recursal/Fanatic-Fandom huggingface dataset:
Guardian Armor

> *"I wear that only when I have to. Worlds torn apart by war put off more energy than others, which means more danger. And on those trips, I focus more on staying alive and finding who I'm searching for over blending in." ~ Sem*
>
>

**The Guardian Armor** is a suit specially designed by Sem and Ally's friend Merek to protect Guardians from the dangers of hostile worlds. Only used when certain worlds impacted by the traveler phenomenon, the Guardian armor serves only as protection from gunfire and explosive shrapnel, offering only minor protection for the wearer. Although strange and out of place in its appearance, the Guardian Armor was never designed with the intention of blending in, as most worlds commonly effected by war expelling high amounts of often date from the 19th century onward.

## Design

Strange and striking in its appearance, the guardian armor is known for turning more heads than one would like. A solid weave of carbon fiber mesh, reinforced by steel plating, the guardian armor is both sturdy and lightweight in its design. Crafted with help from Erland, its design over the years has transformed into a merging of common steel medieval armor from the twelfth century and future designs of the twenty-first and twenty second century. While Sem's armor is more commonly described in the series for it's blue plating and orange colored visor, Aria and Ally's armor shares a similar design and look only red plating and blue visor.

## Fun Facts

* The Guardian Armor was originally illustrated before Sem and Ally
* Sem and Ally's armor sets helped spark the concept for the series as two time travelers forced to protect their own lives from a hostile war torn world of the future
Bats in the Basement

**Bats in the Basement** is the seventh episode of Mario and Pals: Plumbing Adventures.

## Summary

A young vampire bat named Batster arrives from Transylvania as a foreign exchange student.

## Plot

The episode begins with Mario, Luigi and their pals, after having to go out for a plumbing job, being in the midist of returning to their house, Mario Bros. Plumbing. Entering the house, Luigi tells the viewers that he can't wait until the foreign exchange student they're going to be hosting arrives, who Mario mentions is very young but very witty. Asking Mario how he knows that, Luigi gets the answer that the student sent his luggage ahead of him and motions towards a nearby wooden box.

## Trivia

* This is the debut of Batster the bat and of Zorua, the latter of which becomes a main character from this episode onwards.
Traveler Phenomenon

**The Traveler Phenomenon** is the an extremely rare event in which one world or universe in the multiverse comes into contact with another, creating a small wormhole in which an unsuspecting person can fall into, resulting in their own displacement from their home world to another in a different place and time period leading to the untimely destruction of the world itself if the individual is not removed. These rare events most commonly result in the victim losing their clothing or other accessories not attached at a microscopic level, making them much easier for Guardians to find and rescue.

## About

Often described with the analogy of bubbles floating through the air, ultimately coming into brief contact with one another, the Traveler Phenomenon serves as the premise for the Sem and Ally Adventure series. As universes move and exist along side one another, the chance of these worlds crossing paths can result in the displacement of a person in the wrong place and time period. Although it is not known what initially causes this rare phenomenon, it is theorized that the rise and expansion of civilizations among worlds plays a heavy part as humans discover new forms of technology that produce foreign energy, increasing the chance of worlds coming into contact with one another.

When an individual passes from one world to another, their foreign mass can leave a world unstable and on the verge of annihilation, like a bubble filled with air beyond its ability to hold. How long before the world itself is destroyed can vary depending on the stress humans have created on it or depending on the age of the world itself.

In some cases, war's and acts of human conflict can increase the likelihood of the Traveler Phenomenon as mass amounts of energy is being released into a universe which can expand a worlds reach to its neighboring worlds.

When a world is in danger however, a distress signal is created, which Guardians have used to lock on to a worlds location and send out a rescue team or individual with the goal of finding the person who doesn't belong and return with them to Asphodel, in turn saving the world from it's own destruction.

## Victims of the Traveler Phenomenon

* Sem Viatious

* Erland Arimaya
* Aria Vincent
* Ally Claude
* Otto Nolan
* Merek Wright
* Zan
* Oliver
* Dublin

## References

1. ↑ 1.0 1.1 *Sem: Adventures Across Time* by TS Wieland © Copyright, 2019.
Asphodel

> *"Welcome to Asphodel, kiddo. A world between worlds where time and space are broken." ~ Otto*
>
>

**Asphodel** (*As-fo-dell*), commonly referred to as "*The World Between Worlds*," is a universe or world in the Sem and Ally Adventure series which rests between the gaps of all other worlds. Known for it's vast number of floating sky islands, connected by bridges, Asphodel is inhabited by both lost travelers and people of common birth. Named by it's earliest residents after the Greek mythological layer of the Underworld, Asphodel is regarded by some as a limbo or purgatory for it's cruel yet beautiful nature, depriving those who wish to return to their home worlds while offering an escape for those who wished nothing more than for the chance to start a new life.

## Origin

Once a stable world of it's own, Asphodel came into being through the same means as all other worlds destroyed by the traveler phenomenon, resulting in its own destruction. Unlike most worlds which pass into the Cosmic Depths however, Asphodel clung onto its existence thanks to the mystery surrounding the Soul of the Cosmos, allowing it to become a safe haven for lost travelers and those saved by Guardians.

## History

After several unknown years without any form of human life, Asphodel finally found it's first residents following the events of the Mass Destruction, leaving the first settlers stranded together on the Alpha Island. Forced to survive with little resources, the first settlers began life in Asphodel living in wood and mud huts, hunting both birds and other animals found on the island and gathering food. As time went on, the future generations of the first settlers came to establish the Alpha District, with the intention of branching out to the other nearby islands and explore the unknown world they had found themselves stranded in. Following the construction of the bridges, more groups of lost travelers where found surviving by similar means on the surrounding islands, leading to the construction of the Capital on Capital Island with the purpose of maintaining order and peace in Asphodel.

With the discovery of the Soul of the Cosmos and creation of the First ARC by Asphodel's first Guardian's, Erland and Marie, Asphodel's mix of cultures and historical backgrounds flourished, bringing about what would become known in later years as the Enlightenment Age.

## Islands

There are seventeen (eighteen including Capital Island) islands which are inhabited by people living in the world of Asphodel:

* Alpha Island
* Capital Island
* The Perish District
* Byzantine Islands
* The Mediterranean
* Americana
* Africansa
* Asia and Asiana Islands
* The Germanic Empire
* The Tika Kish
* The Propelago
* The Russian Isle
* The Ottoman State
* The Hephthalite
* The Danisk Kingdom
* The Hispanita
* The Nordianic Cluster
* The Indigo District

## References

1. ↑ 1.0 1.1 1.2 *Sem: Adventures Across Time* by TS Wieland © Copyright, 2019.
Witchcraft

> "*At first shown as a darker force, witchcraft or sorcery became a softer form of magic.*"
> ― Professor Blackspire
>
>

**Witchcraft** is a form of magic that humans can use, though other species can use as well, like Mermaids or tree nymphs. But unlike **Fairy Magic** or **Divine Magic** or any other types, Witchcraft is strongly tied to emotions and Intention (sheer will).

## Witchcraft Uses.

* Witchcraft is used mostly to manipulate elements or reality. Most practitioners used it to summon energies of any kinds. Other use it as an everyday life practice, hobby, tradition, or source.
* Witchcraft is a type a magic mostly used to channel magical energies. Witchcraft associates with conjuring, manipulating elements, reality warping, necromancy, etc.

## Practicing and Learning

* Depending on the practitioner, learning magic can sometimes last for years
* All practitioners are born with this power and some may even use magic right after their birth

## How To Wield Magic

The use of witchcraft is a intellectual and emotion endeavor, it's all deprived from intention. Some magic are used and wield through chanting or simply the sheer force of will.

**The Inability to Use Magic or Wield.!**

* **The Underworld** is a place where magic is said to be unpredictable, or in other words wonky and unstable.

## Appearance

* When used, Witchcraft often gives away a violet glow or a puff of smoke, though other colors can vary depends on the practitioner.
Point of Reference Problem

> *"Imagine throwing a dart at a dart board, miles away, with a blindfold on, trying to hit the bullseye." ~ Sem*
>
>

The **Point of Reference Problem** is the theoretical problem which prevents the ARC from connecting to any one specific world in order to send a lost traveler home from Asphodel back to their home world. The problem is the result of having no one clear reference point in the multi-verse or subspace for which the ARC can calibrate from, allowing the miracle machine the ability to distinguish one world out of an infinite number.

## About

Described as looking at an abstract painting without the artists own context behind its creation, the Point of Reference Problem remains the sole reason why Sem, Otto, and Erland have all failed in finding a way to send lost travelers back to where they came from. Although solutions have been tested, all have failed except for the famous One Way Ticket equation.

## One Way Ticket Equation

Unable to find the one reusable equation to send lost travelers home, Erland developed the One Way Ticket equation as the only foreseen method of sending a traveler home. The manner in which the equation solves the Point of Reference Problem is by using the individual themselves as the point of reference the ARC needs to send them home, there for binding the ARC to one world indefinitely and leaving it useless to those left behind in Asphodel. This equation was once almost used by Erland. However, after a brief argument between him and his partner, Marie, he chose not to use it as the result would mean stranding everyone in Asphodel forever. With no other choice, he kept the equation a secret between Marie and himself, and turned his efforts towards creating the Guardian Project.

The equation was eventually discovered by Sem during his meeting in the ice cave with Erland as the visage bound to the Soul of the Cosmos. After which, Sem used the equation on Ally to prevent her from being harmed by the mob of Alpha Rioters and as a way to prevent everyone from leaving.

## References

1. ↑ 1.0 1.1 *Sem: Adventures Across Time* by TS Wieland © Copyright, 2019.
Aphrodite

Aphrodite is a **Deity** of Love.

Athena (sister)

Artemis (sister)

## History

* **APHRODITE** was the Olympian goddess of love, beauty, pleasure and procreation. She was depicted as a beautiful woman often accompanied by the winged godling Eros (Love). Her attributes included a dove, apple, scallop shell and mirror. In classical sculpture and fresco she was usually depicted nude.

## Powers and Abilites

Aphrodite is a wielder of **Divine Magic** considering she's a **deity**.

* **Deity Physiology**: A Deity is a being of nigh-unlimited magical power.
* **Divine Magic -** Aphrodite is a wielder of Divine Magic.She can manipulate impossible and infinite magic.
* **Amokinesis -** The power to make anyone fall in love. Through sheer force of will or through chants. This power is tied to aphrodite's godly hood.
* **Limited-Cosmic Awareness**: Deities are aware of events that goes on in the Universe, but its limited knowledge.
* **Teleportation:** the ability to teleport anywhere one's desire.
* **World-crossing**: deities are able to travel between any worlds.
* **Telekinesis -** The ability to manipulate matter and force.
* **Eternal Youth**: even if they are thousands of years old deities do not age.
ARC

> *"Sugar, you've given this world a star. A star of hope that'll one day lead home." ~ Marie*
>
>

**Artificial Rosen-bridge Contrivance** or **ARC** refers to the gateway used by Guardians to journey to worlds beyond Asphodel. First conceived by Erland and built by Marie, the ARC is a worm-hole generator capable of opening gateways that lead to multiple worlds/dimensions.

## About

Described by many as a silver starlight, growing to the size of a four foot by seven foot doorway, down to a single pin point in space, the ARC is the only know way of journeying between worlds.

Upon discovery of the Soul of the Cosmos hidden away within the caverns of Asphodel's Alpha District, Erland began development of the ARC alongside engineer, Marie Fincher, with the plan of using the Soul's power to "cut the fabric of worlds" and create a gateway to other worlds/dimensions. After many trials and failures, Erland and Marie managed to achieve their goal, creating the first prototype ARC in an old brick storage warehouse among Asphodel's Alpha District.

Not long after the ARC's creation, a near fatal incident and flaw in the ARC's security led to the creation of the second ARC's more permanent home at the lowest foundation of Erland's primary residence at the Guardian home, built over the same caverns which housed the Soul of the Cosmos.
Artemis

**Artemis** is a **Deity** and was the daughter of Leto and Zeus, and the twin of Apollo. She is the goddess of the wilderness, the hunt and wild animals, and fertility. She is the helpers of midwives as a goddess of birth.

**Artemis** is a member of the **Sisterhood.**

## History and Info.

* **Artemis** was the daughter of Leto and Zeus, and the twin of Apollo. She is the goddess of the wilderness, the hunt and wild animals, and fertility. She is the helpers of midwives as a goddess of birth. In one legend, **Artemis** was born one day before her brother Apollo.
* Artemis was worshipped as one of the primary goddesses of childbirth and midwifery along with Eileithyia. Much like Athena and Hestia, Artemis preferred to remain a maiden and is sworn never to marry.

* Artemis was one of the most widely venerated of the Ancient Greek deities and her temple at Ephesus was one of the Seven Wonders of the Ancient World. Artemis' symbols included a bow and arrow, a quiver and hunting knives and the deer and the cypress were sacred to her. The goddess Diana is her Roman equivalent worshipped on the Aventine Hill near Lake Nemi and in Campania.

## Powers

**Artemis** is a wielder of **Divine Magic.**

* **Deity Physiology**: A Deity is a being of nigh-unlimited magical power.

* **Limited-Cosmic Awareness**: Deities are aware of events that goes on in the Universe, but its limited knowledge.
* **Immortality**: as stated multiple times by Hades, deities are immortal and cannot die.
* **Eternal Youth**: even if they are thousands of years old deities do not age.
* **World Creation-**Artemiscreated a world of her own and for what she represent.
* **Transformation-** Artemis has the ability to turn herself and others into animals, healing, disease, and control of nature.

**Abilities**

* Her special **powers** included perfect aim with the bow and arrow
The Magic Realm

Realm Where Anything Is Possible

**The Magic Realm** is **The Origin Of Magic, Source of All Magic.** The Magic Realm is a realm created as **A Safe Haven** For Witches/Spellcasters to practice magic and be educated and taught magic

In this realm you can buy magic ingredients, artifacts, Ancient Magic Tombs, Etc. The Magic Realm.

## Known Inhabitants

* Spellcasters/Witches
* School of Magic aka The Academy Of Magic Arts.
* Familiars
* The Three Houses Of Magic (Practical, Mischief, Untamed).

* The Hierarchies
* The Garden
* Casters Alley.

* Dueling Grounds
Magic

> "*Magic had been achieved by great mystics from ancient times; whether miracles brought forth by ‘Gods’, demonic power of ‘Devils, or else original theories on supernatural phenomenon, they were all things that could be reproduced through formulas. All phenomenon have fixed laws, which can be measured, calculated, and their manifestation derived through ‘magic’*"
> ― Professor Lovecraft to Students
>
>

## Magic

### Aliases

Magic,Celestial Force,

The Overcome Of All.

Magic; itself

### Affiliation

Self-Sustaining

**Magic** is a supernatural force, and as such, it is unconcerned about good or evil. Magic is utilized through spells, which can be either potions or verbal or nonverbal incantations.

Creatures who possess magic has it embedded inside them, Such As **Deities****, Fairies**, **Tree Nymphs**, Genies, **Mermaids**, etc. **Witches/SpellCasters** are magic wielders, they don't have magic embedded in them which makes them less powerful and more vulnerable to other magical creatures.

Considering That Magic is a self-sustaining omni-force it cannot die**, If** magic were to be destroyed The Universe will collapse, The **Spellcasters** will not be able to use magic, The Magic Realm will potentially break-down considering the realm was made with magic. Spellcasters will be left powerless and vulnerable with no enhanced-leverage over anything. Magical Creature will be powerless as well.

> "*Magic is the force that makes life, nature, reality and all things look so divine. Knowing that Magic exist is something anyone can wish for..!*"
> ― Queen Fairy
>
>

## Use Of Magic

* **Use of Magic** is the ability to harness magic to cast spells

Magic can be used to override the usual laws of nature, physics, and reality, but it always comes with a price. It is inherently neutral and cannot itself be split into Good or Evil, but can be used for either purpose. Since magic use is powered by emotion, the strength of the spell depends on the feelings of the caster focused into the output of magic. Negative emotions are generally used to power spells while positive emotions are used to maintain control of spells.

## Laws of Magic

* The **Laws of Magic** define the limits of magical abilities. There are three restrictions even the most powerful magic is said to be unable to break: bring back the dead and change the past. However, these laws can and have been broken and changed by powerful spells.

## Types of Magic

* **Witchcraft/Spellcraft**
* **Higher Magicks**
* **Voodoo Magic**
* **Blood Magic**
* **Battle Magic**
* **Genie Magic**
* **Potioncraft**
* **Divine Magic**
* **Ice Magic**
* **Fairy Magic**
* **Plant Magic**
* **Mermaid Magic**
* **Weather** **Magic**
* **Water Magick**
Mermaids

Mermaids are **Guardians Of The Sea.**

Aquatic Creatures

Merpeople

## Society Beliefs and Opinions

In folklore, a mermaid is an aquatic creature with the head and upper body of a female human and the tail of a fish. Mermaids appear in the folklore of many cultures worldwide, including the Near East, Europe, Asia, and Africa.

## Original Description - The Sims 4

The Mermaid Article from The Sims 4

* **Mermaid** is a life state that was introduced in *The Sims 3: Island Paradise* and reintroduced in *The Sims 4: Island Living*. They are creatures of the ocean and water, that can be encountered diving or just taking a stroll by boat in the sea. They are also capable of living on land.

## Powers And Abilities

* **Water Magick -** is the manipulation and morphing of water.
Elle Jenkins

Unnamed Brother

Kiana Sorenson (best-friend)

Elle Jenkins is a very powerful fairy and The Princess Of The Fairy Realm. Her Mother (Melodie Jenkins) is **Queen**. And Father (Paul Jenkins) is **King.** She is kind, strong, wholehearted being. She doesn't let her emotions cloud judgement. She'll do anything to protect the people she loves.

## Powers And Abilities

* **Fairy Physiology-** Elle posses all the normal traits and powers of a fairy
* **Aura-casting-** the ability to cast/emit an aura towards or around someone.
* **Fairy Magic-** Elle has displayed many magical abilities that suprisingly comes with being a fairy. She can cast curses, preform witchcraft, induce love, move things with her mind at will, etc.

**-** **Photokinesis-** the ability to emit light from your palm or from your body. Elle is very proficient in this ability and can destruct or destroy anything with light.

* **Flight-** Elle can levitate or fly anywhere via: Fairy Wings.
* **Telekinesis-** the ability to move/interact with matter and physical environments with the mind at will.
Arella Hawkins

Marco Hawkins (cousin)

> "*" I'm the Goddess Of Lightning, The Princess of Electico, and who are you again ?? "*"
> ― Arella Hawkins to Azrael Morningstar
>
>

Arella Hawkins is an Electromaniac who landed on Earth at 15 years old because her home planet Electico was under attack by Tamaraneans. Arella stayed with her cousin Marco on Earth. She's self-assured, and beautiful.

## Powers and Abilities

* **Electromanian Physiology:** Arella posses all the traits of an Electromanian.

* **Superhuman Strength:** The power to possess strength beyond an normal human or species.

* **Superhuman Durability:** the power to posses drastically greater durability than what is naturally possible.

* **Electrokinesis:** To control and manipulate electricity.

* **Electricity Absorption:** the power to absorb electricity and utilize it in some way.

* **Electric Blast:** release electricity on a specific target.
Electromanians

> "*We are Electromanians*"
> ― Edward Hawkins to Eric Moonwalker
>
>

Electromanians are an alien species that lives on the planet Electico.

## Powers and Abilities

* **Electromanian Physiology:** All the traits of an Electromanian.
* **Electrokinesis:** To control and manipulate electricity.
* **Electricity Absorption:** the power to absorb electricity and utilize it in some way.

* **Electric Blast:** release electricity on a specific target.

* **Superhuman Strength:** The power to possess strength beyond an normal human or species.

* **Superhuman Durability:** the power to posses drastically greater durability than what is naturally possible.

## Known Electromanians

* Arella Hawkins
* Marco Hawkins
* Edward Hawkins
* Serena Hawkins
Deities

**Deities**, more commonly referred to as **gods**, are beings of immense magical power who operate on a level far above most witches and magical creatures. The **Old Gods** are the primordial entities that are responsible for the creation of the universe, magic, life and reality itself, as well as the 'parents' of the modern deities of mythology.

## History

The gods are known to be the creators of many worlds in virtually all of the Multiverse. Children of beings known as **The** **Old Gods**, they hold immense power that is possibly surpassed only by the Wellspring, the source of magic itself. They are a very ancient race that play a role in shaping the history of Earth as evidence of them appearing in myths. It appears that they can take an active part in human lives and affairs however, most choose not to.

## Powers And Abilities

Each's Deities magic is unique. Not Every Deity Hold The Same Higher Magicks. This Section describe the magic that all deity imbue.

* **Deity Physiology**: A Deity is a being of nigh-unlimited magical power.
* **Limited-Cosmic Awareness**: Deities are aware of events that goes on in the Universe, but its limited knowledge.
* **World Creation-** Deities are able to create worlds and other universes. Some Deities Inhabit Worlds They Created, Some live on Mount Olympus, Other Live On Earth.
* **Omnificence-** The power to **create anything without any limit**.
* **World-crossing**: deities are able to travel between any worlds.
* **Magic Crafting**: deities are able to create immensely strong magic items per human standards
* **Immortality**: as stated multiple times by Hades, deities are immortal and cannot die.
* **Eternal Youth**: even if they are thousands of years old deities do not age.

## Known Deities

* **Nyx** (primordial goddess of night and dark mists).
* **Aphrodite** (Goddess Of Love).
* **Artemis** (Goddess Of Hunt, Nature, Borron Arrows).
* **Athena** (Goddess of Wisdom and War).
* **Persephone** (Queen of the Underworld, Goddess Of Spring).
* **Azrael Morningstar -** Soon to be goddess.
Its Hereditary Wiki

Kiara Sorenson takings pics

**Its Hereditary Wiki** is based on my sim's 4 world and my sim's mixed with my imagination. This Wiki is based on my whole universe that i have created in the sims 4 and all that's been created inside and all that inhabit's , etc.

Please Enjoy this wiki and let me know your opinions of my work, forespeaking i will allow editing for this wiki outside myself in the future.

## Articles I've Created SoFar...

**Fairies article.**

* **Fairies**

**Tree Nymphs article.**

* **Tree Nymphs**

**Magic Article.**

* **Magic**
* **The Magic Realm**

**Types Of Magic**

**Deity's article.**

* **Deities**

**Known Deities**

* Nyx
* Artemis
* Aphrodite
* Persephone

**Mermaid article.**

* **Mermaids**

**Realms**

* **The Magic Realm**

* **Island Realm**
Dorumon

Dorumon is a starter Digimon . You can be it at the beginning of the game. It is a Rookie so it's not very powerful. It digivolve into Raptordramon and also DexDorugamon if you obtain 10 X Antibody.

Attacks:

Metal Cannon: User fires a big metal ball which does 400 damage

Dash Metal: User fires a oval made of metal which does 275 damage

Digivolution: Raptormon DexDorugamon
Tree Nymphs

**Tree nymphs** are **nature magical creatures**, who associates themselves with nature. They monitor nature and makes sure, while also growing plants and crops for humans and themselves, gardening, and taking care of nature and providing nature for everyone including them.

## Powers

* **Plant Manipulation:** As goddesses of forests, dryads/ tree nymphs hold strong power over plants, particularly trees and wood. Dryads can make plants grow within seconds and can change a seed into a towering oak. Wood Manipulation: Dryads can call on the **energy** within wood, even that of dead wood.
Nyx

Our Lady Night

Tartarus; brother

Erebus; brother&lover.

**Nyx** is a **deity** (Old God) of The Night. She is the most powerful amongst all the goddesses. She's also one of the deities who came to the mortal ream.

## History

* Nyx is the goddess of the night, one of the primordial gods (protogenoi) who emerged as the dawn of creation. She was a child of Khaos (Chaos, Air), and coupling with Erebos (Darkness) she produced Aither (Aether, Light) and Hemera (Day).
* Nyx (Greek: Νύξ), or Nox (in Latin) was the primordial/embodiment goddess of night. ... Nyx lived in Tartarus with her daughter Hemera. ... When Nyx came back to Tartarus, Hemera left and scattered Erebus thus, revealing Aether and making it day.

## Powers and Abilities

Nyx wields **Divine Magic** considering She's a deity.

* **Telekinesis**: deities are able to touch the environment telekinetically, including a simple neck breaking.
* **Magical Immobilization**: deities are able to "freeze" people.
* **Magic Crafting**: deities are able to create immensely strong magic items per human standards
* **Pyrokinesis:** The power to generate, control and manipulate fire.
* **Teleportation**: The power to teleport from one location to another without occupying the space in between.
* **Umbraportation:** The power to move through shadows.
* **Immortality**: deities are immortal and cannot die.
* **Eternal Youth:**  even if they are thousands of years old deities cannot age.
* **Advanced Aerokinesis**: deities are capable of using an advanced and powerful form of aerokinesis
* **Heart-Stopping**: deities are able to stop the heart of someone else.
* **World-crossing**: deities are able to travel between any worlds.
* **Dream Walking:** The power to enter another person's dreams.
Torture Room

*Существуют статьи с похожим названием.* *Посмотрите **Камера пыток (значения).***

## Torture Room

Рауль и Хатим смотрят на свои отражения в камере пыток.

## Аудио

**Torture Room** (рус. *Комната пыток*) — 31-ый саундтрек из игры «MazM: The Phantom of the Opera».

## Описание

В музыке слышны бубны, дарбука, литавры, вибрафон, фоновый шум и струнный щипковый инструмент, напоминающий уд.

## Использование

### *MazM: The Phantom of the Opera*

Является музыкальной темой локации «Комната пыток».

## Факты

* В файлах игры он носит более короткое название — «Torture» (рус. *Пытка*).
Chemical plant

* General
* Resources

###

 Chemistry

**Chemical plants** are the buildings required to make Chemicals for your nation.

The building is locked at the beginning of the game and requires the Chemistry research to be done at the Technical University before you can build the chemicals.

The chemical plant requires Oil, Crops, Gravel, and Wood to produce chemicals and the storage for these are low in the building itself however this is fine as the production of chemicals is very slow even with a fully staffed plant of 60 workers.

This means that if one wishes to export chemicals on a large basis several would be needed to fill a warehouse. The main use for chemicals is for plastic manufacture and fabric. And even though chemical production is slow it is enough to keep a Plastic Factory working if plastics are not being used on a large scale, so far example only being used in vehicle and electronics production.
Mechanical components

**Mechanical components** are a production and construction resource and to exportation in *Workers & Resources: Soviet Republic*.

## Background

In essence, the purpose of mechanical components is to take input force and change it through the combination of various machine elements such as gears, bearings, rotaries, and other components. In efficiently operating equipment, mechanical components reduce friction and carry loads for linear or rotary motion.

## Gameplay

Mechanical components are a high end complex resource required by any *Soviet Republic*.

### Production

Mechanical components are produced from steel in a mechanical components factory at a rate of **22 t** steel for **15 t** mechanical components, this is also the maximum daily production per mechanical components factory.

### Storage

Mechanical components may be stored in warehouse buildings.

### Transportation

They can be transported by using covered-hull trucks, trains using boxcars cargo wagons, or by forklifts.

### Uses

Mechanical components are a high end production resource required for the manufacturing of complex products. Electronics are one of its main uses as it's a requirement for citizen consumption, but they also are required in the production of all vehicle types, such as airplanes, ships and trains. It also is used in the construction of factories and complex structures.
SuitsGovFandom Wiki

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End station

This article has been deemed to require a review of it's content.

## Gameplay

End stations can be used by buses, trolleys, trams, trains and metros, each whith their own end station type.

Vehicles for passenger transport such as buses, trolleys and metros run on the basis of a *line spacing* approach as standard. With line spacing, these means of passenger transport are equally distributed over the entire length of the route, vehicles drive at an equal distance from each other. The disadvantage of line spacing is that if one of the vehicles has to refuel or if there is another delay on the route, the vehicle or vehicles behind that vehicle will slow down. The vehicles slow down but the travel time of workers doesn't slow down, as a result of which the workers arrive later or cannot even go to work because of the maximum travel time.

With end stations you can overcome the issue of vehicles for passenger transport driving slow and therefore workers will arrive in time on their work. With an end station you can space out vehicles evenly. The end station needs to be placed somewhere at the end of the line, because the end station will become the final stop, before the vehicles go to the bus platform, train platform or metro station to pickup workers. Therefor you have to add the end station as the last stop in the bus line schedule. The vehicles wait at the end station as long as it's needed for the whole line to be spaced out evenly.

Each end station has two settings for 'time gap mode':

* Variable time - The time between departures for vehicles for passenger transport is calculated by the game.
* Fixed time - Configurable time setting in seconds, set how many seconds there will be between departures for vehicles for passenger transport.

Note

* Buses can refuel at an end station, doesn't count for trolleys and metros because they run on electricity.
* For buses line spacing doesn't work on dirt roads, because the minimum speed of buses is 30 km/h.
* Fixed time works very well when you have several different lines using the same end station, so that there will always be workers waiting at the platforms.
* Use fixed time for not clogging up the end station.

There are four types of end stations:

* Bus end station (small)
* Bus end station (large)
* Trolleybus end station
* Tram end station
* Railway end station
* Metro end station

1. ↑ 1.0 1.1 1.2 1.3 1.4 *Available from Workers & resources: Soviet Republic patch 0.8.8*
Content update 8

Government loyalty and new GUI

###

Official website
Steam

**Update #8** is a content update released in october 26th, 2021.

## Content

The content update informs about the recent developments of the game, with the release of patch 0.8.5.

## Transcript

Content Update #8 sees the implementation of the new Government loyalty game mechanics and new GUI.

**Government Loyalty**

The secret police building is where only the highly educated citizens can work. They will have duty vehicles assigned to them which look like personal cars but are assigned to the secret police building. This allows the secret police to travel undercover to residential areas and install spy equipment into citizens homes to gather loyalty information on the people living there.

Every citizen has government loyalty. The higher the loyalty the more productive they are at work and the less negative influence they have to overall happiness. Citizens with lower loyalty can be restricted from working within certain critical jobs such as school, TV or radio stations, to reduce the risk of negative influence (and therefore lower government loyalty) over students or other citizens.

Finally, you can now build monuments to influence government loyalty. Building monuments will increase government loyalty by up to 50% for citizens who pass by them.

More info for government loyalty:

https://www.sovietrepublic.net/post/report-for-the-community-33

**New GUI**

Using community feedback, the GUI has been updated for ease of use. There is a new construction menu with customizable screen positions and a quick stats tab to access information on your citizens as well as your republic’s economy.

More info about new GUI:

https://www.sovietrepublic.net/post/report-for-the-community-30

https://www.sovietrepublic.net/post/report-for-the-community-31

**Content Update #8 features:**

\* Build monuments to increase the loyalty of your citizens

\* Use secret police to install spy equipment and find out how loyal your citizens really are!

\* Utilize information gathered by the secret police to ensure citizens do not use their positions to affect other citizen’s loyalty

\* New construction menu with customizable screen positions

\* Quick info tab to access citizen information and your republic’s economy

\* New complex rail signals mechanic update

\* Optimized traffic flow added for parking lots and other buildings

\* Orphanage added - Look after your republic’s children should the worst happen to their parents

\* Many other gameplay and mechanics improvements

## References

1. ↑ Steam release notes for *New version 0.8.5.9*
2. ↑ Update #8 in *Workers & Resources: Soviet Republic's* official website
Helicopters

This article is missing some data. You can help us by expanding it.

Template:Navbox overviews

**Helicopters** are a type of vehicle in *Workers & Resources: Soviet Republic*.

## Overview

There are a few helicopters currently in the game. These can be bought at heliports, helicopter construction offices, and passenger heliport platforms. If a heliport is connected to a building where the player can normally purchase road vehicles, they will also be able to purchase helicopters there. As an example, attaching a heliport to a fire station will make helicopters available in the vehicle purchasing menu of said fire station.

Helicopters can transport cargo and passengers via air. They are the easiest form of air transport to setup since you don't need a runway to operate them, although helicopters are significantly slower then planes.

## Energy management

Main article: Energy management
Helicopters will require resources to be able to move if the player has enabled the 'Energy management' setting to 'Buildings + vehicles', making them require and consume fuel. There are no eletric helicopters in the game.

## Firefighting

Helicopters can be used for firefighting when located in heliports attached to fire stations. Having no limitations to road pathing distance, they sometimes can reach further than regular vehicles. While they require bodies of water near their location to fill themselfs with water for their task, helicopters don't require workers to man them in their task. This facts can create a interesting strategy for on-construction cities needing firefighting capabilities before being inhabited or to remote locations where sending workers can be too ineffective or not worth it.

## Notes

This article is too short to provide more than rudimentary information about the subject. You can help us by expanding it.

* Unlike resources, buying helicopters does not come with an additional fee for delivery. They can be sold back for a reduced price at any moment.
Nuclear fuel

**Nuclear fuel** is a resources used for nuclear power plants in *Workers & Resources: Soviet Republic*.

## Background

Nuclear fuel is material used in nuclear power stations to produce heat to power turbines. Heat is created when nuclear fuel undergoes nuclear fission.

Most nuclear fuels contain heavy fissile actinide elements that are capable of undergoing and sustaining nuclear fission. The three most relevant fissile isotopes are uranium-233, uranium-235 and plutonium-239. When the unstable nuclei of these atoms are hit by a slow-moving neutron, they frequently split, creating two daughter nuclei and two or three more neutrons. In that case, the neutrons released go on to split more nuclei. This creates a self-sustaining chain reaction that is controlled in a nuclear reactor, or uncontrolled in a nuclear weapon. Alternatively, if the nucleus absorbs the neutron without splitting, it creates a heavier nucleus with one additional neutron.

Not all types of nuclear fuels create power from nuclear fission; plutonium-238 and some other elements are used to produce small amounts of nuclear power by radioactive decay in radioisotope thermoelectric generators and other types of atomic batteries.

Nuclear fuel has the highest energy density of all practical fuel sources.

## Gameplay

UF6 and chemicals are delivered to the nuclear fuel fabrication building, where workers and engineers are turning it over into Nuclear fuel.

### Production

To produce Nuclear fuel, UF6 and chemicals must be delivered to an nuclear fuel fabrication building. In the nuclear fuel fabrication building workers and engineers turn the UF6 and chemicals into Nuclear fuel, packaged into containers. The maximum production per workday is **0.095t**. The consumption rate is **0.40t** UF6 and **0.75t** chemicals for **0.095t** nuclear fuel.

### Storage

Nuclear fuel can only be stored in containers in a radiation protected storage, at the nuclear fuel fabrication buildings.

### Transportation

They can be transported by using open-hull trucks, trains using open-hull cargo wagons, or by forklifts.
The Senate

#### Alabama

1. Tina Scott (R)
2. Kevin Pearson (R)

#### Alaska

1. Roy Johnson (I)
2. Eric Tebow (R)

#### Arizona

1. Justin Pratt (R)
2. Che Perez (D)

#### Arkansas

1. Ray Tucker (R)
2. Colton Robinson (R)

#### California

1. Derrick Edwards (D)
2. Howard Bennett (D)

#### Colorado

1. Eva Burns (D)
2. Bob Nixon (D)

#### Connecticut

1. Judith Smith (D)
2. Marvin Coxs (R)

#### Delaware

1. Adam Foster (D)
2. Bob Allen (R)

#### Florida

1. Kathy Myers (R)
2. Rick Gay (R)

#### Georgia

1. AJ Smith (D)
2. Ryan St. John (R)

#### Hawaii

1. Myra Patel (D)
2. Sora Ghim (D)

#### Idaho

1. Tucker Romney (R)
2. Alice Larsen (R)

#### Illinois

1. Dick O'Connor (D)
2. Sally Walsh (D)

#### Indiana

1. Jack Miller (R)
2. Judith Wick (D)

#### Iowa

1. Pete Jonas (D)
2. Jessy Lowe (D)

#### Kansas

1. Hank Clarkson (R)
2. John Mattis(R)
Lz 677

###

3966 ₽

## Characteristics

**Lz 677** is a bus type road vehicle in *Workers & Resources: Soviet Republic*.

## Characteristics

The Lz 677 is a urban bus model, designed in the 60's and produced by the Soviet Union. It's overall low speed, having a weak engine and a limited speed of 60 km/h, it makes it ideal to use on inner city services or country gravel roads. It's interior is divided in two parts with the driver being separated from the passenger's section. It does have 3 set of doors, with the passenger's doors painted white.

### Inspiration

The Lz 677 is modeled after LiAZ 677, a Soviet bus produced by the Likin Automobile Plant from 1967 to 1994. Buses of this model were used in almost all cities of the Soviet Union that had urban or suburban bus services. It was also the first Soviet bus with a hydromechanical (automatic) gearbox.

### Acquisition

It is produced in the Soviet Union and can be purchased using rubles. It also can be produced at a vehicle production line facility.

## Notes

* It's high capacity of passengers indicates that most of the passengers are standing, as the vehicle is relatively small having only 11m in length.
* Due to the fact that the inspiration vehicle being an automatic vehicle, it's possible that the Lz 677 is also an automatic vehicle.

## Gallery

Game's promotional image displaying the Lz 677A picture of the real world vehicle, LiAZ 677MLz 677 icon fileLz 677 side preview fileLz 677 texture file
Template:Navbox vehicles
Кристина Даэ/Галерея

В данной статье представлена галерея Кристины Даэ.

## *MazM: The Phantom of the Opera*

### Геймплей

Кристина с подругами.Бюке в воспоминаниях Кристины.В комнате Мелек.Кристина и Рауль собираются целоваться.Кристина в обмороке.Баг, из-за которого демонстрируется портрет и имя Кристины вместо имени и портрета Рауля.
## Текстуры

### Текстуры и иконки

Текстура.Текстура фальшивой Кристины.Маленькая Кристина со своими биологическими родителями на диалоговой иллюстрации.Кристина и Рауль в прошлом на диалоговой иллюстрации.Кристина теряет свой шарф на диалоговой иллюстрации.Рауль возвращает Кристине потерянный шарф на диалоговой иллюстрации.Рука Кристины с кольцом Эрика.На иконке направления «История» в достижениях.На иконке направления «Мастер игры» в достижениях.В магазине.В магазине.На иконке игры.
### Картины

На иллюстрации «Новая Маргарита».На иллюстрации «Прощальный вечер».На иллюстрации «Погружение вниз».На иллюстрации «Первая зарплата и забастовка».На иллюстрации «Тайная помолвка».На иллюстрации «Падение в бездну отчаяния».На иллюстрации «Человек и маска».На иллюстрации «Прощание» (билет принят).На иллюстрации «Прощание» (билет отвергнут).На иллюстрации «За кулисами».
## Смешанное

### Арты

На рисунке в честь праздника Чхусок.На рисунке в честь наступления Нового 2020 года.То же, только анимировано.На арте ко второй годовщине выпуска игры «*The Phantom of the Opera*».Двигающаяся версия иллюстрации «Новая Маргарита» из трейлера.Двигающаяся версия иллюстрации «Прощальный вечер» из трейлера.Двигающаяся версия иллюстрации «Тайная помолвка» из трейлера.Двигающаяся версия иллюстрации «Человек и маска» из трейлера.Двигающаяся версия иллюстрации «Прощание» (билет принят) из трейлера.
### Концепт-арты

Концепт-арт.Концепт-арт.Концепт-арт.Концепт-арт.Концепт-арт.Концепт-арт.Концепт-арт.Рост Эрика по сравнению с ростом остальных персонажей.
### Товары

Фигурки Детектива, Эрика, Кристины и Рауля.То же, но с фоном.В виде наклейки.То же, только ближе.На буклете.
## Комиксы

### *Неканоничная серия*

#### *Рауль пишет любовное письмо Кристине*

В третьей части.В пятой части.В шестой части.В одиннадцатой части.В двенадцатой части.В тринадцатой части.В четырнадцатой части.В шестнадцатой части.В семнадцатой части.В восемнадцатой части.
### *Серия «MazM if»*

#### *Призрак оперы: Версия в кафе*

«**Кристина** — клубничный кекс со взбитыми сливками»То же.
#### *Призрак оперы: Школьная версия*

Информация.Эрик следит за Кристиной.Подруги испуганы.
Beach

The infobox template in this article is missing some required data. You can help us by filling it in.

## Beach

* Icon

* General
* Resources
* Other

## Construction

### Material cost

See below

###

See below

## Consumption

###

3 MWh

### Special conditions

Requires weather temperature above 20 °C

**Beach** is a attraction building in *Workers & Resources: Soviet Republic*.

## Gameplay

Beachs are swiming buildings specialized in tourism and sports. It's an alternative to the indoor pool. Although it can be build anywhere with water access, it's funcioning can be limited if the seasons game option is enabled as if the weather temperature is lower than 20 °C the building will stop working.

### Workers and visitors

It can only have a maximum of 5 workers, meaning that every worker adds a maximum of 18 visitors each. Visitors may include both tourists and citizens, as the beach also works as a sports site.

### Price and rating

Tourists using the building can be made to pay for every visit. The currency earned by visit is defined by the origin of the tourist. The default attraction score for the building is 4.0 - a decent number for tourism buildings - and this can be affected by amount and proximity to water, pollution, nearby untouched nature and pricing. If the score of the building is too low, it's recommended to reduce as much as possible the price to mantain a decent score for tourists and citizens.

### Connections

This article is missing an image. You can help us by uploading it.

It does only have two footpath connection.

* 2x Footpath access

## References

1. ↑ The configuration files show how the attraction score is influenced:

```
co_beach.ini
$ATTRACTIVE_TYPE_SWIM 4
$ATTRACTIVE_SCORE 4.0
$ATTRACTIVE_SCORE_SPORT 2.8
NATURE + 1.5
WATER 0.75
POLLUTION 0.75
$SEASONAL_CLOSE_IF_TEMP_BELLOW 20
```

Template:Navbox buildings