use a very simple editor to create your own challenges playable solo or multiplayer.

Crazy Movements
* Equipped with high-tech suits, gamers are able to run at crazy speed, slide, bounce, push off walls and realize incredible jumps. As many ways to play with the City's verticality and escape the police.

Tricks and Combos
* Demonstrate your skills by realizing grinds and crazy tricks and prove you are worthy to become one of the Resistance's leaders. During a multiplayer mission, realize incredible combos to generate Stunning Auras which will lower your opponents' moral and boost your allies' statistics.

Experience, Skill Grid and Chips
* Gain experience and unlock chips that improve the aptitudes of your Gamers. You can trade your spare chips in order to get better ones through the E-Swap trading system.

Online Multiplayer
* Join your friends online at any time and continue the adventure together, whether you are cooperating or working against them. Participate in race, events or scoring battles created in real time by the community.
How to play guide for Hover

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

This page will serve as a basic **how to play guide for *Hover: Revolt of Gamers***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Controls

* Move: W/A/S/D
* Camera: Mouse or Q/E :
* Rewind : R
* Team menu: T
* Scan/interact/talk.... : right/left click (hold)
* Graffities: right/left click (double click + hold)
* Change view : Mouse wheel
* Crouch: hold shift
* Slide or Grind: hold shift (on walls, cables…)
* Trick: shift (while jumping)
* Special trick: shift (while jumping + direction) :
* Flip: shift (before jumping + direction)
* Charge Hoverheat: double shift + hold (standing still)
* U-turn: F

## See also

* Release date
* System requirements
Wind Editor

The Wind Editor - we call it the Force Editor internally - allows editing of wind forces in the level.

Force Editor

* f Hold to draw forces with same strength
* alt Hold and draw over existing forces to increase strength
* alt + cmd Hold and draw over existing forces to decrease strength
* x Hold and draw to erase forces
* shift + zoom Increase/decrease brush size
* alt + zoom Increase/decrease brush strength
* cmd + zoom Increase/decrease drawing force
* m Remove forces that overlap with level geometry
* n Hold to change force visualisation
* a Hold and draw to average forces
* shift + a Average all forces in level
Event

Ginkgo uses events to communicate when something happens. Here's an example: when the player grabs something, an onAttach event is triggered. If a SoundEvent component listens to this event (i.e. waits for it) then it can play a sound once the player grabs something.

Here are some conventions the engine uses for naming events:

.event → global event
.path.event → absolute path
root.event → root event
root.path.event → absolute from root
path.event → relative path from node
Words of warning:
Global events are to be avoided whenever there is an alternative because if there is a name collision it is very hard to find/detect.
Hover Wiki/editcopy

Welcome to the Official Hover WikiWelcome to the Official Hover Wiki
The guide for Hover written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Hover
Hover is a fast paced single and multiplayer Parkour game in a futuristic 3D open World.[Read more...]

Content

**Hover**
* Completion Guide
* Missions
* Posters/Advertisements/Graffiti
* Chip sets
* E-Swap
* Characters
* Galactic Union
* Gamers
* Great Administrator

**Locations**
* HP+ Laboratories
* Haven District
* Sewers
* E-Cop Prison
* Administrative District
* E-Cop Tower
* Orbital Station

Featured images
mw.loader.load('ext.slideboxlightshow');

Guides
* How to play guide for Hover
* System requirements
* Release date

Videos

*See more videos*

Twitter
Tweets by @Hover\_the\_Gamewindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

Wiki Community
We are currently maintaining 926 pages (47 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to Hover Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed **here**.
Node

A Node the basing building block in Ginkgo.

It can contain Components which add functionality, and other child nodes, building a Node Hierarchy.

It has some Properties itself, the most important are:

* name
* position/rotation/scale to control transformation
* layer used by its rendering components

You can select a node by clicking on it in the scene. Its bounding box will be coloured yellow if selected.
Drag it around to change its position, drag its handles to scale, hold Alt and drag the handles to rotate.
A node is always scaled and rotated around its Pivot if transformed via its handles.

You can also select a node by searching its name in the Finder.
Secrets of Rætikon

*Secrets of Rætikon* is an atmospheric, open-world, 2D exploration game from Broken Rules and set in the romantic wilderness of the Alps. Fly through savage mountains, encounter wild animal tribes and discover the secrets of an ancient culture. As a member of the mysterious bird people you become the pivot in the enduring struggle between nature and civilization.
Raetic People

The Raeti were a group of tribes that lived in the Alps in a region that is stretched across Austria, Germany, Italy, Liechtenstein and Switzerland nowadays. The earliest traces of the Raeti are from 500BCE. The Roman Imperial Army subjugated the Raeti in 15BCE and annexed their territory to the Roman Empire.
Recipe: Smashed Potatoes

Used in the Chef craft.

**Recipe: Smashed Potatoes** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a chef and can be of different levels, please refer to the Chef page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Node Editor

The main purpose of the Node Editor is to edit game Nodes. A node is a group of Components that is located somewhere in the level. You can add and remove components to a node.

Nodes can be selected with the mouse and dragged around. SHIFT can be used for adding/removing more nodes to the selection. Drag the handles to resize the node. Press ALT to rotate nodes.

On the left you see the components of the node and their properties.

Here are keyboard shortcuts:

* left click: Select node
* left click + hold/drag: Move selected node
* shift + left click: Add/Remove node to/from selection
* shift + left click + hold/drag: Move selected node along axis
* click/drag selection handles: Scale node
* shift + selection handles: Scale node non-uniform
* alt + selection handles: Rotate node
* q + selection handles: Shear node
* double click: Isolate node
* i: Isolate selected node
* esc: Leave node isolation or clear selection
* shift + esc: Clear selection
* cmd + a: Select all nodes (warning: can be very time-consuming with many nodes)
* cmd + c: Copy
* cmd + x: Cut
* cmd + v: Paste
* cmd + d: Duplicate
* cmd + g: Group selected nodes
* cmd + shift + g: Ungroup selected node
* backspace/del: Delete selected node/s
* cmd + shift + .: Center pivot to bounding box
* cmd + alt + c: Copy color/material of selected node
* cmd + alt + v: Paste color/material to selected node
Packages

Packages are bundles of levels and templates that you can use to create a game. The content of game proper is one package. Two other demo packages are shipped with the game. If you change anything and save, you create a new package. Packages can be published to Steam Workshop, subscribed Steam Workshop packages will sync automatically.

To save your changes and create a new package just hit \*ctrl/cmd+S\* (or click on Levels->Save). If you edit a package you did not create yourself (like one of the original packages from the main game or another from Steam Workshop), a dialog will pop up asking you for a name of your new package. Hit save and your own package is created, which you can now select in the Packages menu.
Node Hierarchy

A Node can have child nodes, which are transformed together with its parent. So if you move/rotate/scale a node, its children will move along.

To select child nodes you can isolate the parent node, or you can select it from the list of children in the [Inspector].

To add a child node just create a new one while the desired parent node is isolated.
Epic story

The world as we know it is populated by tribes. Some of them are people. Some of them are animals. Some are in-between. This is how the world has always been, according to its inhabitants. Yet a long time ago, further down memory lane than anyone can remember, the world was a different place altogether. There were gigantic culminations of civilisation, empires were built and cities rose to the skies. Then it all vanished over night. From the ashes of the first empires, a new power rose. The new rulers built cities and empires. And they touched for the skies. But again they failed, faltered, left only ruins behind. There is no one to tell how often the cycle repeated. Rise and fall. Like the tides of an ocean. After the fall, a phase of equilibrium is reached. But it only takes the will and the curiosity of one single individual to turn the tides. And a new empire will rise built from the relics and the wreckage of those that were before it. And with time, it will fall, too.

The first culture was a culture of machines. They built towers of stone, strengthened with iron and wood. They erected intricate contraptions of unknown purpose. To drive them they needed energy. Their ingenious engineers experimented with dozens of ways of harvesting energy from nature. From the trees they gathered the sap of life. They funnelled the electricity of lightning bolts into their fabulous devices. The gusts of the wind and the flow of the streams powered other machines of the first civilisation. Yet over time, nature, having been a constant source of free energy for ages, was sucked dry by the ever increasing demand for power. And it turned against the first culture. No one remembers how the conflict happened, yet the outcome will forever be a part of the landscape.

The second culture was a culture of transition. Man is part of nature. Living at one with its surroundings, humans made grounds fertile and used machines to harvest in a sustainable way. Untouched forests gave way to cultivated patches of land. Only the most rough areas were completely left to wildlife. The rest of the land was put to use, for the civilizations of that time were huge and rich in population. And they continued growing. The more people, the more conflicts erupted between them. In the end, it was those conflicts that brought down the second culture.

The third culture was a culture of nature. In a rugged environment, it adapted itself to its surroundings. Round shapes and warm hearths, it borrowed its looks and functionality from the living world. Animals formed an important part of daily life. Life was not about scavenging from nature. It was about constructing a second nature in a world that had grown continually more uninhabitable. Bio-domes and habitats, oases of life in harsh areas, the third culture was determined to make life sustainable against all odds. Artificial intelligence has taken up a life on its own though, and the wilderness is home to new breeds of life: robotic wolves, nano-swarms and automatic trees populate the world on the top of the mountain.
Path Editor

You can edit all geometric shapes with the path editor. Press SPACE to select a different shape. Drag the path points to edit. Use SHIFT to select more than one point.

Path Editor

* left click + drag Move path point/s
* cmd + drag Hold to switch off point snapping
* +/- Add/remove path point/s after selected point/s
* i Hold and click on path to add a point (sometimes buggy)
* ctrl + a Select all path points
* backspace/del Delete selected path point
* cmd + k Bake path points
* d Hold to draw path ← WHAT?! INSANE! CRASHES THOUGH
* s snaps all points of a path to their closest grid point
* a smoothes shapes by adding points ← CRASHES OFTEN
* r roughens path by removing second point ← DOESN'T STOP AT THREE POINTS
* z zigzag every path point ← DOES SOME CRAZY WEIRD SHIT
* cmd + t Select all paths with owners that hold triggers ← COULDN'T FIGURE THIS ONE OUT
Broken Rules

**Broken Rules** is an independent game studio based in Vienna, Austria. The studio was founded by Felix Bohatsch, Jan Hackl and Peter Houska in 2009. The founding team grew when Clemens Scott and Martin Pichlmair joined a year later. Together, they've released three games so far: Chasing Aurora, And Yet It Moves and Globetrotters.

The focus of their games is originality, simplicity, refined game mechanics and rich interactivity. Games are cultural achievements. Broken Rules seek to make their games new and meaningful experiences.

With Josef Wiesner, they organized a gathering called zamSpielen, where they invited the public to play a fine selection of games with them and show that video games offer a wider range of interesting experiences beyond the usual expectations.

## Team

* Felix Bohatsch - Felix is mostly responsible for game design and management. He's the only team member who has a master title in Game Design. Felix keeps the vision of the company and embodies our Indie spirit best. He is the CEO and a level 80 game design wizard.
* Jan Hackl - Jan is the Audio Director at Broken Rules and was the art director of "And Yet It Moves". Jan is a great systems designer and has the most surprising ideas when it comes to game design. Jack-of-all-trades is an understatement when it comes to Jan.
* Peter Houska - Peter, usually referred to as Husky, is the supporting tech engineer. He ported "Chasing Aurora" to the Wii U and is an all-around top-notch whizz kid when it gets down and dirty with the Ginkgo engine.
* Clemens Scott - Clemens is creative director, art director and lead artist. He gets to wear all these titles mainly because he's the ONLY artist. He does everything from game-, level-, interface- and web-design to character animation, level decoration, effects, concept art, video editing and game logic scripting. Clemens has a history with street art and likes to sport a healthy punk attitude.
* Martin Pichlmair - Martin writes the storys, and handles business development and the marketing side of Broken Rules, as well as being the lead architect of the level editor, GinkEd. He is a twitter addict and doctor of computer sciences. He's the chief pragmatist though he has a past as a new media artist. [1]
* Peter Vorlaufer - Peter is the technical lead and CFO. Peter loves physics and raw playfulness - in games and in sports. Peter is a ++coder and the king of templates. He combines the skills of a builder and an architect of destruction in one person.
Lion Kick

**Lion Kick** is a skill used by the Warrior class.

**Skill Description**: This powerful kick not only deals damage but will also move the opponent back one square away from the warrior.

Lion Kick cannot be used against a foe larger than one square or on bosses.

## Details

**Lion Kick I**

* **Availability**: Warrior Level 10
* **Cost**: 10 mana
* **Cooldown**: 4 Rounds
* **Target**: Enemies
* **Range**: 1 square
* **Effects**: 100% chance to add a combo point
* **Damage**: Light

**Lion Kick II**

* **Availability**: Warrior Level 18
* **Cost**: 10 mana
* **Cooldown**: 3 Rounds
* **Target**: Enemies
* **Range**: 1 square
* **Effects**: 100% chance to add a combo point
* **Damage**: Light
Darklord Candelabra

BOO interior decoration

**Darklord Candelabra** is one of the furniture available in the Stash RPG. It is a beautiful decoration for interior of your Base of Operations and can be crafted by a Maker. It can be installed indoors the BOO area if you have the required character level. Each piece of furniture has a character level requirement, so keep in mind you won't be able to use it if you lack the required level.

## Crafting Information

To craft **Darklord Candelabra** you need: Maker Level 20

Ingredients:

* [4] Fire Essence
* [4] Corkwood
* [10] Venispar
* [10] Ferrum
* [1] Legendary Maker Bolt
Fink

*Then Loki flew, and the feather-dress whirred,*

*Till he left behind him the home of the giants,*

*And reached at last the realm of the gods.*

(The Poetic Edda, translated by Henry Adams Bellows, 1936,

THRYMSKVITHA/The Lay of Thrym, ‡8)'

When Loki was born he was a beautiful boy. It was a day of joy for his father, Fárbauti, who was longing for a son. After all those years of praying, trying, sacrificing to the gods, he felt blessed and relieved. Not so his mother. Queen Laufey was a battle-worn leader of her people. She was a strong woman and used to bending the world to her will. Her will was to give birth to a daughter. Seeing the small but not entirely negligible piece of meat between the legs of her baby she made a decision. Fink was going to be her daughter, no matter what his body tells him. She proclaimed that she had born a daughter, Loki, and that her daughter would be heiress to the throne. She raised Loki as her daughter, told her how to bargain and how to fight, how to barter and how to reign. For those were the trades of the women in her tribe, while the men tended to the hearth and the family. For years, Loki was unaware of the discrepancy between her sex and her upbringing. Then she approached puberty and with puberty came the realisation that she is not she but he. She confronted her mother. The discussion between mother and daughter and son went on for hours. After much shouting and crying, Loki declared: "From now on, I will call myself Fink. For a Fink is what I am not and hence it is what I am. I am what you do not want me to be, a bird voyaging in the sky. And I can be what I want to be because it is certainly easier than to be what you want me to be." After stating this, she grew wings. Then Fink flew, and feather-dress whirred as she took off into the mountains.
Inspector

The Inspector shows details of the currently selected Node, Component, Template or Material.

The top part contains the Stack. Nodes, components, properties, templates and materials can be stacked for quicker access. Click on a stacked item to show its details in the inspector. To remove an item click the (-) button.

In the example above, the currently selected node is shown.

The stack and push buttons next to a component or a subnode work the same way as those next to a Property.

Doubleclick on a subnode to select it. This will automatically isolate the parent node.
Health

You see a health bar at the top of the screen. The number of lives you've got is displayed above the bar. If you die you respawn at the shard destructor. All slivers are left at the location of your demise.

Below the health bar you see sliver (left) and life orb (right) counters.

Collect red orbs to replenish your health. You see two red orbs in the image above. Collect blue orbs to gain life.
Finder

Search for a Node, Component, Property, Template or Material in the finder input field.

Click on a result to select it and see its detail in the Inspector. Click the stack button to stack the result.

Search for a Component via ":", e.g.

"rock\_002:Box2dBody" to find Box2dBody component of a (sub)node called rock\_002
":InverseKinemator" to find all Inversekinemator components in the current level.

Search for a named component via (), e.g.

"rock\_002:Box2dFixture(trigger)" to get only the Box2dFixture component called "trigger" (a node is allowed to have multiple components of the same type).

Search for a Property via "/", e.g.

rock\_002:Box2dBody/angularDamping, or rock\_002/position.

This is based on the general syntax in Ginkgo to access a certain property:

node.subnode.anotherSubnode:Componentclass(Componentname)/Propertyname to access a component property
node.subnode.anotherSubnode/Propertyname to access a node property
Play

*Secrets of Rætikon* is a game you can play your own way. Freedom was our most important design imperative, so there are just a couple of basic actions but it's up to you to decide how to apply them in different situations.

Here's what Fink can do:

- Grab stuff: Almost everything movable in the game can be grabbed. Root out plants, unite animal families, open passages.
- Flap his wings: To become faster or to root out plants
- Dive through the air: Dart downwards to escape or dive deeper into water
- Collect glowing orbs: There are healing orbs (red), rune orbs (orange) and life orbs ([[blue)
Healing orbs will heal you if you're wounded. The health bar fills up with every orb collected. Rune orbs will transcribe one rune per orb. Know your runes to read the backstory of the game that is inscribed on stone tablets. Life orbs will give you an extra life if you collect enough of them.
Edit mode

There are two modes the engine runs in: progress mode and **edit mode**. In progress mode, progress is saved. In edit mode, no progress is saved and you can not leave the level via flying through an exit. This way, you can be sure that what you're editing is the virginal state of the level when a new game is started.
Animation Editor

The animation editor allows you to edit animations for different states of the node. A node needs to hold a number of components in order to be suitable for being animated.

Animation Editor

* arrow keys Move selection bars through tracks and frames
* +/- Add/remove keyframes.
* click + drag Select and move keyframes
* shift + click Add keyframe to selection
* shift + down/up/left/right arrow key Add all keyframes below/above/left/right to selection
* cmd + shift + left/right arrow key Add all keyframes to the left/right to selection
Property

Via a Property you can edit a certain value of a Component or a Node.

Properties are accessible in the Inspector, on the left side of the screen in the Node Editor.

Those are the parts of one Property in the Inspector:

* its **name**
* **value**: mostly a text input field to input numbers or strings. it shows the current value of this property, when hovering with the mouse it shows the saved value (= value of this property when the level is loaded). The current value of a property can change while the game is running, e.g. the position of a moving node. Click into the input field to edit its value.
* **override** button: if the node (owner) of this property is derived from a template, a white X indicates that this property is overridden. Thus if the value changes in the template, the derived node won't used the changed value, but the one saved in the node. In the example above the property "angularDamping" in the template may be edited to any value, but in this concrete node it will always have the value 3.0. Press this button and it will lose its overridden status and get the value of its template.
* **Stack** button
* **push** to template button: if a value is overridden, it can be pushed into its template. This will automatically deactivate the overridden button.

There are other types of properties with different user interface elements:

* bool property: true/false is set via a X button.

* read only property: only displays a value for debugging purposes. No value can be set, and there is no override and push button. E.g. mass of a physical body cannot be set (its determined by :Box2dFixture/density and bodies shape).

* colorpicker property: has 4 space separated values between [0;1] to set a red/green/blue/alpha values of a colour. Clicking on the input field opens a colour picker.