recursal/Fanatic-Fandom huggingface dataset:
Unicorn

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

## Overview

Mysterious, magical creatures that resemble horses, unicorns use their spiral horns to defend themselves against danger. Despite their defensive ability, unicorns are easily frightened, and will often choose to run instead of stand and fight. If left alive for long enough, unicorns can evolve into the holy creature known as the Pegasus. Unicorn horns are also highly valued for their therapeutic properties. (Text from the press kit)

Unicorns are not by any means a difficult tame. (They are fast, suggest trapping them. LVL 8 needs about 12-15 herb feed and about an hour). They are quick, but low damage, and once tamed, have the **ability to heal all creatures and players within a certain vicinity** at the great cost of a slow regenerating magic/focus pool. This is also accompanied by a projectile attack that fires a fast orb of light originating from their horns, and a fast long-distance charge attack.

An elite variant of the unicorn can be found in the wild and has a chance to transform into a Pegasus.

### Taming

The unicorn can be tamed and prefers the following food while being tamed:

  Blueberries | 20

#### Stone hook arrows or iron hook arrows.

Set up framework foundations and walls around it before hooking it expand the framwork as you need so it is able to break the lines then simply hook it untill it goes down this will pervent it from escaping you and prevent near by hostile creatures from attacking it.

##### General purpose

The Unicorn's primary use is to quickly heal injured beasts and players with a mystical healing aura that can be turned on and off on command. This consumes a significant amount of magic, and requires a long recharge time.

Put it on wander to reduce recharge time quickly.
Vine Bow

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

 *No image yet*

0.5
10
300

 Ammo |  Bursting Arrow (50)27.5 - 55 Fire 13.5 - 27 Fire Explosion
 Dark Arrow (50)27.5 - 55 Dark
 Freezing Arrow (50)27.5 - 55 Water
 Holy Arrow (50)27.5 - 55 Light
 Poison Arrow (50)27.5 - 55 Air
 Siege Arrow (50)27.5 - 55 Earth
 Stone Hook Arrow (50)0.5 - 1 Physical
Workbench

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

4
2500
 Slot | 75

## Description

The workbench is a multipurpose structure used to store crafting materials and craft high tiered items. it possesses 75 slots of storage, and is required to build **stone** structures and **Metal** Tools. Also required to craft certain armor sets such as the Copper Armor.

The first tier of crafting stations.
Trading

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

## Overview

Trading is the act of selling to or buying items from an NPC Merchant for

 Gold Coins

## Description

Trading with NPC merchants is a great way to obtain items that are either cheaper to buy or are currently unobtainable by the player. They can provide you with a great early boost by letting you buy cheap metal tools, better staff heads and other equipment early that you would obtain many days later, otherwise. Also, on rare occasions, they sell weapons up to legendary quality (Saddles and armour are usually up to general/common or uncommon quality only), which is a great buy even in the late game.

Unlike Sacred Path, on the Shard of Faith map there is only one general trader in each starting village, while on Sacred path there is a much greater variety of sales in capital cities.

Notably on Shard of Faith you can buy cheap Parachutes and Hang Gliders even on donation level zero from the general village traders, which is the best pseudo-flying tool on that otherwise non-flying map. What they sell is way more random than the deals of Sacred Path traders.

## Merchants

### The Sacred Path

* Blacksmiths (Weapons and ammo)
* Armorers (Physical armors and shields)
* Alchemists (Staff heads, staves and other magical items)
* Hunters (Saddles and taming resources)
* Chefs (Food and other related items)
* Farmers (Crops and fertilizer)
* Tailors (Magic armors and resurrection items) *Priests are located in separate villages, outside of the capital cities.*

## Donation System

In order to make traders buy and sell more and more valuable items, you need to level them up, which is done by donating gold to them. To reach the maximum of trading level 14, (which can be seen inside the trading window, and is not the level of the entity itself) players would need to donate about 50 000 gold altogether. Additionally, donating could also reward you with a *temporary* discount at said trader.

Take note that Yield Value is based on race, and is unaffected by donation level.

The cooldown at which new buy and sell deals are made on official Sacred Path servers is 24 in-game hours. The exact hour of the day when the deals reset varies by server.
Trading/Blacksmiths

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

## Overview

Armorers will deal in weapons and tools up to Two-handed Great Sword and metal ingots, up to legendary quality and around 220% base damage.

## Merchants

 File:Icon elidor elidan.pngElidor Elidan | Elf
 File:Icon armorer - sindri.pngArmorer - Sindri | Dwarf
Talos

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

**Faction Name**: Vardo

**Capital City**: Talos

**Race**: Humans
## Overview

**Vardo** is one of the factions in Dark and Light laying to the west where the leader of the humans, Leondas Talos, led his people where they discovered an abandoned fortress. Thus born The City of **Talos**!
Bomb

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

The bomb is the central object of the game. Consisting of two toxic barrels and a propane canister on a pallet, it's a very bright and obvious object in any level. Defusing the bomb takes 10 seconds, and stopping to do other actions does not revert the defuse timer, instead keeping the amount you defused for.

## Strategy

Because of the long defuse timer, rounds can be won if the time reaches 10 seconds without anyone having attempted to defuse the bomb. Be weary, though, that since the defuse timer does not reset upon interruption that you do not miscount the amount of time left required for defuse.
Terra Flower Root

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

0.01

 Food | 1

## Description

Terraflower Seeds are among the common foliage of the realm. it can be harvested and grown to produce a variety of ingredients from Crop Plot.

## Harvesting

Harvesting is performed by using an

  Iron Scythe or

  Ghost Scythe on bushes and shrubs through Archos. A tamed Boar also gathers these seeds.
A fully mature

  Terraflower will produce a small number of seeds.

## Crop Plots

Terraflower seeds can only be planted in a

  Large Crop Plot

## Produces

  Terraflower

  Earth Elemental Core

 **Terra Flower Root**

## Recipes Used In

* Highland Illusion Staff Head
* Mandrake Soup

## Other Notes

* ???
* ???
The Call of Adventure

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

The Call of Adventure is a task in Dark and Light.

## Quests

Melee Crafting Skill

You have already learned to fashion crude tools, but you'll need more than that to defend yourself out there. Access your skills and see what is needed to reach Rank 2 of Melee Crafting.

Crafting a Sword

There are more dangers in the wilds of Archos than you know. As you begin to venture out, you will need a proper sword for hunting and protection.

Crafting a Runes of Restoration

If the Order sent you here from Gaia, you must have some proficiency in Water Magic. If you can manage to live through a fight, a Rune of Restoration can heal your wounds.

Survival Skill

As you grow bolder in your exploration, you will find yourself far from the city limits. Your Survival skills are the only thing that can keep you alive when the night falls and your stomach growls.

Crafting a Campfire

The nights in the wild are dark and cold. Magic spells can provide light and warmth, but nothing compares to the comforts of a roaring fire with meat roasting on the spit.

Placing a Campfire

They don't allow building in the city, so find yourself a nice safe clearing to begin a camp of your own. Access your inventory [I] and 'use' the campfire to begin placing it.

Gathering Kindling

You will need fuel to light a fire and keep it burning. Straw is plentiful and easy to Harvest Straw (0120) harvest without tools, but it will burn quickly. Wood is a much more efficient fuel.

Drying Straw

Some items can only be crafted within a structure. Try transferring some grass into your burning campfire, and see if you can dry it to create straw.

Slaying a Beast

You must learn how to hunt if you want a proper meal in the wild. Slay a beast, bramblehopper, or whatever beast you can handle, and slay it with your weapon.

Harvesting Meat

When you have slain a beast, do not let any go to waste! Hack at the carcass with a sword or tool to harvest meat and other useful products.

Cooking Meat

Raw meat is only food for beasts. You'll need to cook your meat to make a healthy meal of it. Add some to your campfire and cook yourself a meal.

Setting up Camp

The life of an adventurer is hard, but there are many discoveries to be made. Keep honing your Survival skill to round out your camp.

Crafting a Foundation

You may wish to take more permanent root in the wild. Access your skills [I] and ponder the building skills you can learn. A settlement starts with a single foundation...

Proving your Mettle

Hone your combat and survival skills, young adventurer! Experience builds confidence. Do not let hardship - or even death - deter you from fulfilling your destiny!
Wooden Turnover Door Frame

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

1.5
600000

## Description

A frame for a hidden door used by smugglers and thieves. The Turnover door is mechanically hinged at its base, seemingly hidden as a wall. it can also be used as a drop down ramp to cross gaps. Requires Wooden Turnover Door to function.
Widget:MapLegend

```
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 $('#map-toggle-cave-' + id).on('click', function () {
   setVisibility('cave', this.checked);
 });

```

```
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```

 var tooltipCoords = $('

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```
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   color: 'black',
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   minWidth: '60px',
   position: 'fixed',
   display: 'none',
   whiteSpace: 'nowrap',
   border: '1px solid black'
 }).appendTo('#content');

```

```
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       heightCoords = parseFloat($(this).data('borderbottom')) - parseFloat($(this).data('bordertop')),
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```
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</script>
Two-handed Great Sword

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

2
125
100
 Quest | Smithing Mastery* Weaponsmith

## Description

The greatsword is a two-handed sword that is craftable only on the Cyclops Workbench. it has the strongest single target melee damage in the game.

## Gathering

The greatsword is the best tool to gather fine raw meat and raw meat with. Unlike the iron sword it does not seem to gather anything from bushes.
Nack-11

*"High Recoil Bullet Hose"*

The **Nack-11**, usually just shortened to "NACK" is an extreme fire rate, extreme recoil SMG. It's recoil is so high that it's nearly uncontrollable in aim down sight mode. It has higher damage than the 9mm weapons but it trades it off for the more uncontrollable aiming modes.

## Strategy

This gun can absolutely shred in close ranges, but the iron sight is basically unusable due to the fact that target tracking is lost nearly instantly. It's still somewhat possible to aim for the stomach and let the fire rate carry it into the head area, as long as your target doesn't have any horizontal motion. The gun does much better as an ambush weapon or with quick brace fire peeking maneuvers.

## Trivia

* The weapon's name and shape is reminiscent of a MAC-10, sharing similar sounding names and both of them resembling a stamped metal box that shoots bullets. A notable addition is the custom barrel cover mounted on the front of the weapon, housing the weapon's brace-fire laser.
Wooden Barrier Gate

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

2
16
750000

## Description

A primitive yet effective spiked gate to keep wild creatures and intruders at bay. Has the same properties at the Wooden Barrier Causing loss of constitution to its owner and tames, but dealing damage to creatures and enemy players. Functioning gate for the Wooden Barrier Gate Frame.
Wolf

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

## Description

The Wolf is a fast and threatening beast, often found hunting in packs. While dealing small damage individually, the pack can converge on a single target, dealing quick massive amounts of damage. They are mundane beasts found throughout the land, and pose little threat to more experienced adventurers.

You can check for the size of their nearby horde by the small +1, +2 or more numbers appearing above them. Try to target lower level ones firt as it will decrease their pack boost. They reward you with a surprising amount of kill experience for their mediocre strength, compared to Hyenas for example.

While the fact that they can be ridden without a saddle might be appealing for some people, it also makes them weaker as they will miss the armor value a saddle would provide.

## Taming

The Wolf is a carnivore that prefers food in the following order:

  Cooked meat Cured meat | 25
Gat-9

*"Standard 9mm pistol"*

The **Gat-9**, usually shortened to "gat" is a 9mm handheld pistol which has a high fire rate, decent size mag but overall low damage. It fits in the secondary slot, making it one of the four secondary slot weapons currently available in the game. This weapon is the most common secondary of the Defenders and is also the most rounded of all the secondary weapons. It features clean iron sights and a quick, if slightly clumsy, reload.

## Strategy

This secondary is very well rounded gun on its own, and is capable of taking out multiple attackers in a single mag. Because of its low overall recoil, the best chance you have using this gun is repeated headshots to overcome it's low base damage. That also means it's still very capable of long range shots, and in some cases may make a better long range alternative over some primary weapons. While the defenders do get a healthy supply of Gats, reserving them to round out the shortcomings of certain weapons is ideal.

## Trivia

* The gun resembles the glock-9 in overall design, and seems to have been inspired by it, in name and form. However, the Gat-9 has a very unique slide mechanism which does not resemble any real world glocks.
* The term gat is a slang term associated with firearms, but very commonly a small handgun can be referred to as a "gat" which the gun likely gets its name from.
Water Reservoir

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

4
5000
 Description | Use water items or rain to fill up the tank, or place it connected to a permanent water source.

## Description

A water reservoir is a large bulbous shaped barrel, able to holster large amounts of water at once. it is often used as a means to acquire quick convenient access to water when natural sources are too far away. It can be refilled with natural rain water over time, but can also be filled by tapping nearby water sources with an array of pipes.

The water reservoir can also be used as a hub to irrigate crop plots to prevent them from drying out.
Wooden Feeding Trough

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

4
2000
 Inventory Size | 10

## Description

A sturdy, feeding through to accommodate all tames. Fill it with Grass, Raw meat and Apples to feed your tames over time.

Put food for your nearby pets in this, and they'll automatically eat it when hungry!
Turkey

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

## Description

### Taming

Taming a turkey can be done passively, or normally. They can randomly appear when hitting a shrub or grass.
By putting apples or berries(Possibly herb feed) in your last slot, you walk up to the turkey and interact with it. It is a fast tame, with fast-dropping constitution.

### Tamed

A Turkey can be fed 10 berries in order to craft an egg. Eggs are currently not useful as a foodstuff, but will likely be implemented in cooking in the future.

Eggs are mostly used for crafting Spiced Omelet, which while it is a food is not any better than a singular apple. This instead should be used to craft the Summoning Stone: Elite Owl.
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Twine

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

0.02

## Description

Strong strands of organic fibers from trees. Used for crafting many items and structures. One of the many important core ingredients in the game specifically for stone hook arrows and iron hook arrow.

## Harvesting

Harvesting is recommended by using one of the following on small and large trees:

**Tools**

 Stone pickaxe

 Iron pickaxe

**Creatures**
Bahamut

Boar

Deer

Grut Stag

Kebo

Longhorn

Mastodon

Yeti

## Recipes Used In

* ???
* ???
* ???

## Other Notes

* ???
* ???
Sunder Scythe

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

200
120
75

## Forging

Note that you might get higher Impurity values, and thus lower Stats, if the Quality of your Item is just high enough to need an additional Forging step.

 Refined Gold Alloy

 and

 Enchanted Metal Alloy

 are implemented, but currently not attainable in normal gameplay.
Sulfur Ore

0.2
 Quest | City Dweller* Harvesting Resources to Sell

Smithing Mastery
* Miner II

## Description

Sulfur is a base resource used in many recipes. it can be refined in Mortar and Pestle to created Sulfur powder.

## Harvesting

Harvesting is recommended by using one of the following on a boulder:

**Tools**

  Stone Pickaxe

  Iron Pickaxe

  Drain Spell

**Creatures**

Longhorn

Kebo

Bahamut

## Other Notes

* ???
* ???
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Sulfur Powder

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

0.1

## Description

Crafted in a Mortar and Pestle, from Sulfur, this item is used for preserving food in a Larder Box, as well as Fur Armour in Tailoring and various spells and other item's. It is noteworthy to mention that this item is also used in the fabrication of Glass Bottle.
Auto Shotgun

*"The King of Close Range"*

The *Auto Shotgun* is a large drum fed automatic shotgun capable of rapidly dispatching opponents. It's considered a Power Weapon since only a single one is available combined with it's devastating close range capabilities.

## Strategy

Besides being able to fire rapidly to take down multiple targets, the large ammo reserve means that the Auto Shotgun has the additional trait of area-denial. When used on the later rounds of a half where saving ammo is not a concern, this weapon can be very effective at deterring attackers from entering an area. The defenders will usually choose to place this weapon around tight ambushes or choke points due to the lack of range. While defending TUB-12 may actually be a better choice in some cases because it more reliably one shots targets, and if lost does not give the attackers a Power Weapon.

While it is very powerful, the auto shotgun can often be countered by attackers with effective use of flashbangs. The attacker's DL-12 shotgun can also counter the auto shotgun in the right hands due to its longer 1-shot range. It also serves very well in the hands of an attacker, and being able to quickly make the decision to swap to auto shotgun mid round or stealing it for the next round can mean quick door breaches and more effective entries while moving through a level. A stolen Auto Shotgun in the Attacker's hands can be devastating due to the defenders not having the extra health to protect them from being killed one shot.
Trading/Shard of Faith General Traders

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

## Overview

The general traders located in the starter villages of the Shard of Faith map sell way more randomly than the deals of Sacred Path traders.

Notably you can buy cheap Parachutes and Hang Gliders even on donation level zero, which is the best pseudo-flying tool on that otherwise non-flying Shard of Faith map.

## Starter Village Merchants

 File:???.png??? | Elf
 File:???.png??? | Dwarf

## Selling

Hang Gliders, Parachutes, Glass Bottles, Runes, Saddles and more
Sack of Coins

The **Sack of Coins** is a **single use item** in **Magikarp Jump**. It can be bought in the Diamond Shop for 300 diamonds. The amount of coins you receive from the Sack of Coins is proportionate to your rank.

Sack of Coins can also be received in the following ways:

* As a possible item from Charizard (2% chance)
* As a possible item from Mudkip (1% chance)
Stone Sword

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

2
25
10

## Description

A sturdy bushcraft blade. The first tier of melee weapon with effective stopping power. Attack with standard strikes, with a special downward strike ability with good range and damage.

Effective for harvesting Raw Meat off of dead animals. Also used for quickly gathering Grass and Field Flowers from shrubs and plants.
Flashbang

The **Flashbang** grenade is a throwable form of equipment assigned to Attackers, used to temporarily blind a player.

## Uses

The Flashbang grenade is a non-lethal form of equipment, used to blind and concuss players momentarily. If the Flashbang is thrown in the near-vicinity of a player, the explosion will cause a white flash to cover the players screen, along with a strong concussion effect making it almost impossible to see their surroundings. This only lasts for a few seconds, and does not cause any damage to the player.

While the explosion of a Flashbang causes blindness in close-range, if the target of the explosion is distant enough, or faces away from the explosion, the effects can be mitigated. Players who still look directly at the flashbang even at far distances can still be blinded. Concussion is determined primarily by proximity to the Flashbang itself.

Flashbangs can also be picked up from a dead players body. This means that Defenders can obtain flashbangs from defeated Argus personnel, but please note that the Attackers are nearly completely immune to flashbangs regardless of who throws the item.

## Gameplay

Flashbangs can be found in the Attacker Truck.

There are only 15 Flashbangs in the attacker truck.

In the map, you can press F to place a Flashbang indicator/icon anywhere on the map to show where Flashbang should be placed. This icon can be moved anywhere by clicking and dragging it, and can be rotated by using the mouse wheel.

By clicking this icon, you can claim throwing the Flashbang for some experience points. Be aware, though, that this doesn't prevent other players from throwing the Flashbang on this claimed icon. All it does is give experience, not assign the location to you.

You receive 30 EXP for claiming this icon.

You receive 60 EXP for throwing Flashbang.

You receive 135 EXP for throwing the Flashbang

on a claimed icon.
Gruber-5

*"Low Recoil, Low Damage"*

The **Gruber-5**, usually just shortened to "Gruber", is a Defender stockless sub machine gun. Featuring a 30 round mag and decent fire rate, along with low damage, the gun is the typical SMG style gun. It doesn't have much in the way of defining features, other than a very tall iron sight and low initial burst recoil.

## Strategy

Because of the gun's low damage, it's best used as an ambush weapon, aiming for headshot sprays and primarily taking advantage of brace fire mode. The gun can be used at medium ranges if iron sighted, due to the fact that the first five shots have virtually no recoil, but it is still not recommended unless you have a good ambush.

## Trivia

* The style of the gun very much resembles the HK MP5, and some reloading animations even feature the well known "HK Slap" maneuver to cock the bolt.

* The name "Gruber" comes from the character Hans Gruber, the primary antagonist in the movie Die Hard. Hans Gruber and his men famously employ multiple HK MP5s in the movie, the gun that the Gruber-5 is modeled after
Circuit Breaker

The **circuit breaker** is a toggleable object inside the map that can be used by either Attackers or Defenders to toggle the power on and off, which has immediate effects on many objects inside the level.

## Effects

* Disables lights throughout the level. Some objects still render light even after the power is off.
* Moving automatic doors stop functioning.
* Buttons and toggleable gates such as loading bay doors in factory or shutters in C-Store no longer work.
* Certain environmental sounds stop occurring, such as freezers humming or music in the level.
* Emergency Lights turn on after a short duration of the power being off, which can flood the level with some poor illumination.

## Strategy

A key component of the Circuit Breaker mechanic is that the sudden turning off of lights can cause massive disorientation and can easily break up defender strategies. Attacker weapons come equipped with flash lights and they also have access to Night Vision Goggles which give them a definite advantage in the dark. However, defenders can optionally take flares into the level with them which can provide some emergency lighting. Sometimes even the defenders would like to turn the power off, in cases where they may want to stop certain electrical devices from working, where they plan to use flares or if they have access to NVGs.
Door Charge

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

Details

The **Door Charge** is an Attacker Equipment item which destroys all types of doors or makes holes in shutters. The charge will create a hole in the object it is detonated on, and in most cases an entrance. The charge causes a concussion effect on nearby targets, and can be lethal on both sides of the explosion, although most of the blast is directed inwards. Door Charges cannot be detonated until placed, and will not explode while in someone's hands or inventory.

## Strategy

Because there are a limited number of Door Charges, the Attackers will be very conservative with their usage. They are usually the focal point of the plan because they allow attackers to make a separate route or faster entrance through a building. In some cases, such as with the shutters, they might be used to get lines of sight onto crucial choke points to facilitate a breach. They require a clacker to be detonated, without a clacker they are effectively useless. Should a defender steal a clacker and repeatedly activate it near where a door charge can be placed, the person placing the charge will almost certainly be killed in the immediate explosion.
DL-12

*"Breaches Doors"*

Details

The *DL-12*, sometimes referred to as the "Assault shotgun" or "Attacker shotgun", is the only shotgun available to the Attackers. It has the tightest pellet spread of any shotgun in the game, and because of this also has the best brace fire of any shotgun. When compared to the TUB-12, the primary shotgun of the Defenders, this shotgun is the slower-firing but more accurate counterpart.

## Strategy

The DL-12 primarily serves as tool that can open doors from safety, allowing users to avoid kicking a door and instead opt for a safer approach. The weapon excels at getting one-shot kills against defenders, particularly in moments where the defending player attempts an ambush. The DL-12's instant killing capacity at close range also allows the user to stop an auto-shotgun dead in their tracks. The weapon features a larger tube compared to the TUB-12, and an attached flashlight, making it a great pickup for defenders during claustrophobic firefights in darkness.

## Damage

All weapons that use 12 Gauge ammunition share the same properties as of Version 745.

* The DL-12 has a base damage of 15 with the following damage multipliers;
* Head; 2
* Torso 1.5
* Abdomen 1.25
* Upper arm 1
* Forearm .75
* Upper Leg 1
* Hand .50
* Foot .50
* The highest damaging 7 pellets are chosen instead of all 9 while calculating damage, to create more consistent damage based on range.
INGMAR-57

*"Devastating Long Range Automatic"*

The **Ingmar-57**, usually shortened as "Ingmar" is a long barreled automatic rifle with mounted zooming red dot sight on top. Currently the Defenders have one Ingmar in their armory, so it's usually left for when both medium and long range engagements are needed. It has a twenty round magazine with high damage capacity and a medium rate of fire, capable of two-shot headshotting any opponent if the recoil is controlled properly.

## Strategy

This gun has a moderate amount of recoil, and coupled with the automatic firing system is best left quick quick taps or short sprays at longer ranges, but longer sprays can be managed as the range decreases. Because of the zooming scope, it is recommended to use brace fire at closer ranges to maintain visual picture of the target while firing. its overall usefulness drops off as the range decreases, and unlike the other standard ranged weapon, the F1-Legros, it does not excel as much at close range spraying.

## Trivia

* This is the only weapon in the game that features an open scope, other weapons like the MAWP and SAB-R do not have open scopes, their scopes take up the entirety of the screen. However, even though no other gun has an open scope, in practical terms it more resembles the BLK-TAR than any other weapon.
* This weapon cannot use either the attacker or defender suppressors.
* Even though this gun uses a similar caliber to the MAWP, its damage is significantly lower, fitting between the KR82 and the F1-Legros.
Factory

**Factory** is set in a very open industrial area with lots of space. Sometimes objects on the exterior of the factory are built so that attackers can get a line of sight inside the various windows which exist in the very tall walls of the factory. Some rooms in the factory are short and do not have windows, while others are usually very tall. Some windows are boarded up, and the windows offer some kind of lattice which can block throwables. The factory does not focus on a bunch of interior rooms and doorways, instead it usually focuses on one main room and a couple of adjacent rooms off to one side. These adjacent rooms can offer some CQC combat while the main room offers some of the longest lines of sight in the game. The separators for the interior rooms can be wall-bangable covered fences or thicker interior walls, both of which can be wall breached. The main attractions for factory maps that make them unique are not usually the separate storage rooms, but usually the props inside the main room that change how the gameplay works. This includes a sometimes generating second floor office that gives lines of sight across the map, catwalks that do a similar effect but with less cover, hot engines which can burn players standing on them, or toxic vats which mean certain death if you fall in. There are many other examples of unique props, but one of the biggest factors is the loading bay. The loading bay is a raised area on the factory maps, usually generating inside the main room. It has an array of varying doors which can be blocked on the interior or exterior. Sometimes they can have trucks attached which defenders can hide in. These loading bays have doors that can be opened and closed form the inside only, but similarly to the c-store shutters these doors can be door and wall-breached to make holes of varying size.
Shopping Cart Technical

**This article is Outdated. You can help Due Process Wiki by updating it.**
*This article is a stub. You can help Due Process Wiki by expanding it.*

The **Shopping Cart Technical**, usually just shortened to "cart," was a vehicle-like entity in Due Process, while also being a Power Weapon for the Defenders. It was a slow moving shopping cart, weighed down by sandbags and having a well-stocked, belt-fed LMG attached to top. The sandbags as well as a thick bulletproof window protect the user while they sit behind the defensive object and lay fire into anyone who walks in front of it. It cannot be reloaded and comes with 223 devastating rounds of ammunition.

The weapon was removed due to networking and balance issues, though this may only be a temporary change.
Molotov

A **Molotov** is a throwable form of equipment assigned to Defenders that has the ability to progessively damage enemies.

## Uses

Throwing a Molotov creates large wall of fire on the ground which damages enemies progressively if they stand in said fire. The Molotov's fire is temporary though, only lasting around eight seconds or so. Molotov's are mostly thrown around doors to slow enemies down but are also used in other ways too, like killing stalled Attackers defusing bomb. They can also be seen on the map with a little fire animation indicating where it is being used.

Molotov's can also be picked up from a dead players body. This means that Attackers can also use Molotov's if they kill a player with it in their inventory.

## Weaknesses

The Molotov's only weakness is time. There is no way to stop it's fire besides waiting for it to stop.

As said above, the Molotov's fire only lasts around *eight seconds*.

## Gameplay

Molotov's can be collected in the lower section of the left rack of weapons in the Defender's Room.

There are only 6 Molotov's that can be used per set of Defenders.

In the map, you can press Y to place a Molotov indicator/icon anywhere on the map to show where Molotov's should be placed. This icon can be moved anywhere by clicking and dragging it, and can be rotated by using the mouse wheel.

By clicking this icon, you can claim placing the Molotov for some experience points. Be aware, though, that this doesn't prevent other players from placing Molotov on this claimed icon. All it does is give experience, not assign the location to you.

You recieve 30 EXP for claiming this icon.

You receive 60 EXP for throwing the Molotov.

You receive 135 EXP for throwing the Molotov on a claimed icon.
Clacker

Details

The **Clacker** is an Attacker tool which detonates either Wall Charges or Door Charges within a limited distance. Attackers start each set of rounds with two clackers, found in the far right section of the wall near the charges. It takes exactly three "clacks" with a clacker (within range) to detonate any charge.

## Strategy

Due to the fact that Attackers only get two clackers to their three charges (two Door Charges, one Wall Charge), special consideration must be taken to ensure the clacker isn't lost during a round. This usually entails keeping track of who has the clacker or leaving the clacker somewhere where it will be easy to recover at the end of the round. The latter strategy is also useful to keep the clacker from being picked up by Defenders.

If a defender is able to capture a clacker, they can use it to sabotage an attempted breach by standing within range of a fire door or shutter and spamming the clacker. While this won't detonate a charge in an attacker's inventory, it will blow up as soon as the charge is placed which will usually give the defender a free kill on said attacker. If a defender captures a door charge or wall charge as well as a clacker, the defender can also use the clacker to trigger a "land mine" or create a rotation hole as well (see Door Charge and Wall Charge for more info).
Tea Leaves

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

0.05

 Focus | 6

## Description

#### Quote

An item Created in a Mortar and Pestle, for restoring your focus, decays into nothing over time, so must be produced in number's for extended use, can be used as an ingredient in Focusing Potion.

**Tea Leaves** was previously called **Focusing Elixir**.
MAWP

*"It doesn't get one shot bodyshot kills, this is bullcrap!"*

The **MAWP** is a power weapon for the Defenders. This weapon does a massive amount of damage, enough to kill with a single headshot on any target and a bodyshot on most. Attackers can withstand a body shot, but it leaves them with extremely low health. Due to the fact that this gun requires each bullet to be loaded one at a time (because of its lack of a magazine), it is not recommended to take enemies on head-first.

## Strategy

The main goal of the MAWP for the defenders is to either try to go for a headshot on unaware targets, or quickly hit a body shot and retreat when pushed, allowing for your teammates to finish off the enemy. Due to it's high damage and single fire, it's best used when holding tight angles and long ranges. The attackers may also want this weapon due to it's kill potential on defenders.

## Damage

* The MAWP has a base damage of 85 with the following damage multipliers;
* Head; 2
* Torso 1
* Abdomen 1
* Upper arm 1
* Forearm .75
* Upper Leg 1
* Hand .50
* Foot .50
* These damage multipliers mean that foot and hand shots with the MAWP will only deal 42.5 damage, 4-shotting attackers and 3-shotting defenders. So one should try to ensure a headshot to deal optimal damage.

## Trivia

* The MAWP's overall design resembles the FR F1 and FR F2 sniper rifles, even being chambered in it's sister cartridge of .308 Winchester. Although it does not have a magazine, a bipod and the barrel, handguard and pistol grip are slightly different when compared to either of the real guns.
* The name comes from a play on a well known weapon, the AWP, which is capable of single body-shot kills in the popular game Counter Strike.
F1-Legros

*"Long range semi auto relic with a punch."*

The **F1-Legros**, usually shortened to just "Legros" is a long barreled semi-automatic rifle designed for long range engagement. The Defenders have access to this weapon, and it seems designed primarily to fit a niche for a hard hitting precision rifle. The weapon's overall recoil is incredibly high, and it can be fired much faster than the optimal speed at which one can control the recoil, doubling down on this effect. Coupled with the gun's high damage and bullet penetration, the gun is suited well for both attackers and defenders.

## Strategy

Because the Legros' high maximum fire rate far exceeds the speed at which the rifle can be fired accurately, there exists a secondary niche for this gun at close range. This means while the gun does not exceed at medium ranges against the other fast-firing automatic and semi-automatic guns available, it does very well at both the extreme long and close ranges. Additionally, the LS45 or the Gat-9 can more than make up for that gap in the medium range if used appropriately.

## Trivia

* Instead of using a traditional magazine system, the Legros uses cylinder style mags which resemble a revolver speedloader. These are inserted directly into the gun.
* This weapon cannot use either the attacker or defender suppressors.
* While referred to in this article as a magazine, the game refers to the ammo holding device as a "packet" and it's unknown whether the game uses the inserted packet as a magazine, clip, or in some other fashion.
* According to one of the developers, the Legros was based off of the Blake Infantry Rifle, but turned into a semi-automatic.
SAB-R

*Marksman Rifle with Night Optic*

Details

The SAB-R is an Attacker only weapon that thrives on headshots. It does heavy body damage but always kills on a headshot. Semi-automatic with relatively high recoil, but decent firerate cap. The weapon scope shows dark and lit environments nearly identically, allowing for usage in all environments. Using brace fire shifts the aim over to the canted ironsights, allowing for accurate usage in close range situations at the cost of some visual awareness. Best used in a support role where close range return fire is unlikely. Fairly niche usage overall, but devastating at holding down long angles and flanks.
Flares

**Flares** are a throwable form of equipment used to illuminate areas around the map, assigned to Defenders.

## Uses

Throwing a Flare on the ground causes the surrounding area to be illuminated with a dim red hue permanently. Flares are most often used to make it easier for Defenders to see in the dark when the lights are turned off.

Flares can also be picked up from a dead players body. This means that Attackers can also use Flares if they kill a player with it in their inventory.

## Gameplay

Flares can be collected in the lower section of the left rack of weapons in the Defender's Room.

There are only 4 Flares that can be used per set of Defenders.

In the map, you can press L to place a Flare indicator/icon anywhere on the map to show where Flares should be placed. This icon can be moved anywhere by clicking and dragging it, and can be rotated by using the mouse wheel.

By clicking this icon, you can claim placing the Flare for some experience points. Be aware, though, that this doesn't prevent other players from throwing the flare on this claimed icon. All it does is give experience, not assign the location to you.

You recieve 30 EXP for claiming this icon.

You receive 60 EXP for throwing the Flare.

You receive 135 EXP for throwing the Flare on a claimed icon.
How to Play

Magikarp Jump is a game in which you raise Magikarp with the highest jumping skill to win at special leagues

## Build up Jump Power (JP)

You can raise your Magikarp's JP (Jump Power) by giving it **Food** to eat or by **Training**.

### Food

Tap food with your finger, and Magikarp will happily chow down on it. New food will continue to appear over time.

*Tip: Instead of tapping over and over to try and get it all, you can select multiple items in the pond to eat; just tap each food piece one at a time, and Magikarp will automatically eat the pieces one by one. You can also swipe through the food to pick them up.*

### Training

Training lets you increase your Magikarp's Jump Power. You need Training Points to do training. These points recover automatically over time.

## Challenging Leagues

As you Magikarp gains JP, you can try to take on league battles. In these battles, you will compete with a rival to see **whose Magikarp can jump higher**.

In order to take on a league, you will need **League Play**. Your League Play will automatically recover over time.

## Shop at the Coin Shop

With the Coins you obtain by winning in the leagues, you can shop at the **Coin Shop**.

You can unlock new foods and training menus and **upgrade them to boost their effectiveness**.

## Support Pokémon

If you have a **Friendship Item**, Support Pokémon will help your Magikarp grow.

Support Pokémon each have a special **skill**. They all come in handy for helping you raise your Magikarp, such as giving you a quick boost of JP or restroring your Training Points. After using a skill once, you will have to wait some time before you can use it again.

You can get Friendship Items by **winning leagues** or by purchasing them in the **Diamond Shop**.

## Decorations

Decorations can be used to spruce up your Magikarp's home. Select **Decorate** in the **menu** and get decorating!

Each Decoration may have a particular effect. They all come in handy for helping your Magikarp grow. Their effects could be increasing the amount of food that appears, or speeding up how quickly your Magikarp gains JP. These effects will happen **just by having the Decorations, even if you don't choose to put them in your Magikarp's home**.

You can get Decorations by **winning leagues** or by purchasing them at the **Diamond Shop**.

## Coins, Diamonds and Support Candies

### Coins

Needed to get **food** and **training menus** in the game. Mostly obtained by winning leagues.

### Support Candies

Needed to make your **Support Pokémon's rank increase**. Mostly obtained by taking on leagues. Can also be obtained by gaining experience after the trainer rank has reached its maximum level at 51.