recursal/Fanatic-Fandom huggingface dataset:
Сладни

**Сладни (англ. Swet)**– мобы, добавляемые модом Aether и Aether II. Напоминают обычных слизней. Не имеют разных размеров. У них 25 жизней (12 и 1/2 сердец).

## Описание

### Aether

Непосредственно сладни не атакуют, но, видя игрока, прыгают за ним и напрыгивают на него, поглощая его (его ещё можно убить), и вместе с ним делают два прыжка вбок, а потом подпрыгивают высоко вверх, на высоту 9 блоков. В результате вы получите 6 единиц урона от падения, и не спасут никакие вещи, спасающие от падения (ни полный сет гравититовой брони, ни иные предметы, дающие возможность парить). И после этого сладень сам погибает, но это не приносит ни дропа, ни опыта.

С помощью плаща слизня можно заставить сладней игнорировать вас.

Дропают 6 сладких шариков.

Есть два вида сладней - Золотой и Голубой.

### Aether II

Сладни не изменились по поведению. Отныне сладни бывают трёх типов - Фиолетовый, Голубой и Золотой. Они не отличаются, кроме дропа.

Теперь из сладней выпадает дроп и опыт при падении вниз вместе с вами.

Дроп: Сладкие Шарики удалены из игры, и заменены аналогом - Сладким Желе (дропается 1-4). Есть три вида сладких желе - Тёмное, Голубое и Золотое. Также из них дропается сахар (0-3).

## См. также

* Леденец из фаршированого Сладня
* Розовый Сладень-Малыш (Предмет)
* Розовый Сладень-Малыш
* Сладкое Желе
* Липкий сладень
* Сладкий Шарик
Order of the Guardians of Nature

The Order of the Guardians of Nature is the primary hierarchical organization for druids.

## Organization

The Order is structured to prevent egotism and corruption; as such, every initiate only formally deals with their immediate superior and immediate inferior (if any) in the hierarchy. Initiates are expected to return to their superiors for training and instruction on certain days of the year, and to train and instruct their own inferiors in return.

The only rules within the Order, apart from the standard practices of obedience and respect towards one's superior, are as follows:

* Never let any non-initiate learn the Druidic tongue, or allow it to be written down by anyone.
* Never commit, or allow to be committed, any unbalancing act toward the natural world.

A given initiate will go to learn from their superior on either the spring and autumn equinoxes, or the summer and winter solstices; the initiate will teach their inferior on the other two occasions, so that an initiate will spend two days of each year learning, and two teaching. (Extended visits are encouraged, but the Order realizes that many initiates will have to spend time working and traveling to make ends meet, especially early on when their personal magical power is limited.)

## Members

Initiates of the Order are almost exclusively human or half-elven. Although elves do not typically become druids, the Sylvans who still live their traditional lifestyles in the deep forests often have a close kinship with druids due to their shared home; both will usually welcome one another readily. Talk has occurred in recent years as to whether some other demihuman races (especially halflings) should be allowed entry into the Order, but no firm decisions have yet been made.

## Practices

Druidic ritual is often wild, energetic, and spontaneous, while at the same time possessed of a deep reverence, especially towards plants and animals. This combination of devotion and seeming abandon is sometimes off-putting to those accustomed to the more solemn, orderly rites of the Erevan Church, especially since many druids pray and worship in minimal clothing.
Небесное дерево

**Небесная древесина** (англ. **skyroot log**) - это блок, который можно найти только в Эфире. Он есть частью структуры дерево. Главное его предназначение - это небесные доски. Также имеет другой вариант - древесина золотого дуба.

## Получениe

Небесное дерево можно добыть и без топора, но с инструментом быстрее.

### Натуральная генерация

Как выше сказано, этот блок есть частью структуры дерево. Также его можно вырастить, используя саженцы.
Dennis Finch

**Dennis Finch** is a former attorney and Brian Finch's father. He has 3 sons Cameron, Luke and Brian, and a daughter Rachel and is married to Marie Finch.

Dennis is a disciplinarian & his wife allows ample freedom to her son Brian. Both parents raised their kids with a lot of love which translated to strong moral fiber in their kids.

Dennis describes in one episode that he loves Brian despite his failures for he likes his honesty.

## Biography

**Dennis Finch** worked as an attorney.

Dennis suffered from an unknown ailment that gets him admitted to the hospital. Brian studies the family pedigree and discovers it to be an often misdiagnosed rare genetic disease that runs in his family. The doctors later confirm Brian's findings and suggest a liver transplant. After the transplant Dennis recovers and tells Brian that he is proud of his son.

When Brian was worried & wasn't able to decide whether to side with Morra and save his family or frame Rebecca, Rebecca tells Brian if there is something he wants to talk then he can always talk to his father as a client for he was a former attorney. Brian goes home & waves a 10 dollar bill to obtain client-attorney privilege from his father but is unable to initiate a discussion because of the Nurse Sipiwie's presence in the room who also worked for Senator Eddie Morra and administered him boosters.

Brian confronts Sipiwie. She explains that she is just a nurse and she is there to take care of both his father and him in case he needs booster anytime soon. Brian confronts Sands later on the same topic.

Dennis meets Naz outside work and shares his concerns as a father regarding how the FBI is using his son to which Naz promises that she'll take care of Finch and protect him. He threatens Naz that he'd make sure that she goes to jail lest something happens to his son.
Tritachianism

> *For the three divine beings of Tritachianism and the Church of Erevism, see Tritach.*
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**Tritachianism** refers to the ancient belief system of the first humans to arrive in Duemerus. The belief was in three figures: Chaimos, the All-Maker, who was perceived as good; Mi-Hiem, the Message-Bringer, who was perceived as neutral (though sometimes mischievous or a trickster); and Kair'n Shan, the Destroyer of Worlds, who was perceived as evil.

This belief system was expanded and slightly altered when it was merged with the elven Saints to form the Church of Erevism around 5 BES.
Continent

The **Continent** has no larger name as yet. It is the large land mass that contains the kingdoms and principalities of Duemerus, Le'var, and Tadea, as well as being surrounded by numerous islands of varying sizes.

Other continents have been reported, and seem to be the origin of various strange creatures and artifacts, but travel to them is impossible as yet.
Wisdom

**Wisdom (Wis)** describes a composite of the character's enlightenment, judgment, guile, willpower, common sense, and intuition. It can affect the character's resistance to magical attack. It is the prime requisite of priests; those with a Wisdom score of 16 or higher gain a 10% bonus to experience points earned. Clerics and druids with Wisdom scores of 13 or higher also gain bonus spells over and above the number they are normally allowed to use.

## Explanations

**Magical Defense Adjustment** applies to saving throws against magical spells that attack the mind: *beguiling*, *charm*, *fear*, *hypnosis*, *illusions*, *possession*, *suggestion*, etc. These bonuses and penalties are applied automatically, without any conscious effort from the character.

**Bonus Spells** indicates the number of additional spells a priest (and only a priest) is entitled to because of their extreme Wisdom. Note that these spells are available only when the priest is entitled to spells of the appropriate level. Bonus spells are cumulative, so a priest with a Wisdom of 15 is entitled to two 1st-level bonus spells and one 2nd-level bonus spell.

**Chance of Spell Failure** states the percentage chance that any particular spell fails when cast. Priests with low Wisdom scores run the risk of having their spells fizzle. Roll percentile dice every time the priest casts a spell; if the number rolled is less than or equal to the listed chance for spell failure, the spell is expended with absolutely no effect whatsoever. Note that priests with Wisdom scores of 13 or higher don't need to worry about their spells failing.
Rules: Hovering on Death's Door

> *This page contains information from the Advanced Dungeons & Dragons, 2nd Edition **Dungeon Master Guide**. The use of this information is not intended as a challenge to the copyright of Wizards of the Coast, and is believed to qualify as Fair Use.*
>
>

When this rule is in use, a character can remain alive until their hit points reach -10. However, as soon

as the character reaches 0 hit points, they fall to the ground unconscious.

Thereafter, they automatically lose one hit point each round. Their survival from this point on depends
on the quick thinking of their companions. If they reach the character before their hit points reach -10 and
spend at least one round tending to their wounds - stanching the flow of blood, etc. - the character does not
die immediately.

If the only action is to bind their wounds, the injured character no longer loses one hit point each round,
but neither do they gain any. They remain unconscious and vulnerable to damage from further attacks.

If a **cure wounds** spell of some type is cast upon them, the character is immediately restored to 1 hit point - no more. Further **cures** do the character no good until they have had at least one day of rest. Until such time, they are weak and feeble, unable to fight and barely able to move. They must stop and rest often, can't cast spells (the shock of near death has wiped them from their mind), and are generally confused and feverish. They are able to move and can hold somewhat disjointed conversations, but that's it.

If a **heal** spell is cast on the character, or a **potion of healing** (of any magnitude) is administered, their hit points are restored as per the spell, and they have full vitality and wits. Any spells they may have known are still wiped from their memory. (Even this powerful magic does not negate the shock of the experience.)
Rogue Group

Rogues are people who feel that the world (and everyone in it) somehow owes them a living. They get by day by day, living in the highest style they can afford and doing as little work as possible. The less they have to toil and struggle like everyone else (while maintaining a comfortable standard of living), the better off they think they are. While this attitude is neither evil nor cruel, it does not foster a good reputation. Many a rogue
has a questionable past or a shady background they'd prefer was left uninvestigated. The classes in the rogue group are thieves, bards, and assassins.

Rogues combine a few of the qualities of the other character classes. They are allowed to use a wide variety of magical items, weapons, and armor.

Rogues have some special abilities that are largely unique to their group. All rogues tend to be adept at languages and thus, have a percentage chance to read strange writings they come across. All are skilled in climbing and clinging to small cracks and outcroppings - even more skilled than the hardy men of the mountains. They are alert and attentive, hearing things that others would miss. Finally, they are dexterous (and just a little bit light-fingered), able to perform tricks and filch small items with varying degrees of success.

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.

All rogues gain one six-sided Hit Die (1d6) per level from 1st through 10th. After 10th level, rogues earn 2 hit points per level, and no longer receive additional hit point bonuses for high Constitution scores.
Specialist Wizards

A wizard who concentrates their effort in a single school of magic is called a **specialist**. There are specialists in each type of magic, although some are extremely rare. Not all specialists are well-suited to adventuring - the diviner's spells are limited and not generally useful in dangerous situations. On the other hand, player characters might want to consult an NPC diviner before starting an adventure.

The player character must meet certain requirements to become a specialist. Most specialist wizards must be single-classed; multi-classed characters cannot become specialists, except for halflings, who seem to have more of a natural bent for the school of illusion than characters of any other race. Dual-class humans *can* choose to become specialists. The dedication to the particular school of magic requires all the attention and concentration of the character. They do not have time for other class-related pursuits.

## Types of Specialist Wizards

\*Greater Divination refers to Divination spells of 5th level or higher.

**Note:** The necromancer is technically an optional class, as the DM may disallow it to players.

## "Universal" Spells

All specialist wizards, no matter what their opposition school, can learn Lesser Divination spells - Divination spells of the 4th level or lower - with the standard penalty. These spells are essential for every student of arcane magic.

In addition, all wizards can learn the "spell" *cantrip* as if it were of their school. The actual 0-level spells must be rolled for normally, and restrictions based on school apply; a specialist wizard may wish to invest time and money into researching new 0-level spells of their chosen school.
Fighter

**Starting Money:** | 5d4 x 10 gp

**Fighters** are the simplest character class, but also one of the most necessary. They cannot cast spells, and do not have any spell-like abilities (although they can use a variety of magical items, in the event that they find them), but their high hit points, fast THAC0 advancement, and ability to use any weapons and armor make them an essential part of most adventuring parties. They are made up of characters from all races, with the only requirement being a Strength score of 9 or higher. A fighter with a Strength score of 16 or higher gains a 10% bonus to earned experience. Like other warriors, fighters are eligible for exceptional strength if they have a starting Strength score of 18 (except for halfling characters).

In addition to their proficiency with all types of melee and ranged weapons, armor, and shields, fighters are unique (even among other warriors) in being able to specialize in a single weapon, giving them an increased to-hit and damage bonus, and allowing them to make additional attacks at lower levels. This ability is *only* available to single-classed fighters, and must be chosen at character creation.
Weapon Specialization

Weapon specialization is an optional rule that enables a fighter (only) to choose a single weapon and specialize in its use. Any weapon may be chosen. Specialization is normally announced when the character is created. But even after a player character earns experience, he can still choose to specialize in a weapon, provided he has the "slots" available.

In one way, a weapon specialist is like a wizard specialist. The specialization requires a single-minded dedication and training. Thus, multi-class characters cannot use weapon specialization; it is available only to single-class fighters.

## Obtaining Weapon Specialization

Weapon specialization can only be used with a single weapon at low levels. A fighter gains an additional weapon specialization "slot" at 7th level, and a third at 13th level. A weapon does not have to be selected right away; it can be chosen upon advancing from one experience level to the next.

## Effects of Specialization

When a character specializes with a *melee* weapon, they gain a +1 bonus to all their attack rolls with that weapon and a +2 bonus to all damage rolls (in addition to bonuses for Strength and magic). The attack bonuses are not magical and do not enable the character to affect a creature that can be injured only by magical weapons.

*Bow* and *crossbow* specialists gain an additional range category: point blank. Point-blank range for bows is from six feet to 30 feet. Point-blank range for crossbows is from six feet to 60 feet. At point-blank range, the character gains a +2 modifier on attack rolls. No additional damage is caused, but Strength (for bows) and magical bonuses apply. Furthermore, if the character has an arrow nocked and drawn, or a bolt loaded and
cocked, and has his target in sight, they can fire at the beginning of the round before any initiative rolls are made.

Fighters who specialize also gain extra attacks earlier than those who don't specialize. Bonus attacks for specialists are listed on the following table. The use of this table is explained in Combat. Bow specialists do *not* gain any additional attacks per round.
Cantrip

Duration: varies
 Area of Effect: special

*Cantrips* are merely 0-level wizard spells, the spells learned and used by apprentices during their long, rigorous, and tedious training for the craft of thaumaturgy. Most *cantrips* are simple little spells of no great effect, so when the individual becomes a 1st-level wizard, the knowledge and information pertaining to these small magics are discarded in favor of the more powerful spells then available. However, a magic-user may opt to remember up to four cantrips in place of one 1st-level spell.

This "spell" is actually a game mechanic that gives the caster four "slots" for 0-level spells. *Cantrip* can be "prepared" as many times per day as the caster has 1st-level spell "slots"; for each extra preparation of *cantrip*, an additional four 0-level spells may be prepared. The 0-level spells prepared must be allowed to the caster (if a specialist wizard). As with their preparation, four 0-level spells can be inscribed into a spellbook or spell scroll using the same amount of space that would be taken up by a single 1st-level spell.
Illusionist

**Alignment:** | Any

Illusionists are specialist wizards in the school of Illusion/Phantasm.

To specialize as an illusionist, a wizard needs a Dexterity score of at least 16. An illusionist who has an Intelligence of 16 or more gains a 10% bonus to the experience points they earn.

## Special Benefits

Because the illusionist knows far more about illusions than the standard wizard, they are allowed a +1 bonus when rolling saving throws against illusions; other characters suffer a -1 penalty when rolling saving throws against their illusions. (These modifiers apply only if the spell allows a saving throw.)

Illusionists receive a bonus of +15% when learning spells from the school of Illusion/Phantasm. The bonus is applied to the percentile dice roll the player must make when the character tries to learn a new spell.

When an illusionist attempts to create a new Illusion/Phantasm spell, the DM should count the new spell as one level less for determining the difficulty.

## Restrictions

Illusionists have a penalty of -15% when learning spells from other schools (except for Divination spells of 4th level or lower). They can never learn spells from the schools of Abjuration, Invocation/Evocation, or Necromancy.

Illusionists cannot be multi-classed, except for halfling illusionists.

## Name Level

Illusionists gain no special benefits from building a fortress or stronghold. They can still own property and receive the normal benefits, such as monthly income and mercenaries for protection.

## Table: Illusionist Spell Progression

\*At least one of the extra "spell slots" **must** be an Illusion/Phantasm spell.
Classes

A **class** is a character's profession, the role which they fill, and the set of skills which they have gained from their training. Classes have different areas of expertise, strengths, and weaknesses.

## Class Groups

Each class is part of a class group, which determines some of the general characteristics of the classes within the group, and serves as the restrictions for dual-classing.

* **Warrior Group** - Experts with arms and armor; includes fighters, paladins, and rangers. Hit Die: d10.
* **Priest Group** - Users of divine magic; includes clerics, druids, and monks. Hit Die: d8.
* **Rogue Group** - Specialists in supporting roles; includes thieves, bards, and assassins. Hit Die: d6.
* **Wizard Group** - Wielders of arcane magic; includes mages and specialists. Hit Die: d4.

## Primary Classes

These classes are the most common for adventurers, since the requirements and restrictions (as far as ability scores and race are concerned) are less rigid. Any character meeting the requirements for one of these classes may choose it.

* **Fighter** - Basic warrior; capable in melee or ranged combat, and skilled with armor.
* **Cleric** - Basic priest; can hold one's own in combat, but mainly uses theurgy.
* **Thief** - Basic rogue; not skilled in open combat, but capable of stealth and infiltration.
* **Mage** - Basic wizard; poorly suited to combat, but wields powerful thaumaturgy.

## Secondary Classes

These classes are more specialized versions of the primary classes. The requirements for ability scores are more strict, but this is compensated for by additional abilities or skills. Any character meeting the requirements may choose one of these classes, subject to DM approval.

* **Paladin** - A warrior for the forces of goodness and law; capable of great deeds, but might fall from grace with unwise acts.
* **Ranger** - A solitary warrior, fighting for the rights of sentient creatures everywhere; more at home in nature than in civilization.
* **Druid** - A priest of nature, fighting for balance and the spirit of the wilderness; can become powerful and wise, but must serve truly impartially.
* **Bard** - A jack-of-all-trades, combining roguish talents with fighting and arcane ability; uses poetry and song to inspire others.
* **Illusionist** - An arcane trickster, manipulating perception rather than reality; limited in scope of spells, but a master of the chosen school.
* **Other Specialist Wizards** - Specialists in other arcane schools than Illusion/Phantasm.

## Optional Classes

These classes are rare, and may potentially upset the tone of the setting or cooperation between players; the DM may 'veto' any or all of these classes, and the player must choose a different one.

* **Assassin** - An infiltrator and master of murder; uses rogue skills to take out specific targets.
* **Monk** - A warrior-priest, trained in unarmed combat; endowed with miraculous powers.
* **Necromancer** - A wizard who uses their powers to slay the living and command the dead.
Алтарь солнца

**Алтарь солнца** — приспособление, добавляемое модификацией Aether. Выпадает из духа солнца. Позволяет управлять временем суток.

## Интерфейс

Файл:Интерфейс алтаря солнца.png

С помощью ползунка можно менять время суток. Крайнее левое и правое положения это рассвет, середина — закат, левая часть — день, правая часть — ночь.

Но время суток не замораживается, как можно подумать. Если ползунок не трогать, он сам перемещается.

Шаблон:Aether
Charm Person

Duration: Special
 Area of Effect: 1 person

This spell affects any single person it is cast upon. The term *person* includes any bipedal human, demihuman or humanoid of human-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizardfolk, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be *charmed*, but an ogre could not.

The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom. If the person receives damage from the caster's group in the same round the *charm* is cast, an additional bonus of +1 per hit point of damage received is added to the victim's saving throw.

If the spell recipient fails their saving throw, they regard the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed person would not obey a suicide command, but they might believe the caster if assured that the only chance to save the caster's life is for the person to hold back an onrushing red dragon for "just a minute or two." Note also that the spell does not endow the caster with linguistic capabilities beyond those they normally possess (i.e., they must speak the victim's language to communicate their commands).

The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature's Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a *dispel magic* spell is successfully cast upon the charmed person, the charm spell is broken immediately.

If two or more charm effects simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells.

Note that the subject has full memory of the events that took place while they were charmed.

 4-6
 7-9
 10-12
 13-14
 15-16
 17
 18
 19 or more

**Note:** The period between checks is the time period during which the check occurs. When to roll the check during this time is determined (randomly or by selection) by the DM. The roll is made secretly.
Secondary Skills

**Secondary skills** are various bits of knowledge that a character has picked up in their training, either as a means of supplementing the function of their class (such as Armorer being useful to a fighter), or as something unrelated, possibly a hobby or family tradition (such as Farmer). These fall under the classification of non-weapon proficiencies (NWPs), but are much simpler and give the DM greater flexibility in their use. For this reason, while secondary skills are used, weapon proficiencies and non-weapon proficiencies (except for tracking, which is described in the ranger class description) are not.

Secondary skills are chosen at character creation. The player may either select one from the list, or roll d%. The latter may result in one, two, or no secondary skills.

## Using Secondary Skills

There is no set method of "checking" secondary skills. Depending on the situation, the player (or DM) may make an ability check, roll a percentile chance, or use some other method. Easy tasks - those which have sufficient time and resources devoted to them - might be assumed to automatically succeed.
Зефир

**Здоровье**
 **Урон**
 **Спаун**
 **Дроп**
 **Тип**

**Зефир** - моб из обеих частей мода.

## Поведение и внешний вид

### Aether Beta 1.7.3 и Release 1.0.0

Медленный летающий моб размером в 1 с лишним блок, стреляющий воздушными шарами, похожими на снежки. Выглядит как белый прямоугольник с глазами и голубыми узорами. Снаряды не наносят урона, а отталкивают, что затрудняет их убийство, а также скидывает вас с островов.

#### Босс

Есть также зефир босс, который в несколько раз больше обычного. Он летает в специальной комнате бронзовой сокровищницы. Появляется изредка, необязателен в сокровищнице. Его снежки наносят урон и отталкивают на 20 блоков.

После его убийства блоки сокровищницы в этой комнате можно будет добыть.

### Aether 1.2.5

Медленный летающий моб. В длину три блока, в ширину 1,5, в высоту 1. У зефира очень сильно изменилась текстура, хотя окрас тот же. Теперь у этого "прямоугольника" есть щёки и хвост. Белый окрас с голубыми узорами.

В целом точно такой же, босс версии нет.

### Aether II:1.6.4 и 1.7.10

Теперь зефир стал меньше(1 блок в ширину, 0.7 блока в высоту, 1,7 блока в длину.). Бежевый окрас с коричневыми узорами, в остальном такой же как и зефир 1.2.5

Зефир стал крайне быстрым. Воздушные снаряды после 1.6.4 обновления стали выглядеть как дым, а не как снежки.

Стал гораздо опаснее и более часто появляется.

Появляется даже на лёгком уровне сложности.

## Тактика ведения боя

Зефира очень трудно убить, если у вас нет стреляющих орудий. Если у вас есть ботинки часового, вам не составит труда убить зефира - его облака не будут вас отталкивать.

Его можно убить с одного удара дротиком.

## Интересные факты

* Зефир - в греческой мифологии бог восточных ветров. У древних греков также значило восточные ветры.
* Зефир самый распространённый моб в Эфире и, возможно, во всём мире Майнкрафта. Однако в Aether II он стал реже.
* У зефира есть "чёрная" версия: темпест.

## Галерея

Зефир Beta 1.7.3 - Release 1.0.0Зефир 1.2.5Зефир Aether II
## См. Также.

* Темпест
* Страж-Облачко
* Торнадо
Аечор

**Аечор** — ядовитый моб-цветок, добавляемый модификацией Aether. Является источником лепестков аечора, нужных для выращивания моа, и вёдер с ядом, нужных для создания ядовитых дротиков.

У него есть дополнительный параметр размера, от 1 до 4. От этого параметра зависит видимый размер моба и количество жизней. В зависимости от размера число жизней будет: 12, 14, 16 или 18. Соответственно, чем больше размер, тем больше жизней.

Аечор стреляет по дуге отравленными иглами, которые похожи на отравленные дротики без оперения. Он стреляет постоянно, если подойти к нему на расстояние 7 блоков, но его иглы не летят дальше 4-х блоков.

Отравленные иглы сами по себе не наносят урон, весь урон наносит отравление. При отравлении экран покрывает фиолетовая дымка и игрока начинает бросать из стороны в сторону, но управление остаётся в некоторой степени. Всего отравление длится 25 секунд и наносит Шаблон:Жз урон каждые 2,5 секунды. В итоге игрок получает Шаблон:Жз единиц урона.

Отравление можно снять заранее, если съесть белое яблоко или выпить небесное ведро с лекарством.

Кликнув ПКМ с пустым небесным ведром в руке на аечоре, вы получите небесное ведро с ядом. Но с одного цветка можно получить максимум два ведра яда.

## Дополнительно

* Против аечора неэффективно использовать метатель ядовитых дротиков, поскольку он невосприимчив к яду.
* Если убить аечора небесным мечом, то вы получите двойной дроп, то есть 4 лепестка аечора.

Шаблон:Aether
Human

**Humans** are, for better or for worse, the species by which all other sentient races are measured. They have a wide range of shapes and sizes, more so than any other race.

## Racial Abilities

Humans do not have darkvision or any other enhanced senses, nor do they have any special powers.

## Classes

The only ability which distinguishes a human is that they can rise to the highest possible experience level in virtually any class; the only class forbidden to humans is that of mage, as they lack an innate connection to the magical world. In addition, there are some classes (such as abjurer, invoker, monk, and paladin) that are only available to human characters.

## Subraces

There are several subraces of humans; the differences between them are purely cosmetic and cultural, and have no bearing on their abilities.

### Central (Plains)

Plains humans tend to have high cheekbones, thin frames, and skin ranging from reddish-tan to dark brown. They have straight black hair and brown or green eyes, with little to no facial or body hair.

### Eastern (Steppe)

Steppe humans have well-defined features, often with large noses or eyes, tall and toned frames, and dark complexions. They have black or brown hair and eyes; their hair is usually thick and curly, and they have little body hair (although some grow thick beards).

### Northern (Polar)

Polar humans are often described as similar to dwarves, with their pale to ruddy complexions, black or brown eyes and hair (which is usually curly), and thick facial and body hair. They often have stocky or barrel-chested frames, and it is supposed by some that they have some ancestry in common with dwarves.

### Southern (Duemeran)

Duemerans are the most varied and widespread of the human subraces. They typically have pale complexions, often with freckles; their eyes and hair can be almost any earth-tone, and is usually curly or wavy. Duemeran males have slightly more body and facial hair than females, and both sexes vary in height (although males are usually taller). It is theorized that Duemerans are distant cousins to the halfling species.

### Western (Occidental)

Occidentals are described as being similar to sylvan elves in appearance, except for their characteristically human rounded ears; their complexion ranges from pale to olive, with black hair and brown or green eyes. They have little to no facial or body hair, and usually have elf-like short, thin frames.

## Table: Average Height and Weight of Humans

 60/59

\*Females tend to be lighter and shorter than males. Thus, the base numbers for height and weight are divided into male/female values. Note that the modifier still allows for a broad range in each category.
Rules: Falling

In addition to normal damage from falling, long falls may result in the fallen character being stunned for a certain amount of time. While stunned, a character cannot move, attack, or defend themselves; they may be able to say one or two short sentences, but cannot get back in the fight until they have recovered their breath. Opponents can hit them automatically with melee weapons, for normal damage.

A character who falls 10 feet and fails a Dexterity save will be stunned for 1 round (10 seconds). This amount of time increases for every additional distance fallen, as shown in the table below.

 15 feet
 20 feet
 30 feet \*
 40 feet \*
 50 feet \*\*

\* Will not be able to land without damage, even if the Dexterity save succeeds; the save is instead for half damage.

\*\* A Dexterity save will not reduce the amount of damage taken for this distance or greater.
Armor Class

Armor provides protection by reducing the chance that a character is attacked
successfully (and suffers damage). Armor does not absorb damage, it prevents it. A
fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause
any damage is no small task.
Armor Class is measured on a scale from 10, the worst (no armor), to -10, the best
(very powerful magical armors). The lower the number, the more effective the armor.
Shields can also improve the AC of a character (see "Shields" in Chapter 6: Money and
Equipment).
Abilities and situations can also affect a character's Armor Class. High Dexterity gives
a bonus to Armor Class, for example. But even a character with a Dexterity bonus can
have this bonus negated if he is attacked from the rear.
Tragulus Wikia

<hero description="Information on the Tragulus tabletop campaign run by Fuzzy. Includes information on people, locations, and rules unique to this campaign." imagename="" cropposition=""></hero>

**Tragulus** is a campaign setting created by Fuzzy Skinner. It began life using the 1981 *Dungeons & Dragons* "B/X" ruleset, but has since moved to *Advanced Dungeons & Dragons, 2nd Edition*. This wiki is a compilation of setting information and alterations to the original rules, for reference purposes.

## The Story So Far

* **Characters** - A list of current and past player characters in the campaign.
* **Adventures** - A list of adventures undertaken by the player characters.

## Rules Reference

1. **Ability Scores** - A guide to the meanings and uses of the ability scores, and the methods for generating them.
2. **Races** - A guide to the various sentient races of Tragulus, and the sub-races of each.
3. **Classes** - A guide to the different professions available to player characters, and information on dual-classing and multi-classing.
4. **Alignment** - A guide to the systems of alignment for characters, NPCs, and monsters.
5. **Proficiences** - A guide to various miscellaneous skills, separate from those included by class and race.
6. **Money and Equipment** - A guide to the systems of currency in Tragulus, as well as what is typically bought with said currency.
7. Magic - A guide to the basics of thaumaturgy (arcane magic) and theurgy (divine magic).
8. Experience - A guide to the ways experience is awarded, and the procedures for level advancement.
9. Combat - A guide to the various systems for resolving melee, missile, unarmed, and other forms of combat.
10. Treasure - A guide to various forms of non-monetary valuables, including magic items.
11. Encounters - A guide to the things that can happen when one group encounters another.
12. NPCs - A guide to the various roles of non-player characters.
13. Vision and Light - A guide to the various forms of invisible and non-visible light, and those who can see in them.
14. Time and Movement - A guide to how time is managed, and the rules for indoor and outdoor movement.
15. Miscellany - A collection of various other rules that don't fit in the other sections.

## Setting Reference

* Creatures - A listing of animals, fantastic beasts, undead, and other animate things that are not player characters or NPCs.
* Factions - A guide to the various organizations and groups in Tragulus.
* People - A listing of people who are important to the world at large.
* Primary Documents - A listing of in-universe books, documents, letters, and other publications.

## Miscellaneous

* **AD&D Books** - A list and description of *AD&D 2nd Edition* books, and their use (or disuse) in the game.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
AES

**AES** is an abbreviation for *After Elven Schism*, and is the primary measure of years used in Duemerus. The event to which it refers is considered "ES" (or 0 AES). Though rarely used except for extended histories of the Continent, the abbreviation BES (Before Elven Schism) is accepted for events predating the Elven Schism.

The party of prisoners made up of Adira, Rhiannon, and Steven set out on their first adventure in 25 AES.
Constitution

A character's **Constitution (Con)** score encompasses their physique, fitness, health, and physical resistance to hardship, injury, and disease. Since this ability affects the character's hit points and chances of surviving such tremendous shocks as being physically reshaped by magic or resurrected from death, it is vitally important to all classes. Some classes have minimum allowable Constitution scores.

## Explanations

**Hit Point Adjustment** is added to or subtracted from each Hit Die rolled for the character. However, no Hit Die ever yields less than 1 hit point, regardless of modifications. If an adjustment would lower the number rolled to 0 or less, consider the final result to be 1. Always use the character's current Constitution to determine hit point bonuses and penalties.

Only warriors are entitled to a Constitution bonus of +3 or +4. Non-warrior characters who have Constitution scores of 17 or 18 receive only +2 per die.

The Constitution bonus ends when a character reaches 10th level (9th for warriors and priests) - neither the Constitution bonus nor Hit Dice are added to a character's hit points after they have passed this level (see the character class descriptions).

If a character's Constitution changes during the course of adventuring, their hit points may be adjusted up or down to reflect the change. The difference between the character's current hit point bonus (if any) and the new bonus is multiplied by the character's level (up to 10) and added to or subtracted from the character's total.

**System Shock** states the percentage chance a character has to survive magical effects that reshape or age their body: petrification (and reversing petrification), polymorph, magical aging, etc. It can also be used to see if the character retains consciousness in particularly difficult situations.

**Poison Save** modifies the saving throw vs. poison for humans, elves, and half-elves. Dwarves and halflings do not normally use this adjustment, since they have special resistances to poison attacks.

## Table: Constitution

\*Parenthetical bonus applies to warriors only. All other classes receive maximum bonus of +2 per die.
Varion Mine

**Varion Mine** is an abandoned sapphire mine located in the West Woods region of Duemerus. It is located approximately two days' walk from both Ironside and Dane.

## Background

According to Lieutenant Ralston, the mine was never an extremely profitable one. The hard, solid rock quickly wore out many of the lower-quality mining tools used by the workers, and the few gems that were found were of middling quality. Because of this, the mine was closed in 5 AES.

## Layout

The mine branches off in three directions from the south entrance. The passage heading northwest leads to a small room with several small holes in the walls where gems were extracted. The northeast passage leads to a larger room with similar holes in the walls, and another narrow tunnel leading from the northeast corner to a small storage room. The passage leading north is inaccessible, having caved in at some point after the mine was closed.

## Campaign Events

In 25 AES, the party of probationary prisoners consisting of Adira, Rhiannon, and Steven went to this mine, accompanied for part of their journey by Sergeant Rilke. They fought off a group of giant rats, along with a rock python; the latter was attempting to kill the Scarab, whom the party had been sent to find. In exchange for allowing him to go free, The Scarab gave the party members a large sum of treasure.

As the party prepared to leave, they were ambushed by more of the black-clothed bandits that had killed Sgt. Rilke. The bandits demanded that the Scarab be handed over to them, but the party attempted to fight them off (with aid from the Scarab); they were unsuccessful, as Adira and Rhiannon were nearly killed, and the bandits fled with the Scarab in tow.

In light of the death of Sgt. Rilke, and their failure to capture the Scarab, the prisoners decided to head southeast when the road forked on their way back from the mine, ending up in the town of Dane.
This Is Your Brian on Drugs

**"This Is Your Brian on Drugs"** is the Unknown episode of Season  of the Limitless TV series. The episode was directed by , and written by .

"This Is Your Brian on Drugs" originally aired on CBS on UNKNOWN.

## Reception

* According to TV by the Numbers, This Is Your Brian on Drugs had an average rate of 0/0 and 0 million viewers.

## References

1. ↑ [{{{zap2}}} Tuesday final ratings: UNKNOWN]

## External Links

* This Is Your Brian on Drugs on IMDb

Template:Navbox/Ep
Mage

**Alignment:** | Any

Mages are the most versatile types of wizards, those who choose not to specialize in any single school of magic. This is both an advantage and disadvantage. On the positive side, the mage's selection of spells enable them to deal with many different situations. The other side of the coin is that the mage's ability to learn specialized spells is limited compared to the specialist's.

A mage who has an Intelligence score of 16 or higher gains a 10% bonus to the experience points they earn.

Only elves and half-elves may be mages; humans, while they may be intelligent, lack the innate connection to the source of arcane magic. As such, humans and other sentient races must specialize in a single school of magic.

## Name Level

Mages gain no special benefits from building a fortress or stronghold. They can still own property and receive the normal benefits, such as monthly income and mercenaries for protection.
Elisa (The Wild Swans)

## Elisa

### Relatives

Her eleven brothers, her father the king, her mother (deceased) , her stepmother

## Physical description

### Gender

female

**Elisa** had eleven brothers, and no mother, the latter being dead. Their father, the king, remarried to a woman, who was secretly a witch. She hated her stepchildren, and turned the boys into swans, they had to fly away as the wicked stepmother swore she would make them slaughter by her archers. She tried to curse Elisa as well, but failed, and dyed her skin and hair while the princess was sleeping. Nobody recognized that hideous girl the next morning and she was chased away from the castle.

Elisa errand, and found a river she bathed in, becoming beautiful again. She then followed the river and found back her brothers on a beach. Elisa wished to give them back their apparence, and the next night, she dreamed of the fairy Morgana. The latter told her Elisa had to make eleven shirts made of nettles tow for each of her brothers, and never talk during said task.

The next day, Elisa gathered nettles near the cave she and her brothers lived in, and started to make shirts from them. One day, a prince passed by, and was stunned by Elisa's beauty. Despite she was mute, he was soon in love with her, coming back to see her each day. Elisa was in love too, but couldn't protest when the prince took her in his kingdom to marry her.

Fortunately the swans find her back, after she married the prince. Elisa had not finished her shirts, and still did not talk.She seemed suspect to a courtier, and he denounced Elisa as a witch after he saw her going in cemeteries at night, where she was actually searching for nettles. After the third time, Elisa, who still couldn't defend herself, was condemned for witchcraft.

On the day of her execution by burning at the stake, Elisa was going on doing the shirts on her cart, with the swans flying after her. The eleventh lacked a thread, but the stake was on sight and Elisa thrown the shirts on the swans, who turned back into humans. One of the brothers though, due to the missing thread, kept forever a feather on his arm. Elisa could talk, clear her name, and lived happily ever after with her brothers and husband.

### Personality

Eliza is beautiful, kind, loving, selfless, brave, loyal and pure of heart. She will do anything to save her brothers.

### Trivia

* Elisa's kingdom and her husband's are unknown.
* The story have many variants, including some where the princes are three or six, and turn into other birds' species like crows or ducks.
Warrior Group

The warrior group encompasses the character classes of heroes who make their way in the world primarily by skill at arms: fighters, paladins, and rangers.

Warriors are allowed to use any weapon. They can wear any type of armor. Warriors get 1 to 10 (1d10) hit points per level and can gain a special Constitution hit point bonus that is available only to warriors.

The disadvantage warriors have is that they are restricted in their selection of magical items and spells.

All warriors gain one 10-sided hit die per level from 1st through 9th. After 9th level, warriors gain just 3 hit points per level and they no longer gain additional hit point bonuses for high Constitution scores.
John Kellerman

**John Kellerman** is a former Delta Force member and current CIA contractor. Kellerman is the leader of the three-man unit which abducts Brian Finch in "Brian Finch's Black Op" and puts his NZT-enhanced skills to use. In keeping with the "Ferris Bueller" theme, Brian nicknamed him 'Rooney' in the absence of other information.

Kellerman was double-crossed and killed by Kyle Hollinger and Miklos Petrov, who later turned on one another.