recursal/Fanatic-Fandom huggingface dataset:
Mob Controller Overview

The Atavism Mob Controller is used to manage the movement and animations of mobs (mobile objects such as playable characters and AI NPCs etc). The mob controller gets in movement information about the mob from either the input controller (for the local player) or from the Atavism Core (which gets the movement data from the server) and moves the mob. It then works out what animation should be played based on the current movement of the mob and any other animation override settings.

Each mob needs a script on it that extends the AtavismMobController class. If no such script is found on a mob, the mob will not move or play any animations and Unity will produce many errors.

*Note: The Mob Controller does not send any data to the server. It is an input only system that takes information from the server and the local client and moves the mob and plays animations on the local client only.*

### How it Works

Note: This description covers how the default MobController3D script works.

Upon start-up, the script determines whether it should be using the legacy Animation system, or the new Animator system Unity provides by checking for what other components are on the object. It also registers for a few properties and sets itself to not collide with other mobs.

The bulk of work occurs in the Update() function. This function, which is run every frame, first gets the desired movement of the mob. It checks if it is a player, and if so, it gets the movement from the Input Controller component on the mob, or it checks to see what movement data has been set from the server. It then applies gravity and comes up with a final desired movement Vector (x, y, z).

After the desired movement is determined, it gets the Character Controller component on the mob and calls Move() passing in the desired movement Vector. This is the line of code that actually moves the object in the scene.

Once the movement has been applied, it works out which animation should be done (still in the Update() function). Depending on which animation system is being used, different code is run. You can find more about this on the Working with Animations page.

There is also a small section of code in the OnGUI() function which is used to draw the name of a mob above it and display combat damage text as well. This may get changed in the future.
Advanced Quadtree

Atavisms Quadtree is a very advanced solution.

First, it is taking geometry size with 1mln x 1mln meters, and checking if the number of objects within that quad is higher than the parameter *atavism.quad\_tree\_node\_max\_objects* value. If the value is higher than This quad will be divided and each smaller quad chunk will be checked separately until one of the two conditions will be met

1. The maximum depth of such division will be reached (parameter responsible for this value is *atavism.quad\_tree\_max\_depth* and it’s set by default to 20)
2. Number of entities within the quad chunk will be lower than the *atavism*.*quad\_tree\_node\_max\_objects* parameter (default value of this parameter is 30)

These parameters can be set per server basis in the *atavism\_server/bin/world.properties* file.

The best part is that these chunks can also be rectangles not only perfect squares, so we can end up with chunks with sizes 2×1 meters.

When the map/instance will be divided into chunks, the main role will play one additional parameter: *World.perceiverRadius* which is responsible for loading all quad chunks within that range, you can set this value in the *atavism\_server/bin/wmgr\_local1.py* file, and by default value of this parameter is set to 100 meters.
Crafting orders

**Crafting orders** is a system for crafters to obtain new crafting bonuses and rewards.

There are crafting orders for 3 of the crafting skills Carpentry. Blacksmithing and Tailoring. You can obtain a crafting order by speaking to the merchants within corresponding shops in towns across the map. You will be able to select a crafting order from a list of 3 that are random but based on your skill and which recipes you already know. You may only fill that order with items you have crafted. You may only collect one crafting order per merchant every 30 minutes. Turning in a completed order will clear the timer and allow you to receive another order.

## Completing a Crafting Order

To complete a crafting order you must craft the number of the item it requires. *Example: if you receive a crafting order that requires 20 cloth long shirts, you must use the fabrication skill to craft 20 long sleeved shirts*. You then double click the crafting order and use the cursor to click on the items you have crafted. Once you have filled the order you interact with the relevant merchant and hand it in. You will then receive a reward based on the difficulty of the order. The rewards are split into a tiered system with each crafting order separated into a specific reward tier from 1 to 10 that will offer the chance to receive rewards based on that tier.

## Rewards

When you complete a crafting order you will receive a reward. These take the form of gold, sometimes a random skill boost of that profession or a rarer item such as a bless deed, weapons wrack or clothing dye. The rare rewards are subject to the different skills for example clothing dyes are only available from fabrication crafting orders.
Debugging Tips

It is very common for users to have issues starting or connecting to their atavism servers due to the complex nature of the server and all the different setups it can be running on. This page contains tips on how to resolve the issues you are having.

## General Server Debugging Tips

### Server Commands

#### Checking the Status of the Server

You can check the status of the server to verify it is running by typing:

./world.sh -v -C status

Each server process should produce the message: RUNNING. If a process says: NOT RUNNING you will want to check the logs for that process.

#### Stopping the Server

The server can be stopped by typing:

./world.sh -v -C stop

Or if you are running Cygwin you can close the window to stop all server processes.

### Server Logs

The server logs contain a lot of useful information about what is going on with the server processes. The server logs can be found in the server files/logs/ folder, with the world logs in the world folder and the auth logs in the auth folder. It can take some time getting used to finding your way through the logs to find what you are after, but some errors can be found very easily.

An additional log file, called errors.out can be found in the world logs folder. It contains all of the ERROR tagged log messages. This will often be the best place to look first, but often you will need to then look in the relevant process log to get a bit more information.

*Note: The errors.out file is not reset after each server start, but the other logs are.*

## Problems Starting the Server

### Java: Command Not Found

When starting the server a message may come up in the console similar to: ./auth.sh: line 241: java: command not found

This means cygwin cannot find Java installed on your computer. Make sure Java jre version 5 or newer is installed on your computer and that the environment variable for Java has been set (Instructions on how to do that to be added soon).

### Access Denied for User

An error message saying: *Access denied for user ‘root’@’localhost’ (using password: YES)* or similar means the username or password specified in the properties file is not correct. Open up auth.props or world.props in the bin folder and change:

* atavism.db\_user=
* atavism.db\_password=

So they have the correct MySQL login details.

### Access Denied for Remote Database

If the server is connecting to a remote database the server needs to be granted access to connect. This can be done by logging into the command line for the database and typing the following:

*grant all on databasename.\* to user@’ip address’ identified by ‘password’;*

Replacing databasename, user, ip address and password with the correct information. Note that the ip address is the address of the machine where the atavism server is located. This needs to be done for all databases (master, admin and world\_content).
Player

## Stuck

When exploring new worlds and destinations there are rare occasions where you can get stuck and can't move anymore. But luckily there is a helpful game mechanism to help you in your time of need. Type /stuck, and 15 seconds later you will be teleported to a nearby location. Any damage or movement will cancel the /stuck process.
Building Atavism Editor from sources

# AtavismEditor

Atavism Editor sources can be downloaded from apanel.

This project was build using Electron and Angular latest versions.

NodeJs@12 and npm@6.4 are necessary to be installed.

## Development server

To install them you can go to https://nodejs.org/en/ and download the newest version of nodejs.

Then invoke the command

```
npm install -g npm

```

JavaScript

Copy

Then you have to install yarn using the command

```
npm install -g yarn

```

JavaScript

Copy

Now you have to install dependencies and to do that you have to invoke the command from the directory where the Atavism Editor sources are, like:

`yarn`.

To run the application locally you can invoke `yarn start`.

Locally application starts as a browser app, so there are no native access electron solutions.

To start the application in native windows run `yarn electron:local`. The minus of that is that the app is running without live reloading.

## Build and Publish application release

To build application release for each OS:

* Mac OS: `yarn mac:build`
* Linux OS: `yarn linux:build`
* Windows OS: `yarn win:build`

Application build is located in the folder `release`.
Tailoring

**Tailoring** is a trade skill and allows the creation of cloth and leather items. The higher the skill, the better things that can be made.

## Bonus

Armor that is crafted will get a bonus.

Defense and Durability bonuses are randomly generated, weighted on both the craft skill and the resource used:

* Maximum Defense bonus from crafting skill: 1

* Maximum Durability bonus from crafting skill: 50
* Maximum Defense bonus of: 3
* Maximum Durability bonus from resource: 200

## NPC Trainers

The following NPCs can train your fabrication skill to 30 for  300 :

* James (Pyros Landing)
* Robert (Eldeir Village)
* Kenric (Helm)
* Robert (Oasis)
* Robert (Valus)
* Ross (Black Forest Outpost)

## Training Guides

### Text Guide

* If your skill is below 30.0 it's recommended that you do the Tailor introductory Profession quest, which will put your crafting skill to 30.0 and save you time and resources.

* A general rule of thumb is to craft items which required skill is between 5.0 and 15.0 skill points below your current skill. You're able to gain skill on any item which isn't Trivial to make, meaning you have a 100% chance to craft the item. An item will start to get Trivial when your crafting skill is 25.0 points above the required skill level. To save on resources, craft the cheapest item within this skill span.

* During your crafting sessions you should at all times check available work orders since these will grant you some resources, money and recipes. They're also a great way to clear out your storage space from the abundance of crafted items you'll be getting.

* Another suggestion is to craft whatever items you're able to sell to other players at a profit, compare how often you're able to craft the item and the cost of the resource to the worth of the item.

### Cicada's Skillgain Log (WIP)

I'll be loosely tracking my material use and items crafted from 30.0 through 100.0 (GM).

*Note: This is not a pure min/max efficiency guide, as I am working **Fabrication** organically through work orders, and occasional grinding out of surplus mats. YMMV.*

Cicada's Fabrication Skillgain Log
Mage Hat
Mage Hat
Mage Hat
Padded Helm

## Profession Guide

Here are the steps to complete for each tier of the Tailor Profession:

### Introduction

*Note: This step can be skipped through the profession panel if the player already has 30.0 or greater skill.*

* Speak to a Fabricator
* Reward: Skill increase to 30.0 Fabrication

### Apprentice

* Speak to a Tailor

Reward:

Reward: Allows Crafting orders

### Journeyman

* Speedy Delivery

Make 2 sets of Quilted Padded Armor(Helm, Leggings, Chest)

### Master

* Make 20 Sets of Linen Legs and 10 Linen Helms

### Grandmaster

* Make 20 makes robes and 5leather chests

Crafting / Resources
Mounts

There are 4 types of living mounts:

* Horse
* Llama
* Great Bear
* Giant Beetle

When you use a Saddle on a tamed or bought mount it will become a statue in your backpack, which can be used to mount your horse. When you dismount a saddled mount will return to your backpack as a statue. Saddles do not currently work on Giant Beetles.

## Summon Ethereal Mount

### Spell

Use the Summon Mount spell will summon a one use Ethereal Horse. Upon dismount the mount disappears. Mages can summon horses and target who to give the mount to.

### Potions

Summon Mount Potion now summons a 1 time use Ethereal Horse in the same way Summon Mount spell does. Once you dismount your summoned horse it disappears.

## Extra Mount

Tamers who have a high enough taming skill can tame a Dread which is able to be used as a mount and does not require a saddle.
Reactive Armor

Minimum Skill
 Cast Time (seconds)
 Reagents
 Duration
 Area of Effect
 Magery Circle
 Description
* Absorbs more with higher inscription skill.
* The strength of reactive armor is calculated using Magery, Meditation, and Inscription.
* Maximum absorb shield is 75 damage.
* 10% of the damage is reflected back at the melee attacker, 10% of the damage is dealt to the victim, and the remaining 80% is absorbed by the shield.
* Ranged and magical damage is not absorbed by reactive armor.
Stealing

To use Stealing, first open the Skill Book (press K in-game) and browse to the Stealing skill. Drag the window to your hotbar and use that button to activate stealing. Items that can be stolen will also have a right-click option for "Steal"

Thieves are able to attempt stealing items from: Players, Pets, Town Containers, NPCs, Monsters

You can perform a blind-steal by targeting a player/NPC/monster directly

Using Stealing or attempting to steal will always reveal the thief

## Weight Restrictions

Thieves are limited in the weight of items that they can steal, following this guideline:

## Notoriety / Criminal Action

Stealing is always considered a crime.

If you are caught by a human NPC, they will call the Guards instantly to have you guard-whacked regardless of whether you succeed or fail.

Preventing getting caught stealing requires the scenario in which following criteria is met:

* no human NPCs are within range of 7 steps (no NPCs nearby to call Guards)
* they are not looking in your direction (reduces chance to get caught by 33%)
* they do not have a line of sight to you (NPCs are required to have line of sight in order to call Guards for stealing)

Thieves cannot report murders when they are killed, as long as they are in the Thieves Guild.

Thieves that receive a murder count are immediately removed from the Thieves Guild until all murder counts are dissolved.

## Perfect Crime

The Perfect Crime is a scenario where you did not get caught and your name remains blue, but you are still considered a criminal.

When you pull off the Perfect Crime your name will remain blue to everyone until you either:

* commit another crime
* anyone attacks you

When either of these actions occur, your name will immediately turn gray to everyone and you can be freely attacked.

There is a chance to pull off the Perfect Crime when there are no witnesses, which further increases your success chance to steal the object

The chance to pull off the Perfect Crime is increased if you are:

* dismounted
* hidden
* behind your target

## Thieves Guild

You will be required to join the Thieves Guild before you can steal from other players or their pets.

Joining the Thieves Guild requires the following:

* Character age needs to be older than 7 days since it was created
* 60+ Stealing & Snooping
* Thieves should not have any murder counts

### Disguise Kit

Thieves in the Thieves Guild can purchase a Disguise Kit that allows players to apply a temporary disguise which you can tailor to your liking, including changes to their appearance and a random name. The Disguise Kit is a tool (not a single use consumable like a potion).

This is a more effective method to apply a disguise than the Incognito spell as the disguise includes your look and it lasts much longer - approximately 15 minutes.
Dragon

## Origin

The English word dragon comes from the Greek word drakōn, which was used originally for any large serpent, and the dragon of mythology, whatever shape it later assumed, remained essentially a snake. This name reflects their purity to the art of fighting and saving their people from enemies.

## Locations

Dragon's territory is middle of both Moore and Phoenix making it more vulnerable to cross fire or invasions of their enemies.

### Main Fortress

Important building of Dragon as the king Occam resides here. Due to being prime target of Phoenix, There are several castle held in statistical location to defend from threats.

### Temple of Hero

The temple of Hero is Dragon's most powerful military organization. For many centuries, Dragon has been depended on the temple to defend them against invasions. The temple of Hero was also known for training the strongest fighters in Dragon, these fighters are known as "The Hero Fighters".

### Northern Castle

This castle is located at northern borders of Dragon, thus making it a most important building. If it falls Dragon's capital will be vulnerable to invasion. Saws is the one in-charge for this castle.

### Southern Castle

Gordon's castle which is near Temple of Hero. Mostly used for protecting south and reinforcing temple if things get rough. General Gordon's most elite are held here to guard.

## Tactics

### Weapon Mastery

Dragon fighters seems to be skilled with their weapons and emphasis on that more than other techs. Most of their warriors wield weapons according to their skill which matches them. Especially their sword wielders developed some advanced techniques which are really powerful. Creating ranged moves and shockwaves with them, making their swordsman incredibly skilled and versatile.

They even train unique soldiers who uses swords and can use few ranged attacks with them. Swords wielders can perform can unique move uppercut causing tremendous damage and launching the receiver to air. Some tend to modify this move to their own styles making them even more unique and powerful than ever.

### War Strategies

Dragon generals are capable of developing out of the box strategies with their troops. They understand the strength and weakness of their soldiers and how capable they can be for each situation making them avoid unwanted fights and fight winnable which reduces casuality and veteren soldiers survive more. Making each battle more and more dangerous fighting against Dragon.
İlk Bölüm

Selam ben Selin, 16 yaşındayım ve bu okula çocukluk arkadaşım Sıla ile geldim, bu okul benim hayalimdeki okul du, burayı kazanmak bir rüya gibiydi...

Okulun Müdürü Barış Abi törende : BZAL 2031 Mezunları ilk yılınızda başarılar.

Okulun Marşı Çalar

Barış Abi: Sınıflarınıza dönebilirsiniz, sınıf listesinde adınız yazıyor.

Kendimi bir anda Grimsborough sınıfının önünde buldum orada yakışıklı bir çocuk oturuyordu camdan aşağı seyrediyordu.

Sıla: Biz Pacific Bay sınıfındayız.

Selin: Aaa, tamam gidelim.

Bu sınıfta da yakışıklı bir çocuk vardı birden bana selam verdi

Yılmaz: Selam, ben Yılmaz, sen kimsin?

Selin: ş-şey ben de Selin, tanıştığımıza m-memnun oldum.

Yılmaz: iyi misin?

Selin: bugün okulun ilk günü de ondan biraz heyecanlıyım.

Yılmaz: tamam o zaman, yardım istersen beni çağırabilirsin.

Selin: tamam.

Sıla: Ooooo birileri abayı yakmış galiba.

Selin: Yok, şey ben aşık değilim s-sadece heyecanlandım.

Sıla: Tabi tabi...

Behlül: ben hocanız Behlül Haznedar, bu sınıfın sınıf öğretmeniyim, ilk dersimiz boynuzlama.

Ders bittikten sonra

Sıla: Okul topluluklarına katılalım mı?

Selin: Ok

Yılmaz: isterseniz benim klübüme katılabilirsiniz.

Selin: tamam.

Kendimi bir an Yılmazların klübünün odasında bulmuştum orada camdaki çocuk da vardı.

Yılmaz: Buradaki en yakın arkadaşım Ersan.

Camdaki çocuğu kast ediyordu

Yılmaz herkesi tanıttıktan sonra Naz ile konuşmaya başladım Sıla ise Yaren ile kanka olmuştu

Naz: eeee Selin, okuldan sonra starbucksa gitsek olur mu, hem kızlar da gelir?

Selin: ok, Yılmazlar da olacak mı?

Yaren: Yılmaz ile Ersanın bir işi var ama mesajlaşabiliriz.

Selin içinden: ne işi acaba?

Kızlar ve ismini söylemediğim İlayda starbucksa gider.

## Yılmazın bakış açısı

Yılmaz: Ersan, bi baksana gittiler mi?

Ersan: gittiler

Yılmaz: Bak bizim çıktığımızı bilmemeliler.

Ersan: kimseye söylemeyiz, olur biter.

Sanem bunları gizlice dinler

Bölüm sonu.
Working With Plugins

The server uses a plugin system to manage the different roles of the server. By default, the system provides a selection of standard plugins such as Combat and Inventory along with providing support for developers to add their own plugins.

The AGIS plugins exist as Java files inside the  code and can be found in the .plugins package. Each plugin file usually has an accompanying and similar named Client.java file inside the same package.

### How Plugins Work

As the server is starting up each process listed inside the world.sh script runs one or more python scripts (inside the config folder) that loads the Plugins. When a plugin is loaded the onActivate() function is called which should contain the setup of the message filters and hooks for messages the plugin should catch along with any other actions it needs to take (such as loading data from the database).

As messages get sent  the server or from the client the filter created in the onActivate() function will pick up the relevant messages and run the matching hook (see Working with Messages).

### Creating new Plugins

The guide for creating a new Plugin can be found at Creating an Plugin – mostly completed.

WIP, a lot more to be added.
Commands

# Bug Reports

How to submit a bug report ingame

Open the Bug Report windows with the commands **/bug** or **/bugreport**, or use the Bug Report option in the Escape menu to access this.

You can attach an object/item to have information about the object sent with your report.

# Slash commands

Legends of Ultima complete list of Slash commands

## Chat

 **/PM PlayerName Message** | Sends a private message to PlayerName

## Combat

 **/bandageself** | Applies a bandage to your character

## /useresource commands

The ***/useresource ResourceName*** command lets you use an item when their direct use on hotbars is bugged.

The ResourceName is case-sensitive and follows the *TypePotionStrength* rule for potions.

# Speech Commands

Legends of Ultima complete list of Speech Commands

Speech commands can be combined like *Guards, call the banker and have the vendor buy me a beer*

# Pets

Legends of Ultima complete list of pets commands

## Pets Slash Commands

 **/packanimal** | Opens your pack animal's inventory

## Pets Speech Commands

In the following Speech Commands, the word "**all**" can be replaced by a pet's name to control just this pet. The commands can be followed by **me** *(ex: all follow me, all guard me)* to make your character the target.

 **all release** | Releases the targeted pet.

# Colored Tooltips

Engraving tool

When using your Engraving Tool, place the color code in brackets right before the name of the item: **[ColorCode]ItemName[-]**

* **ColorCode** is the 6 letters color code that can be found on https://htmlcolorcodes.com/. It is the Hex value without the # symbol.
* The closing tag **[-]** is optional, omitting it will colorize the whole tooltip, not just the name

For example: for the container named Alchemist and the blue tooltip text seen in the picture:

— HTML Color code is #33BEFF and Engraving Tool text input will be ***[33BEFF]Alchemist***

# How-to set up a Custom Command

How-to create a custom hotbar button

We'll use the picture as an example

Steps to follow to create a custom hotbar button:

* Type ***/custom*** in the chat.
	+ This opens the CREATE CUSTOM COMMAND window seen in the picture
* Type the slash command in the **Command:** text bar at the bottom of the window;
	+ Important note: the prefix "/" of the slash command is omitted here
* Click UPDATE ;
* Choose an icon and drag it on your hotbar

## Examples of /custom commands

Here are a few examples of slash commands used in chat compared to how they should be written in /custom to get the same result:

* **All follow me** (or **/say All follow me**) → ***say All follow me***
* **/useresource Bandage** → ***useresource Bandage***
* **/remount** → ***remount***
* **/graballpets** → ***graballpets***
Animal Lore

Animal Lore affects your ability to control a tamed creature or beast, and also improves the amount of damage you can heal via the Veterinary skill (similar to how Anatomy affects Healing for character healing).

Animal Lore is needed to tame a beast, and it has to be at the same level as the taming requirement, or better. For example, dragons have a taming requirement of 100, which means, you need 100 Animal Lore and 100 Animal Taming. Also, a high Animal Lore skill will reduce the minimum skill required to tame. GM animal lore give you 5 points extra on taming until 80 taming. Above 80, the 5 points starts to lower. A player with 98.1 taming and 100 animal lore should be able to tame everything.

Using the skill directly on a tamed creature will present a listing of its statistics and skills.

To use the skill, open your skill book (press K) and browse to the Animal Lore skill. Press the button to activate the skill, or drag the button to a hotbar to be assigned to a slot.

## See Also

* Animal Taming
* Herding
* Veterinary
Strength

### Description

**Strength** (**STR**) is one of the three Stats and is vital for any viable character. The amount of Strength a character has determines their total Health, Melee Damage and Carrying Capacity.

Strength can be increased through the use and activation of various Skills.

### Details

A characters Health is determined by the following formula:

`HP = Strength`

A characters Carrying Capacity is determined by the following formula:

`CarryingCapacity = 40 + (Strength * 3.5)`

### Damage Bonus

**Strength** provides a damage bonus in melee combat.

**Strength** damage bonus is calculated using the following formulas:

* **Strength < 100**

`STRDamageBonus = STR * 0.3`

* **Strength = 200**

`STRDamageBonus = (STR * 0.3) + 5`

### See Also

* Stats
* Combat Skills
* Crafting Skills
* Intelligence
* Dexterity
* Health
Lumberjacking

Trees are designated a specific type of wood on spawn and the lumberjack will not know which type of wood it has until they successfully chop it and receive the logs.

Using a Hatchet, a Lumberjack can chop down trees to Logs, which can then be used to produce wooden Boards.

A player with low Lumberjacking skill will only be able to harvest plain wood at first. However, as they gain skill, they will then be able to gather other wood types.

Boards are used by Carpenters and Fletchers alike, as they are a required resource in order to craft goods.

## Making Boards

Boards can be created from Logs by using the Mill special ability. Colored Logs require higher levels of Lumberjacking to harvest and trim down into Boards. The player must have the required Lumberjacking in order to create Boards of an appropriate level. There is no need to be at a Woodsmith Table to mill lumber.

 Oak
 Ash
 Yew
 Bloodwood
 Heartwood
 Frostwood

## Damage Bonus

Lumberjacking provides a damage bonus with axes in PvE and PvP. The damage bonus multiplier is calculated as follows:

Bonus = (Lumberjacking / 5)

At GM Lumberjacking, an additional 10% is added to the bonus making it 30%.

Valid axes for Lumberjacking use are listed in the ‘Medium’ criteria on the Weapons page. A hatchet is the standard Lumberjacking tool.
Join the Team

Interested in joining the team?

We have a small number of positions to maintain the project and bring on new members very infrequently. Please don't let that deter you from applying, if you are passionate about the project and think you have something to offer, we want to hear from you!

We keep everyone's application forever, and review them in the order received depending on the role we are looking to fill. Due to the volume of applications we receive, we do not normally send acknowledgments, so please understand it will take time to hear back from us or you may not hear back at all.

If you don't hear back from us it doesn't mean we don't like you, it just means either we haven't gotten to your application yet or there is no need for the role you've applied for at this time. We sincerely appreciate your interest and look forward to reading your application.

### Roles that we look to fill generally include:

* Development
* Art & design
* Event moderator
* Player support (Counselor)

Apply To Join

Visit the Legends of Felucca Staff Application
Cooking Pot

**Cooking Pot** is a Cooking Tool used for cooking food. It can create different, more satisfying forms of food. First, add ingredients by using the pot, then cook it by using a fire.

## Source

### Crafting

Cooking Pot can be crafted through Blacksmithing with 15 skill points and the following materials:

* 1 Iron Ingots

### Vendor

Cooking Pot can also be purchased for  40  from Tinker shops in most major towns.

Cooking
Stealth

Stealth allows a hidden character to move silently while maintaining invisibility. It is a viable skill for any rogue.

## Usage

To perform Stealth:

* the character must have at least 30.0 Hiding skill
* enter the hidden state through Hiding. Successfully hiding is a prerequisite, as the concealing effects of Invisibility spell or potion are broken upon movement.
* activate Stealth by walking slowly (unmounted, of course). If successful, your character will remain hidden while moving slowly.

Note that any action that would reveal a hidden individual will also reveal the individual performing stealth.

Stealth is not less effective when wearing heavier armor.

Stealth does not gain in skill faster when wearing heavier armor or different sets of armor.

## Additional Benefits

At GM Stealth, the character will never automatically break stealth with movement alone.
Musicianship

**Musicianship** is a bard skill that allows players to play a [musical instrument]. A music sample will play if successful, but an ugly noise will occur if not. The higher the skill level, the greater the changes of playing a pretty tune. To use the skill, double-click a musical instrument.

## Complimentary skills

* [Discordance]
* [Peacemaking]
* [Provocation]
Horse

**Horse** is a tameable animal that can be used as mount and can be equipped with Leather Saddlebags to store up to 400 stones of items.

Every major city with a stable master will have horses which can be bought for  500 .

Explorers will quite often find horses around major cities and within most woodlands, and those with at least 29.1 Taming skill may be able to tame the horse, which can then be ridden or traded to other players.

While riding, nearly every skill or action will dismount players from their horse. Starting in Early Access v0.8.6, there is no cooldown for mounting a horse. However, there is a short (approximately 1.5 second) remount channel that can be easily interrupted.

Horses can be made into ethereal mounts by using an Etherealize Scroll, Etherealize Potion, or casting Etherealize on them. The horse only exists while being ridden but can "break" (presumably through durability).

## Fighting

*See:* Pet Commands

Attack: 5

Attack Speed: 2

Power: 4

Affinity: 0

Defense: 48

## Loot

* 2 Leather Hide (harvested with a Hunting Knife)
* 1 Tough Meat (harvested with a Hunting Knife)
* Seeds Tier 1

## Archived Content

* Prior to Early Access v0.8.6, horses could be "dismissed" which would turn them into a statue and return the horse to the player's backpack in the form of a statue. The statues were not removed from the game, but can no longer be created.
Wooden Board

Sells for 1 gold

**Wooden Boards** is a basic refined resource used for Carpentry and for building houses.

## Source

Wooden Boards can be crafted through Carpentry with 0 skill and the following materials:

* 5 Wood

## Crafting

Wooden Boards are used in the following recipes:

### Beds

* Small Bed
* Medium Bed
* Large Bed

### Bows

* Arrow
* Long Bow
* Short Bow
* War Bow

### Chairs

* Fancy Bench
* Fancy Chair
* Wooden Stool
* Wooden Chair

### Crafting stations

* Alchemy Table
* Carpentry Table
* Inscription Table
* Loom

### Decorative items

* Campfire
* Shelf
* Stone Fireplace
* Wooden Bookshelf

### Fences/Walls

* Gate
* Small Fence

### Storage

* Barrel
* Chest
* Crate
* Lockbox
* Dresser

### Tables

* Fancy Desk
* Large Wooden Table
* Wooden Table

### Tools

* Crook
* Fishing Rod
Inscription

Inscription can add spell damage increase to your spells as well as affect the result of buffs. Grandmaster Inscription adds 10% to damage spells. This is not on a pure sliding scale, the damage bonus is 1% for every 20 points of Inscription with a 5% GM bonus. This 10% SDI bonus at GM isn’t part of the PVP SDI from items cap.

Which means if you take the 20% or 25% SDI cap in PVP and add the 10% from GM Scribe on you get 30% or 35% SDI. Spells affected by this damage bonus are:

* Magic Arrow
* Harm
* Fireball
* Lightning
* Energy Bolt
* Explosion
* Chain Lightning
* Flamestrike
* Meteor Swarm

Inscription adds Casting Focus – from Apprentice to Grand Master a 1% increase to base casting focus per 10 points of Inscribe. (5% at Grand Master)

The potency of the following ‘buff’ spells mainly depends on the caster’s inscription skill:

* Reactive Armor: Increases caster’s Physical Resistance by ((Inscription / 20) + 15) points, decreases caster’s Fire, Cold, Energy and Poison Resistance by 5 points each. Lasts until cast again.
* Protection: Allows you to cast spells without being interrupted. Lowers physical resistance and resist magic skill, increases spell casting delay. Lasts until cast again.
* Magic Reflect: Decreases caster’s Physical Resistance by (25 – (Inscription / 20)) points, increases caster’s Fire, Cold, Energy and Poison Resistance by 10 points each. Almost opposite of Reactive Armor spell. Lasts until cast again.
Bowcraft & Fletching

The well-trained fletcher can create arrows and bows for use by archers, using boards and feathers as resources. Since the fletcher typically works with boards, the Carpentry and Lumberjacking skills complement Fletching very well.

Use a Fletching Knife to begin creating fletching items.

## Craftables

 Fletching
 Bowcraft
 Bowcraft

## Damage Bonus

The Fletching skill provides a damage bonus in PvE and PVP when wielding archery weapons.

The damage bonus is calculated using the following formulas:

Fletching Skill < 100.0

FletchingDamageBonus = FletchingSkillLevel / 5

Fletching Skill = 100.0

FletchingDamageBonus = (FletchingSkillLevel / 5) + 10

This means it provides a scaling 20% damage bonus when using archery weapons. At GM Fletching, this bonus becomes an additional 10% bonus (a total bonus of 30%).

## See Also

* Archery
* Skills
Carpentry

Masters of Carpentry are also masters of the saw, the plane, the level, and spend long hours crafting some of the finest furniture and wooden goods in the land. Carpentry requires the use of logs and boards.

## Training

Ensure that as you craft items into a crafting bag, you salvage the items back into wood to get some resources back.

* 0-30 - NPC training
* 30-56.7 - Wine Barrels
* 56.7-73.6 - Flutes (Musicianship not required) (Or Wooden Shields at 50 then Clubs starting at 65)
* 73.6-79 - Quarterstaffs
* 79 - 82: Gnarled Staffs or Shepherd's Crooks
* 82 - 96: Black Staffs

## Craftables

In order to craft items, a carpenter requires boards, a dovetail saw and to be near a Woodsmith Table.

### Resources

 1 Board (any color)
 100 Boards (any color)

### Weapons

The carpenter can craft various Macing weapons

 Club
 Quarterstaff
 Gnarled Staff
 Shepherd's Crook
 Black Staff

### Shields

 Kite Wood Shield
 Wooden Shield

### Misc

 Barrel Staves
 Barrel Lid

### Furnishings

#### Decorative Items

 Wooden Bucket
 No Refunds/Exchanges Sign
 Stone Fireplace
 Wooden Weapon Rack
 Hearth Fireplace

#### Lighting

 Torch
 Wooden Standing Torch

#### Silverware

 Wooden Bowl
 Mug

### Stone Items

#### General

 Ruins Pillar
 Single Ruins Pillar

Coffins

9 Coffins are available to be crafted. They require 28-35 skill, 3 Bolt of Cloth, and either 20 (most of them) or 80 Stone

#### Gravestones

8 Gravestones are available to be crafted. They require 10 skill and 10 Stone.
Hiding

Hiding is a skill which allows a player to vanish into the shadows, away from the view of creatures and players alike. With sufficient Hiding skill, a player can disappear whenever necessary, a perfect way to avoid harm or to set a trap for the unbeknownst.

Characters cannot hide when close to creatures or players, as well as those hostile towards them, or when in line of sight of these beings.

Hidden players can be revealed through the use of the Detect Hidden.

Thieves typically choose Hiding as one of their main skills, as a thief that can hide can use Snooping to browse the contents of another individuals pack, and thieves dexterous enough can use Stealing to attempt to steal an object. Further, an individual with Hiding and Stealth will be able to slowly walk amongst the shadows without being revealed.

## Notes

There is a chance to be revealed when looting corpses while hidden.

Unlike a mages Invisibility spell, the effect of hiding does not wear off over time. A player must be revealed using Detect Hidden or by the Reveal spell. A player's cover from Hiding will be broken if they speak, move without stealth, or cast a spell.

Some monsters have the ability to reveal hidden players, such as the Gazer.
Concussion Blow

The **Concussion Blow** applies between direct damage to a target.

Does Direct Damage to the Target based on the difference between their current Hit Points and Mana. The greater the difference, the more Damage they receive.

* **Mana Cost:** 20.

## Primary Weapons

Weapons with a primary ability of Concussion Blow require 70 or higher in the appropriate fighting skill and Tactics.

* Crossbow
* Diamond Mace
* Mace
* Gnarled Staff

## Seconday Weapons

Weapons with a secondary ability of Concussion Blow require 90 or higher in the appropriate fighting skill and Tactics.

* Lance
* Maul
* Quarter Staff
* Battle Axe
* Dread Sword
* Longsword
* Halberd
Death

When your character's health points reach zero, it will die. Your corpse will remain and you will take control of a ghost instead. As a ghost, you will not be able to communicate with other players (unless they have learned the Spirit Speak skill).

Other players (with their Healing skill above 80, or with a Resurrection spell) can resurrect your ghost and your body will return to where your ghost was standing. Your corpse, however, will remain where you died. If you remain on your body when you die and a player resurrects you, you will be resurrected back from your corpse and all your items will go back into your backpack automatically.

You can also use resurrection shrines or Wandering Healers to resurrect your character.

When you die, your corpse will remain at its location for 30 minutes, unless it becomes empty at some point then it will decay within a couple of minutes after becoming empty. The corpse will also turn into a skeleton halfway thru the decay cycle, or when the owner of the corpse resurrects within the same server-region, whichever comes first.
Tracking

You can use the Tracking skill to track and locate animals, monsters, NPCs, players, and landmarks in-game.

## Tips

The Tracking HUD can be dragged depending on your Hotbar Locking setting.

It can be disorienting trying to navigate with the camera spun in a weird angle. Press Z at any time in-game to reset the camera back to it's default view. If you like to spin the camera a lot, there's also a Minimap Spin Lock button on the top left of the minimap that may be helpful when trying to navigate while tracking.

## Usage

Open skill window (Press K) browse to Tracking and press the Tracking button

The first window will have you select which type of being you wish to search for.

After you have chosen a category, you are presented with a list of being nearby that you have successfully tracked and can now locate them further.

After you have found a target to track, an overhead box appears showing the name of your target, the distance you are from them, and which direction they are from you. At the top of the overhead box it will also show the abbreviated direction your character is currently facing.

When you get close enough, depending on your skill level, an icon will appear on your minimap showing you their location.

Furthermore, once your target appears on-screen in the world they will have a Skull icon appearing next to their name, which is visible only to the tracker. This is currently one of the only ways we are able to highlight a being specifically to one player and not another player.

Tracking generally lasts for about 5 minutes, unless you become too close to the target for too long it will end on it's own. Trackers can click the X (close) button on the Tracking HUD as well. Activating the Tracking skill again while you already have a target acquired and tracking them will also cause Tracking to end.

Tracking will end if you get too far away from your target.

## Success Chance

When selecting a category, your character will perform a search and then get a list of nearby beings. For each nearby being within range of the tracker, the user's Tracking and Detect Hidden skill is checked against the target's Hiding and Stealth; Distance also affects the success chance in that the further away your target is the lower the chance is to have them be acquired.
Mana

Mana is linked with intelligence to determine how much casting energy the play has left. Each spell circle use different amounts of mana depending on house much damage the spell does. Mana regenerates at a rate of 1 per second. Certain rare and cartable clothing items give mana regeneration buffs to help with magic during PVP.

 Mana

Magery

Skills
Setting up the AGIS in Eclipse

The best way to work with the AGIS source code is to have it as a project in Eclipse, a Java IDE. You can also find the AGIS index here for reference to the code: https://unity.wiki.atavismonline.com/project/agis-api/

Getting Eclipse

You can download Eclipse from https://www.eclipse.org/downloads/. You only need Eclipse Standard.

*Note: Eclipse is not installed, but rather you just run it after extracting the files you downloaded.*

Follow the steps below to set up the AGIS Project in Eclipse

1) Choose File > New > Java Project

2) Set Project name and select Use an execution environment JRE to JavaSE-1.8

3) Click Configure JREs…

4) Click Add… button and in window Add JRE click Directory… and select bin directory in installation location of java 1.8 JRE and click Finish button

5) Select new added path and click Apply button

6) On the left side menu select Compiler and set Compiler compliance level to 1.8

7) Click Apply and Close button

8) Click Next.

9) Click on the Libraries tab and click on Add External JARs…

10) Find the atavism.jar file in the dist/lib folder of the atavism server files.

11) Find the recast4j-\*.jar files in the other folder of the atavism server files.

12) Click Finish.

13) Click on the src and open location in explorer

14) Extract the AGIS source file zip contents to a location

15) Refresh project (F5)
Campfire

**Campfires** are a tool and a piece of decor. They also are used to help heal players if they stand within a small radius, at 10hp per second. Moving or Using combat disables healing.

## Use

Campfires are used as a heat source for Cooking.

## Source

### Crafting

Campfires can be crafted using the Carpentry skill. It requires 0 skill and 10 Wood. You must use a Carpentry Table.

## In the World

There are a number of campfires across the map including bandit camps & Ork Camps.
Submerged

**Link to chapter on Archive of Our Own**

Published March 30, 2021 on non-profit fanworks website Archive of Our Own.

***Content Warnings include drowning, mentions of death, hypothermia***

## Author's Summary

*He floats. It’s quiet. The light from the moon trickles through the water’s surface far above. He almost feels like he’s flying again, weightless and numb. Darkness creeps at the corners of his vision, threatening to swallow him whole. It would be so easy to surrender, to close his eyes, and finally give in to Death’s call on her Angel.*

*His eyes flutter shut.*

## Featured Characters

Philza

Technoblade

Tsuki
Reveal

Minimum Skill
 Cast Time (seconds)
 Reagents
 Duration
 Area of Effect
 Magery Circle
 Description

Success chance:

* If the target is Invisible from the Mage spell, then chance is 100%
* Chance = `( 85 * ( ( MyMagery * 10 ) + ( MyDetectHidden * 10 ) ) / Difficulty) / 100` where `Difficulty = (TargetHiding * 10) + (TargetStealth * 10)`

Range formula = `1 + ( MyMagery / 20 )`
Healing

**Link to chapter on Archive of Our Own**

Published April 6, 2021 on non-profit fanworks website Archive of Our Own.

***Content Warnings for minor depictions of violence***

## Author's Summary

*Philza even stops singing. There are no more gentle morning chirps as he stretches his wings out, no more happy whistles as they walk. The closest he hears is a strangled warble one night as his friend tosses and turns in his sleep, and the sound brings him nothing but sorrow.*

*They need to talk. He knows they do, but every time he approaches Phil with the intention of discussing it, the man gets a strange look in his eye, rather like a cornered animal. So they don’t. Old wounds stay buried and rotting, festering beneath the surface as they go about their daily lives as if nothing is different.*

## Featured Characters

Philza

Technoblade

## Wounds/Injuries/Scars

* Bruises from previous chapter [Philza]
* Ripped feathers by an unnamed bandit [Philza]

## Addenda

* Two-parter, sequel to "Breathless"
* Part of the second two-shot in the series
Provocation

Provocation is a bard skill that allows players to play a musical instrument to encourage other creatures to fight one another. If successful, the two creatures will fight for a time consistent with their respective natures and dispositions. Provocation cannot be used on other players. This skill is related to the Musicianship skill and will automatically perform a check when using Provoking.

To use the skill directly, click the icon in the Skills window and target a nearby animal, monster, or pet.

## Complimentary skills

* Discordance

* Musicianship

* Peacemaking
Infectious Strike

**Infectious Strike** is a special ability. Only weapons that possess the Infectious Strike move can be poisoned. Unlike most special moves, Tactics is not required to use Infectious Strike since it already requires Poisoning skill to be effective.

The power of the poison depends on the type of poison applied to the weapon in question and a character’s Poisoning skill, as follows:

    Poisoning of 00.0 - 19.9 yields Level 1 (lesser)

    Poisoning of 20.0 - 39.9 yields Level 2 (regular)

    Poisoning of 40.0 - 59.9 yields Level 3 (greater)

    Poisoning of 60.0 - 79.9 yields Level 4 (deadly)

Poisoning of 80.0 - 100 yields Level 5 (lethal)

* **Mana Cost:** 20

## Notes

* No skill in Poisoning is required, but a Level 1 poison is the best that can be achieved.
* The greater the Poisoning skill of the wielder, the better chance he or she has of inflicting a higher level of poison on a target. The formula is one-for-one (i.e., attackers have a (Poisoning Skill)% chance to increase the level of poison delivered by 1.)
* Poison can be applied only to those weapons that have Infectious Strike as a special move, see below.

## Primary Weapons

* Assassin Spike
* Skinning Knife