recursal/Fanatic-Fandom huggingface dataset:
Rat

## **Overview**

Rats are one of the special monsters. Rats are meant to be sneaky, quick, and quiet. They have increased mobility and are easily capable of outrunning Survivors, but are quite fragile and have a weak attack as a result. They have a couple of unique abilities: breaking torches rewards them a hefty sum of experience, and they are capable of stealing gold right out of the shine, sapping the Survivors' abilities to repair each other.

## **Stats**

Health: 5 Hearts (10 Hp)

Resistance: 60%

Speed: +50%

Depth Strider 3

Shrine Weight: 1.5

Proccable

## **Tools**

### **Rat Talons**

*"Now where did those wrenches go?"*

Attack: 1

Armor Shred: 5

Allows you to steal gold from the shrine.

## **Abilities**

### Stance Change

As a rat, you have 2 stances. One where you can jump, but are slow (Jump Stance), and one where you cannot jump, but are extremely fast (Fast Stance). When you spawn, you start out in your *Fast Stance*.

Toggle stance by **Sneaking**.

Receive Jump Boost -10 in Fast Stance

Receive Slowness 4 in Jump Stance

Cannot sprint in Jump Stance

### Gold Thief

When you **Right Click** on a block while you are inside the active shrine's region, you will steal gold from the active reserves. No gold will be taken if the current shrine has none. Stealing from the shrine will also charge a bonus to attack damage which lasts until death, displayed by the charge of the exp bar. The ability cannot be performed if you are not within the shrine capture region.

Cooldown: 0.5 Seconds

Experience gained per use: 5 (2 if the shrine is out of gold)

Gold Taken per use: 3-7

* 3 in **Tiny** or **Small** Games
* 5 in **Medium** or **Large** Games
* 7 in **Huge** Games
* Gold can only be taken from the active shrine, **not** the vault.

Bonus Attack per use: +1.25 Damage

Maximum Bonus Attack: +50

### Torch Hungry

You gain 250 Experience instead of the default 70 when you break a Torch.

# x
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{\displaystyle x = questPoints}

 *You must stand in the shrine for at least [X] seconds!* | Integer from 6 to 10

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{\displaystyle x = questPoints}

 *You must steal from the shrine at least [X] times!* | Integer from 4 to 12

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{\displaystyle x = questPoints}

25 Exp per quest point.
Game Size

Game Size is a core mechanic of Nightfall which acts as a reference point to balance the flow of a battle based on how many combatants are present.

## Size List

There are five tiers of game size:

**Tiny:** No Survivor Heroes, 7 or less players.

**Small:** No Survivor Heroes, 8 or more players.

**Medium:** One Survivor Hero

**Large:** Two Survivor Heroes

**Huge:** Three Survivor Heroes

Under normal circumstances, the Game Size is determined at the end of the **lobby** / the very beginning moment of **Build Phase** after heroes are rolled, and is not updated by any normal means afterwards. The only way Game Size can be updated in an ongoing round is by admin intervention.

## Game Size Effects

In summary, the larger the game is considered, the tougher the monsters become, especially during Doom Events. However there are some other notable effects.

In **Medium Games** or larger, Three random special mobs are immediately stocked up when the monsters are released.

Shrines have less maximum HP in **Tiny** and **Small** games.

Plague Events kill more survivors on **Medium** (+1), **Large** (+2), and **Huge** (+4) game sizes.

### Health Scaling

Iron Golems, Battering Rams and Mama Bear spawn in with more or less health based on the game size.
Horus

Horus is an Off Rotation map with two Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X ----, Y ---, Z ----
	+ Has Smithing Tables, Fletching Tables, and Potions nearby.
* Oil
	+ Coordinates: X ----, Y ---, Z ----
		- Ingame Recorded Location: X -35, Y ???, Z ??? (-1000)
* Sawmill
	+ Coordinates: X ---- , Y ---, Z ----
		- Ingame Recorded Location: X 0.5, Y 104, Z -55.5
* Quarry
	+ Coordinates: X -76.5, Y 93, Z 57.5
		- These below coordinates lead to the middle of nowhere, not the actual quarry
		- Ingame Recorded Location: X -42.5, Y 100, Z -87.5
* Tools
	+ Coordinates: X ----, Y ---, Z ----
* Gold
	+ Coordinates: X ----, Y ---, Z ----

## Shrine Locations

* Pyramid Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/2
	+ Shrine Gold: ---
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region

* Temple Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 2/2
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region

## Tips and Trivia

*tips, trivia, unique interactions, non-gameplay landmarks, lore, and cool bug fact's.*

## Map Author(s) and Additional Credits

Map Author(s): Elrastenos

Map Credits Room Coordinates: X ----, Y ----, Z ----
The Grand Magus

Unused/hidden/admin-exclusive mob/doom event. Uses Illusioner model. Tooltips have no information. Has an inventory scramble attack. Has a meteor attack.

Death message is custom: "**This fight is no longer worth it. I shall let *DEATH* take you all.**"

If you're here for tips... just watch out for the inventory scramble. Magus can shred through heroes.
Phoenix Bow

The Phoenix Bow is one of the selectable Ranged Weapons, it costs 16 loadout points to equip.

## Overview

The Phoenix Bow is a simple bow with moderate damage output. It's basic power is weaker than other bows but it makes up for it the ability to unleash powerful single shots. These powered arrows can also grant it's user a powerful **Proc** when it kills.

Power: 50

## Abilities

### Power Shot

Left clicking the Phoenix Bow will prime an empowered arrow for your next shot. Firing the bow while enchanted will make the sent arrow glow red, causing it to deal heavy damage to monsters, regardless of arrow speed. The arrow will ignore half of the target's arrow resistance. Killing an enemy with the arrow will also grant a powerful Proc. Missing the arrow will reduce it's cooldown by half.

Cooldown: 30 Seconds

-15 seconds cooldown on a miss.

Power: 200

Arrow Resist Pierce: 50%

On Kill gain PROC:

Duration: 5 Seconds

Bonus Attack: +15

Bonus Speed: **Speed 1**

### Dragon Bolts

Arrows from Phoenix Bow will deal more damage while the user has a Proc.

Gain Bonus Power equal to **double** a Proc's **Bonus Attack** stat. For example, a Mystic Runesword PROC would give +10 damage.

Arrows with bonus damage from Procs do **not** oneshot proccable monsters.
Necromantic Palace

Necromantic Palace is a Primary Rotation map with three Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X 145.5, Y 81, Z 10.5
	+ Has Smithing Tables, Fletching Tables, and Potions nearby.
	+ Is close to the 2nd shrine.
* Oil
	+ Coordinates: X 122, Y 69, Z -40
	+ Is close to the sawmills.
	+ Is in mob protection when **Treacherous Bridge** falls.
* Sawmill
	+ Coordinates: X 115, Y 73, Z -50
	+ Close to oil.
	+ Is in mob protection when **Treacherous Bridge** falls.
* Cave-In Quarry
	+ Coordinates: X 145, Y 39, Z 93
	+ Is in mob protection when **Treacherous Bridge** falls.
* Gilded Mine
	+ Coordinates: X 87, Y 67, Z 39
	+ Is in mob protection when **Treacherous Bridge** falls.
* Blacksmith
	+ Coordinates: X 103, Y 66, Z 40
	+ Is in mob protection when **Treacherous Bridge** falls.

## Shrine Locations

* Withered Ravine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/3
	+ Shrine Gold: 33% of current vault.
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region

* Treacherous Bridge
	+ Coordinates: X ----, Y --- Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 2/3
	+ Shrine Gold: 50% of current vault.
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region
* The Grand Hall
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 3/3
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region

## Tips and Trivia

*tips, trivia, unique interactions, non-gameplay landmarks, lore, and cool bug fact's.*

## Map Author(s) and Additional Credits

Map Author(s): ---

Map Credits Room Coordinates: X ----, Y ----, Z ----

Additional Credits
Dark Vision

The Dark Vision passive is an accessory which costs 4 loadout points to equip.

## Overview

Dark Vision is a simple accessory which specializes in preventing Blindness effects from monster attacks. This passive also allows the user to gain Night Vision while sneaking which is helpful for blocking blindness from poor lightning. Only Curse of Blindness, Squid's **Inky Retaliation** and **Mob Spawn Protection** bypass this item's effects.

Grants **Night Vision** while sneaking.
Meteor Site

Meteor is an Off Rotation map with one Shrine.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X 143, Y 92, Z 57
* Oil
	+ Coordinates: X -3, Y 79, Z 6
	+ Is near the Sawmill
* Sawmill
	+ Coordinates: X -10, Y 79, Z -12
	+ Is near the oil.
* Quarry
	+ Coordinates: X -2, Y 78, Z 100
* Blacksmith
	+ Coordinates: X 44, Y 80, Z -10
* Gold Mine
	+ Coordinates: X 118, Y 20, Z -49

## Shrine Locations

* 1st Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 1/1
	+ Shrine Gold: All vault gold.
	+ Mob Spawn Coordinates: X -150, Y 93, Z -45
	+ Mob Protection Region

## Map Author(s) and Additional Credits

Map Author(s): Machiggins

Map Credits Room Coordinates: X ----, Y ----, Z ----

Additional Credits

* ---
Pocketwatch of Bent Time

The Pocketwatch of Bent Time is an accessory which costs 4 loadout points to equip.

## Overview

The Pocketwatch is a simple activatable item which can temporarily greatly improve the speed of the user in a pinch. The user will recieve slowness after the buff expires though.

### Ability

When the Pocketwatch is used, the user temporarily gains Speed 3, Haste 2, and +5 Mana regen/second for 10 seconds. When the buff expires the user is then cursed with Slowness 2 and -3 Mana regen/second for 15 seconds.

Activated with **Right-Click**

Cooldown: 90 Seconds

Buff Duration: 10 Seconds

Grants Speed 3 and Haste 2

Bonus Mana Regen: +5 per Second

Debuff Duration: 15 Seconds

Grants Slowness 2

Mana Drain: -3 per Second
Healing Station

Healing Stations is a Consumable item. 4 Healing Stations are granted per 4 consumable points spent to a maximum of 12 items for 12 points.

## Healing Station

Healing Stations can be placed on any block without a solid block above it, ex. floors. When placed it will heal all nearby survivors every second. It will last 20 seconds which will be reduced if monsters attack it. Healing stations require line of sight ot heal and can't be placed too close to other active stations.

Max Duration: 20 Seconds

Getting touched by a monster reduces the duration by 0.6 seconds.

One attacking monster is granted 4 **Exp** each time they damage a Healing Station.

The duration can only be reduced every 0.2 seconds.

Placement Block Radius: 12 Blocks from other healing stations

Heal Radius: 6 Blocks

Health Healing per Second: 3 Hearts

Mana Recovery per Second: 10

Armor Repair per Second: 5

Healing Stations cannot be dropped or placed in the shared chest.
Silverbell

## **Overview**

Silverbells are one of the special monsters. They are incredibly powerful and versatile monsters, being able to hold their own and fight survivors with their high health, speed, damage, agility, small size, and poison hits. However, their true strengths lie in their mount ability, where they can create deadly combinations with skeletons, quickly destroy defenses with goblins, become more dangerous in melee situations with zombies, and transport more conspicuous and slower monsters such as Minotaurs, Skeletons, and Iron Golems where they need to be quickly and potentially stealthily.

## **Stats**

Health: 40 (80 Hp)

Resistance: 70%

Arrow Resistance: 15%

Speed: +75%

Depth Strider 3

Shrine Weight: 1

Unproccable

## **Tools**

#### Spider Mandibles

*"Hail to the king."*

Attack: 25

Armor Shred: 15

Each hit with these Mandibles will always deal Shield Breaking damage and apply a powerful poison which acts in kind.

#### Back

*"We shall carry others to victory."*

Allows the user to carry up to one player monster at a time, giving them invisibility while mounted and a temporary speed boost when ejected.

## **Abilities**

### **Mount**

Left clicking another player monster with the saddle will mount them onto you and make them invisible for as long as they stay mounted. When the other player dismounts, they are given extra speed for 4 seconds. Only one player can be mounted on you at a time. Silverbells cannot pick up Battering Rams.

Mounted player recieves **Invisibility** for 1 second and **Speed 2** for 4 seconds refreshed every second while mounted.

### **Silverbell Mandibles**

Every melee hit will deal **Shield Breaking** damage and will poison the affected survivor. The poison will also deal shield breaking damage, running it's full course with no way to interrupt it unless non-shield breaking damage is dealt externally.

Melee hits always deal **Shield Breaking** damage.

Poison Stats:

* 8 Second Duration
* Ticks every 0.75 seconds
* 15 Damage per tick
* 10 Armor Shred per tick
* Deals **Shield Breaking** damage.

### Poison Immunity

Silverbells are immune to Elven Dagger's **Withering** effects.

### Minor Passives

Unproccable: Cannot be procc'ed.

Jump Boost: Passively has **Jump Boost 3** active while alive.

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30 Exp per quest point.
Taproot

Taproot Armour is an Armor item which costs 8 loadout points to equip. It is included in the Ranger, Elven, and Healer premade kits.

## Functionality

Taproot is a potent armor which gives total immunity to fire, poison, withering, magma blocks, and drowning damage while also allowing easier traversal of water and soulsand.

Depth Strider 1

Soul Speed 2

## Tips

Taproot is considered the weakest armor due to its niche effects. It is best used in the Ranger and Elven kits since they have other armors. There are no blatant kit combos for Taproot, making it somewhat versatile. If you really don't know what armor you want, Taproot is a serviceable option.
Elven Dagger

The Elven Dagger is one of the selectable **Melee Weapons**, it costs 16 loadout points to equip.

## Overview

The Elven Dagger is a basic weapon which excels in mobility and chipping down enemies with its poisoned tip. Its ability, the poison bomb, also excels in thinning crowds with its higher damage poison. Additionally it can ensure escapes with its ability to cloak its user until they make a melee strike.

Attack: 15

Speed: +30%

Knockback Resistance: +25%

## Abilities

### Poisoned Edge

Attacks made with the Elven Dagger will Wither its targets.

Duration: 5 Seconds

Damage per Second: 2

Double Damage Vs. Lesser Demons

Hitting a Lesser Demon causes it to receive Slowness 2 for 5 seconds

Hitting a Lesser Demon also causes other Lesser Demons within 3 Blocks to receive **Slowness 2** for 3 seconds

### Poison Bomb

Right clicking the Elven Dagger will emit a poison bomb centered on it's user, cloaking them and inflicting a greater Wither effect on all nearby demons. Using the bomb will also extinguish any fire on the user. Attacking in melee will cancel the user's invisiblity.

Buff Duration: 6 Seconds

Cooldown: 90 Seconds

Killing an enemy will reduce the ongoing cooldown of this ability by 0.5 seconds.

Grants **Speed 2,** **Jump Boost 4,** and **Night Vision**

Grants **Invisibility,** canceled early if the user connects a melee attack.

Poison Bomb Radius: 6 Blocks

Initial Damage: 10

Wither Duration: 6 Seconds

Damage per tick: 10

Double tick damage Vs. Lesser Demons

Tickrate: 1 Tick every 0.6 seconds.
Ember Sprite

## **Overview**

Ember Sprites are a Special Monster. Ember Sprites can fly and float, their main purpose is to be long ranged siege damage, being able to destroy walls at long ranges very easily. Alternative, they're able to be high altitude, long ranged AOE, dealing massive damage to groups of survivors quickly.

## **Stats**

Health: 15 Hearts (30 Hp)

Resistance: 50%

Arrow Resistance: 50%

Depth Strider 1

Shrine Weight: 1

Proccable

## **Tools**

### **Fireball**

*"Death from afar."*

Quantity: 6

## **Abilities**

### **Fireball**

Right clicking the fireballs will shoot a fast explosive projectile which flies in a straight line, detonating on the first block surface or survivor it contacts. The fireball may detonate in midair if it travels too far. The blasts deal above par damage against deepslate brick, and can pulverize spretches of vulnerable stone walls, especially in extended volleys. Each fireball also deals considerable damage and armor shred, as well as having a small chance to ignite blocks around the blast temporarily.

Each shot consumes a fireball item from the user's inventory which will only begin to recharge after 3 seconds of not firing after which one fireball will recharge every second to a maximum of 6 ammo.

Cooldown: 0.5 Seconds

Destruction Strength: 4.8

Destruction Type: **Explosion**

Damage: 50

Armor Shred: 35

Blast Radius: 4 Blocks

Range: 35 Blocks

Ammo Regen Block Time: 3 Seconds after firing

Ammo Regen Rate: 1 per second.

### **Blast Jump**

Pressing the offhand key will immediately cause the user to rocket upwards, dealing damage to blocks and survivors caught in the blast. Works excellently as a vertical mobility tool or to dodge out of the path of oncoming projectiles. Can be used in midair.

Cooldown: 25 Seconds

Destruction Strength: 4.8

Destruction Type: **Explosion**

Damage: 50

Armor Shred: 35

Blast Radius: 4 Blocks

### **Hydrophobic**

Fire and water usually don't tend to mix well, Ember Sprites will take damage whenever they are in contact with water blocks.

Water Damage: 8

Ember Sprites may take damage from water every second.

### Minor Passives

Jump Boost: Passively receive **Jump Boost 7** while alive.

Levitation: Passively affected by **Levitation -2** while alive, causing the user to slowly and statically float downward.

Motionless: Cannot sprint.

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Bombardier

The Bombardier is one of the selectable Ranged Weapons, it costs 16 loadout points to equip.

## Overview

The Bombardier is a conventionally unconventional bow which allows the user to draw arrows before firing them. It's arrows also explode on contact with enemies or surfaces. Unlike Crossbow**(Nightfall)** the Bombardier is not reloaded automatically, meaning time does need to be taken to prepare the bow for firing.

It's ability allows the bombardier to fire a diffrent arrow which pierces entities, felling any lesser demons it touches and marking greater demons. All greater demons marked by the arrow can be detonated at once by pressing the offhand key, dealing heavy damage to all marked enemies.

Direct Hit Power: 50

Explosion Power: 25

Explosion Radius: 3 Blocks

The Explosion can deal damage to the user, self damage will also deal considerable knockback.

Self Damage: 25

Self damage will be reduced based on distance.

Armor Shred: 0

Arrow Cost: 2

Max Arrow Reduction: -10

Only direct hits will oneshot **Projectile Vulnerable** Lesser Demons.

## Abilities

### Marking Shot

Left Clicking the Bombardier will empower it. Firing the bow will send a custom projectile forward that obeys gravity and pierces enemies but not walls. The projectile will mark greater demon or oneshot any lesser demon. Marked greater demons can be detonated all at once with the offhand key, dealing massive damage to them and sending them in the air if they are vulnerable to knockback. The mark only lasts a limited time, if not detonated before then it will vanish harmlessly.

**Left Clicking** the Bombardier enchants it, signifying the empowered shot is active.

Cooldown: 40 Seconds

Max Mark Duration: 15 Seconds

Arrow Cost: 3

Projectile oneshots any Lesser Demon.

Enemy players harmed by the projectile are marked which can be later detonated with the **Offhand Key**.

Projectile Power: 30

Detonation Power: 80

Explosions do **not** have a splash radius.
Crossbow

The Crossbow is one of the selectable Ranged Weapons, it costs 16 loadout points to equip.

## Overview

The Crossbow is a conventionally unconventional bow which draws it's arrows automatically, allowing it's user to fire it without slowing down and to reload it without holding it. It's basic arrows are also deal generally greater damage than other bows and always fire at max speed. It's ability allows it to fire a burst of arrows in a direction, able to deal great burst damage and push its user away from action.

Power: 60

Arrow Cost: 2

Cooldown: 1.75 Seconds

This weapon does not need to be drawn to fire.

## Abilities

### Autoloader

The crossbow fires standard arrows instantly without the need to draw it back to give it power. Additionally it will reload it's arrows automatically, but slowly compared to other bows.

Cooldown: 1.75 Seconds

### Arrow Burst

Left clicking the Crossbow will instantly fire a burst of 5 arrows which spread slightly. Each arrow grants minimal invulnerability ticks, allowing each arrow to individually hit the same target. The force of the attack will send it's user flying backwards in the horizontal direction they are facing. This recoil can not influenced vertically.

Cooldown: 20 Seconds

Power per Arrow: 40

Arrows Fired: 5

Arrow Cost: 5
Withergrounds

Withergrounds is a Secondary Rotation map with three Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X ----, Y ---, Z ----
	+ Has Smithing Tables, Fletching Tables, and Potions nearby.
* Oil
	+ Coordinates: X ----, Y ---, Z ----
* Sawmill
	+ Coordinates: X ----, Y ---, Z ----
* Quarry
	+ Coordinates: X ----, Y ---, Z ----
* Gold
	+ Coordinates: X ----, Y ---, Z ----
* Blacksmith
	+ Coordinates: X ----, Y ---, Z ----

## Shrine Locations

* Withering Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/3
	+ Shrine Gold: 33% of current vault.
	+ Mob Spawn Coordinates: X 298.5, Y 44, Z 1384.5
	+ Mob Protection Region

* Camp Shrine
	+ Coordinates: X ----, Y --- Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 2/3
	+ Shrine Gold: 50% of current vault.
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region
* Soul Point Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 3/3
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X 293.5, Y 44, Z 1691.5
	+ Mob Protection Region

## Tips and Trivia

*tips, trivia, unique interactions, non-gameplay landmarks, lore, and cool bug fact's.*

## Map Author(s) and Additional Credits

Map Author(s): GlassOcelot

Map Credits Room Coordinates: X 300, Y 119, Z 1770

Credits Room is at the top of the lobby.

*Note: screenshots are of a yet-to-be-pushed version with better flank routes on 1st shrine AKA the build server version as of 8-May-22. -MaxWilderD*
Adding Pages

If you'd like to add a page to this wiki, there are a few things you need to do.

1. Ensure that this page doesn't already exist in some capacity.
2. Ensure it has a spot in one of the many categories. If it doesn't have a spot, it probably doesn't belong on this wiki.
3. Ensure you have a decent understanding of this website and how to make pages.

If you meet those three requisites, then you can proceed. Remember to include a fair amount of pictures/gifs/videos in your page. Also remember to properly format things. Use the "Heading" format (or press CTRL+2) for headings, the paragraph format (or press CTRL+0) for basic text (this entire text is in the paragraph format.) All pages must be sorted in at least one category.

**For weapons such as the Mystic Runeblade or the Warpweaver Bow**, put it in the "Weapons" category.

**For tutorials such as this one or The Basics**, put it in the "Tutorials" category.

**For ales such as Regrowth Star or Safety Juice**, put it in the "Healing Items" category.

**For armor such as Sturdy Armor**, put it in the "Armor" category.

**For mobs such as the Impact Skeleton** **or Ember Sprite**, put it in the "Demons" category.

**For mechanics like JIT or Doom Events**, put it in the "Mechanics" category.

**For heroes like Velvetine or Tui**, put it in the "Heroes" category.

**For mob heroes like Torus or the Mirror**, put it in the "Mob Heroes" and "Demons" category.

**For consumables like Consecrating Charms and Wrenches**, put it in the "Consumables" category.

**For passives like Avenge or Reinforced Boots**, put it in the "Passives" category.

**For maps like Mt. Velvetine or Nurah Mountain**, put it in the "Maps" category.

**\*\*DO NOT MAKE NEW CATEGORIES\*\* WITHOUT ASKING Roy#1548 FIRST**
Spellbook

The Spellbook is one of the selectable Ranged Weapons, it costs 16 loadout points to equip.

## Overview

The Spellbook is an unconventional ranged weapon which takes the form of a simple tome. This book allows you to cast a variety of offensive and defensive spells, making the spellbook specialize in adaptablity with a bias towards defense due to its options primarily being close ranged.

Equipping the Spellbook replaces arrows with essence in the ammo slot, they are interchangable in most aspects but do not work with bows if you acquire one by external means.

## Abilities

Activating a spell prevents the usage of all spells for the duration of the activated spell's cooldown.

### Magic Missile

This spell fires a series of 3 missiles of pure magic in sequence with each other, dealing weak damage individually but considerable damage if all 3 connect. Each missile can oneshot **Projectile Vulnerable** Lesser Demons. Missiles ignore gravity but travel slower than the beam firing weapons and do not penetrate walls or multiple enemies. The salvo is cancelled early if the user lets go of the book, missiles already in flight will persist.

Activation: **Left - Left**

Spellbook Cooldown: 3 Seconds

Essence Cost: 3

Power: 25

Oneshots **Projectile Vulnerable** Lesser Demons

Missiles fired: 3

Range: 50 Blocks

Delay between shots: 0.5 Seconds

### Soul Stream

Activating this spell conjures a beam of energy which deals heavy damage to any demon which crosses its path. The beam can be aimed freely but it restricts the movement of its user greatly while active. The beam cancels early if its user lets go of the book.

Activation: **Left - Right**

Spellbook Cooldown: 12 Seconds

Essence Cost: 8

Range: 12 Blocks

Duration: 2.5 Seconds

Grants user Jump Boost -2 and Slowness 3

Damage per Tick vs Players: 6

Damage per Tick vs Lesser Demons: 15

Tickrate: 10 ticks per second.

### Bolster

Using this spell grants its user and all other nearby survivors two **Shield Hearts**. Up to four **Shield Hearts** can be granted by this method.

Activation: **Right - Left**

Spellbook Cooldown: 6 Seconds

Essence Cost: 6

Radius: 10 Blocks

### Levitation

This spell simply gives its user **Levitation 2** for 5 seconds.

Activation: **Right - Right**

Spellbook Cooldown: 10 Seconds

Essence Cost: 8

### Cancel Casting

Activation: **Offhand Key**

Pressing the offhand key will clear one lingering input for no cost, useful if you accidentally misinput. Lingering inputs will also be unqueued after waiting for 2 seconds.

Cooldown: None
Nurah Mountain

Nurah Mountain is a Secondary Rotation map with three Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X ----, Y ---, Z ----
	+ Has Smithing Tables, Fletching Tables, and Potions nearby.
* ---
* ---
* ---
* ---

## Shrine Locations

* shrine1
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/3
	+ Shrine Gold: ---
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region

* shrine2
	+ Coordinates: X ----, Y --- Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 2/3
	+ Shrine Gold: ---
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region
* Final Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 3/3
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region

## Tips and Trivia

*tips, trivia, unique interactions, non-gameplay landmarks, lore, and cool bug fact's.*

## Map Author(s) and Additional Credits

Map Author(s): ---

Map Credits Room Coordinates: X ----, Y ----, Z ----

Additional Credits
Mob Protection

Mob Protection regions - not to be confused with the effects of Resistance 10 - are a type of map region which will grant potent curses to Survivors who traverse them.

## Gaining and Losing Stacks

Every half second each survivor's position is checked against being in or out of a mob protection region.

### In Mob Protection

The affected survivor is given a mob protection stack and then recieves effects equal to their accumulated stacks. When this check succeeds it cannot apply to the same survivor for the next 4 seconds.

### Out of Mob Protection

The affected survivor loses 0.1 mob protection stacks when this triggers, some effects from mob protection are immediately cleared whenever this check is triggered. When this check succeeds it cannot apply to the same survivor for the next 4 seconds. This check will not trigger or go on cooldown if the affected survivor is at 0 mob protection stacks.

The "In Protection" and "Out of Protection" checks have seperate cooldowns.

## Effect List

As survivors attempt to fight in mob protection they will be afllicted with progressively worse debuffs. When a survivor receives a mob protection warning they are given all effects of their current and previous stacks. If a survivor has a decimal amount of stacks, the effect tier they receive is always rounded down. For example, 6.7 stacks gives level 6 effects.

### Non-Stack Effects

Whenever a survivor is with-in a protection region they take amplified damage from **all** sources not inflicted directly by the mob protection.

* Damage received is doubled.
* Armor Shred and Mana Drain are multiplied by 4.

Mob Protections which are tied to the first Shrine of any given map double as a no-build zone.

### Stack 1

Inflicts Nausea, this effect lasts until the affected survivor triggers an Out of Mob Protection check.

### Stack 3

Shield Hearts are disabled for 15 seconds, during the duration any newly applied or pre-existing shield hearts are unable to block incoming damage, causing said damage to affect regular health instead. This affliction does not clear the shield hearts, meaning you don't have to reapply any once the effect expires.

Inflicts Specials Disabled for 8 Seconds

At this point affected survivors will also take a bit of damage directly from the mob spawn, which becomes more painful as they continue to accumulate stacks.

### Stack 7

Inflicts Blindness, this effect lasts until the affected survivor triggers an Out of Mob Protection check. This blindness cannot be prevented by Dark Vision.

### Stack 10

Inflicts Poison for 10 Seconds, damage dealt by the poison will be amplified if the target is in mob protection.

* Ticks every 0.35 seconds.
* 10 Damage per tick
* 10 Armor Shred per tick
* Deals Shield Breaking damage.

### Damage Chart

When a survivor receives a damaging warning they only take damage equal to the current stack.

### Stack 13

The affected survivor is instantly killed. This effect bypasses **all** forms of damage and death protection effects.

## Trivia

While Arthea is on their Divine Rampage they are unaffected by mob protection.
Consecrating Charms

Consecrating Charms are a Consumable item. 1 Consecrating Charm is granted per 4 consumable points spent to a maximum of 3 items for 12 points.

## Consecrating Charms

Consecrating Charms can be used to create a powerful aoe which instantly kills Lesser Demons and starts gradually freezing any enemy player which enters the radius. After 3 seconds, any enemy player still contained within the swords - or those who enter afterwards - are immobilized, **Blinded**, inflicted with **Glowing** and cannot use specials or shoot arrows. **Monster Heroes** are stunned for less time, **Tickers** are immune to the stun.

Effect Radius: 11 Blocks

Slow Duration: 3 Seconds

* Inflicts Jump Boost -2 and Slowness
* The **Slowness** potency increases as the duration runs out.
	+ Starting potency of **One (1)** which increases every 0.75 seconds ellapsed.
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Max Freeze Duration: 8 Seconds

* Player monsters are fully frozen in place, suspending them in midair and negating any knockback or pull force, even against Ring of Pneuma.
* Inflicts **Blindness** and **Glowing** on player monsters.
* Frozen players cannot use abilities, break blocks, damage deployable structures, or fire bows.
* Fury Zombies, Husks and Drowneds are unable to **Rebirth** if they die while frozen.
* Tickers and any monster player with Resistance 10 is immune to being frozen.
* Mob Heroes are stunned for less time per charm, ranging from 1 second to 3 seconds based on the type of monster.

Lesser Demons entering the radius at any point during the full 11 second duration are instantly killed.

Consecrating Charms cannot be dropped or placed in the shared chest.

## Trivia

* Nothing is resistant to the slowing phase of a consecrating charm.
* The stunning phase of the charm uses creative flight to pull off its immobility.
Torch

The Torch is a Consumable item of sorts and a critical defense against the night and **Darkness**. A few torches can be included in a kit using Builders Supplies consumable items but they are also one of the few items that can be crafted reliably ingame.

Torches are made by smothering sticks in **Oil**, sticks are acquired by doing the following:

* Chop wood from logs using a **Lumberjack's Axe**. Two logs per chop.
* Process the wood twice at a **Sawmill** by turning small logs into planks. 1 : 1
* Then turning planks into sticks. 1 plank : 2 sticks

Torches are a permanant but vulnerable light source. When a torch placed by a survivor is broken a small amount of Exp is given to the monster which broke it. No benefits are given if a survivor breaks a torch, torches placed by a player do not give exp to the same player even if they die. Torches placed by the map give reduced exp.

Torches can alternatively be held in a survivor's hands to ward away **Blindness** from low light conditional for as long as it's held.

Light Level: 14

Base Exp when Broken: 70

Rats recieve much more exp from broken torches.

Base Exp when breaking w/ **Rat**: 250

Monsters only gain 25% exp from torches placed by the map.

A player will gain no benefits from torches placed by themselves, even when they become a monster.

Torches will prevent **Blindness** from low light when held in hand.

Torches can be dropped and shared with other survivors.
Blacksmith Mortar

Blacksmith Mortar is a Consumable item. 8 bowls of Blacksmith Mortar are granted per 4 consumable points spent to a maximum of 24 items for 12 points.

## Blacksmith Mortar

Blacksmith Mortar is an enhanced form of regular Mortar which can be used after build phase to instantly repair all walls to deepslate in a greater radius.

Radius: 10 Blocks

Blacksmith mortar can be dropped and shared with other survivors.
Final Retreat

Final Retreat is a Secondary Rotation map with four Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X 116, Y 85, Z -230
	+ Has Smithing Tables, Fletching Tables, and Potions nearby.
* Oil
	+ Coordinates: X ----, Y ---, Z ----
* Sawmill
	+ Coordinates: X ----, Y ---, Z ----
* Quarry
	+ Coordinates: X ----, Y ---, Z ----
* Blacksmith
	+ Coordinates: X ----, Y ---, Z ----
* Gold Mine
	+ Coordinates: X ----, Y ---, Z ----

## Shrine Locations

* Bopen's Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/4
	+ Shrine Gold: 15% of current vault.
	+ Mob Spawn Coordinates: X -290, Y -72, Z -265
	+ Mob Protection Region
	+ The monsters can use several teleporters to get closer to the shrine.
		- The teleporters are activated by **Sneaking** on them.
	+ Red Teleport Location: X -96.5, Y 48, Z -290.5
	+ Pink Teleport Location: X -82.5, Y 50, Z -169.5
	+ Purple Teleport Location: X -169.5, Y 54, Z -221.5
	+ Blue Teleport Location: X -42.5, Y 52, Z -351.5

* Yggdrasil Shrine
	+ Coordinates: X ----, Y --- Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 2/4
	+ Shrine Gold: 25% of current vault.
	+ Mob Spawn Coordinates: X -70.5, Y 50, Z -244.5
	+ Mob Protection Region
* Palace Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 3/4
	+ Shrine Gold: 40% of current vault.
	+ Mob Spawn Coordinates: X 130.5, Y 58, Z -231
	+ Mob Protection Region
* Vlarugna's Grave
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 4/4
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region

## Tips and Trivia

*tips, trivia, unique interactions, non-gameplay landmarks, lore, and cool bug fact's.*

## Map Author(s) and Additional Credits

Map Author(s): Elrastenos

Map Credits Room Coordinates: X 415, Y 102, Z -580

Map room is inside the pregame lobby.

Additional Credits

* SpaceRunner5 - Build Tech.
* AncientLegionary - Chief Builder
* TigerSpirit - Chief Builder
* Agent\_Flame - Associate Builder
* JermsyBoy - Head Designer
* Sam, Hayden, and Dylan - Distractions/Morale Support

*Yes, I'm aware I screwed up my standardization with 3rd shrine. I'll be fixing it soon(TM) -MaxWilderD*
Ranged Weapons

Ranged Weapons are one of the two armaments **Survivors** can equip themselves with, specialized for use in long-short ranged situations. They are most commonly bows but there are also magic books and fire gloves. They have benefits and buffs that only apply, activate, or benefit from being used in ranged distances.

## List of Ranged Weapons

* Longbow
* Volcanic Gauntlets
* Phoenix Bow
* Crossbow
* Lightbow
* Jade Bow
* Warpweaver Bow
* Spellbook
* Bombardier
News & Media

## September 3rd, 2021

Hello everyone! Today's news features part 2 of Matthew Demps Kit Item review in which Bows are finished up, and Ale and Armors are covered. Have a watch.

https://youtu.be/YiGwZnEMJlI

Part 2 of Today's news is the reminder of an Upcoming test game on Monday, September 13th, 6 PM EST.

This will be focusing on the new 1.17 update! The team has been working hard on stabilizing this new version and hammering out any game breaking bugs.

Details will be provided closer to the 13th! Hope to see you then!

```
                         -Drk, Loremaster of Nightfall.

```
Cenne

**Cenne** is the capital of Negame. It is located approximately in the center of the continent, a tiny bit more in the North. It is an absolutely massive city, that keeps growing more and more every day. All the races in Negame can be found here, as it is a very protected environment. Though, it's still making it a very condensed Negame within itself, and racism and poverty still exists.

It exists within walls, multiple walls even. Every 100 years, new walls are built around the new districts that have been built. Such a tradition has been introduced over 400 years ago, and 4 more walls (for a total of 5) have been built.

Cenne's king is human and is the one with the most influence on all over Negame.
Letterenemies Wiki

This wiki is a parody of Phonicfriends Wiki.
Letterenemies is a parody of Phonicfriends.

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Rytir Yults

Rytir is a former war general in the Ehran Army who, after learning of the corruption blossoming in the army that left citizens to starve, betrayed his country and has instead began to lead an uprising upon which caused the entirety of Ehran to despise the male. He was instantly considered a national threat and had a bounty of 7,500 platinum placed upon his head. However, no one knows whether or not the capital city of Ehran can be trusted to pay out, so very few take up the bounty, especially considering his unmatched ability in combat.

## Appearance

Rytir is a tall, muscular and dark skinned man, who usually wears his former military uniform so as to slip in and out of important bases easily and sabotage them before anyone realizes he was inside.

## Biography

Rytir was born to a noble family, but as the result if his father's unfaithfulness, so he was unable to inherit anything except the name and his right to join the military. And so, he did. With his lightweight yet strong frame, he proved himself on the battlefield time and time again, quickly rising to the rank of Corporal before the age of twenty five. Then, he learned his affinities for magic, a major in Augmentation and a minor in Time Manipulation, able to pause time for two seconds at a time. These combined instantly shot him up the ranks and eventually was granted the rank of War General.

And then he learned about the atrocities that his fellow military men were committing in the name of the kingdom. Despising the military, he left at the age of thirty four, and has been fighting against them ever since with those who see his cause equally, even if he has to kill those he worked with and called his brothers in arms before.
Letterenemies: The Movie

## The Movie

Letterenemies: The Movie is a 2020 computer animated film created by THE EPIC GUYS LIMITED.

## Plot

The infamous Frank is back and tries to hijack Trenn the Train to steal the ancient and powerful talisman since he is too lazy to walk at the moment.

## Basic Info

Name: Letterenemies: The Movie

Rating: NR

Directors: N/A

Starring: N/A

Studio: THE EPIC GUYS LIMITED

Release Date: July 31, 2020

Status: Completed

Runtime: 1h 1min

## Spoilers

Daniel the Dinosaur is forced to help hijack Trenn the Train.
Elaine

Elaine is a 27 year old Elf living in and running one of the few taverns in Nomern. She lives in the largest of six rooms on the second story of the Tavern by herself.

## Background

Elaine is the daughter of a wealthy merchant that frequently ran the routes between the capitals of Nettah, Cenne, Pontaria, and Baclan. During her childhood, she was occasionally brought along these routes with him as she had nobody else, her mother having passed away as a result of childbirth.

Her father tried to spoil her as a child, and enrolled her into various schools attended by nobles through the years, having moved between most of the kingdom's capitals. As a result, she is well—spoken and mannered, but this is hardly shown to the drunks that frequent her tavern and take their chances hitting on her. She never picked up the same level of entitlement as the noble children she was surrounded by, and is good at keeping her temper under control. Most of the time.

During her teenage years, her father stopped travelling and bought a tavern in Nomern to settle down and give his body rest after all the years he'd been on the road. For a short while, she trained and was taught how to fight with a spear. Initially, she had the goal of becoming a guard or a bounty hunter and traveling to all of the other places she'd never been before. She would later abandon this dream and stop training, but still retains some of the skill she showed and uses it from time to time in self defense, should the need arise.

By the time she turned twenty-three, her father passed away rather suddenly and left the tavern to Elaine to take care of.

Since then, she's been running the tavern smoothly, carrying on with her day to day life. The only gripe she has about her life is how little people she meets. For this reason, any bounty hunters or merchants travelling through town catch her interest, and she often gives them free drinks and a room in exchange for stories of the places they've been and the things they've done.

## Personality

Elaine appears as a cold—hearted, snarky woman to those that frequent her tavern and often try to hit on her, but that isn't who she is.

When somebody that interests or amuses her sits down across the counter, she's easy to talk to and can be rather flirtatious, if they can catch her eyes.
Negame Wiki

**Welcome to Negame.**

**Negame** is a verse that I (@FuckOceane) created for my own original character @letmeslash, but also for other people to join a verse, that is as detailed as possible while still being modifiable. It is a medieval fantasy verse, heavily inspired by multiple media such as video games, animes, movies, and others.

The continent of Negame is basically a lucid dream, where everyone can join and participate in, with the original character they'd wish— they'd dream to be.

It once was called "Dream AU" (AU as in Alternate Universe) as it came from a self!oc that I've had a while ago. Lorae and all of the place was made in a dream that I quickly wrote on my phone after waking up. I spent days, and even months building it up and finally decided to throw away the old carrd that I used to make a whole wiki about it.

**If you ever wish to join the verse, please check Character Creation.**

# Read the rules. Thank you.

If you want to check every single page, you can see them there.

Please, respect the few rules on this wiki.

* **Respect my work.**
* **Do not edit or create anything unless stated otherwise by me.**
* **If there is any typos, contact me instead of modifying them.**
* **Be patient if I don't reply instantly.**
* **No hate, pls.**