recursal/Fanatic-Fandom huggingface dataset:
Multiverse

The **Multiverse** is the aggregate of all realms and parallel realities in existence. Although realms are just portions of reality within a universe, there are also parallel universes that coexist with one another. The Multiverse is believed to be explained by the eternal inflation system, however, the exact nature of its existence is largely unknown to its inhabitants.

Once the Multiversal War came to an end, a Kurlon called the Gatekeeper chose to guard the multiverse, preventing unwanted visitors jumping through universes and starting another multiversal war. The only entities he allowed to travel through universes were the Kurlon Superiority.

The Multiverse is always in fluctuation, and the several outcomes of certain events, which could result in the creation of alternate timelines, can be perceived and studied. Machines like Nightjaw and the Lucidness Realm Government Council's teleporter were able to sense the nearest possible outcome within the timestream of the Multiverse.
CHARTY

* CHARTY 2021
* CHARTY 2019

From 1911 until his death in 1920, Chartson served as the Lucidness Realm Government Council's Major Minister. He enlisted in the LRGC at the age of 22 and worked his way up through the ranks after serving in the Kurlon War in 1896. In 1908, he was promoted to Commanding Baron, from which he travelled around collecting curses at ancient temples. In 1911, he was promoted to occupy the role of Major Minister after the previous one died. He proceeded to visit shrines and collect curses until he found a curse that gave him two large floating sentient clawed hands that he could control via a neural link. Over time, these had a negative effect on his brain, turning him into a villain. In 1920, he was assassinated by the LRGC.

## **Abilities**

* **Giant Claws**: Chartson was given a curse which allowed him to control two floating clawed hands. These claws were considered sentient, which had a negative effect on Charty's brain over time, altering his personality.
	+ **Superhuman Strength**: Each hand has superhuman strength, which allows Chartson to easily overpower humans, rip metal objects, and lift cars.
	+ **Wall-Climbing**: Chartson can make the hands climb up walls or ambulate with the hands instead of his own feet, allowing him to move at much faster speeds.
	+ **Durability**: The hands cushion blunt force, allowing Charty to survive great impacts such as smashing through a brick wall or being blown up. The hands are also immune to heat and magnetism.

* **Flight**: Chartson was able to find a curse which granted him the power to fly.

## Trello

* Charty's claws are from the Ultimate trolling guide (UTG)
Desert Guild

The guild was formed due to the common belief that the Lucidness Realm Government Council had bombed Ashton to keep the rapidly growing Lunatic Cult away. Slowly from what started as a single man stealing weaponry and vehicles from the LRGC became a full-on guild, some survivors , inspired by their mission would later on join the guild. They became pirates of sorts. They wished for nothing but to kill the LRGC personnel in the fortress. One faithful day, a raid had happened in which the original 'King' of the guild was severely wounded, and had passed away. They still pirate, steal equipment, sell, and begin raids. They're on the top of the list of when it comes to wanted people in the town. They have also formed multiple allies with people which share the same belief as them. Some even going as far as considering them as gods which will bring peace to the world. Little do they know what's to come. Some LRGC Members, mostly climbers wear their infamous capes to mock the fact their leader has fallen, but the LRGC's hasn't.
Hellraiser: Hellseeker (2002)

Surgeon

Bound

## Overview

Trevor Gooden (Dean Winters) survives a car accident that apparently killed his wife Kirsty Cotton-Gooden (Ashley Laurence) when their car plunged off a bridge into the river below. Trevor manages to escape with his life, but even though police divers find both car doors open there is no sign of Kirsty.

One month later, Trevor wakes up in a hospital and realizes that his wife is missing, but because of a head injury his memory is uncertain and he cannot distinguish between fantasy and reality. Trevor finds himself the prime suspect in a murder case, and has numerous encounters with homicide detectives Givens and Lange, though the two detectives never appear to be together at the same place. Many strange events befall him, including experiencing various hallucinations and several important events turning out to be just figments of Trevor's imagination. Trevor also witnesses his friend Bret (Trevor White) commit suicide.

Eventually, Trevor is summoned to the police station and taken to the basement by Detective Lange in order to identify a body. There it is revealed that Givens and Lange are actually a single monstrous creature with 2 different heads. Trevor runs away from them and enters a morgue. Just as he is about to uncover a dead body on an operating table, the Cenobite Pinhead (Doug Bradley) appears and reveals the truth to Trevor. In reality, Kirsty is in fact still alive. Trevor cheated on his wife with many other women and tried to get rid of Kirsty by making her reopen the Lament Configuration. She did, but before being taken away forever she made one last deal with Pinhead: she offered to give him five souls in exchange for hers. She killed three of Trevor's mistresses and his friend Bret, who was conspiring to kill her for her fortune.

Trevor is in shock by the revelation and takes the covers off the body on the operating table, believing it to be Kirsty. The person on the table is not Kirsty, but is in fact him. He is the fifth soul and this entire time he has been in Hell living in limbo. Trying to rediscover his past and piece his life back together was his punishment for his disloyalty to his wife and his inability to accept who he truly was. It seems that she has pinned all of the murders on Trevor and shot Trevor through the head while he was driving, leading him to crash the car into the river and making his death appear as a suicide. The film ends with Kirsty walking away from the car crash scene with the Lament Configuration in her hand.

## Cast

* Ashley Laurence as Kirsty Cotton-Gooden
* Doug Bradley as Pinhead / Merchant (as Charles Stead)
* Dean Winters as Trevor Gooden
* William S. Taylor as Det. Mike Lange
* Michael Rogers as Detective Givens
* Rachel Hayward as Dr. Allison Dormer
* Trevor White as Bret
* Sarah-Jane Redmond as Gwen Stevens
* Jody Thompson as Tawny
* Kaaren de Zilva as Sage
* Dale Wilson as Chief Surgeon / Surgeon Cenobite
* Ken Camroux as Dr. Ambrose
* Brenda McDonald as Angular Nurse

## Villains

* Pinhead
* Surgeon
* Bound
* Stitch
* Chatterer III
Harry Renchard (Earth-428)

Renchard and his family was normal to any other, living the dystopian world well, enough money to keep food on the table and so on, Renchard had attended in the Lucidness Realm Government Council for a short amount of time, as an automaton mechanic, he had decent firearms to him which is a reason he is considered a threat, he was discharged in 1968 and adapted well to civilian life, getting married and having 3 children, his home was in a remote part of Oregon, life was simple until news of the troubles in Louisiana, many had lost faith and fell into darkness. Later to be "Lifted up" by the Lunatic, Harry Renchard was one of these people, but in a different fashion.

On a cold dark Thursday night, he was awoken to banging on his door, he opened it and saw a purpled robed man, his face was not visible at all, and his hands were visibly ghost pale. The man spoke "telepathically" to Renchard saying "He is blessed by god," "He must create the child to spread god's word" and so on, Renchard woke the next morning feeling purpose, he began to construct an automaton like machine, his family eventually converting into the lunatic beliefs. A bad part is the amount of trouble he would get from the local LRGC Constable forces, he was annoyed at them, and they always assumed he was constructing illegal machinery.

In December of 1979 the Renchard Household went into flames, smoke erupted into the night sky as emergency services sped in, Renchard, his family and the automaton was never to be seen, assumed dead in the fire, though this was far from true, Renchard and his family hopped in a car and rode up the county somewhere else miles away from the original home, Renchard was not worried about the automaton, because he knew it was not destroyed. A few hours later, the fire fighters reported seeing a shadowy long lanky figure with a squared head jump out of the fire, and into the darkness.
Buried Warlord

The Buried Warlord is a custom boss that spawns in the desert with normal husk mobs.

### Basic Hit

The basic hit doesn't have any special effects

### Ability

Summons guards when taking damage. If the damage taken is more than 20 health points it activates regeneration 2 and absorption 3

### Drops

* Armour of the Defender
* Shield of the Unmovable
* The Might of the Thunder

### Battle Notes

Interestingly enough, the Buried Warlord only summons guards if hit with melee. Though I have not tested with a trident, using a bow was enough to defeat him. Additionally, a pack of wolves will easily push him around. However, considering it can only spawn on the surface (Java Edition), you'll have to wait for night in order to get it to spawn, and oftentimes it will spawn with other hostile mobs that will hinder the fight. Stay aware of your surroundings when engaging.
Choccy Brownie Saga I

Texas heat merciless destroyer of choccy bars. The heavy sun scorch le skin and make eyes burn.

Once upon a time a bug cat lived a berry depressing life. The bugcat wais berry hangry and was only surviving on yucky poopy food. One day the bug cat came across dis BEEG pod. The bug cat was curious and cracked it open and inside was the greatest thing ever brought on earth. *Choccy beans*. Bug Cat monched on them and they really liked it but came up with plan to make the choccy beans into what would be known as the greatest thing ever created. **Choccy bars**. The bug cat fermented the beans, roasted them, then mixed it was oil and sugar and magic was born. The bug cat was stunned at wut it created and wanted to keep it to itself but word got out of the choccy bars amazingnessssss. People ransacked bug cats home and took all of the choccy bars that bug cat made with them as well as the recipe. The bug cat was so sad it died of starvation. Hundreds of years later an ancestor of the bug cat named Swim was so obsessed with choccy bars that they decided to take all of the worlds choccy bars and have them and eat them. The day after Swim robbed all the worlds choccys and hid them in her blankies. The Texas summer began and started melting all meltable things. No one was safe from the unbearable Satan butthole heat. Swims choccy started to melt and to preserve the choccys bootifalness. Swim decided to make a giant choccy melty fudge brownie so BOOTIFAL that if you looked at it you would cry. Swim tried to eat the entire thing but it was too powerful and no matter how hard she tried to eat it all she couldn’t or she would certainly die. So Swim invited her online frens to her home to eat some of the choccy brownie before it expired. But it would be a treacherous journey for Swims frens to reach the chocccy brownie.
Izor the Necromancer

Izor the Necromancer is a main custom boss that spawns with normal stray mobs.

* Raises Husks on cooldown. Count of raised husks is amplified by the number of Dark Cultists nearby (1 dark Cultist is 1 extra spawned husk)
* If health is below 1/2 and damage taken - Gives weakness 2 and slowness 2 to player. Teleports all cultists to himself, resistance 5 and strength 4 for cultists (particles when triggered)

### Drops

* Dracula's Armour
* Necromancer Crown

### Minions

Dark Cultist - Spawned with the boss. When hit teleports to boss (cooldown). Amplifies number of husks spawned by Izor. Drops Blood Thirst.

### Battle Notes

Recommendations: Infinity, Power V bow, empty inventory, best armor set available.

#### Vanilla Battling

The volume of Husks that are spawned by Izor can cause serious performance issues to the game if left unchecked. Before engaging, modification of the terrain is in order: Preparing a simple 2x2 pit to lure the boss and mobs over is the first procedure to fighting. Make it at least 2 blocks deep and carve out a doorway, putting either an open trapdoor or Azalea bush to prevent mobs from walking out. Worry not about the boss not falling into the pit, as the horde will inevitably push Izor into the ground. When this is done, clear out the remaining Husks that have not fallen into the pit while staying within 32 blocks of the pit (minimum range for hostile mobs to have a chance to despawn is a 32-block radius [Java Edition]). Once this is done, snipe the Dark Cultists to bring them into the pit. **Note that Pillagers without a crossbow are peaceful, meaning they will not attack and you may take them out at your leisure.** During this time, Izor will have been spawning Husks repeatedly, which will eventually entity cram and regulate their volume, while also softening up Izor. Afterwards, continue to use projectile attacks on Izor to kill him. Once defeated, jump into the pit to pick up the loot (many stacks of Rotten Flesh will be on the floor with Izor and the Dark Cultist loot, hence empty your inventory as much as possible beforehand) and I-frame through the exit(s) you prepared earlier. Note that mobs do not jump over open doors nor azalea bushes. Afterwards, dispose of the remainder of the horde at your discretion.

#### Haunted Set

With the Haunted Set equipped, Izor will not recognize the Player's presence, so spleefing him into a hole and tapping his cultists is the recommended method. Then, simply attack at your leisure.

#### Dark Legionary Set + Dark Lord Status

If the Player has been crowned the Dark Lord, battle proceeds similarly to the Haunted Set's method. However take note of your hunger during the fight.
William Nolan (Earth-428)

William Nolan was the founder of Nolan Technologies, this was a company which produced highly advanced technology, formerly for the Lucidness Realm Government Council. Major Minister Chartson and William Nolan had a disagreement, so the LRGC were trying to get the company shut down for a few years. Nolan had knowledge about the machines used to amplify strength for LRGC Juggernauts. After Chartson was assassinated, and the agreement ended, Nolan Technologies set themselves to create something better.

Many attempts were failed, test subjects were killed, the surviving ones did gain superhuman strength, but fell into insanity fast. As the LRGC were way too close to finalizing their project, Nolan had no choice but to use it. After he was injected, no negative effects were shown. He tested the abilities via an exoskeleton suit which stabilized the body from being overrun by multiple curses entering his body at once. A few hours later, the negative effects kicked in. His skin went pale and you could see black veins in his face. He went insane, using his new curses for murder. His exoskeleton suit was waring down over the course of 5 months, so he used a purple-coloured fabric to strap it to his body. He was shot down by the LRGC, landing in his company's building, and dying to one of his own cursed energy bombs exploding in his face.
Nolan Technologies

**Nolan Technologies** was a multinational industrial company and *was* the largest tech conglomerate in the world. Founded in 1922 by William Nolan, the elder Nolan ran the company from its inception up until his death in 1960, after which Shawn Nolan was appointed interim CEO.

Under Nolan's control, the company flourished financially for nearly two decades. The company produced automatons for the Lucidness Realm Government Council until the agreement ended. The agreement was re-instated when Shawn Nolan was given the Baron rank. The company created weapons and automatons for the LRGC. After the Lockjaw incident, Shawn Nolan shut the company down for good.
The Moira Mafia

The **Moira Mafia** is a crime syndicate overseen by John Allen that operates in Hush Vile City.

## **History**

### **Origins**

The Moira Mafia started out small-time in Hush Vile City with Jack Nolan leading the group. At some point, the Tracksuits fell under the leadership of John Allen: growing in scope and size and even established criminal ties with his shell companies; one of which was the money-laundering NewLook Construction.

### **Targeted by Chartson**

In 1989, the Moira Mafia lost some members due to the Capital Attack, and those who survived were targeted by the LRGC. One night, the LRGC tracked down many members of the Moiras' upper management and slaughtered them all, including Jack Nolan. the LRGC's actions were in fact a scheme concocted by John Allen to gain full control of the Moira Mafia and eliminate potential opposition.
Druid Staff Charm

A custom charm represented by green dye with code name 'druid\_staff\_charm' and default display name 'Healing Herbs'

### Ability

When equipped, the abilities of the druid staff will have amplified effects and longer range. This is also reflected in the particles spawned from the druid staff, the higher the level of the charm, the more particles will be spawned.

### Configuration

The configuration file for this item is found in the `items` folder under the name of `druid_staff_charm.yml`. The default configuration is:

```
range\_increase\_level\_1: 3 #blocks
range\_increase\_level\_2: 6 #blocks
range\_increase\_level\_3: 9 #blocks

amplification\_increase\_level\_1: 0 # levels
amplification\_increase\_level\_2: 1 # levels
amplification\_increase\_level\_3: 2 # levels

unbreakable: true # true -> this item will be unbreakable; false -> this item can break
rarity\_level\_1: 1.00 # higher the number bigger the chance to find that item (max 1.00)
rarity\_level\_2: 1.00
rarity\_level\_3: 1.00

appearance:
 display\_name: "§2§lHealing Herbs"
 lore: "§aPicked up by the wisest druids, able to heal any wound"
 description: "§7§oIncrease to range and strength of Druid's Staff effects/§7§oRemoves poison effect when Healing Herbs ability used"

enchantments:
 unbreaking: 3
 curse\_of\_vanishing: 0

level\_appearance:
 prefix\_level\_1: "§7Tasty "
 prefix\_level\_2: "§a§lMiraculous "
 prefix\_level\_3: "§5§l§nEnchanted§r "
 addition\_lore\_1: "Questionable healing abilities, but at least taste good"
 addition\_lore\_2: "Their healing abilities are famous across the land"
 addition\_lore\_3: "There is an unnatural glow from these herbs/but they possess unmatched healing abilities"
 texture\_id\_level\_1: 1001015
 texture\_id\_level\_2: 1002015
 texture\_id\_level\_3: 1003015

```

### Obtaining

This item can be obtained via the command:

```
/getitem druid_staff_charm_1/2/3
```
Cursed Swordmaster

The Cursed Swordmaster is a custom boss that spawns everywhere with normal zombie mobs.

### Basic Hit

The basic hit doesn't have special effects. Increased damage.

### Ability

Blocks all damage from the front (can only be damaged from the back). Ignores shields and even deals higher damage to players that try to block with a shield.

### Passive

When health drops below 1/3 has permanent speed 3 effect

### Drops

* Knight Armour
* Master's Katana
* Parry Sword

### Battle Notes

It's less like his back is his weak point and more like the back of his head is his weak spot. The Cursed Swordmaster is a melee attacker with high speed at low health, so ranged attacks and/or attacks from a safe vantage spot are the best approaches. Note that projectiles and the attacks of tamed wolves will not be blocked by its ability, and potions will still deal damage/heal as normal.

Alternatively, it is wise to carry a boat with you when hunting this boss. When a Zombie is put into a boat, the rotation of its head becomes fixed and you can then melee the back of its head with ease. Just be careful not to break the boat.
Scrapper Guild

This guild did not believe the bombings were sent by the Lucidness Realm Government Council. They hate the Desert Guild as the group was made by and is full of mercenaries. They can pay you up to 5k depending on the job you're willing to do for them. And if you hire them, you better be sure It'll cost you a lot. They have owned multiple stolen prototypes of a realistic 'Automaton' , or, 'Synths' which were produced in secret by the LRGC in the outskirts of the town. Their leader has gone missing, them believing the LRGC kidnapped him so he could give them a reason on why they should just turn them into powder. The guild is also full of builders, mechanics and doctors. They we're one of the first groups to ever be formed after the incident with the Plainsden Forces. The DG would later on become a copycat of them, but with drugged up junkies.
GodItems Wiki

**Welcome to the GodItems Wiki!**
A wiki for the GodItems minecraft plugin

Patreon : https://www.patreon.com/goditems (Premium version with textures)

Bukkit: https://dev.bukkit.org/projects/goditems (Free version - fully playable but without custom textures)

CurseForge: https://www.curseforge.com/minecraft/bukkit-plugins/goditems (Identical to bukkit)

Official Discord: https://discord.gg/vX9JaTD (to get support if you have an issue)

This is the wiki for the new version of the plugin 3.0.0. For the legacy version check the Goditems(legacy) wiki.

## Important articles

* Installation Guide
* Bosses
* Items
* Charms
* Configuration
* Commands and permissions

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Dark Elf

The Dark Elf is a custom boss that spawns only in dark forests with normal skeleton mobs.

### Basic Hit

The basic hit doesn't have special effects. Increased damage.

### Battle Notes

The Withering Effect is a dangerous debuff. Pair this with its teleportation ability, and you'll be taking a lot of damage no matter how you fight it. Trapping this boss is nearly impossible, so combat approaches are to prepare regeneration and healing potions before the battle. The only drop it has is Hellstorm, so there is no reason to fight it more than you need to.
Commands and Permissions (Legacy)

To improve player experience Goditems has a set of commands and the respective permissions.

### Permissions

There are only 2 permissions a player needs to use all commands

* goditems:getitem - permission for using the *getitem* command for obtaining items via the command line
* goditems:goditems - permission for reloading the configuration file
* goditems:boss - permission for spawning custom bosses with command

## Commands

### /getitem <itemname> <amount> pendejo

Obtain any item from the command line. Item names are all small letters with "\_" instead of spaces (e.g. Armor from the Depths becomes armor\_from\_the\_depths). Needs permission goditems:getitem. <amount> can be set to *fullset* to obtain a complete set (only works with complete sets)

### /goditems reload

Reloads the configuration file. Requires permission goditems:getitem

### /goditems info <page>

Prints comprehensive info about the plugin. All players should have access

### /challenge

Can be used by players wearing the full Dark Lord set to fight for the title Dark Lord and obtain the unique powers. All players should have access.

### /boss <bossname> <location>

Used to summon the custom bosses at a specified location. Boss names are all small letters with "\_" instead of spaces. Location can be absolute and relative(e.g. ~5 ~ ~ will spawn the boss 5 blocks away from the player in the x direction). Requires permission goditems:boss.

**/party <option>**

Used to create join and leave parties.

## Party system

For some items with group effect abilities players will need to be in party with the user to get the positive effect/avoid damage. There is no special command to create a party. Parties are automatically created and removed when needed. To create a party with someone or to invite someone to your party type **/party invite <playername>**. This will send an invite to the specified player, except if he is already in a party or already has a pending invite. To join the party the player will have to type **/party accept** . In the same way he may choose to type **/party decline** to decline the invitation. When player joins a party, he will get a scoreboard on his sidebar with a list of all members of the party. To leave a party type **/party leave**. To see current party or pending invitations type **/party show**.

Note: Party scoreboard can be disabled from config to avoid conflicts with other plugins that may use scoreboards.
Charms

Charms are custom items that do not have their own abilities, but instead boost other items' abilities when equipped.

## Charm inventory

Charms are equipped in a separate inventory that every player can access by typing the command `/charms`. This inventory will contain 9 slots with the last one reserved for a close button. From the remaining 8 slots some may be marked as locked and therefore be unusable. The amount of available slots is edited via the plugin-wide configuration in the file `config.yml` as described here. Only charms can be placed in this inventory and other interaction with other items will not be possible while this inventory is open.

Each player's inventory is saved in their own file in the folder `playerInventories` as explained in the Configuration. On death the items from the charm inventory will only drop to the ground if the gamerule 'keepInventory' is set to false. Otherwise they will remain in the inventory after death.

Only charms in the charms inventory will affect abilities and if more than 1 charms boosting the same item are equipped, only the first one will affect the ability.

## Charm configuration

Each charm has 3 different levels and they can be obtained separately via the getitem command, but is configured from only one file. The files are in the `items` folder and have names `(name of boosted item)_charm.yml`.

   Each charm boosts an item's ability and the 3 different levels boost it by different amounts. All levels have the same name(configurable of course) but each level can have a different prefix to this name(eg. Basic Amulet of the Thunder God for level 1 vs Divine Amulet of the Thunder God for level 3). In similar name all levels have the same beginning of lore but different levels can have different ending of the lore. All strings in the config file support the bukkit color and formatting codes(eg. '§2§l' before the text meaning bold dark green). The lore and lore addition can be made multiline by inserting the '/' symbol. The Description is not configurable as it is connected to the ability and charm level.

## Natural spawning

Charms can only be found in naturally generated chests within the deep dark biome. They spawn chance is edited from the plugin-wide configuration file and can be different from the spawn chance of other items.
Shield of the Unmovable

### Ability

When the player right clicks while sneaking a wall of dirt will be summoned in front of the player in the direction the player is looking. The wall will disappear after a certain time, placing back all blocks that were initially replaced by dirt(like flowers and grass). There is a cooldown for this ability

### Configuration

The wall size and the time period before the wall disappears as well as the cooldown are configurable. Moreover users can choose if this items should be unbreakable or not. There is also a rarity option (deprecated) that sets relative weight of the item to spawn in chests(the higher this number compared to other, the more likely to spawn in chests or in mobs). The full section for this item in the *config.yml* file can be seen below.

```
shield\_of\_the\_unmovable:
 cooldown: 5 # seconds
 wall\_blocks: 5 # blocks
 duration: 5 # seconds
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

```

### Obtaining

In survival, players have to defeat the Buried Warlord to obtain this item.

It can be obtained using the command:

```
/getitem shield_of_the_unmovable
```

In legacy settings it can spawn with zombies and husks and in chests.

### Item Information

```
Item Type:
    Shield
Default Enchantments:
    Unbreaking I
Custom Model Data:
    1000009
```
Dragon Scale

The **Dragon Scale** is a custom item obtained by defeating the Ender Dragon. It can be used to craft the Dragon Fang, Dragon Wing, Ender Sceptre, and the Teleportation Wand. They are also enchanted with Unbreaking I, as are all the equipment crafted from it.

## Obtaining

By default, 5 Dragon Scales will be placed in the player's inventory upon the death of the Ender Dragon. The Looting enchantment does not raise this amount.

## Special Crafting Recipes

### Crafting Ingredient

Crafting recipe to make the Dragon Wing.Crafting recipe to make the Dragon Fang.Crafting recipe to make the Ender Sceptre.
## Trivia

* As its base is a prismarine shard, it can also be used to craft the various Prismarine blocks and Sea Lanterns, though they do not provide any special effects to those blocks.

## Notes

1. ↑ Currently not identified in main item list, perhaps not ready for release.
2. ↑ Verification needed
Installation Guide

GodItems is a plugin, NOT a mod. You need a multiplayer server running on spigot or paper to run it.
To install, download the plugin .jar file from Bukkit or Curseforge. Then navigate to your <Your server folder>/plugins and paste the file there. You will need to restart the server for the plugin to become active.

### Supported versions

 2.3
 2.2
 2.1
 2.0.0
 1.10.1/1.10.0
 1.9.0
 1.8.0/1.8.1
 1.7.3
 1.6.3/1.6.2

### Premium Version

All playable content is free and available on the Bukkit and Curseforge pages. However, there is a premium version with custom textures for the handheld items. To obtain it you need to subscribe to the official Patreon page. There you can also gain early access to new items.
Custom Items

This is the full list of custom items. As of now, they can only be found in naturally generated chests or obtained via command.

### Weapons

* Shield Wall
* Thunder axe
* Stun Trident
* Cursed Blade
* Besieger
* Fire Staff
* Druid Staff
* Trickster's Bow
* Underworld Hammer
* Tome of Ice
* Berzerker Axe
* Berzerker Offhand

### Armor pieces

* Boots Leaping
* Necromancer Crown
* Trickster Chestplate

### Charms

For detailed description check Charms.

* Shield Wall Charm
* Thunder Axe Charm
* Trickster Chestplate Charm
* Besieger Charm
* Druid Staff Charm
Custom Items (Legacy)

This is the full list of custom Items

### Weapons

* The Might of the Thunder
* Gladiator's Trident
* Cursed Blade
* Shield of the Unmovable
* Firemage Wand
* Besieger
* Trickster Bow
* Druid's Staff
* Hammer of the Underworld
* Berzerker Axe
* Berzerker Offhand
* Blood Thirst
* Master's Katana
* Hellstorm
* Ender Sceptre
* Dragon Fang
* Bomb
* Parry Sword
* Soul Bearer
* Arcane Tome of Ice

### Armour Sets

* Armour from the Depths
* Armour of the Defender
* Knight Armour
* Dark Lord Armour
* Sorcerer's Robes

### Armour pieces

* Crown of the Necromancer
* Boots of Leaping
* Trickster Chestplate
* Dracula's Armour
* Dragon Wing
* Haunted Chainmail
* Haunted Pumpkin

### Tools

* Ancient Axe
* Ancient Pickaxe
Shield Wall

A custom item with code name 'shield\_wall' and default display name 'Shield of the Unmovable'

### Ability

When a player uses this shield while sneaking, a wall of dirt will appear in front of the player and remain there for a period of time. Both wall size and wall duration are configurable. There is a cooldown on how often you can use this ability and while on cooldown the item will behave like a normal shield.

### Configuration

The configuration file for this item is found in the `items` folder under the name of `shield_wall.yml`. The default configuration is:

```
wall\_size: 4 # blocks in size
wall\_duration: 3 # seconds
cooldown: 5 # seconds
unbreakable: true # true -> this item will be unbreakable; false -> this item can break
rarity: 1.00 # higher the number bigger the chance to find that item (max 1.00)

appearance:
 display\_name: "§2§lShield of the Unmovable"
 lore: "§aHeavy and robust, this shield is able to/§babsorb even the deadliest blows"
 texture\_id: 1000009

enchantments:
 unbreaking: 3
 curse\_of\_vanishing: 0

```

### Obtaining

This item can be obtained via the command:

```
/getitem shield_wall
```
Politics of the Philippine Broadcasting Corporation

The **politics of the Philippine Broadcasting Corporation** take place within a three-branch governmental system. The company is a based on democracy country, led by a directly-elected president who is the head of company and the head of government is prime minister. The President heads the executive branch, and has significant political powers. Presidents are limited to a 1 year double term of office. The bicameral PBC members is a parliament of the PBC serves as the legislature, consisting of the members of parliament not seante, elected on an at-large basis throughout the country, and the larger Company of Representative of the PBC, primarily made up of representatives elected from specific by the cabinets.

## Presidency

*Main article: President of the PBC*
See also: Vice President of the PBC
The Constitution of the PBC defines the President is head of company and ceo, chairman of company, and its equivalent is a head of states of a countries, but it is only a company so head of company, he is the highest in the level of PBC position along with the vice president as its deputy. Only the president changes the constitution of a company, and appoints and nominates the prime minister in parliament.

## Executive

*Main article: Prime Minister of the PBC*
See also: Deputy Prime Minister of the PBC
Executive power is vested to the Prime minister, who is head of government of the PBC. This individual is directly elected to a none fixed term as so far, first past the post election, and the trying to a planby the parliament being limited to one term are unable to seek re-election. To be eligible, an individual must be at least 15 years old, and must have resided in the PBC for the decade prior to the election. Prime Minister may legislate through executive orders and other administrative actions, and must approve or veto bills coming from the Members.

## Government of the PBC

*Main articles: Government of the PBC and Cabinet of the PBC*
Barbarian Champion

The Barbarian Champion is a custom boss that spawns in raids and pillager camps with normal pillager mobs.

### Basic Hit

The basic hit doesn't have special effects. Increased damage.

### Ability

Shoots explosive arrow or summons vindicators to protect him when hit

### Battle Notes

As it can spawn in raids, it can be trapped in a raid farm or in a hole. Its summons spawn with its coordinates, as well.

#### Fighting in Patrols

When these bosses are spawned alone in a patrol, the best method of battle is trapping this boss in a hole, then clearing out the other Pillagers. Beware the explosions of this boss' bolts, as they will launch the player. If the patrol has multiple bosses, a party or hired help is recommended as fighting bosses at a manpower disadvantage is extremely difficult.
Dark Legionary

The Dark Legionary is a boss that spawns in nether fortresses with normal wither skeletons.

### Basic Hit

This mob doesn't have an effect on its basic hit.

### Ability

Launches player in the air (like hammer of the underworld), gives Blindness.

### Drops

* Dark Lord Armor
* Cursed Blade
* Hammer of the Underworld

### Battle Notes

The Weakness II effect is a serious debuff: a flat -8 to attacks. Then there's the boss' Netherite Armor, which further reduces the damage inflicted. Furthermore, its ability can lead to the accumulation of some serious fall damage. Coupling this with the base Wither effect of its attacks mean that staying out of its range of effect are paramount. Methods of physical attack revolve around trapping this boss and attacking it from a box nearby, negating the intense knockback. The box should have some headroom to enable reliable critical hits. Even so, the player will be attacking the Dark Legionary for at least 200 critical hits with a Sharpness V Netherite Axe.

Magic attacks are another method: Lingering potions of Healing II should be able to inflict much more damage per "strike" than with physical attacks. Note that this section's author has not tested this tactic.

As of version 2.1.1: If the Player has a Haunted Pumpkin and Haunted Chainmail, wither skeletons will not attack and the boss will not trigger its abilities, making this battle significantly easier.
Druid's Staff

### Ability

**Slow:** Left clicking applies slowness to all entities in given radius that are not in a party with the user.

**Heal:** Right clicking applies regeneration 3 for a given period of time to the user

**Heal allies:** Right clicking while sneaking applies regeneration 2 and resistance to all members of the party within a given radius

Note: Every one of the above mentioned abilities has its own cooldown and there is a separate general cooldown for using the staff that prevents ability spamming.

### Configuration

The Duration of all applied effects and all the cooldowns are user-configurable. Moreover users can choose if this items should be unbreakable or not. There is also a rarity option (deprecated) that sets relative weight of the item to spawn in chests(the higher this number compared to other, the more likely to spawn in chests or in mobs). The full section for this item in the *config.yml* file can be seen below.

```
druid\_staff:
 enemy\_timer: 60 # seconds
 range: 5 # blocks
 slow\_duration: 5 # seconds
 ally\_heal: 5 # seconds
 heal: 5 # seconds
 basic\_cooldown: 5 # seconds
 slow\_cooldown: 5 # seconds
 ally\_heal\_cooldown: 15 # seconds
 heal\_cooldown: 10 # seconds
 rarity: 1.00 # higher the number bigger the chance to find that item

```

### Obtaining

In survival, players have to defeat Ignus' Acolyte to obtain this item.

It can be obtained using the command:

```
/getitem druids_staff
```

In legacy settings it can spawn with zombies and husks and in chests.

### Item Information

```
Item Type:
    Stick
Default Enchantments:
    Unbreaking I
Custom Model Data:
    1000015
```
Custom Bosses (Legacy)

As of 2.0.0 there are minor bosses and main bosses.

* Drowned Knight
* Buried Warlord
* Dark Legionary
* Undead Trickster
* Cursed Swordmaster
* Barbarian Berserker
* Barbarian Champion
* Barbarian Sapper
* Dark Elf

### Main Bosses

Main bosses have 3-4 abilities each, summon minions that also drop goditems and are in general a lot harder to kill than minor bosses.

* Ignus the Sorcerer
* Izor the Necromancer

Notice: this info is for the legacy version (up to 2.3). After 3.0.0 the plugin was completely rewritten
Besieger Charm

A custom charm represented by an iron nugget with code name 'besieger\_charm' and default display name 'Medal of Honour'

### Ability

When equipped, it will give unlock a new ability of the Besieger. Left clicking will now start shooting arrows very fast in the direction of looking. The ability continues for a certain amount of time that can be edited in the configuration and can be different for the different levels of the charm. After using this ability the weapon will be on cooldown for a longer period of time.

### Configuration

The configuration file for this item is found in the `items` folder under the name of `besieger_charm.yml`. The default configuration is:

```
duration\_level\_1: 3 #seconds
duration\_level\_2: 6 #seconds
duration\_level\_3: 9 #seconds

extra\_cooldown: 5 # seconds, added to the normal cooldown of the shield after using this ability

unbreakable: true # true -> this item will be unbreakable; false -> this item can break
rarity\_level\_1: 1.00 # higher the number bigger the chance to find that item (max 1.00)
rarity\_level\_2: 1.00
rarity\_level\_3: 1.00

appearance:
 display\_name: "§1§lMedal of Honour"
 lore: "§9A medal for bravery on the battlefield"
 description: "§7§oAdd Quickfire ability"

enchantments:
 unbreaking: 3
 curse\_of\_vanishing: 0

level\_appearance:
 prefix\_level\_1: "§7Common "
 prefix\_level\_2: "§a§lValiant "
 prefix\_level\_3: "§6§l§nRoyal§r "
 addition\_lore\_1: "Awarded for good service. Many are seen across the land."
 addition\_lore\_2: "Awarded to the bravest of warriors."
 addition\_lore\_3: "A medal with the sigil of a king."
 texture\_id\_level\_1: 1001011
 texture\_id\_level\_2: 1002011
 texture\_id\_level\_3: 1003011

```

### Obtaining

This item can be obtained via the command:

```
/getitem besieger_charm_1/2/3
```
Crown of the Necromancer

The Crown of the Necromancer is a Golden Helmet with one vanilla enchantment.

### Ability

While equipped, Zombies and Skeletons will not attack the Player. The flavor text is a misnomer, as the other undead mobs will still attack the Player as normal.

### Obtaining

In survival players have to defeat Izor the Necromancer to obtain this item.

It can be obtained using the command:

```
/getitem crown_of_the_necromanncer
```

In legacy settings it can spawn on Zombies and Skeletons and be looted from chests.

### Item Information

```
Item Type:
    Golden Helmet
Default Enchantments:
    Unbreaking I
Custom Model Data:
    1000004
```
Shield Wall Charm

A custom charm represented by an amethyst shard with code name 'shield\_wall\_charm' and default display name 'Ring of the protector'

### Ability

When equipped and if the health of a player falls below a certain configurable threshold, by using the 'shield\_wall' ability the player will create an obsidian capsule around themselves and receive regeneration effect. Both the capsule and the effect disappear after a certain amount of time. The duration of the ability and the level of the regeneration effect are configurable and can be different for every level. Moreover there is also the option to add extra cooldown time on top of the default shield\_wall cooldown time.

### Configuration

The configuration file for this item is found in the `items` folder under the name of `shield_wall_charm.yml`. The default configuration is:

```
regen\_level\_1: 1 #level of regeneration effect applied
regen\_level\_2: 1
regen\_level\_3: 2

regen\_duration\_level\_1: 2 #duration of regeneration effect and shield
regen\_duration\_level\_2: 5
regen\_duration\_level\_3: 10

crit\_health\_level\_1: 2 #critical health below which ability is triggered
crit\_health\_level\_2: 3
crit\_health\_level\_3: 4

extra\_cooldown: 5 # seconds, added to the normal cooldown of the shield after using this ability

unbreakable: true # true -> this item will be unbreakable; false -> this item can break
rarity\_level\_1: 1.00 # higher the number bigger the chance to find that item (max 1.00)
rarity\_level\_2: 1.00
rarity\_level\_3: 1.00

appearance:
 display\_name: "§2§lRing of the Protector"
 lore: "§aA ring of a knight sworn to protect the realm"

enchantments:
 unbreaking: 3
 curse\_of\_vanishing: 0

level\_appearance:
 prefix\_level\_1: "§7Rough "
 prefix\_level\_2: "§a§lMastercrafted "
 prefix\_level\_3: "§6§l§nRoyal§r "
 addition\_lore\_1: "Rusty and worn."
 addition\_lore\_2: "A fine craftsman's work."
 addition\_lore\_3: "Made from precious metals and kingly jewels"
 texture\_id\_level\_1: 1001009
 texture\_id\_level\_2: 1002009
 texture\_id\_level\_3: 1003009

```

### Obtaining

This item can be obtained via the command:

```
/getitem shield_wall_1/2/3
```
Commands and Permissions

To improve player experience Goditems has a set of commands and the respective permissions.

### Permissions

There are only 3 permissions a player needs to use all commands

* goditems.getitem - permission for using the *getitem* command for obtaining items via the command line
* goditems.goditems - permission for reloading the configuration file
* goditems.boss - permission for spawning custom bosses with command (not yet implemented)

## Commands

### /getitem <itemname> <amount>

Obtain any item from the command line. Item names are all small letters with "\_" instead of spaces (the code names of the items). Needs permission 'goditems.getitem'. <amount> can be set to *fullset* to obtain a complete set (only works with complete sets)

### /goditems reload

Reloads the configuration file. Requires permission goditems.goditems

### /boss <bossname> <location>

Used to summon the custom bosses at a specified location. Boss names are all small letters with "\_" instead of spaces. Location can be absolute and relative(e.g. ~5 ~ ~ will spawn the boss 5 blocks away from the player in the x direction). Requires permission 'goditems.boss'. (!THIS COMMAND IS NOT YET IMPLEMENTED!)

### /party <option>

Used to create join and leave parties. All players have access.

### /charm

Open the charm inventory. All players have access.

## Party system

For some items with group effect abilities players will need to be in party with the user to get the positive effect/avoid damage. There is no special command to create a party. Parties are automatically created and removed when needed. To create a party with someone or to invite someone to your party type **/party invite <playername>**. This will send an invite to the specified player, except if he is already in a party or already has a pending invite. To join the party the player will have to type **/party accept** . In the same way he may choose to type **/party decline** to decline the invitation. Alternatively he can click the corresponding options in the invite message. When player joins a party, he will get a scoreboard on his sidebar with a list of all members of the party. To leave a party type **/party leave**. To see current party or pending invitations type **/party show**.

Note: Party scoreboard can be disabled from config to avoid conflicts with other plugins that may use scoreboards.