recursal/Fanatic-Fandom huggingface dataset:
Warrush

**Warrush** is a Ground-type Pokémon.

It evolves from Accerval starting at level 24.

## Biology

### **Physiology**

Warrush has long, slender legs that are effective for both running and digging into small Pokémon burrows. Their heads are low to the ground, flanked by hunched, muscular shoulders. Further back a thick, stiff tail is used to maintain balance as Warrush race around at top speed.

It is notable that Warrush has a hardened fur ‘mustache’, the result of layers of dirt and mud caked into the fur. The species rarely cleans the dirt out of this section of fur, instead utilizing the fur as digging tools. Loose dirt is tossed out of the way easily, freeing up the paws to focus on more densely packed soil.

### **Behavior**

True to their name, Warrush hunt by chasing down prey with incredible bursts of speed. Their powerful tusks are used to eviscerate the foe, and after they are done eating to bury any remains for later. Despite their impressive strength and thick skin, they lack stamina and tire quickly.

Warrush do not have a particular mating season, and instead breed year-round. One female Warrush will typically have a litter of four to five Accerval, and will do most of the hunting for them until the mature. During this time, she is forced to share her food and unless she has the support of a male will become emaciated and may even starve herself to care for her cubs.

### **Habitat**

Warrush prefer open grasslands where they can most effectively utilize their high speed.

## Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Zombear

**Zombear** is a dual-type Ghost/Fairy Pokémon.

It is not known to evolve into or from any other Pokémon.

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### **Moves**

#### **By Breeding**

 * Moves marked with an asterisk (\*) must be chain bred onto Zombear
* **Bold** indicates a move that gets STAB when used by Zombear
* *Italic* indicates a move that gets STAB only when used by an evolution of Zombear
Simpaima

**Simpaima** (Japanese: **オロワナ** *Orowana*) is a Water-type Pokémon.

It evolves into Arowisen starting at level 20.

## Biology

### **Physiology**

Aside from the prismatic scales covering the body, they are actually quite nondescript. The body is almost tubular, with the lower jaw sloping steeply upward to form a point with the head.

### **Behavior**

Frankly, they are simple-minded and easily distracted, making otherwise basic tasks hefty endeavors. The main source of distraction for them is light reflecting off their scales, which also signals their presence to nearby predators. The survival of this species ends up being reliant on sheer numbers to satiate predators and retain a stable population size. Interestingly, while Simpaima will not generally fight each other it seems that they will cannibalize other deceased individuals.

### **Habitat**

Simpaima are able to survive in water of any quality but thrive in murky, brackish water where they are least likely to be distracted by their own scales. Clear water lets Simpaima be seen far too easily, making them reflective beacons for hungry Ospredator; the ocean has far too many larger fish for a lone Simpaima to effectively compete.
When a population of Simpaima inhabit an area, they can drastically change the makeup of the area's fauna. Simpaima breed and hatch in the thousands, relying on predators being unable to find and eat each one. In doing so, the inhabited waterway becomes an easy source of food for predators and will become populated with more predatory species than is usual. As the breeding season slows down, the distribution of Pokémon will normalize itself.

## Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Chimplant

**Chimplant** is a Grass-type Pokémon.

It evolves into Florankey starting at level 27, which evolves into Growilla starting at level 40.

 Biology

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Visimander

**Visimander** (Japanese: **メンタモル** *Mentamoru*) is a dual-type Water/Psychic Pokémon.

It evolves from Axolil starting at level 20.

 Biology

### **Physiology**

Visimander are a quadrupedal amphibian. Their skin is baby pink and incredibly fragile. The lack of protective armor makes Visimander especially susceptible to physical attacks. Visimander have ridged underbellies, while the rest of their body is smooth. Like Axolil, Visimander do not have true eyes. Visimander lack the face markings of their predecessors. They also possess spindly legs with webbed feet. This makes Visimander more suited for moving across land, whereas Axolil can perform a slow wriggle at best.

Visimander have a thin tail fin of darker pink, and a retractable fin on top of their head. It can be flared to startle enemies, and also aids Visimander in detecting their surroundings. Visimander have six gill stalks in total, with the upper stalks on both sides of the head being feathery in appearance. The remaining four are also serrated, but not under normal viewing conditions. The jagged edges are microscopic, and dangerously sharp. Visimander can swing around to face an enemy or prey and lance it with the lower gill stalks.

### **Behavior**

Visimander's physical and psychic senses are sharp to compensate for its blindness. It can pick up vibrations or auras of other beings and objects around it with ease, and avoid danger. Visimander have been known to predict when a trainer is about to enter a cave, and hide themselves in the water.

Visimander's senses are a double-edged sword, however. It is easy for Visimander to pick up the presence of others, but not to block this information out. As a result, Visimander become overwhelmed if surrounded by too many stimuli. When this happens, Visimander will remain stationary and refuse to leave the spot. Alternatively, they may seek a space far from other beings to isolate themselves in. This contributes to Visimander's more reclusive nature.

### **Habitat**

Visimander prefer to live in damp conditions with little warmth. They make their homes in dark caves where there is plenty of stagnant water. Despite their blindness (or perhaps, because of it) they react badly to sunlight. Visimander are more adventurous than Axolil, and therefore seen outside of the water more often.

 Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

### **Design Origin**

The **Visimander** line is based off the Axolotl species.

### **Name Origin**

**Visimander's** name is a combination of *vision* and *salamander*.
Florafay

**Florafay** (Japanese: **サキオドル** *Sakiodoru*) is a Fairy-type Pokémon.

It evolves from Pixipetal when leveled up with high friendship during the daytime.

## Biology

### **Physiology**

The most distinctive trait of Florafay's physiology is its underdeveloped vocal chords; this Pokémon relies on visual cues to communicate. Accordingly, they have excellent vision and can even see in low-light settings such as forests with dense tree cover. The thin arms lack bones and instead have a complex array of muscles, allowing them to be moved freely and precisely.

### **Behavior**

Florafay are semi-nomadic, nesting in different areas around a set territory. Many Florafay will share a territory, and this particular group is called a circle of Florafay. They will meeting in forest clearings and communicate daily through dance, sharing information about safe spots to forage and rest. Like Pixipetal, Florafay are fairly timid and will flee if surprised.

### **Habitat**

Florafay inhabit the safe areas as Pixipetal, and in many cases may stay in the same circle their entire life.

## Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Florankey

**Florankey** is a Grass-type Pokémon.

It evolves from Chimplant starting at level 27 and evolves into Growilla starting at level 40.

 Biology

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Mannovolt

**Mannovolt** (Japanese: **フロボルト** *Flowbolt*) is a dual-type Water/Electric Pokémon.

It evolves from Zapouch when leveled up during the night starting at level 33.

 Biology

### **Physiology**

Mannovolt are towering hydrozoans, with iridescent indigo-violet skin. Their bodies are long and gelatinous. Mannovolt have no bones. Due to this, they are able to squeeze through small openings with ease.

Mannovolt have helmet-shaped heads, with gas bladders sitting on top like a plume. The sides have wavy ridges, and two zig-zagging whiskers protrude from the face. Mannovolt have dark eyes with white, fragmented pupils. Their eyesight is poor at best, making them more decorative than anything. To gauge their surroundings, Mannovolt sense the electric pulses of living things around them.

### **Behavior**

Mannovolt are capable of releasing massive electric shocks, but their own bodies are not capable of enduring electric attacks from other Pokémon. The specialized cells that make up Mannovolt's body are fragile, and susceptible to die if treated too roughly. However, Mannovolt are capable of growing back appendages in short time, should one be injured beyond repair.

Although Mannovolt are most at ease in the dark, cold trenches of the ocean, they frequently make trips to the surface. There is more food in the shallower waters, and Mannovolt need to refill their gas bladders with nitrogen and argon to survive. They use these gases to create a faint glow to lure in other Pokémon.

In recent years, there have been reports of Mannovolt dragging down swimmers, but these stories are more urban legend than anything of substance. Mannovolt are more curious around humans than dangerous, and dislike getting close enough to be touched.

### **Habitat**

Within the deep recesses of the ocean, Mannovolt make their homes. They make regular trips to the surface, where food is more plentiful before sinking back down.

## Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

### **Design Origin**

**Mannovolt** is based off the Portugese man o'war.

### **Name Origin**

**Mannovolt's** name is a combination of *man o'war* and *volt*.
Hoofern

**Hoofern** (Japanese: **バージタボ** *Baajitable*) is a Grass-type Pokémon.

It evolves from Oviseed starting at level 16 and evolves into Asparies starting at level 32.

 Biology

### **Physiology**

Hoofern’s plant has grown larger, and its root system has grown more robust around the animal body. More notable, however, is that this Pokémon now has fully-developed legs and a digestive system, and is fully mobile.

### **Behavior**

Now that they are mobile, Hoofern are significantly more confident in themselves and their combat abilities. They are aggressive, although less so to members of there herds. While they have a digestive system now, their primary source of nutrition is still photosynthesis; daily life is very much driven by seeking out maximal sunlight.

### **Habitat**

Hoofern are most commonly found at the edges of forests and other areas hosting plants that are of medium or greater height.

 Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Volcántoad

Volcántoad is a Fire/Rock-type Pokémon.

It evolves from Picantoad starting at level 36 and is the final form of Calientoad.

 Biology

### **Physiology**

Volcántoad are monstrously large reptiles with scaly brown skin. Their stomachs are a lighter cream colour. The most distinctive feature of Volcántoad are the spikes which grow from virtually every surface of their body. These formations are unique to each Volcántoad, and are made from cooling lava that has been pushed through their skin. Depending upon the mineral composition of the rocks they have eaten, the spikes will either be greenish or rusty in colour. Volcántoad use these spikes to gore enemies and protect themselves from attackers when they are resting.

Volcántoad have long green claws, which give them the grip they need to climb up mountains if need be. They also have an under-bite, and four triangular teeth that stick up from their jaws.

### **Behavior**

Volcántoad are far more mobile than Calientoad and Picantoad. They move at a generally slow crawl on all fours. This, however, is a step up from before, as they willingly move. Volcántoad are often seen scaling mountains, seeking out new sources of minerals to eat, and sunny plateaus where they can stretch or build nests far from threats to their young.

Volcántoad are very determined Pokémon, who will work towards a goal so long as there is sunshine to keep their blood warm. It is told that in a race between a Volcántoad and a Sonoralope, the former won, despite the latter's speed, because of Volcántoad's superior will and endurance.

### **Habitat**

Volcántoad live high in the desert mountains, or semi-dormant volcanoes. They prefer to nest on large plateaus, where there is room to move around or lay in the sun. It is difficult to spot when Volcántoad are on a mountain from an aerial view. Even when they are moving, they resemble a large boulder from above.

 Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Arowisen

**Arowisen** (Japanese: **プライルクー** *Prirucu*) is a dual-type Water/Dragon Pokémon.

It evolves from Simpaima starting at level 20.

## Biology

### **Habitat**

Arowisen thrive in clear waters where their glimmering scales will distract and draw in prey. They will migrate a substantial distance from the waters they were born in, both reducing the chance of overlapping territory with another Arowisen and of interfering with the already over predated Simpaima populations.

## Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Monk's Friend

Start: Brother Omad

Items needed: Logs (Or any type of hatchet to gather logs)

Talk to Brother Omad in the Monastery south of East Ardougne. He will ask you to find Brother Androe's son's stolen blanket. It is in the southernmost part of Ardougne sewers containing thieves (lvl-21) and a head thief (lvl-34). The dungeon is just west of the monastery - the entrance is a ladder on the edge of a ring of iron rocks. Enter the dungeon, get the blanket (it looks like a light blue piece of silk) and head back to the monastery. Talk to Brother Omad again to finish the first part of the quest.

Talk to Brother Omad again. He will tell you that he's organizing a party for Brother Androe's son's first birthday. He needs wine for the party, but Brother Cedric, who was meant to bring it, hasn't returned yet. Offer to look for him. You will find him northwest of the monastery, just north of where the dungeon is. Talk to him. He is drunk and needs water to sober up before he can bring the wine.

Pick up the bucket beside Brother Cedric and use it on the well, directly east of the bridge, to fill it with water. Speak to Cedric, then use the water on him to sober him up. He will now say that he needs wood to fix the broken cart. You need to get logs, then give them to him. He will then fix the cart and tell you to go back to Brother Omad. Head back to Brother Omad and speak to him one last time to complete the quest.

Rewards:

1 Quest Point

Woodcutting Experience = ((Level +1) \* 125) x Custom Rate

8 Law-Runes
Picantoad

Picantoad is a Fire/Rock-type Pokémon.

It evolves from Calientoad starting at level 16, and evolves into Volcántoad at level 36.

 Biology

### **Physiology**

Picantoad are bipedal reptiles. They have brown bodies with tan underbellies. Numerous spikes of green and rusty brown protrude from their backs and tails. These formations are unique to each Picantoad, as they are formed from lava pushed through their skin. Picantoad have stubby legs and longish arms. Four triangular teeth stick out from their lower jaw.

### **Behavior**

Picantoad are fairly easygoing and amicable Pokémon. They seldom wish to move from wherever they're resting, and their tough skin means that they can tolerate the blows from most attacks. They would sooner spend the day lounging with their trainer than seeking out battles, for the most part.

Beyond staying in place, one activity Picantoad enjoy is shooting lava from their eyes. They can do this while threatened, or merely because they feel like doing so. Picantoad have good eyesight and even stronger aim. It is not uncommon for them to shoot moving targets from long distances - although the lava may have partially cooled to rock at by the time it reached the intended recipient.

### **Habitat**

Picantoad loathe wet climate, preferring hot, dry areas where they can lay without disturbance.

 Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Mold Breaker (ability)

**Mold Breaker** is an Ability.

## Effect

### **In battle**

Mold Breaker ignores the effects of Abilities that could potentially affect the damage or effects of a move that its user executes. For example, a Pokémon with Mold Breaker can hit opponents that possess Levitate by using Earthquake. Mold Breaker applies regardless of target Pokémon, but only to moves executed by its user (so if two Pokémon in a Double Battle both know Earthquake, only the Pokémon with Mold Breaker can hit a Pokémon with Levitate).

Unlike Gastro Acid, which completely negates a target's Ability, the opponents' Abilities otherwise remain in effect:

* Abilities that prevent status conditions (such as Immunity and Oblivious) will not protect the Pokémon from receiving the status condition; however, many of these Abilities also have effects to cure the Pokémon of the status condition if afflicted, which are not negated by Mold Breaker.
* Abilities that draw attacks to the user, such as Lightning Rod and Storm Drain, will still divert attacks regardless of Mold Breaker, but will not nullify the damage or boost the Pokémon's stats.
* If a Pokémon with Own Tempo consumes a held Berry that may cause confusion in response to the move of a Pokémon with Mold Breaker, it will become confused if it dislikes the flavor (although Own Tempo will then activate and cure it of confusion).

Mold Breaker can ignore the Abilities of Pokémon other than the target; for example, if a Pokémon with Mold Breaker uses Thunder Wave on a Grass-type Pokémon whose ally has Flower Veil, the target will still be paralyzed.

When a Pokémon with Mold Breaker is brought out, the message "**<name> breaks the mold!**" is displayed.

### **Abilities affected**

Mold Breaker ignores the following Abilities, even in situations where the Ability could increase the power of a move (such as using Low Kick on a Pokémon with Heavy Metal or using a Fire-type move on a Pokémon with Dry Skin):

Mold Breaker does not ignore the effects of Aura Break, Magic Guard, Comatose, Shields Down, Full Metal Body, Shadow Shield, Prism Armor, Fairy Aura and Dark Aura.

### **Outside of battle**

Mold Breaker has no effect outside of battle.
Protect (move)

Accuracy
 Priority
 * Does not make contact
* Not affected by Protect
* Not affected by Magic Coat or Magic Bounce
* Not affected by Snatch
* Not affected by King's Rock
 **Target**

 **Availability**

* TM17
 * On Bulbapedia's Movedex
* On Smogon's Movedex
* On Eevee's Movedex

**Protect** is a non-damaging Normal-type move. It is TM17.

## Effect

This move protects the user from all effects, including damage, of moves that target it during the turn it is used. This does not include damage afflicted by weather conditions it is susceptible to, or damage from a status condition that it obtained on a previous turn.

Protect's chance of success halves each time Protect, Detect, Endure, Quick Guard or Wide Guard is used consecutively by the user.

## Learnset

### By TM

 **Bold** indicates a Pokémon gains STAB from this move.*Italics* indicates a Pokémon whose evolution or alternate form receives STAB from this move.
Alucuttle

**Alucuttle** (Japanese: **アーカトル** *Alkattle*) is a dual-type Water/Dark Pokémon.

It evolves from Hemocto starting at level 37 while underwater.

 Biology

### **Physiology**

Alucuttle are squid-like Pokémon with skin that is typically deep red. Their mouths are full of sharp, triangular teeth. They have long batty ears. (A trait that has long mystified scientists, for their unknown purpose.) Alucuttle have round markings on their foreheads and torsos, which are yellow and cyan respectively. Their eyes are black with blue irises.

Alucuttle grow to astounding sizes when left to their own devices. From time to time, Alucuttle the size of Wailord have washed up on the beaches of Vereshad; they seldom grow larger than a medium-sized tractor trailer. Humans who keep Hemocto as aquarium pets are often shocked to discover how large Alucuttle are in size, and end up releasing them into the wild. This is partly why Alucuttle can be found in most parts of the region, even if it was not their original habitat.

### **Behavior**

Alucuttle are slippery Pokémon. While they are able to get a grip on prey with their teeth, it is difficult to shake or pull them away. They swim in search of large animals to latch on to, draining them slowly of their blood. If, for one reason or another, an Alucuttle decides to let go, there is still the risk of infection for the host Pokémon.

A hardy species, Alucuttle thrive in any water, so long as food is available to them. To some collectors, this makes them the perfect aquarium pet. However, when there is no food around, Alucuttle will even attack each other in an attempt to gain nourishment. It is not uncommon to see swarms of newly-hatched Hemocto feeding off their parents, should there be no source of food around. This is because members of the Alucuttle line cannot go without food for long. They will quickly wither if left without nourishment.

### **Habitat**

Alucuttle are an invasive species in most parts of the Vereshad region. Originally, they only lived in dark, watery caves and underground springs. It was only when trainers began to catch and release Alucuttle that they began to live elsewhere in the region. Alucuttle can thrive in both salt and fresh water, but have grown to prefer the ocean. This is because there are better food sources (beyond Visimander) in large bodies of water.

## Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Side Effect (ability)

**Side Effect** is a custom Ability introduced in Pokémon Umbra, unique to Tarotoad. It is the signature hidden ability to the Psychic/Steel starter's final evolution.

## Effect

### **In battle**

Side Effect adds confusion to any status effect inflicted on a target by the user. This includes status effects caused by attacking moves like Scald.

### **Outside of battle**

Side Effect has no effect outside of battle.
Dwarf Cannon

Start: Speak with the Dwarf Commander, who is found south of the Coal Trucks far west of Seers.

Requirements: Ability to defend against level 32 giant bats. Decent crafting and smithing, level 20 agility and 45 magic are recommended.

Items needed: Camelot and Falador teleport runes or charged dragonstone amulet are recommended.

Talk to the dwarf commander (north of the fishing guild), who tells you he needs a extra pair of hands to fix the fence to stop the goblins. You are given six (6) railings, so find the six spots in the fence by right clicking and selecting "search" on each piece of fence (1 per tile). If you fail to replace a railing, you will be hit for 2 damage. When you have repaired all 6, return to the Dwarf commander.

After talking to the commander again, go south to find a wooden Watch tower, which is west of the Fishing Guild. Go up the ladder, and pick up the dwarf remains. Go back to the dwarf commander and talk to him. He will tell you to find a boy (Lollk) that was captured by the goblins.

Next, walk by the side of the Fishing Guild past the Goblin foot prints which are pointing to Goblin Cave on the eastern side of the guild. Enter the cave entrance and you should see some goblins, rats and a couple of bats. Take the middle passage to the north-west corner. You should end up in a room with many goblins and crates on the sides of the cave walls. Search the crates until you find Lollk.

Go back to the dwarf commander and he asks you to fix the cannon. He gives you a tool kit. Go to the small house next to the commander and inspect the cannon. You need to fix the pipe, barrel, axle, and shaft. Fixing them may depend on your crafting or possibly smithing level, and lower levels will struggle, but eventually will succeed.

Go talk to the commander again and he will tell you to visit the dwarf cannon engineer. He is located south of Ice Mountain, west of Edgeville. To get inside the fence enter the house and open the door. Talk to the engineer and he will give you Nulodion's notes and a cannon ammo mould. Take them back to the Dwarf commander and the quest will be completed.

Rewards:

1 Quest Point

Crafting experience = (Level\*50 + 250) x Custom rate

Ability to buy a dwarf cannon for 750k gp. Cannon autotargets NPCs.

Ability to make cannon balls with steel bars (lvl-30 smithing required)
Swoop (move)

Accuracy
 Priority
 * **Makes contact**
* **Affected by Protect**
* **Affected by Magic Coat** and **Magic Bounce**
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

 **Availability**

* Not a TM, HM or Move Tutor move.
 * On Bulbapedia's Movedex
* On Smogon's Movedex
* On Eevee's Movedex

 **Swoop** is a damage-dealing Flying-type move introduced in Pokémon Umbra.

## Effect

Swoop inflicts damage and has a 30% chance of causing the target to flinch.
Observatory Quest

Start:Talk to the Observatory Professor in the Observatory Reception Room west of Tree Gnome Village.

Requirements: Level 10 Crafting, ability to defend against level-48 Goblin guard.

Items needed: Bronze bar, molten glass, 3 planks. A Cure poison Potion is also recommended.

Talk to the Observatory Professor and ask to look through his telescope. He tells you that the Goblin residents have been causing trouble and tampered with it. He asks you to collect 3 different items. Hand in all 3 items, and he will return the molten glass while asking you to find the lens mould.

Lens mould

Go down the ladder in the Observatory post, into dungeon. Go through the maze to the far south west corner and you find a chest containing a keep key. Go to the room where a level-48 Goblin guard is, the room is located east from the entrance to the dungeon, kill him and use key on the gate. Search the sacks to find lens mould.

Go back to the Observatory post and give the lens mould to the Professor. Agree to help him make the lens. Use molten glass on the lens mould and then talk to the Professor and he will tell you to meet him in the Observatory.

Go back down to the dungeon, and through the maze, and find another ladder north of the chest containing the key to the gate. It leads to the Observatory. Talk to Professor and look through the telescope to complete the quest.

Optional: Unholy symbol mould

Look into the telescope again and you will see a strange symbol. Speak to the Spirit of Scorpius, at the graveyard to the north. He will give you an Unholy Symbol mould, which you can use to make Unholy Symbols of Zamorak. If asked, he will also bless these symbols.

Rewards:

2 Quest Points

Crafting experience =  (Level x 100 + 250) x custom rate
Capes

## Each of our powerful Skill Capes have exciting buffs.

Remember you need level 99 and 500k gp to buy the skill cape (except for the Max cape, which costs 1.782m gp).

-Agility cape reduces rate of fatigue gained by 20%

-Attack cape gives +4 Weaponaim bonus

-Cooking cape adds +10 to base cooking stat level (stacks with cooking gauntlets) (a must-have for cooking manta rays)

-Crafting cape gives chance to craft 2 bars at a time

-Defense cape gives +9 armor attribute bonus

-Fishing cape gives you 20% chance of catching two fish at once.

-Fletching cape gives you 25% chance to fletch twice in one go.

-Hitpoints cape gives 2x restore rate for Hits stat.

-Herblaw cape gives you 25% chance to make potions twice in one go.

-Hits cape gives 2x restore rate for hits stat, stack with rapid heal prayer for 4x healing rate

-Magic cape gives +7 magic attribute bonus

-Mining cape makes you more likely to succeed at getting ore on any given swing

-Prayer cape gives +5 prayer attribute bonus
-Ranged cape increases striking power and accuracy for arrows/bolts

-Smithing cape gives you chance at smelting two bars at once, plus 100% iron smelt.

-Strength cape gives +3 Weaponpower bonus (RSCR theoretical maximum melee hit is now 37 as a result)

-Thieving cape makes you 20% less likely to fail any given pickpocket attempt

-Woodcut cape gives chance of noted logs

-Max cape gives the best overall bonuses with +4 Weaponaim, +7 Armor, +4 Weaponpower, 1.2x restore rate for hits stat, +3 prayer, +5 magic, half of range skill cape bonus, fatigue gains 10% slower

-PK Cape gives +5 armor +2 prayer; can use super potions on it to be stored in the cape, when you later "Activate" the cape this applies a dose of all pots at once

-Quest Cape gives Shilo village teleport, Hero’s guild teleport, Gnome Tree, Underground Pass (staff recharge) teleport, +2 armor

### Hunter Cape

This cape is a discontinued drop from our Reaper Boss

### Show off your PK skills with our one of a kind capes!

500 Kills and you can wear the Black Cape!

500 Skulled Kills and you can pick your color!

### Where to purchase Skill Capes

Agility: Gunnjorn (Barbarian Agility Course)

Attack: Combat instructor to Dummies (Varrock)

Cooking: Head Chef (Cook’s guild)

Crafting: Master Crafter (Crafting guild)

Defense: Oziach (West of Edgeville)

Firemaking: Adventurers (Draynor Forest)

Fishing: Master Fisher (Hemenster)

Fletching: Hickton (Catherby)

Herblaw: Kaqeemex (Taverly)

Hits: Sir Vyvin (Falador Castle)

Magic: Magic Store Owner (Yanille)

Mining: Mining Guild Dwarf (Falador & dwarf-mine)

Prayer: Brother Jered (Monastery)

Ranging: Lowe (Varrock)

Smithing: Thrander (Varrock)

Strength: The King (Varrock Palace)

Thieving: RedBeard Frank (Portsarim)

Woodcutting: Bob’s Axes (Lumbridge)

PKing Cape: Mad Zeonk (Edgeville or Lumbridge)

Quest Cape: Helemos (Hero’s Guild)

Max Cape: The Oracle (West of Monastery)
Smack Down (move)

Accuracy
 Priority
 * Does not make contact
* **Affected by Protect**
* Not affected by Magic Coat or Magic Bounce
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

 **Availability**

* TM23
 * On Bulbapedia's Movedex
* On Smogon's Movedex
* On Eevee's Movedex

**Smack Down** is a damage-dealing Rock-type move. It is TM23.

## Effect

Smack Down inflicts damage.

Smack Down removes the effects of Magnet Rise and Telekinesis. Smack Down makes its target vulnerable to Ground-type moves and Arena Trap even if it is Flying-type or has Levitate. This effect lasts until the affected Pokémon switches out. This effect does not occur if the target is behind a substitute.

Smack Down can hit Pokémon during the semi-invulnerable turns of Fly, Bounce, and Sky Drop, and if it does it will deal double damage. If it hits a Pokémon that is using Fly or Bounce, it will knock it down, cancelling the move; if it hits a Pokémon using or affected by Sky Drop, it will not be knocked down. A Pokémon hit with Smack Down can still use these moves on subsequent turns.
Vampire Slayer

Start: Talk to Morgan in Draynor Village.

Items needed:

Hammer

Garlic (obtained during quest)

Stake (obtained during quest)

Beer (may be bought from a Bartender during the quest for 2 coins)

Runes for Varrock teleport would be useful

Monsters to kill: Count Draynor (level 43)

To start the quest, talk to Morgan in Draynor Village. He will want you to kill a vampire that has been terrorizing the village. However, he first wants you to talk to his friend, Doctor Harlow, a retired vampire hunter. Doctor Harlow is located in the Jolly Boar Inn, a small inn located northeast of Varrock at the edge of the Wilderness. However, before you do so, go to the second floor in Morgan's house and search the cupboard to find a clove of garlic.

Once you're at the inn, buy a beer from the bartender, and then talk to Doctor Harlow. Tell him Morgan needs his help, and he will want a beer. Give him the beer, and another one if he still won't provide any information, and then he will then tell you that you require a hammer and a stake to kill a vampire. He will give you a stake, while you will be required to get a hammer yourself. You may purchase one from a general store.

Killing Count Draynor

Armed with garlic, a stake, and a hammer, you are now able to kill the level 43 vampire Count Draynor. Before going to Draynor Manor to kill him, get prepared. You will want a decent weapon (a Steel Longsword or better is recommended), decent armour (iron or better), some food, and your hammer, stake, and garlic. A Defense-boosting Prayer such as Thick skin may also help your chance of success. A combat level of at least 10 is advised.

Now that you are ready, head to Draynor Manor, north of Draynor Village. Enter through the doors and go to the large stairs in the large eastern room. Go down the stairs to the basement. Search the coffin and Count Draynor will appear. Fight him, and when his Hits are very low, either use the stake on him or equip the stake as a weapon. If not done correctly, the vampire will regenerate his health. Vampire regenerate If successful You will drive the stake into him with the hammer and he will die, saving the people of Draynor Village and completing the quest.

Rewards

3 Quest Points

Attack experience

Level∗150+325
Fighting (type)

The **Fighting type** (Japanese: **かくとうタイプ** *Fighting type*) is one of the eighteen types.

## **Battle properties**

*Note:* Although Fighting-type attacks normally have no effect on Ghost-type Pokémon, the moves Foresight and Odor Sleuth, as well as the Ability Scrappy, allow both Normal-type and Fighting-type moves to affect Ghost-type Pokémon.
Muertapoise

**Muertapoise** is a Water/Ghost-type Pokémon.

It evolves from Modelfin starting at level 36, and is the final form of Baquini.

## Biology

### **Physiology**

Muertapoise are dark blue in colour, with lighter bone-like patterns decorating their skin. They have glowing amber eyes. Muertapoise always wear a cloak fashioned from fishing nets. Like Modelfin, they are able to flare the nets at will in order to startle enemies. By far Muertapoise's most distinctive feature is the hook that they carry. These hooks are capable of slicing through solid metal when wielded by Muertapoise. They use their hooks to fight, and gash the sides of ships in order to sink them.

### **Behavior**

Muertapoise are fiercely protective of weaker members of their pods. They will chase away dangers from weaker Modelfin and Baquini. With their scythe-like hooks and sharp fins, they can break up fights with ease. For all their protectiveness, however, Meurtapoise are considered a bad omen to sailors. This is becuase they have a reputation for sinking fishing ships. Urban legends suggest that because Modelfin and Baquini were hunted to near extinction (because of their pesty nature) Muertapoise seek to protect them. Thus, they track down fishing ships.

### **Habitat**

Muertapoise frequently inhabit the ships they have sunken. Over time, these sunken ships become reefs that can sustain entire ecosystems.

 Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

### **Design Origin**

The **Muertapoise** line is based off the ??? species.

### **Name Origin**

**Muertapoise's** name is a combination of *???* and *???*.

### **Origin**

**Muertapoise** was given to us by Mac from the @RizoyoRegion project!
Doom Cult Questline

### This is a 100% RSCR original Quest Line. Written by none other than our Admin BIlly, who also wrote the humorous Billy Mays' Quest Reviews

Today a no-good wizard named Evil Dan showed up at the Church of Zamorak in Southeast Varrock.

If you talk to him he'll try to encourage the worst instincts in you: assassination, devil worship, global domination, and reconstructing banned artifacts. So as a law-abiding RuneScapian, you should probably stay away from him.

​​​​

#### **Here are the chapters to his quest to restore the Bloody axe of Zamorak and his cult to power.**

* Chapter 1: Killing Hans = Requirement: Lvl-10 combat.
* Chapter 2: Here's Jonny = Requirement: Lvl-18 combat.
* Chapter 3: Arboreal Assassin = Requirement: Lvl-20 combat.
* Chapter 4: Castle Crushers = Requirement: Lvl-35 combat, ability to traverse wilderness.
* Chapter 5: Chronicles of Radick = Requirement: Lvl-40 combat.
* Chapter 6: Who Necromances the Necromancers? = Requirement: Ability to defeat lvl-24 and lvl-34 monsters.
* Chapter 7: Arabian Fights = Requirement: Ability to fight lvl-18 and lvl-32 monsters.
* Chapter 8: Bandit Stamp = Requirement: Ability to defeat lvl-29 and lvl-39 monsters, and traverse wilderness.
* Chapter 9: Just Deserts = Requirement: Ability to defeat lvl- 31, lvl-45, and lvl-70 monsters.
* Chapter 10: Rage of Darquarius = Requirement: Ability to defeat lvl-51 and lvl-76 monsters.
* Chapter 11: Game Ogre = Requirement: Ability to defeat lvl-58 and lvl-78 monsters.
* Chapter 12: Dragon on the Ending = Requirement: Ability to defeat high level dragons and demons.
* Chapter 13: Dragon on the Ending Pt. 2 = Requirement: Ability to defeat high level dragons, and traverse wilderness.
* Chapter 14: Guardians of the Fallacy = Requirement: Ability to defeat four aggressive monsters in the level 251-255 range, one after the other. Level 32 thieving.

Just a couple of notes: If you do not want to gain experience during this quest, always choose the reward option that says "0xp" when the reward is experience. This option is included because ::fatigue doesnt work on rewards. Also, the Bloody axe of Zamorak is a reward for finishing the questline (along with hundreds of thousands of xp in a combat stat of your choice). The axe is a cool unreleased item from RSC quests about evil cults, so it made sense to pop up here, we also gave it a special 'brandish' effect which you'll have to check out on your own. Finally, this is a string of miniquests so, you won't get quest points.

Hopefully you get as much of a kick out of completing the questline as I did making it.

Cheers,
Billy
Wolf's Trap (ability)

**Wolf's Trap** was a custom ability introduced in Pokémon Umbra, that was initially meant to be unique to Mangetsu. It was the signature hidden ability to the Dark/Ice starter's final evolution, which has since been changed to Predator (ability).

## Effect

### **In battle**

Wolf's Trap prevents Dragon, Flying, Grass, Ground, Ghost, and Psychic Pokémon from switching or fleeing from battle.

Does not prevent switching from moves like Baton Pass or U-Turn.

### **Outside of battle**

Wolf's Trap has no effect outside of battle.
Hemocto

**Hemocto** (Japanese: **ケキュート** *Kekyuto*) is a dual-type Water/Dark Pokémon.

It evolves into Alucuttle starting at level 37 while underwater.

 Biology

### **Physiology**

Hemocto are a small, squid-like Pokémon. Although they appear to be a deep red, Hemocto are actually transparent. What gives them their red colouration is their diet, blood. When Hemocto are given different types (and therefore different colours) of blood, their skin will change to correspond with it.

Hemocto are round in structure. They have stubby tentacles and thin, bat-like ears adorning their heads. Hemocto's eyes are wide and black, with faint blue pupils. Beyond their one, large fang, Hemocto have no teeth.

### **Behavior**

Hemocto are parasitical. In order to feed, they will latch on to other Pokémon with their singular fangs. Hemocto have a strong grip, and are difficult to pry off once they have a steady grip on their host. In the water, they can be lured away if another feeding option swims by. Out of the water, Hemocto will generally let go of their victim in order to breathe. (This doesn't stop swimmers from being shocked when they feel something bite them.) It is easy to tell where there are Hemocto infestations, because the local wildlife will show distinctive bite marks around their sides and gills.

Hemocto are able to secrete a startlingly red ink, which is easily confused for blood. This is done in part to surprise enemies, or annoyances that get too close. The ink is strong, and stains clothes easily. At one point, it was collected to use for writing and dying. Popular art kits still carry a color known as "Hemocto scarlet" to this day.

### **Habitat**

Hemocto live wherever there is an abundant source of food. They are not fussy about the conditions of the water they reside in.

## Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

### **Design Origin**

**Hemocto** is based off the dumbo octopus (grimpoteuthis).

### **Concept Art**

Two early sketches and concepts for **Hemocto** on the top, then the final concept on the bottom.

### **Name Origin**

**Hemocto's** name is a combination of *hemo* and *octopus*.
The Hazeel Cult

Start: Mansion south of Ardougne Castle

Requirements: 20+ combat recommended

Items needed: None

Talk to Ceril, then head south past Brother Cedric until you come to a Cave entrance. Enter the cave and talk to Clivet. Now it's time to choose the good or bad side.

**Option A - Good Side:**

Tell Clivet he's crazy and you'll never help him. Exit through the ladder to the surface. Now you must find five sewer valves that run along the nearby wall dividing West and East Ardougne. The proper configuration is: Valve 1 (near the purple dye spawn: Right, Valve 2 (northwest of Carnillean house): Left, Valve 3 (north of lever hut): Right, and Valve 4:, Right, Valve 5:, Left, which are both on the north end along the wall.

Go back to Clivet's cave and board the log raft. You will end up at the end of the sewer. At the hideout, talk to Alomone. This will automatically start combat, so be prepared. After defeating him. you will receive the Carnillean armour. Bring this back to Ceril. When the character is talking, he will accuse the butler of being one of the cult's members. The butler will deny the accusation and Ceril will give 675 coins to him and only 5 to you. Search the nearby butler's cupboard in the bedroom. You will automatically show the evidence to Ceril, and he will call the Carnillean guards on the butler. Quest complete!

**Option B - Evil Side:**

Agree to help Clivet and he will give you a poison for one of the family members. Go to the Carnillean house and put the poison in the cooking range downstairs. Talk to one of the family members, and they will tell you that their dog died. Go back to Clivet he will give you a Mark of Hazeel. Go upstairs and configure the five sewer valves (see Option A section for details).

Now go back to Clivet's cave and board the log raft. You will end up at the end of the sewer. Speak to Alomone. He tells you to retrieve a script from the Carnillean house. Head to the Carnillean house, and go to the basement. Search the crate down there and you'll receive a Carnillean Key. Head to the top floor and search the bookcase to end up in a secret passage. Use the Carnillean Key on the Carnillean Chest. Bring the Script of Hazeel back to the sewers and speak with Alomone. Lord Hazeel appears, restored to full power. He thanks and rewards you. Quest complete!

Rewards:

1 Quest Point

2000 Coins

Thieving Experience = (Level \* 57 + 205) x Custom Rate
Tree Gnome Village

Start: Bolren in the Tree Gnome Village maze center

Requirements: Ability to defeat a lvl-100 warlord

Items needed: 6 logs. Decent equipment and Ardougne teleports recommended.

First, go to the gnomish maze west of the Khazard Fight Arena. The maze entrance is on the northeast side, and the destination is the loose paneling on the southeast interior. Go through this loose paneling and talk to King Bolren near the Spirit Tree. He will tell you about bringing an orb to the battlefield and that he needs you to retrieve it. Agree to do this. You now have access to Elkoy's services to skip in and out of the maze.

Go to the battlefield north of the maze and talk to Commander Montai. Talk to him again and give him 6 logs. Talk to him again, and he will tell you to find the three tracker gnomes to find out their coordinates. Tracker 1 is north of the battle ruins, Tracker 2 is in the eastern building, and Tracker 3 is on the west of the ruins. Tracker 3 tells you a riddle. After you have the coordinates, head back to Commander Montai. Click on the ballista and set the correct coordinates (4, 3, 5) then wait for it to hit.

After the ballista has broken the wall to the north, enter and kill the Khazard Commander (lvl-41). Go up the ladder and search the chest. Take the orb and head back to the maze entrance. Talk to Elkoy and quicktravel to the village. Talk to Bolren. He will have some bad news and tell you that the two other orbs were stolen.

Go north to kill the Khazard Warlord. He is northwest past the battlefield a little ways against the fence surrounding West Ardougne. After you defeat him, take the orbs and head back to Bolren. You've saved the day!

Rewards:

2 Quest Points

Gnome amulet of protection

Access to Spirit Tree teleport network

Attack Experience = (Level \* 75 + 6950) x Custom Rate