recursal/Fanatic-Fandom huggingface dataset:
Deer

**Deers** are passive mobs that are afraid of players and other hostile mobs but are an excellent wild food source, if you can catch them. Though they use the model of a mule, they can no longer be ridden, tamed or even bred from horses.

## Behavior

Deers have walking speed when no hostile mobs or players are detected, wandering around and eating grass in herds. All hostile mobs, polar bears, pandas, wolves and players immediately trigger a flee response where it runs away from the source. When in the flee state, it has the same speed as a player sprinting.

Players or hostile mobs within 20 blocks and line of sight immediately trigger a flee response from which the mule immediately sprints to safety and will only stop once the following conditions have been met.

1. `no line of sight from the last known detected player or hostile mob source.`
2. `The last known detected source is about 40 blocks away on the X axis.`

Any hurt from an entity also triggers the same response and the mule will flee from the vector of the attack. In addition, projectiles that land near the mule within the 20 block radius will trigger the flee response as they run away from the projectile.

Baby deer are the same but they always follow adults. Baby deers will attach themselves to an adult if one is detected within 20 blocks.

## Stats

### Adult Deer

Adult Deer have a total of 12 health points(6 hearts)

## Drops

### Adult Deers

0-1 Medium Pelt, 2-6 raw\_mutton and around 1 - 4 bones.
Bow

**Bows** are simple but effective ranged weapons that require *Arrows* as ammunition and come in a variety of models. They are also cheap, easy to produce and powerful in the right hands. Bows have the fastest firing rate in the game with an individual able to loose 2-3 fully drawn shots a second, or more if the draw is incomplete.

They are manufactured at half durability or 192 shots which is quite durable compared to most weapons being crafted. Additionally, it can be maintained and repaired easily with wood and string, resources which can be found in the wild, making it a low-maintenance weapon.

Bows function close to vanilla Minecraft where drawing the bow slows down the player to sneaking speed until loosed, however after nocking an arrow at full draw, the bow has a limited amount of time before forcing the user to un-nock their arrow to simulate the exhaustive strength required to maintain a bow at full draw. When this happens, a notification message is sent to the player "*You've exhausted your draw. Arrow is un-nocked!*" and the user cannot draw again for two seconds to simulate recovery.

## Bow Variants

### Longbows

Longbows, also known as *War Bows* or *Hunting Bows* are powerful variants of the bow. They automatically deal `+100%` damage but once drawn, the player has three seconds of full draw before the bow automatically un-nocks.

Longbows cannot be used on horseback nor use a shield in conjunction.

### Recurve Bow

Recurve bows, also known as *Riding* or *Cavalry Bows* are less powerful but are the more forgiving variant. They automatically deal `+75%` damage but once drawn, the player has six seconds of full draw before the bow automatically un-nocks and returns to the user's inventory.

Recurve Bows can be used on horseback, but cannot be used in conjunction with a shield.

## Advantages and Disadvantages

Bows are fast-firing weapons and deal damage at range. They are also the most intuitive to veteran Minecraft PvPers who are already skilled with the weapon. Their simplistic design and composition also makes them excellent battlefield weapons as their logistics are easy for players to manufacture and maintain.

However, they are easily countered by shields that render all damage null provided the shield was active and facing the point of contact. The bow also requires a constant feed of arrows for ammunition; without arrows for ammunition, the bow is useless and functions poorly as a melee weapon.

Lastly, a bow cannot be used alongside the shield, thus making an individual vulnerable to others' ranged attacks.
81011canon Wiki

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Boar

**Boars** are neutral but powerful when hostile mobs that roam forests or areas with lots of cover and foliage. They use the the model of Hoglins and but are immune to turning into zoglins. There are two variants of wild boars: the larger boar is more powerful and dangerous and can be dangerous even to iron armor wearing players. In addition, the larger variant has `KNOCKBACK`, simulating the immense weight behind their powerful attacks.

The smaller boar, though more numerous is not as dangerous as they can be somewhat durable, taking 4-5 hits with an iron sword before going down.

Both variants have an additional +10%(.1) speed when detecting entities it is hostile to.

Boars are excellent sources of leather, raw pork and bones provided you could take one down. The larger boars are guaranteed to always drop at least one large pelt and four porkchops with one bone. Smaller boars guarantee a single raw porkchop and one bone.

## Behavior

When patrolling, boars will attack most hostile mobs with the exception of other boars. Boars will also attack chickens and rabbits.

Players will have the boar flee unless the player approaches 10 blocks of the boar or has struck the boar with a ranged weapon. Instead of running away from a ranged attack, the boar will investigate the source of the attack until it detects the player as it takes the coordinates of the player-launched projectile that shot it and follows the path to its location until it detects the player who was confirmed to have shot it.

## Stats

### Large Boar

30 health points(15 hearts) and do around 2 - 8 points damage(1 - 4 hearts).

### Small Boar

20 health points(10 hearts) and do around 1-3 points damage(½ heart - 2 ½ hearts).

## Drops

Large Boars drop about 1-2 Large Pelts, 4-8 raw\_porkchop and around 1 - 4 bones.

Small Boars drop 0-2 Medium Pelts, 1-2 raw\_porkchop and around 1 - 2 bones.
Campfire

**Campfires** are useful survival blocks that could be deployed by the player in order to warm them up and cook raw food for a certain duration. They Campfires cannot be placed on wooden blocks, netherite, magma, they cannot be surrounded by water, above, below or surrounded by grass, flowers and crops. You can only deploy one(1) Campfire every twelve(12) blocks.

## Uses

The Campfire is essential for sustained travel away from locations containing infrastructure as it will help the player cope with the cold and avoid contracting sickness by cooking raw food from hunting and fishing.

Being near a campfire automatically bring one's body temperature up.

A campfire will also keep mobs and animals away.

## Variants

Campfires come in two variants: Small Campfire and Large Campfire. Both are identical with the exception that small campfire burns for five minutes, and large campfire burns for ten minutes.

## Starting a Campfire

1. Deploy Campfire on valid location.
2. Right click on the campfire with flint & steel.
3. Campfires will burn once lit and be destroyed when the time expires.

You cannot pick up a lit campfire as it will be destroyed. The fire must be taken out before it can be picked up. One may stop a campfire by pouring a water bottle on it.

Requires a unique crafting recipe of wood and sticks rather than standard campfire.
Smithing

**Smithing** is the process of manufacturing metal goods, usually requiring goods refined ores such as Iron, Steel, Copper and Gold.

As there are multiple custom models of weapons of the same function, creating weapons and armor has been revamped, so as not to create different recipes for the same item that would affect the balances of the weapons and armor. All metal-based weapons and armors can be created through the anvil, where a specialized GUI is available and crafting is simplified into resource input and finished output.

Additionally, weapons can be repaired, named and embossed with a description at a grindstone.

## Anvil

The primary crafting infrastructure to manufacture weapons and armor. When right clicked, a menu showing two options: *Smith* or *Repair* is displayed to the player. The menu's pages is consistently open for use unless the player leaves by their own volition or are under attack.

### Smith

If the player clicks on "*Smith*", a menu similar to a vanilla minecraft trader opens up with options between weapons and armor pieces available for crafting. The player can switch through different tabs and scroll through sets of armor or weapons until they find one they like. Resources are simply traded in one's inventory and a hammering sound is audibly played around the anvil.

### Repair

When a player clicks "*Repair*", it opens a menu that is similar to the vanilla minecraft anvil's GUI. Here, a player can repair maille and iron armor pieces only using nuggets(5+15%) or ingots(5+55%).

Note that maille armor pieces can be repaired on the field using nuggets and a 2x2 crafting grid.

Steel Armor or Diamond, cannot be repaired at all.

After every repair, a hammering sound is audibly played around the anvil.

## Grindstone

Grindstones are weapon servicing infrastructures that repair and hone weapons and also has the ability to be name and emboss them with a description, provided you have a gold ingot for naming and a copper ingot for the description. The grindstone has a GUI similar to a vanilla minecraft's anvil and no other menus are available after right clicking.

The Grindstone requires a weapon and then a catalyst block. If a nugget or an ingot is available

Players can add formatting to the name and the description on the input above the item holders assuming they have a gold ingot and a copper ingot respectively.

Iron weapons can all be repaired with iron nuggets(5+15%) or iron ingots(5+55%) on the GUI.

After every repair or a naming, a grindstone sound is audibly played around the grindstone.
Anvil

**Anvils** are important metalworking infrastructure situated near forges and blacksmiths, allowing the construction, maintenance and customization of iron & steel weapons and armor. They cannot be deployed or moved by the player and so must always be found in developed areas, making them important logistics hubs.

Without an anvil, players cannot repair iron armor.
Wolf

**Wolves** are neutral mobs that are weak by themselves but powerful when in groups. They use the same model like their namesake in vanilla Minecraft. Wolves spawn in various climates and biomes, from deserts, forests, shrublands, snowy tundras to all the way high up in the mountains, meaning they can be practically encountered anywhere. They usually spawn in packs and numbers are central to their function and AI strategic decision-making.

Wolves can weaken or bring down tough mobs when coming together, or be a nuisance for players in the wild. They don't offer much in terms of raw resources otherwise.

## Behavior

Like the vanilla Minecraft wolves, they are mostly kept mostly the same with the exception that they can no longer be tamed.

Wolves also detect if any of its target mobs are within range of about 24 blocks. The AI is also revamped so that instead of attacking the player, wolves by default run away from the player when the player approaches 10 blocks. They will only attack players if the following conditions are met.

`1) Players are outnumbered by the wolves by a factor of three. For example, if there are three players, a wolf will not become hostile unless there are nine wolves nearby the detecting wolf. To decide this, it must first ping the player from the wolf, then the player is checked to see if there are any other players nearby within a range of 16 blocks(chunk) from the player. It will also take into account how many wolves there are near the wolf within its own pack before deciding to attack.`

`2) Players attack the wolves themselves.`

Other than that, wolves target deer as well as passive and certain neutral mobs like cows, rabbits, foxes.

## Stats

8 health points(4 hearts) and does 3-6 points(1 1/2 to 3 hearts) of damage in variables.

## Drops

Upon death, wolves drop 0-1 Small Pelt, 0-1 bones and 0-1 String.
Greatsword

**Greatswords** also known as Claymores, Zweihänders or Schlachtschwerters are powerful two-handed weapons that have an additional one(1) block standing and sneaking range and the ability to damage the durability of spears and poleaxes as long as they're in the hands of the target. Even if the target is blocking with a shield, those weapons automatically take damage anyway. Unlike its namesake, the greatsword is actually using the item base of a Minecraft vanilla axe without the ability to disable shields.

In addition, they are immune to the parrying abilities of a sword.

## Advantages and Disadvantages

One of the most powerful melee weapons, the cost to manufacture and produce is also one of the highest, making them a rarity on the battlefield. For its cost, they are among the most powerful melee weapons in the server with its reach, immunity to parrying and the ability to damage other long melee weapons. These traits make the greatsword one of the best shock weapons in the game.

Greatswords are however vulnerable to ranged attacks, being a two-handed weapon they cannot use a shield, and so must rely on armor or pvp skill to survive full combat. A person with a shield can tank a greatsword's hits and counter with faster attacks before hiding behind their shield again. They're also susceptible to be outmaneuvered or cut down by cavalry which they cannot stop unlike spears or poleaxes. Lastly, they are the most expensive melee weapon with apparent vulnerabilities, making other choices like the poleaxe as better economic options.

For its strength and power, the greatsword is best employed supported in combined arms to be able to break through enemy polearm formations and exploit them. It is also recommended to pair a greatsworder with the best armor you could afford to last longer in the melee as they will be in the thick of it.
Aeternolia (Battle Mode)

**Aetornolia**, or **Vasileíou Aeternoli**, is a playable nation available in Battle Mode.

## Background

The Southern and Revolutionary wars were a disaster for Aeternolia. While its numerous lands were ravaged by conflict, foreigners, once deemed as allies, carved out what was left of the battered and weakened country for themselves to exploit.

However, despite these serious blows to the fledgling kingdom, the Aeternoli spirit is not broken. Instead, Aeternolia is now more determined than ever to take their country back and consolidate under a leader of their own choosing: King Olefrik of the House of Byzas. While it may have suffered extensively in recent history, the Aeternolion are still one of the most battle-hardened warriors in the world and shall not be forgotten as the only army to have defeated the Prem invaders without any allied help, nearly launching a full-scale invasion of Al Hasa just before the war's end.

## Units

**Infantry**

* **Tagmaton Kastrokoloi - Heavy Infantry**
	+ Skoutatoi (Spear, Infantry Oval Shield, Iron Top Armor, Chainmail Boots)
	+ Toxotai (War Bow, Axe, Iron Helmet, Chainmail Chestplate)
	+ Otinon Hetaireia (Two Handed Poleaxe, Raider Round Shield, Sword, Iron Top Armor, Chainmail Lower Armor)
	+ Komes (Sword, Spyglass, Gold Top Armor, Chainmail Leggings)
* **Tagmaton Akadrosoi - Levy Infantry**
	+ Menavlatoi (Spear, Infantry Oval Shield, Chainmail Top Armor, Leather Boots)
	+ Pelastoi (Recurve Bow, Throwing Rocks, Leather Helmet, Chain Chestplate)
	+ Turmarch (Sword, Spyglass, Gold Helmet, Iron Chestplate)
* **Tagmaton Synoroi - Light Infantry**
	+ Akritai
	+ Apeletai
	+ Turmarch
* **Specialists**
Cauldron

**Cauldrons** are multi-purpose communal cooking vessels that may also function as water-storage containers. Right clicking brings up a menu to cook up to three food ingredients inside. The combination of ingredients or at least one determines if it is a meat stew, a fish stew, a vegetable stew or a mixed stew.

The cauldron must be filled with water before the ingredients could be cooked.

Once the cauldron is filled with water, applying fuel to the cauldron will instantly begin the cooking process and the cauldron will begin to emit fire and smoke particles with the lava bubbling noise playing from it. Once the cooking is complete, players may use wooden bowls to take a portion of the stew, reducing the water level of the cauldron.
Paramount Home Entertainment

**Paramount Home Entertainment** (formerly **Paramount Home Media Distribution**, and originally **Paramount Home Video**) is the home video distribution arm of Paramount Pictures, a division of Paramount Global.

**NOTICE: Nickelodeon titles released on video by Paramount are on their own page.**

## Library

### 1979

For this first batch, their video titles came in large gatefold packaging akin to early Warner and MGM/UA releases, albeit thinner in width.

### 1980

Beginning this year, the gatefold packaging was shrunk down so as to fit the cassette inside more snugly.

## Logo gallery

1979 color vertical print logo1979 color horizontal print logo1979 black vertical print logo1979 black horizontal print logoParamount Pictures logo without the Paramount Home Video logo (1979 version)Paramount Pictures logo without the Paramount Home Video logo (1979 print version)Paramount Home Video logo without the Paramount Pictures logo (1979 print version)Paramount Home Video logo without the Paramount Pictures logo (1979 version)1980 color vertical print logo1980 color horizontal print logo1980 black vertical print logo1980 black horizontal print logoParamount Pictures logo without the Paramount Home Video logo (1980 version)Paramount Pictures logo without the Paramount Home Video logo (1980 print version)1987 75th Anniversary light blue color logo1987 75th Anniversary light blue color logo1987 75th Anniversary print logo1988 light blue color logo1988 blue color logo1988 print logo1989 color logo1989 print logo1989 light blue bylineless logo1989 blue bylineless logo1989 print bylineless logo
Deployable

**Deployables** are pre-built field structures and weapon systems that can be placed by the player for the cost of materials taken from inside one's inventory. Siege Warfare is an essential part of the campaigns as creating bases to sustain long-term military operations will be a quintessential part of simulating player numbers greater than the one's already on the server by providing ways for player teams and factions to sustain themselves repeatedly in an area through game mechanics.

Logistics of sustaining a field army will play an important role and teach players about the value of planning and strategizing with a tactical mindset in the grand campaigns. The bases constructed by a player or group will serve as a depot to sustain them by providing drop off points for supplies further into hostile territory.

All Deployables can be damaged and destroyed with pickaxes or shovels.

## How to Spawn Deployables

Before any deployable can begin to be constructed, the player must have an actively burning campfire. Campfires that have gone out will not allow further construction.

There is a 60 block exclusion zone from the deployed campfire for any other campfire to be built. Take care that the campfire is in a defensible position because the destruction of the campfire will result in the removal of the base and all of the connected structures in about 10 minutes unless they have been reconnected as part of the structure.

A campfire that has gone out will simply disallow building until it has been refueled and relit.

Right-clicking the Iron Pickaxe will open up a Construction GUI which shows three categories: *Tech Structures*, *Emplacements* & *Defenses*. Selecting one will show a menu showcasing the deployables of the category you selected.

## Types of Deployables

### Tech Structures

Tech Structures expands the base for functionality such as respawns, storage chests, craft and repair stations - effectively creating a miniature city from where supplies can be manufactured themselves.

* **Spawn Tent -** A bed surrounded by a 7x5 wool and fence structure of a certain color. Color is dependent on the wool being used in the builder's inventory. Right clicking the bed inside will allow one to set their respawn point if you are on the proper team or faction.

* **Storage Chest -** A single-block storage chest. Can be combined with another to form a double-chest. Chests can be deployed anywhere within the build radius. Anyone can access the chest and its contents when deployed.

* **Crafting Bench -** A single-block crafting bench. Can be deployed anywhere within the build radius.

* **Forge** **-** A furnace layered and covered with mud or cobblestone.

### Emplacements

Emplacements are mountable structures that can provide fire support for base defense or fire support via the employment of artillery assets. The amount of the deployables of this type is generally limited and should be placed carefully.

Ballista

Catapult

Bombard

### Fortifications

Defenses are structures that generally provide cover and protection and can direct player movement through creating pathways or walls.

Wall

Slab
Unconscious

**Unconsciousness** is a state where the player was defeated but is not outright killed. Unconscious players leave an NPC laying on the site where they fell for five minutes after which they automatically die. Unconscious players may type /giveup after 15 seconds have passed. While unconscious, the player cannot be killed but also cannot move. In addition, their inventory can be accessed by other players who right click on them whilst they are standing.

Alternatively, an unconscious player's body can be picked up by other players if they shift and right click to carry their bodies to safety or capture. If the unconscious players are picked up, their timer is halted and they cannot commit suicide until they are dropped.

Unconscious players may be revived by being punched with a bandage and shears or a medical kit containing a bandage and shears. This consumes the bandage, uses up shears' durability and revives the unconscious player.

In combat, blunt, wooden, and punching automatically result in unconsciousness, but lethal weapons such as spears, swords, axes, bows and even shields have a 10% chance of causing unconsciousness per "kill".
Throwing Stone

**Throwing Stones** are small projectiles that deal 2 1/2 points damage(1 1/2heart) while having a chance of inducing momentary `BLINDNESS` and `NAUSEA` on their targets. Stones use the `SNOWBALL` as a base item and their function and trajectory is the same. Triggering the status effects are dependent on if the target is wearing a helmet and what type of helmet they are wearing.

If the target is wearing no helmet, there is a 50% chance they will be inflicted with blindness and nausea. If the target is wearing a leather helmet, there is a 25% chance they will be inflicted, but if the target is wearing a chain helmet, there will only be a 5% chance they will be inflicted. Targets wearing Iron, Steel and Legendary Helmets are immune to the effects of stones.

Stones can only stack up to two per slot.

## Crafting

To craft throwing stones, one needs to take the byproducts of mining ores, usually mineral blocks and break them apart through a crafting table to yield the throwable stones.
Pickaxe

**Pickaxes** are the universal tool that can mine ores, harvest sulfur & flint and chop lumber. The lack of an axe or shovel is purely a design choice to simplify gathering items. The pickaxe can only affect logs and ores but may also function as a poor makeshift self-defense weapon if no other options are available.

Every player spawns with at least one 62 durability soulbound Iron Pickaxe.

## Obtaining

A pickaxe comes with every player respawn but can also be crafted in order to replace or carry more than whatever one may have.

### Natural

All players naturally spawn with one pickaxebut that specific spawn item is "soulbound" or non-transferrable. Dropping or transferring a pickaxe that is defined as "soulbound" destroys the item and the player cannot get it back.

### Crafting

A pickaxe can be crafted on a crafting table by combining pickaxe head and a wooden shaft on a crafting table.
Copper

**Copper** is a special resource useful in the creation of useful items such as palantirs, spyglasses, watches and is also used in adding descriptions on weapons, allowing users to emboss them through an grindstone. It uses the item of the same name in Minecraft.

Ore blocks containing copper, once mined, does not regenerate until the server reboots.

## Obtaining

### Distribution

Copper ore in this game can be found anywhere. The largest concentrations can be accessed in underground areas such as caves or mineshafts and built-up mining works, usually alongside gold.

Aside from mining locations that is apparent to the player, if certain geologic conditions hint to their presence; copper may be available or nearby. The element can usually be found near volcanic terrain, along with gold ores.

Copper also has a chance spawning from other ores as an "alloy".

### Refining Copper

Copper refinement is fairly similar to vanilla Minecraft as it requires a smelter, a fuel source and the raw copper gathered from ores. A furnace is needed to refine copper into useable ingots and from there, copper can later be hammered out to name weapons and or manufacture special items.

## Using Copper

Copper is mainly used to construct palantirs and spyglasses and is an essential ingredient for watches. One can also place copper with a weapon in an grindstone so as to emboss the weapon with a description.
Buffalo

**Buffalo** are powerful hostile land mobs that are extremely powerful when provoked. The buffalo uses a Ravager model from vanilla Minecraft and retain the same attack patterns, sans Pillager riders.

Buffalos live in savannas, swamps and floodplains, as well as mopane grasslands, and the forests of the major mountains of the Southwest Continent. They prefer a habitat with dense cover, such as reeds and thickets, but can also be found in open woodland.

Buffalos are excellent sources of leather, raw beef and bones provided you could take one down.

## Behavior

If unprovoked, the buffalo will passively roam around in herds and protect each other from predators or hunters.

Like boars, buffalos will only hunt the player if they have moved within 10 blocks. If the Buffalo detects a player within 20 blocks through their line of sight, the buffalo will stay in place and roar at the player in an effort to warn them. If they are within the twenty blocks for a certain amount of time, the buffalo will begin to attack and charge the player.

Their attack patterns and damage remains relatively unchanged from their vanilla Minecraft base, making them tough opponents. They remain hostile to the player and other hostile mobs, but only specifically hostile to neutral mobs such as wolves. Passive mobs are generally ignored by the buffalo.

They also respond damage provocations such as arrows.

## Stats

32 health points(16 hearts) and does 7-18 points(4 1/2 to 9 hearts) of damage in variables.

## Drops

Buffalo drop about 1-2 Large Pelts, 6-12 raw\_beef and around 3 - 12 bones.
Shield

**Shields** are useful defensive assets that block attacks as long as it is active on either hands by the user. All shields can also be used offensively, as taking an unblocked punch by a player using a shield on full charge results in a "bash" that disables the target player's hands for one second but the basher needs a five second cooldown before being able to bash again.

Shields cannot be paired with two-handed weapons such as Greatswords, Poleaxes and Ranged Weapons nor can all shield types be used while mounted.

## Types of Shields

All shields come with a wooden base and six colors(black, blue, gold, green, red, white) in seven assigned models(Buckler, Heater, Hex, Kite, Oval, Roman & Round). The assigned models indicate specific functionality of the shields and what they could do.

Certain shield types also take more damage

### Infantry

Infantry shields have a standard blocking & recovery rate, but jumping critical attacks however can break a player's block. Cannot be used while mounted. Takes double durability damage from attacks.

Its assigned shield models are: Hex, Oval and Roman.

### Cavalry

Cavalry shields, unlike Infantry and Raider Shields, are able to be used while mounted. It takes 2.5 durability damage but with a quicker recovery time than regular infantry shields. Jumping critical attacks also break blocking.

Its assigned shield models are: Heater and Kite.

### Buckler

Bucklers are small shields that cannot defend against ranged attacks even when blocking. Like cavalry shields, bucklers can also be used while mounted. The buckler takes standard durability damage, making it the most durable shield available. In addition, it has a quicker recovery time, but like most shields, jumping critical attacks break the blocking.

Its assigned shield model is the Buckler.

### Raider

Raider shields have the unique ability to have the random chance at stunning an attacker's melee weapon(right hand) for 2 second while taking ten times the durability damage in exchange every 2% hit. Raider shields also recover about the same rate as an infantry shield. It is however the most fragile compared to other shields as it takes triple durability damage when struck and it also cannot be used on horseback.

Unlike most shields, raider shield blocks do not break under a jumping critical attack.

Its assigned shield model is the Round.

The Raider's abilities are heavily influenced by a theory about viking shield designs, where Norse round shields were far easier to split and penetrate because they were surprisingly thinner than other shield types. It is speculated that the vikings who used these types of shields would trap their opponents' weapons into their "broken" shield then control or disarm their enemies' weapons that were now stuck within the wood.
Wood

**Wood** and its processed form is an essential resource necessary for the crafting of many tools, items and deployables and also used as fuel. They can be harvested from trees with pickaxes throughout and come in multiple variants such as oak, dark oak, spruce, birch, acacia and jungle.

Only specific types of wood can also form specific types of items.

## Obtaining

Wood is apparent throughout the surface world and some grow in underground caverns and locations. They can be found from North to South, East and West, islands and landmasses, mountains and plains. They are the most abundant resource next to water but is usually limited by the trees that grow in a certain region.

### Harvesting

Much of wood can be harvested with a pickaxe. Once a tree has been chosen by the player, they can simply start hacking at it with a pickaxe with right click and acquire one log variant of the tree type. After the log has been harvested, the mined block is replaced with a "stripped wood" version of the log.

## Using Wood

The harvested log can be used to make a Campfire or it needs to be broken down further with a crafting table into planks and sticks.
Furnace

**Furnaces** are items that can cook food, refine ores and smelt weapons & armor. It cannot be moved or deployed by a player and so must always be found, making them important hubs in the manufacture of metal goods. Furnaces however cannot refine iron to steel as that is exclusively a capability of a blast furnace.

Furnaces can generally be found in built-up areas that have forges..
Grindstone

**Grindstones** are important repairing infrastructures situated near forges and blacksmiths, allowing the maintenance and customization of iron & steel weapons. They cannot be deployed or moved by the player and so must always be found in developed areas, making them important logistics hubs.

In addition, newly crafted weapons may be named with copper and gold.
Warzone

**Warzones** are rotating areas where PvP is enabled between all players, even those within the same Faction. Warzones appear semi-randomly and last for a week where players are free to kill whomever the please. If players attempt to leave a warzone while having been damaged by another player, they are combat-tagged and will remain killable for ten minutes of online time only by those who've participated in combat within a warzone. After a warzone ends, the area that was once designated as a warzone will not be designated as a warzone for the next two weeks, and another one pops up elsewhere. There will always be at least two warzones going on at the same time.

Warzones allow organizations and their kingdoms to claim or capture territories upon the end of a war.

## Claiming a Territory in a Warzone

To claim a territory, an organization must commit the highest score in the following order of preference: occupation length then kills in that particular order.

Occupation length is achieved by any individual of the organization and the group's total time staying within the area unmolested. If any member of the organization participates in combat within the territory, their timer is halted for a minute to confirm if no individuals are in combat.

If the occupational length between organizations is similar, or a difference of an hour with each other, the amount of kills credited towards the organization is then calculated. Note, only kills against organizations not within the same kingdom count towards kill score.

If the amount of kills is also tied, then the territory remains neutral until it becomes a Warzone again within maybe two weeks. Upon successful capture of a territory, the organization's aristocrat and monarch have access to administrative privileges around the area. Only one territory may be claimed by an organization at a time.
Delsur (Battle Mode)

**Delsur**, or **Dominios de Delsur**, is a playable nation available in Battle Mode.

## Background

Delsur, once the premier Defender of the Continent, is now an unstable and fractured country. Since the extinction of the House of Grimdale during the Southern War, Delsur has been ruled by the small juntas, and the internal quarrels between the aristocracy means that the Delsurian Army has had little centralized leadership, allowing the Prems to penetrate deep in the country and illegally remain, even after the end of the Southern War. The Delsurian guerrilla bands, groups of freedom fighters, may be Delsur’s greatest assets, but they refuse to cooperate with each other, despite the common enemy before them.

Delsur, then, must look to settle her internal disputes and rebuild, while her guerrilla bands keep the invaders busy. The UNKNOWN [?] Trading Company could be a valuable ally to bankroll and finance these endeavors, but the Company must always be watched carefully - lest the country suffer the same fate as those in Aeternalisia.

## Units

**Infantry**

* **Tercio de Grimdale - Combined Arms Infantry**
	+ Piquero (Spear, Iron Top Armor, Chainmail Boots)
	+ Rodolero (Sword, Buckler Shield, Iron Top Armor, Leather Boots)
	+ Ballestero (Crossbow, Sword, Iron Helmet, Chainmail Chestplate)
	+ Maestro (Sword, Spyglass, Leather Helmet, Gold Chestplate)
* **Cazadores de Carnaval - Light Infantry**
	+ Cazador (War Bow
	+ Ballestero (Crossbow, Sword, Iron Helmet, Chainmail Chestplate)
	+ Capitan (Sword, Spyglass, Leather Helmet, Gold Chestplate)
* **Milicia Libre - Partisans**
	+ Miliciano (Spear, Axe, Recurve Bow, Leather Armor)
	+ Bandido (Spear, Axe, Warbow, Raider Shield, Chainmail Helmet, Iron Chestplate)
	+ Saboteador (Sword, Axe, Grenades, Chainmail Helmet, Leather Chestpiece)
	+ Jefe (Sword, Spyglass, Iron Helmet, Gold Chestplate, Chainmail Lower Armor)
Tailoring

**Tailoring** is the process of manufacturing and maintaining *Leather* and *Cloth* Armor.

Due to the use of renewable resources in non-metal armors, a separate process other than smithing is used in their creation. The process of creating armor is similar to vanilla minecraft, but additional items could also now be used other than leather to make armor pieces.

Wool and string can all be equally used in place of leather on the crafting table and create a basic leather armor piece. Renaming to be able to view the different clothes requires a loom.

As custom model data for armors is unavailable, the server requires Optifine to view the armor variations that are purely cosmetic.

Unlike other armors, all leather armor pieces are crafted at full durability.

## Repair

Repairing cloth and leather armor pieces is simple and straightforward and requires a component piece and the armor piece on any crafting grid. Aside from leather, wool and string are accepted for repair. All component pieces repair (5+15%).

## Loom

Armors can be renamed through the loom. A special GUI will pop up if the player right clicks a loom to choose between naming armor or constructing a banner. If the player chooses the former, a GUI with an input for the armor piece and the text appears. Place the armor piece and rename the armor to whatever you want.

However, the following is standard for the server below:

### Helmet

Padded Coif

Pith Helmet

Brown Feathered Hat

Northern Fur Hood

Furred Cloth Cap

Company [?] Service Cap

Masked Hood

Desert Turban

White-Trimmed Black Tricorn

Gold-Trimmed Black Tricorn

White-Trimmed Brown Tricorn

Gold-Trimmed Brown Tricorn

### Chestplate

Gambeson Jacket

Company [?] Summer Campaign Dress

Company [?] Winter Campaign Dress

Buff Jerkin

Northern Quilted Cloth Armor

Linothorax

Midland Kaftan Coat

Aeternalis Gambeson

Desert Leather Scale

Black-Trimmed Lineman Coat

Blue-Trimmed Lineman Coat

Red-Trimmed Lineman Coat

Green-Trimmed Lineman Coat

Gold-Trimmed Lineman Coat

### Pants

Gambeson Chausses

Company [?] Striped Pants

White Striped Pants

Mercenary Pants

Northern Quilted Cloth Pants

Midland Kaftan Belt & Pants

Aeternalis Belted Pants

Desert Scale Skirt

### Boots

Strapped Boots

Company [?] Campaign Boots

Gaiter Boots

Brown Mercenary Shoes

Northern Boots

Bandit Boots

Desert Boots

Knee High Boots
Casualty

**Casualties** are the umbrella term for player bodies on the ground whether they be killed or simply unconscious. Death in the server does not instantly result in one's items to scatter, instead an NPC on a horizontal pose spawns at where the player died with all the items they had on them when they died. All casualties can have their inventories accessed by other players if they right click on their bodies.

The facing of the pose is important to determine if a casualty is still alive or is dead. If the casualty is face-side down, the player is "killed" and has respawned. If the casualty is face-side up with their arms moving, they are unconscious.

The unconscious may still communicate and their inventory may be accessed, but unconscious players cannot be killed. They can however be revived via the healing process or picked up via sneaking and right clicking with an empty hand and taken to another location.
Hotbar

The **Hotbar** is a player GUI that offers immediate access to nine items via selecting with the numbers on your keyboard or by using the mouse scroll wheel. *The selected item of the hotbar is deployed by the player's hand at all times*. In addition, a player may switch an item with the main hand to the off-hand, allowing 10 items to be used on the hotbar.

The server however has certain restrictions and limitations. One cannot have more than one weapon on the hotbar at a time. If a weapon already occupies a slot, the item is then returned to one's inventory or is immediately dropped if there is no space inside.

A message is then sent to the player: `"*You cannot have more than one weapon at a time on your hotbar!*"`

Certain tools that are classified as two-handed also prevents one from using a shield in conjunction with a weapon. If a shield is already in a person's hotbar, the weapon is immediately returned to one's inventory or is dropped if there is no space. The same happens if a two-handed weapon is on one's hotbar.

A message is then sent to the player: `"*Two-handed items cannot be used with a shield on your hotbar!*"`
Poleaxe

**Poleaxes**, also known as *Halberds*, *Greataxes* or *Bardiches* are powerful two-handed weapons that have +1 block range even when standing. They have a slower recovery rate and cannot be disabled by a sword's ability to parry. Mounted mobs immediately stop when struck with a fully charged strike. The weapon item's base is a vanilla axe in Minecraft, so their damage is considerable, but they do not have the ability to disable a shield.

## Advantages and Disadvantages

Powerful weapons that are just as expensive as swords, poleaxes may offer better viability as a battlefield weapon in terms of raw damage output and combat range, retaining mobility and striking power unlike a spear that must sneak in order to use its special abilities. Their ability to stop cavalry also allows them to hold a line by themselves if need be without support and swords cannot disable them due to their sheer weight and power. Their damage output is high however at nine(4 1/2 hearts) and can defeat a fully iron-clad player in two to three critical hits.

Poleaxes however are slow, having the same recovery rate as a vanilla Minecraft axe, but without the ability to disable shields. They also are two-handed weapons, meaning they cannot use a shield in conjunction to defend themselves from ranged attacks or fast striking melee opponents with them, and as such need to compensate with heavy armor or PvP skills. Poleaxes also cannot be used while mounted and moving.

Polemen are powerful shock units, capable of punching through most combat lines if given the proper support. Jumping criticals are best frequently deployed to maximize the amount of damage one can bring on a target. The sheer weight of a poleaxe's attacks alone, combined with range is enough to make them dangerous threats on the battlefield if left unattended as they can break entire formations with one successful charge.

They are best employed near offensive or counter-offensive positions that can bring the initiative back to their side.
Sword

**Swords** also known as Spathions, Paramerions, Sabres, Longswords or Scimitars are fast melee weapons that could disable other swords, axes and spears through its unique ability to "parry" the opponent's weapons.

Upon a successful parry, particles will display between the combatants and an anvil placement sound can be heard. The opponent's melee damage output is then disabled for three seconds, but it does not disable the special abilities the disabled weapons could employ such as the spear's knockback or axe's durability damage to shields. Swords cannot disable Poleaxes or Greatswords as functionally they are considered too powerful to be be parried against.

Swords are best used to disable the critical damage dealer and or deal rapid amounts of damage from unprotected flanks as its faster rate of recovery would allow more meaningful hits to land on the target before being countered.

## Advantages and Disadvantages

Swords are relatively expensive and are best used for dueling or inflicting a large amount of damage at close range as they have increased recovery rate that allows one to spam higher amounts of damage than normal.

Its ability to parry or disable damage output from axes and spears allows them to push through or save their shields from further durability damage as they no longer have the need to block for a limited amount of time.

Swords however perform poorly on the battlefield as they most likely cannot go head to head against the other weapons but only serve to support them with its ability to disable the damage output of the most common weapons. They cannot disable Poleaxes, Greatswords or Lances as the weight of those weapons are deemed too much for a sword to offer any meaningful attempt parrying.

Swordsmen are best used in surprise ambushes and flank attacks that can disable an enemy's ability to fight back initially. Mobility and speed is key to a swordsman, as such horses can be paired with swords to run down or finish off fleeing enemies quickly. Swords however cannot sustain a winning advantage very long.

Shields are also powerful pairings with swords as they can offer a fighting chance against poleaxes and greatswords, weapons they cannot disable. As poleaxes and greatswords are slower, a swordsman can maintain a block waiting for the opponent to strike and immediately counter with three or five slices of their own because Poleaxes and Greatswords cannot use shields.
Mimora

Mimora is a reccuring character from "Sidaba The Toon Lord". She is a cute little witch who is a fantastic wizard and flies on a broom. However, she is a crybaby, meaning she can cry very easily. Despite this, just like Taluluto, she can also help the Toons by casting spells on the Anti-Sidaba Bunch.
List of Series, Movies and Games in Sidaba The Toon Lord

These are series, movies and video games who appeared in Sidaba The Toon Lord

* Zig and Sharko
* The Wacky Adventures of Ronald McDonald
* Trulli Tales
* Spongebob Squarepants
* Amona Al Mazyona
* Oggy and the Cockroaches
* Splatoon
* Super Mario Bros
* Kikoumba Crown Down
* Jellystone
* Ninjala
* Ice Age
* Turning Red
* The Lion King
* Pretty Cure
* Go Go Kokopolo
* Alphabet Lore
* Lulu's Islands
* Shantae
* Uncle Grandpa
* Mighty Magiswords
* Fumiku Chan
* Donnaloids Show
* The Loud House
* The Casagrandes
* Rudolf
* The Powerpuff Girls
* Steven Universe
* Star Vs The Forces Of Evil
* Fallout Gmod
* Rail Rush
* Crazy Penguin
* Catapult Tower
* Bloxxx Deluxe
* Lucky Tower 2
* Juggler JAVA GAME
* Memories Off 6: T-wave.
* Oishi's High School Battle
* Ren and Stimpy
* Yakari
* Helluva boss
* Corrector Yui
* Galilei
* Ask Storybots
* Nich
* Word Party
* The Happo Family
* The Amazing World of Gumball
* One Minute in Museum
* Cubix
* The Hooley Dooleys
* Postman Pat
* Willy Fog
* Scruff
* Hammerman
* Tarzan and Jane (TV series)
* And The Lost World (TV series 2002) (you need to know these characters).
* The Fairly OddParents
* Schoolhouse Rock
* Captain Biceps
* Get Blake
* Caillou
* The Simpsons,
* Shrek,
* Toy Story,
* Burger King Kids Club,
* Club Penguin,
* Blue's Club,
* The Fruitties,
* My Life Me
* G2G: Got To Go!,
* Barbie,
* Arthur,
* Alvin and the Chipmunk,
* Castle Crashers,
* Sky King Fireworks,
* Vlastic Pickles,
* Pokemon,
* Crash Bandicoot,
* Tony's Pizza,
* KFC,
* Warheads,
* Mr. Clean,
* Tootsie Pop,
* Sesame Street,
* Clifford the Big Red Dog,
* Scooby-Doo,
* My Little Pony: Friendship is Magic,
* Franklin,
* Rocko's Modern Life,
* Winnie the Pooh,
* Anne of Green Gables: The Animated Series,
* Starfox,
* Pocahontas,
* Piggy Wiggly,
* Nesquick,
* Jabberjaw,
* Cap'N Crunch,
* Speed Buggy,
* The Flintstones,
* The Jetsons,
* Dragon Ball Z,
* Ed, Edd 'N' Eddy,
* Sabrina: The Animated Series,
* Energizer,
* Mickey Mouse and Friends,
* Ron's Gone Wrong,
* Blazblue,
* Sailor Moon,
* Cheeto's,
* Astro Boy,
* The Wiggles,
* Josie and the Pussycats,
* Planters,
* Green Giant,
* Harry Potter,
* Willy Wonka and the Chocolate Factory
* Littlest Pet Shop.
* Garfield and Friends
* Rugrats.
* Kaeloo
* My Life as a Teenage Robot