recursal/Fanatic-Fandom huggingface dataset:
种族

***这篇文章为半成品，其中可能有过时或不完整的信息。***
Kenshi的世界中存在许多**种族**，包括许多动物，动物种族未在此页列出。

这些种族在开始游戏时可选。有些开局对所选的种族有限制，但大多数开局都可从以下七个选项中选择。
* 蜂人
	+ 蜂人王子
	+ 蜂人兵蜂
	+ 蜂人工蜂
* 人类
	+ 苍翠之子
	+ 焦土之子
* 史克
* 骨人
	+ 骨人（可选种族）

玩家在游戏开局时无法直接选择这些种族，但游戏中存在这些种族的可招募角色。
* 南部蜂巢工蜂
* P4型
* 机械士兵
* 食人族（种族）
* 烂皮食人族
* 鱼人
* 蜂人
	+ 死亡蜂巢王子
	+ 死亡蜂巢兵蜂
	+ 死亡蜂巢工蜂
	+ 蜂后
	+ 南部蜂巢王子
	+ 南部蜂巢兵蜂
* 骨人
	+ 尖叫者I型
	+ 尖叫者II型骨人
	+ 无头II型骨人
	+ P4-II型骨人
	+ 圆木头II型骨人

这些种族被用于不可招募角色。如果玩家想拥有一名这些种族的角色则需要使用Mod。

*（请帮助我们完善该表格）*
Тест инфобокса

1

text
**Ошибка скрипта: Модуля «ntmp» не существует.**\_**Ошибка скрипта: Модуля «ntmp» не существует.**
**Ошибка скрипта: Модуля «sandbox» не существует.**
**Ошибка скрипта: Модуля «sandbox» не существует.**
**Ошибка скрипта: Модуля «sandbox» не существует.**

**Ошибка скрипта: Модуля «sandbox» не существует.**
Azura's Soul Whip

*5th-level Necromancy*
 Range
 Components
 Duration
 Classes

You create a shining black whip of magical force that lashes out at your command towards a creature in range. Make a **Melee Spell Attack** against the target. If the attack hits, the creature takes 6d10 necrotic damage and, if it is Large or smaller, you pull it up to 10 feet closer to you, receiving temporary hit points equal to half the damage inflicted.

Every turn thereafter, you can use your action to crush the *Soul Whip* against the target, dealing an additional 2d10 necrotic damage and pulling it 10 feet closer to you.
Alter Instrument

*Transmutation Cantrip*
 Range
 Components
 Duration
 Classes

You transform one musical instrument into another one of similar size with which you are familiar; proficiency is not required, but you must have seen it before. The instrument remains in this shape for as long as you are touching it.

You may also tune a single instrument permanently.
Erik's Quill

*Conjuration Cantrip*
 Range
 Components
 Duration
 Classes

You conjure and throw 2d4 porcupine quills at a target you can see within range. Make one ranged spell attack to hit; on a success, your target takes 1 point of piercing damage per quill as well as 1 additional point at the beginning of each of your next 3 turns.
Nature Call

*Conjuration Cantrip*
 Range
 Components
 Duration
 Classes

You summon one or two fae sprites that take the form of CR0 beasts and appear in unoccupied spaces you can see within range. Each beast is considered Fey and disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions, but otherwise act normally. You may give them directions and they will attempt to follow them to the best of their abilities. They will avoid combat if possible, however.
Scorch

## **Prior to Rescue Bots Academy:**

Scorch is the leader of Cube team the Cyberblazers and also a friend of former Cube player Hotshot. He's determined to win at whatever cost,up to and including culling his own teammates if he believes he can do better. He is Commandix's idol ever since.

He later accidentally activated a titan's defense with his teammates while practicing for a Cube competition against another team.

One day,he had an accidentental car crash during a race and had to be transported by Whirl. He soon grows a bond with Whirl.

## **Robots in disguise:**

When the Bee team arrived on Bot Camp,they soon learn that Scorch is Commandix's idol. Scorch greets the team. During a game of Cube,Pounder is triggered by his defeat and goes haywire. Scorch agreed to help the Autobots to capture Pounder. He eventually left the Cyberblazers to join the Bee team.

Scorch is often seen with Commandix. He assisted the team to capture the Decepticons criminals. He is known for his fear of heighs. After Silverbone erased his memory,Scorch began attacking the Autobots. He is soon stopped by Commandix,whom she reminds him on what a true Autobot and hero at heart can be. This frees him from control.
Acid Lash

*3rd-level Transmutation*
 Range
 Components
 Duration
 Classes

You create a glowing line of vivid purple force that lashes out at your command towards a creature in range. Make a **Melee Spell Attack** against the target. If the attack hits, the creature takes 4d10 acid damage and, if it is Large or smaller, you pull it up to 10 feet closer to you.
Diction

*Transutation Cantrip*
 Range
 Components
 Duration
 Classes

You animate a pen or other writing instrument, willing it to begin writing any words that are spoken within 10 feet of you. The words will appear in a language you can read, but for languages you don't know, it will write them phonetically. No other details will be given, although emphasis will be noted. If there is more than one speaker, it will begin a new paragraph for each one. If you supple multiple colors of ink, you can also direct it to switch colors with different speakers.

If a spell with verbal components is cast in the area, it will be recorded as a string of meaningless symbols. However, Command Words for magical items will be recorded.

**At Higher Levels.** The spell's range will increase when you reach 5th level (15 feet), 11th level (20 feet) and 17th level (30 feet).
Acid Fog

*5th-level Conjuration*
 Range
 Components
 Duration
 Classes

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around comers, and its area is heavily obscured The area inside the fog is thick and cloying, and acts as difficult terrain. The fog is also highly
acidic. A creature that ends its turn inside the fog takes 4dl0 acid damage.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

If a target takes at least 20 points of damage in a single round and is wearing non-magical armor, the armor's AC is permanently reduced by one level of effectiveness. If the armor is reduced to AC 10, it is destroyed

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the radius of the fog increases by 10 feet for each slot level above 5th.
Handcandle

*Evocation Cantrip*
 Range
 Components
 Duration
 Classes

A flame springs forth from your palm. The flame can be either red or white and can be hidden without ending by closing your hand.

**Red Flame.** Hot but not particularly bright, you can use this flame to ignite flammable materials, cook food, or to scorch beings you touch. Make a melee spell attack to hit, dealing 1d6 fire damage on success.

**White Flame.** Bright but cool, the white flame cannot set anything on fire and does no harm, but it sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Wildlife Mods

We are the team that keeps the Wildlife wiki safe. We are in charge of keeping the wiki safe just like the Blogclan mods but our job is easier. These are the mods who keep the Wiki safe and the ranks of the mods.

1. Tiger ( used to be Thistle ) founder of this wiki .
2. Flighty is one of the mods in this wiki.
3. Sandy
4. Shadow is admin
5. Pine
Legerdemain

*Conjuration Cantrip*
 Range
 Components
 Duration
 Classes

You perform a magic trick of the sort normally performed by stage magicians, for example:

You change a Tiny object into another object of the same size.

You hide a creature or object of Huge size or smaller by briefly obscuring it, such as by moving a curtain in front of it, hiding it behind an object, etc. The target is rendered invisible as long as it doesn't move from its initial location.

You hide a Tiny creature or object in your palm, up your sleeve, in your hat, etc. At the same time, you create an illusory duplicate where it once stood.

You summon a Tiny object that is within 10 feet of you into your hand.

You conjure a harmless CR0 creature such as a mouse, a small swarm of butterflies, a sparrow, etc. This is a real animal taken from somewhere within 1 mile of you.

You create a puff of colored smoke, providing light concealment within 10 feet until the end of your next turn.

You cut and restore a rope, cloth, belt, or other similar object.

You instantly change into another suit of clothes that you have stored within 10 feet of you. You can also use this to instantly don light armor, though nothing heavier will function.

You create a bright flash of light and puff of colorful smoke that lasts until the end of your next turn, allowing you to use your bonus action to Hide while it remains.
Alpha's Shadowfire

*4th-level Evocation*
 Range
 Components
 Duration
 Classes

A streak of black and green flame erupts from your hands and strikes a point you choose within range. Make a **Ranged Spell Attack** to hit. On a success, your target takes 3d10 fire damage plus 3d10 necrotic damage.

**At Higher Levels.** For each spell slot of 5th level or higher, you inflict an additional 1d10 fire damage and 1d10 necrotic damage.
Adamantine Weapon

*2nd-level Transmutation*
 Range
 Components
 Duration
 Classes

You transform your weapon into one made of pure elemental adamantine. It does an additional **ld8 damage** on a successful hit, bypassing immunity to non-magical weapons.

**At Higher Levels.** When you cast this spell with a 3rd-level spell slot or higher, you inflict an additional **1d8 damage** per slot level above 2nd.
Alpha's Heated Lightning

*7th-level Conjuration*
 Range
 Components
 Duration
 Classes

You create a sphere of flaming rock with a tail of noxious, superheated gasses. Make a ranged spell attack to hit. On a success, it inflicts **3d8 bludgeoning damage and 3d8 fire damage**. In addition, all creatures within 10 feet of the target must make a Dexterity saving throw, taking **3d8 fire damage** on a failed roll or half as much on a successful one.

Finally, all creatures within 20 feet of the target, including the target, must make a Constitution saving throw against poison. On a failed save, the creature must spends their action that turn retching and reeling, takes **2d8 poison damage**, and is poisoned for 1 minute. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. The gasses disperse after 1 round

**At Higher Levels.** If you cast this spell with a 8th-level or higher spell slot. you inflict an additional **dd8 bludgeoning, fire, and poison damage** for each spell slot above 7th.
Exorcism

*1st-level abjuration*
 Range
 Components
 Duration
 Classes

You attempt to force a ghost, demon, or other such outer-planar entity to leave the host or object it is possessing. The creature that the entity is possessing must either be willing or restrained for you to cast this spell.

After an hour of reciting chants and waving burning sage about, the netity must make a saving through using either Charisma, Constitution, or Wisdom (depending on its choice).

If the entity fails its saving throw, it takes 5d12 psychic damage and its hit point total is reduced by that amount. It must then make a second saving throw, using the same attribute as the first. If that roll fails, it also loses a number of points from that attribute equal to your spellcasting ability modifier. Hit point and attribute reduction lasts for one week.

If the entity fails its first saving throw, you must make a Constitution saving throw (DC equal to 10 + the creature's Charisma modifier + its proficiency bonus). If you fail, you take 2d12 psychic damage.

If you reduce the creature's hit point total to 1 (or if its score is reduced to less than 3), it will be too weak to remain inside its vessel and will attempt to flee.
Ablorn's Waterfont

*3rd-level Conjuration*
 Range
 Components
 Duration
 Classes

You create a high-pressure line of water, 50-feet long and 10-feet wide, which gushes out from your hands. All creatures within that area must make a **Strength Saving Throw**. A creature takes 4d6 bludgeoning damage and is knocked prone on a failed save, or half as much and isn't knocked prone on a success. If a creature with a *Weakness to Water* attribute is hit, it takes an additional 3d8 damage.

This spell puts out any fires within its range.

**At Higher Levels.** When you cast this spell with a 4th-evel or higher spell slot, you inflict an additional 1d6 damage for each slot level above 3rd.
Brambles

*1st-level transmutation*
 Range
 Components
 Duration
 Classes

A wooden or primarily wooden weapon you are wielding (such as a club or staff) grows thorns and barbs all over its surface. For the spell's duration, it deals an additional 2d4 piercing damage on hit.

**At Higher Levels.** When you cast this spell with a spell slot of 3rd or 4th level, the damage dice becomes a d6.

When you cast this spell with a spell slot of 5th or 6th level, the damage dice becomes a d8.

When you cast this spell with a spell slot of 7th level or higher, the damage dice becomes a d10.
Aging

*8th-level Necromancy*
 Range
 Components
 Duration
 Classes

A sickly gray bolt of energy shoots out from your outstretched hand towards a creature within range. A creature that doesn't age or is immortal is immune to this
spell Make a ranged spell attack. On a hit. the target must make a Constitution saving throw. The target takes **6dl0 necrotic damage** and instantly ages that many years on a failed saving throw, or half as much damage and years on a successful one. If the target dies from this damage, it is considered to have died of old age and can only be brought back through a wish.

The aging is permanent unless reversed with a greater restoration spell The aging has no game affects unless the DM determines that the target has been pushed into extreme
old age. Io that case, the creature takes one level of exhaustion, which cannot be removed unless the spell is reversed.
Distraction

*Evocation Cantrip*
 Range
 Components
 Duration
 Classes

One creature you can see must make a **Wisdom** Saving Throw or becoem incapacitated until the beginning of your next turn, too preoccupied by its own thoughts to notice any movement, sound or smell around them. Creatures with an Intelligence of 3 or less or that are immune to being Charmed are unaffected by this spell. A creature that is in combat has advantage on its Saving Throw.

**At Higher Levels.** The number of people you can affect increases when you reach 5th level (2), 11th level (3) and 17th level (4).
Quick Step

*1st-level transmutation*
 Range
 Components
 Duration
 Classes

One willing creature you touch gains the ability to run at full speed plus 15 feet for an hour without tiring. When the spell's duration ends, the creature must take a short rest before it can be affected by this spell again.

**At Higher Levels.** When you cast this spell with a 2nd level spell slot or higher, you can affected one additional creature per slot level.
Idea

*1st-level divination*
 Range
 Components
 Duration
 Classes

You flip the coin in the area while thinking of your problem. The coin vanishes, granting you a a +5 bonus to Arcana, History, Insight, Investigation, Medicine, Nature, Performance, Religion, or Survival checks needed to solve the problem.

If the problem is one that doesn't require a skill roll to solve, the DM will give you a hint instead.
Weapon Blessings

*1st-level transmutation*
 Range
 Components
 Duration
 Classes

You imbue your weapon with great power against a single specific foe, whose name you inscribe upon the weapon.

When you face that foe in battle, you gain a +10 bonus to hit on your first attack and do +10 damage on that first attack if it is successful. In addition, if you roll a natural 1, you may reroll: you must take the second roll, however.

After that first blow, the magic fades somewhat. For five rounds afterwards, you have a +1 to hit and a +1 to damage against that creature. If you use this weapon against another creature before you strike your named foe, the spell ends and the weapon becomes completely normal.
Repair

*1st-level transmutation*
 Range
 Components
 Duration
 Classes

An inanimate object you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell can be used to heal undead and constructs.

**At Higher Levels.** When you cast this spell using a 2nd level spell slot or higher, the healing increases by 1d8 per spell slot level.
Animal Call

*4th-level Enchantment*
 Range
 Components
 Duration
 Classes

You call all beasts of CR 1 or lower that are within 500 feet of you. They will begin arriving a round later and will continue to arrive in droves for 1 minute.

While the spell is in effect, the creatures will pay attention to you and will not attack each other. For the duration of the spell, they will be charmed by you and will see you as someone to trust and heed. While the animals are in front of you, you may set a noncombat-related task for them to perform. As long as the task is within their physical capabilities, they will perform the task to the best of their ability.

When the spell ends or you lose concentration. the animals will peacefully disperse. An animal that is injured will flee and will no longer be subject to your spell

**At Higher Levels.** When you cast this spell with a 6th-level spell slot, the beasts will be charmed by you for 1 hour. When you cast this spell with an 8th-level spell slot, the beasts will be charmed by you for 8 hours.
Transition State

The **transition state** of a chemical reaction is a particular configuration along the reaction coordinate. It is defined as the state corresponding to the highest potential energy along this reaction coordinate. At this point, assuming a perfectly irreversible reaction, colliding reactant molecules always go on to form products. It is often marked with the double dagger ‡ symbol. The activated complex of a reaction can refer to either the transition state or to other states along the reaction coordinate between reactants and products, especially those close to the transition state.
Electric Charge

**Electric charge** is the physical property of matter that causes it to experience a force when placed in an electromagnetic field. There are two types of electric charges; *positive* and *negative* (commonly carried by protons and electrons respectively). Like charges repel and unlike attract. An object with an absence of net charge is referred to as *neutral*. Early knowledge of how charged substances interact is now called classical electrodynamics, and is still accurate for problems that do not require consideration of quantum effects.

Electric charge is a conserved property; the net charge of an isolated system, the amount of positive charge minus the amount of negative charge, cannot change. Electric charge is carried by subatomic particles. In ordinary matter, negative charge is carried by electrons, and positive charge is carried by the protons in the nuclei of atoms. If there are more electrons than protons in a piece of matter, it will have a negative charge, if there are fewer it will have a positive charge, and if there are equal numbers it will be neutral. Charge is *quantized*; it comes in integer multiples of individual small units called the elementary charge, *e*, about 1.602×10−19 coulombs, which is the smallest charge which can exist freely (particles called quarks have smaller charges, multiples of 1/3*e*, but they are only found in combination, and always combine to form particles with integer charge). The proton has a charge of +*e*, and the electron has a charge of −*e*.

An electric charge has an electric field, and if the charge is moving it also generates a magnetic field. The combination of the electric and magnetic field is called the electromagnetic field, and its interaction with charges is the source of the electromagnetic force, which is one of the four fundamental forces in physics. The study of photon-mediated interactions among charged particles is called quantum electrodynamics.

The SI derived unit of electric charge is the coulomb (C) named after French physicist Charles-Augustin de Coulomb. In electrical engineering, it is also common to use the ampere-hour (Ah); in physics and chemistry, it is common to use the elementary charge (*e* as a unit). Chemistry also uses the Faraday constant as the charge on a mole of electrons. The symbol *Q* often denotes charge.
Ethyl Cyanoacrylate

**Ethyl cyanoacrylate** (**ECA**), a cyanoacrylate ester, is an ethyl ester of 2-cyano-2-propenoic acid. It is a colorless liquid with low viscosity and a faint sweet smell in pure form. It is the main component of cyanoacrylate glues and can be encountered under many trade names. "Super glue" is believed to be ECA. The makers of "Krazy Glue" state on their website, "The chemical name for Krazy Glue is ethyl cyanoacrylate." Mercury Adhesives is an example of an American-made ECA. It is soluble in acetone, methyl ethyl ketone, nitromethane, and methylene chloride. ECA polymerizes rapidly in the presence of moisture.
Argon

**Argon** is a chemical element with symbol Ar and atomic number 18. It is in group 18 of the periodic table and is a noble gas.[5] Argon is the third most abundant gas in the Earth's atmosphere, at 0.934% (9340 ppmv). It is more than twice as abundant as water vapor (which averages about 4000 ppmv but varies greatly), 23 times as abundant as carbon dioxide (400 ppmv), and more than 500 times as abundant as neon (18 ppmv). Argon is the most abundant noble gas in Earth's crust, comprising 0.00015% of the crust.

Nearly all of the argon in the Earth's atmosphere is radiogenic argon-40, derived from the decay of potassium-40 in the Earth's crust. In the universe, argon-36 is by far the most common argon isotope, as it is the most easily produced by stellar nucleosynthesis in supernovas.

The name "argon" is derived from the Greek word ἀργόν, neuter singular form of ἀργός meaning "lazy" or "inactive", as a reference to the fact that the element undergoes almost no chemical reactions. The complete octet (eight electrons) in the outer atomic shell makes argon stable and resistant to bonding with other elements. Its triple point temperature of 83.8058 K is a defining fixed point in the International Temperature Scale of 1990.

Argon is produced industrially by the fractional distillation of liquid air. Argon is mostly used as an inert shielding gas in welding and other high-temperature industrial processes where ordinarily unreactive substances become reactive; for example, an argon atmosphere is used in graphite electric furnaces to prevent the graphite from burning. Argon is also used in incandescent, fluorescent lighting, and other gas-discharge tubes. Argon makes a distinctive blue-green gas laser. Argon is also used in fluorescent glow starters.
Agitate Wounds

*3rd-level Necromancy*
 Range
 Components
 Duration
 Classes

You choose one creature that you see within range that is not a full hit points and force it to make a **Constitution Saving Throw**. On a failure, that creature's wounds open and bleed profusely; it takes 2d6 necrotic damage from blood loss.

On each subsequent turn, the creature must make a new saving throw and takes damage equal to your spellcasting modifier on failure. This effect ends if the creature succeeds at three saving throws or is healed through some manner.
Disarm

*Evocation Cantrip*
 Range
 Components
 Duration
 Classes

You create a minor telekinetic burst of force, aiming it at a weapon or other object held in a target's hands. The target must make a **Dexterity** Saving Throw or drop it. Items held in both hands grant advantage on the Saving Throw.

**At Higher Levels.** When you reach 11th level, your target has disadvantage on its Saving Throw.
Ionic Compound

In chemistry, an **ionic compound** is a chemical compound composed of ions held together by electrostatic forces termed ionic bonding. The compound is neutral overall but consists of positively charged ions called cations and negatively charged ions called anions. These can be simple ions such as the sodium (Na+) and chloride (Cl−) in sodium chloride, or polyatomic species such as the ammonium and carbonate ions in ammonium carbonate. Individual ions within an ionic compound usually have multiple nearest neighbors, so are not considered to be part of molecules, but instead part of a continuous three-dimensional network, usually in a crystalline structure.

Ionic compounds containing hydrogen ions (H+) are classified as acids, and those containing basic ions hydroxide (OH−) or oxide (O2−) are classified as bases. Ionic compounds without these ions are also known as salts and can be formed by acid–base reactions. Ionic compounds can also be produced from their constituent ions by evaporation of their solvent, precipitation, freezing, a solid-state reaction, or the electron transfer reaction of reactive metals with reactive non-metals, such as halogen gases.

Ionic compounds typically have high melting and boiling points, and are hard and brittle. As solid,s they are almost always electrically insulating, but when melted or dissolved they become highly conductiv, because the ions are mobilized.
Scratch

*Evocation Cantrip*
 Range
 Components
 Duration
 Classes

You cause one creature within range to suffer from an intensely annoying itch. That creature must succeed an **Intelligence** Saving Throw or spend its next turn scratching itself desperately. Creatures you are currently engaged in combat with have advantage on this save.
Ironguts

*1st-level abjuration*
 Range
 Components
 Duration
 Classes

A willing target gains advantage on saving throws to avoid being poisoned and becomes resistant to poison damage.

**At Higher Levels.** When you cast this spell with a 2nd level spell slot or higher, you may affect one additional creature per slot level above 1st.
Deepen Shadows

*Illusion Cantrip*
 Range
 Components
 Duration
 Classes

Over the course of a minute, the shadows in a 10-foot cube grow larger, deeper and more concealing, causing a brightly-lit area to become dimly-lit and a dimly-lit area to become dark. The change is so gradual that it requires a **Wisdom (Perception)** check, using your spell save DC, to notice it while it is occuring. Any light-based magic will end this spell.

**At Higher Levels.** The size of the area that can be affected increases when you reach 5th level (20-foot cube), 11th level (40-foot level) and 17th level (80-foot cube).
Magnetic Field

A **magnetic field** is a vector field that describes the magnetic influence of electric charges in relative motion[1] and magnetized materials. In everyday life, the effects of magnetic fields are often seen in permanent magnets, which pull on magnetic materials(such as iron) and attract or repel other magnets. Magnetic fields surround and are created by magnetized material and by moving electric charges (electric currents) such as those used in electromagnets. Magnetic fields exert forces on nearby moving electrical charges and torques on nearby magnets. In addition, a magnetic field that varies with location exerts a force on magnetic materials. Both the strength and direction of a magnetic field varies with location. As such, it is an example of a vector field.

The term 'magnetic field' is used for two distinct but closely related fields denoted by the symbols B and H. In the International System of Units, H, magnetic field strength, is measured in the SI base units of ampere per meter. B, magnetic flux density, is measured in tesla (in SI base units: kilogram per second2 per ampere), which is equivalent to newton per meter per ampere. H and B differ in how they account for magnetization. In a vacuum, B and H are the same aside from units; but in a magnetized material, B and H differ by the magnetization M of the material at that point in the material.

Magnetic fields are produced by moving electric charges and the intrinsic magnetic moments of elementary particles associated with a fundamental quantum property, their spin. Magnetic fields and electric fields are interrelated and are both components of the electromagnetic force, one of the four fundamental forces of nature.

Magnetic fields are widely used throughout modern technology, particularly in electrical engineering and electromechanics. Rotating magnetic fields are used in both electric motors and generators. The interaction of magnetic fields in electric devices such as transformers is studied in the discipline of magnetic circuits. Magnetic forces give information about the charge carriers in a material through the Hall effect. The Earth produces its own magnetic field, which shields the Earth's ozone layer from the solar wind and is important in navigation using a compass.
Oxygen

**Oxygen** is the chemical element with the symbol O and atomic number 8. It is a member of the chalcogen group on the periodic table, a highly reactive nonmetal, and an oxidizing agent that readily forms oxides with most elements as well as with other compounds. By mass, oxygen is the third-most abundant element in the universe, after hydrogen and helium. At standard temperature and pressure, two atoms of the element bind to form dioxygen, a colorless and odorless diatomic gas with the formula O2. Diatomic oxygen gas constitutes 20.8% of the Earth's atmosphere. As compounds including oxides, the element makes up almost half of the Earth's crust.

Dioxygen is used in cellular respiration and many major classes of organic molecules in living organisms contain oxygen, such as proteins, nucleic acids, carbohydrates, and fats, as do the major constituent inorganic compounds of animal shells, teeth, and bone. Most of the mass of living organisms is oxygen as a component of water, the major constituent of lifeforms. Oxygen is continuously replenished in Earth's atmosphere by photosynthesis, which uses the energy of sunlight to produce oxygen from water and carbon dioxide. Oxygen is too chemically reactive to remain a free element in the air without being continuously replenished by the photosynthetic action of living organisms. Another form (allotrope) of oxygen, ozone (O3), strongly absorbs ultraviolet UVB radiation and the high-altitude ozone layer helps protect the biosphere from ultraviolet radiation. However, ozone present at the surface is a byproduct of smog and thus a pollutant.

Oxygen was isolated by Michael Sendivogius before 1604, but it is commonly believed that the element was discovered independently by Carl Wilhelm Scheele, in Uppsala, in 1773 or earlier, and Joseph Priestley in Wiltshire, in 1774. Priority is often given for Priestley because his work was published first. Priestley, however, called oxygen "dephlogisticated air", and did not recognize it as a chemical element. The name *oxygen* was coined in 1777 by Antoine Lavoisier, who first recognized oxygen as a chemical element and correctly characterized the role it plays in combustion.

Common uses of oxygen include production of steel, plastics and textiles, brazing, welding and cutting of steels and other metals, rocket propellant, oxygen therapy, and life support systems in aircraft, submarines, spaceflight, and diving.
Copy

*Transmutation Cantrip*
 Range
 Components
 Duration
 Classes

You hold a blank sheet of paper, a book with empty pages or another similar material over an already written document. Each casting of this spell will duplicate the document to the held sheet. Attempts to copy a magical text of any sort will cause the copy to be filled with non-magical gibberish that causes hives to appear on your hands when read.

If you copy a text-based trap, such as a symbol, the trap is set off.
Hammond's Postulate

**Hammond's postulate** (or alternatively the **Hammond–Leffler postulate**), is a hypothesis in physical organic chemistry which describes the geometric structure of the transition state in an organic chemical reaction. First proposed by George Hammond in 1955, the postulate states that:

Therefore, the geometric structure of a state can be predicted by comparing its energy to the species neighboring it along with the reaction coordinate. For example, in an *exothermic* reaction, the transition state is closer in energy to the reactants than to the products. Therefore, the transition state will be more geometrically similar to the reactants than to the products. In contrast, however, in an *endothermic* reaction, the transition state is closer in energy to the *products* than to the reactants. So, according to Hammond’s postulate, the structure of the transition state would resemble the products more than the reactants. This type of comparison is especially useful because most transition states cannot be characterized experimentally.

Hammond's postulate also helps to explain and rationalize the Bell–Evans–Polanyi principle. Namely, this principle describes the experimental observation that the rate of a reaction, and therefore its activation energy, is affected by the enthalpy of that reaction. Hammond's postulate explains this observation by describing how varying the enthalpy of a reaction would also change the structure of the transition state. In turn, this change in geometric structure would alter the energy of the transition state, and therefore the activation energy and reaction rate as well.

The postulate has also been used to predict the shape of reaction coordinate diagrams. For example, electrophilic aromatic substitutions involve a distinct intermediate and two less well-defined states. By measuring the effects of aromatic substituents and applying Hammond's postulate it was concluded that the rate-determining step involves the formation of a transition state that should resemble the intermediate complex.
蜂人

**蜂人**是一种有着棍状肢体，在集体意识下进行协作的人形种族，由蜂后和她的王子们统治。在和蜂巢分离开后，蜂人角色就再也无法回归并被认为是“无巢可归”的。

游戏中存在两个蜂巢意识：西部蜂巢和南部蜂巢。这两个蜂巢都被种族属于蜂后的角色领导。

## 西部蜂巢

西部蜂巢是最友好的蜂巢派系，他们可出现在Kenshi世界中的很多地区，通常是以商队的形式。以下几种蜂人发源于该派系：

* 蜂人王子
* 蜂人兵蜂
* 蜂人工蜂

## 南部蜂巢

南部蜂巢是一个暴力的派系，他们原本只在Kenshi世界的东南部分出现，但当世界形势被玩家改变的时候，他们可以入侵新的地区。以下几种蜂人发源于该派系：

* 南部蜂巢王子
* 南部蜂巢兵蜂
* 南部蜂巢工蜂

雾人
--

当蜂人和蜂巢分开，他们可能受到腐化而变成雾人。雾人是数量众多的疯狂食人族。当有雾人在附近时，玩家应该小心。以下几种蜂人发源于该派系：

* 死亡蜂巢王子
* 死亡蜂巢兵蜂
* 死亡蜂巢工蜂

细节
--

* 蜂人可以吃生肉，甚至还可以吃臭生肉。
* 蜂人显然很爱吃鱼。死猫鱼商会特别想引起蜂人的注意。
* 从《联合周报》中可以看出，联合都市中存在对蜂人的种族主义文化。
* 蜂人和史克人在圣国境内能听到相似的排外言论。圣国军队也会袭扰并攻击单独靠近他们城市的蜂人。
* 蜂人村落里的蜂人商人并不喜欢无巢可归的角色并会拒绝向他们出售货物。
Electromagnetic Spectrum

The **electromagnetic spectrum** is the range of frequencies (the spectrum) of electromagnetic radiation and their respective wavelengths and photon energies.

The electromagnetic spectrum covers electromagnetic waves with frequencies ranging from below one hertz to above 1025 hertz, corresponding to wavelengths from thousands of kilometers down to a fraction of the size of an atomic nucleus. This frequency range is divided into separate bands, and the electromagnetic waves within each frequency band are called by different names; beginning at the low frequency (long wavelength) end of the spectrum these are: radio waves, microwaves, infrared, visible light, ultraviolet, X-rays, and gamma rays at the high-frequency (short wavelength) end. The electromagnetic waves in each of these bands have different characteristics, such as how they are produced, how they interact with matter and their practical applications. The limit for long wavelengths is the size of the universe itself, while it is thought that the short wavelength limit is in the vicinity of the Planck length. Gamma rays, X-rays, and high ultraviolet are classified as *ionizing radiation* as their photons have enough energy to ionize atoms, causing chemical reactions. Exposure to these rays can be a health hazard, causing radiation sickness, DNA damage, and cancer. Radiation of visible light wavelengths and lower are called *nonionizing radiation* as they cannot cause these effects.

In most of the frequency bands above, a technique called spectroscopy can be used to physically separate waves of different frequencies, producing a spectrum showing the constituent frequencies. Spectroscopy is used to study the interactions of electromagnetic waves with matter. Other technological uses are described under electromagnetic radiation.
Inaudible

*1st-level illusion*
 Range
 Components
 Duration
 Classes

One creature you touch becomes silenced: all sounds made by that creature are completely muted. While this spell is in effect, the creature cannot speak or cast spells with verbal components. Objects that the target is carrying are also silenced, but anything thrown, dropped, or bumped into will still make noise.
Superconducting Magnet

A **superconducting magnet** is an electromagnet made from coils of superconducting wire. They must be cooled to cryogenic temperatures during operation. In its superconducting state, the wire has no electrical resistance and therefore can conduct much larger electric currents than ordinary wire, creating intense magnetic fields. Superconducting magnets can produce greater magnetic fields than all but the strongest non-superconducting electromagnets and can be cheaper to operate because no energy is dissipated as heat in the windings. They are used in MRI machines in hospitals, and in scientific equipment such as NMR spectrometers, mass spectrometers, fusion reactors, and particle accelerators.
Reaction Coordinate

In chemistry, a **reaction coordinate** is an abstract one-dimensional coordinate which represents progress along a reaction pathway. It is usually a geometric parameter that changes during the conversion of one or more molecular entities. In molecular dynamics simulations, a reaction coordinate is called **collective variable**.

These coordinates can sometimes represent a real coordinate system (such as bond length, bond angle...), although, for more complex reactions especially, this can be difficult (and non geometric parameters are used, e.g., bond order).

Reaction coordinates are often plotted against free energy to demonstrate in some schematic form the potential energy profile (an intersection of a potential energy surface) associated to the reaction.

In the formalism of transition-state theory, the reaction coordinate is that coordinate inset of curvilinear coordinates obtained from the conventional ones for the reactants which, for each reaction step, leads smoothly from the configuration of the reactants through that of the transition state to the configuration of the products. The reaction coordinate is typically chosen to follow the path along the gradient (path of shallowest ascent/deepest descent) of potential energy from reactants to products.

For example, in the homolytic dissociation of molecular hydrogen, an apt coordinate system to choose would be the coordinate corresponding to the bond length.
Dark Matter

**Dark Matter** is a hypothetical form of matter that is thought to account for approximately 85% of the matter in the universe, and about a quarter of its total energy density. The majority of dark matter is thought to be non-baryonic in nature, possibly being composed of some as-yet-undiscovered subatomic particles. Its presence is implied in a variety of astrophysical observations, including gravitational effects that cannot be explained unless more matter is present than can be seen. For this reason, most experts think dark matter to be ubiquitous in the universe and to have had a strong influence on its structure and evolution. Dark matter is called dark because it does not appear to interact with observable electromagnetic radiation, such as light, and is thus invisible to the entire electromagnetic spectrum, making it extremely difficult to detect using usual astronomical equipment.

The primary evidence for dark matter is that calculations show that many galaxies would fly apart instead of rotating, or would not have formed or move as they do if they did not contain a large amount of unseen matter. Other lines of evidence include observations in gravitational lensing, from the cosmic microwave background, from astronomical observations of the observable universe's current structure, from the formation and evolution of galaxies, from the location during galactic collisions, and from the motion of galaxies within galaxy clusters. In the standard Lambda-CDM model of cosmology, the total mass-energy of the universe contains 5% ordinary matter and energy, 27% dark matter and 68% of an unknown form of energy known as dark energy. Thus, dark matter constitutes 85% of total mass, while dark energy plus dark matter constitute 95% of total mass-energy content.

Because dark matter has not yet been observed directly, if it exists, it must barely interact with ordinary baryonic matter and radiation, except through gravity. The primary candidate for dark matter is some new kind of elementary particle that has not yet been discovered, in particular, weakly-interacting massive particles (WIMPs), or gravitationally-interacting massive particles (GIMPs). Many experiments to directly detect and study dark matter particles are being actively undertaken, but none has yet succeeded. Dark matter is classified as cold, warm, or hot according to its velocity (more precisely, its free streaming length). Current models favor a cold dark matter scenario, in which structures emerge by gradual accumulation of particles.

Although the existence of dark matter is generally accepted by the scientific community, some astrophysicists, intrigued by certain observations that do not fit the dark matter theory, argue for various modifications of the standard laws of general relativity, such as modified Newtonian dynamics, tensor–vector–scalar gravity, or entropic gravity. These models attempt to account for all observations without invoking supplemental non-baryonic matter.
Hydrogen

**Hydrogen** is a chemical element with symbol H and atomic number 1. With a standard atomic weight of 1.008, hydrogen is the lightest element in the periodic table. Its monatomic form (H) is the most abundant chemical substance in the Universe, constituting roughly 75% of all baryonic mass. Non-remnant stars are mainly composed of hydrogen in the plasma state. The most common isotope of hydrogen, termed *protium* (name rarely used, symbol 1H), has one proton and no neutrons.

The universal emergence of atomic hydrogen first occurred during the recombination epoch. At standard temperature and pressure, hydrogen is a colorless, odorless, tasteless, non-toxic, nonmetallic, highly combustible diatomic gas with the molecular formula H2. Since hydrogen readily forms covalent compounds with most nonmetallic elements, most of the hydrogen on Earth exists in molecular forms such as water or organic compounds. Hydrogen plays a particularly important role in acid-base reactions because most acid-base reactions involve the exchange of protons between soluble molecules. In ionic compounds, hydrogen can take the form of a negative charge (i.e., anion) when it is known as a hydride, or as a positively charged (i.e., cation) species denoted by the symbol H+. The hydrogen cation is written as though composed of a bare proton, but in reality, hydrogen cations in ionic compounds are always more complex. As the only neutral atom for which the Schrödinger equation can be solved analytically, a study of the energetics and bonding of the hydrogen atom has played a key role in the development of quantum mechanics.

Hydrogen gas was first artificially produced in the early 16th century by the reaction of acids on metals. In 1766–81, Henry Cavendish was the first to recognize that hydrogen gas was a discrete substance and that it produces water when burned, the property for which it was later named: in Greek, hydrogen means "water-former".

Industrial production is mainly from steam reforming natural gas, and less often from more energy-intensive methods such as the electrolysis of water. Most hydrogen is used near the site of its production, the two largest uses being fossil fuel processing (e.g., hydrocracking) and ammonia production, mostly for the fertilizer market. Hydrogen is a concern in metallurgy as it can embrittle many metals, complicating the design of pipelines and storage tanks.
Crystal Structure

In crystallography, **crystal structure** is a description of the ordered arrangement of atoms, ions or molecules in a crystalline material. Ordered structures occur from the intrinsic nature of the constituent particles to form symmetric patterns that repeat along the principal directions of three-dimensional space in matter.

The smallest group of particles in the material that constitutes this repeating pattern is the unit cell of the structure. The unit cell completely reflects the symmetry and structure of the entire crystal, which is built up by repetitive translation of the unit cell along its principal axes. The translation vectors define the nodes of the Bravais lattice.

The lengths of the principal axes, or edges, of the unit cell and the angles between them are the lattice constants, also called *lattice parameters* or *cell parameters*. The  symmetry properties of the crystal are described by the concept of space groups. All possible symmetric arrangements of particles in three-dimensional space may be described by the 230 space groups.

The crystal structure and symmetry play a critical role in determining many physical properties, such as cleavage, electronic band structure, and optical transparency.
Ionizing Radiation

**Ionizing radiation** is radiation that carries enough energy to detach electrons from atoms or molecules, thereby ionizing them. Ionizing radiation is made up of energetic subatomic particles, ions or atoms moving at high speeds (usually greater than 1% of the speed of light), and electromagnetic waves on the high-energy end of the electromagnetic spectrum.

Gamma rays, X-rays, and the higher ultraviolet part of the electromagnetic spectrum are ionizing, whereas the lower ultraviolet part of the electromagnetic spectrum and all the spectrum below UV, including visible light (including nearly all types of laser light), infrared, microwaves, and radio waves are considered *non-ionizing radiation*. The boundary between ionizing and non-ionizing electromagnetic radiation that occurs in the ultraviolet is not sharply defined since different molecules and atoms ionize at different energies. Conventional definition places the boundary at photon energy between 10 eV and 33 eV in the ultraviolet (see definition boundary section below).

Typical ionizing subatomic particles from radioactivity include alpha particles, beta particles and neutrons. Almost all products of radioactive decay are ionizing because the energy of radioactive decay is typically far higher than that required to ionize. Other subatomic ionizing particles which occur naturally are muons, mesons, positrons, and other particles that constitute the secondary cosmic rays that are produced after primary cosmic rays interact with Earth's atmosphere.Cosmic rays are generated by stars and certain celestial events such as supernova explosions. Cosmic rays may also produce radioisotopes on Earth (for example, carbon-14), which in turn decay and produce ionizing radiation. Cosmic rays and the decay of radioactive isotopes are the primary sources of natural ionizing radiation on Earth referred to as background radiation. Ionizing radiation can also be generated artificially by X-ray tubes, particle accelerators, and any of the various methods that produce radioisotopes artificially.

Ionizing radiation is not detectable by human senses, so radiation detection instruments such as Geiger counters must be used to indicate its presence and measure it. However, high intensities can cause emission of visible light upon interaction with matter, such as in Cherenkov radiation and radioluminescence. Ionizing radiation is used in a wide variety of fields such as medicine, nuclear power, research, manufacturing, construction, and many other areas, but presents a health hazard if proper measures against undesired exposure aren't followed. Exposure to ionizing radiation causes damage to living tissue, and can result in radiation burns, cell damage, radiation sickness, cancer, and death.