recursal/Fanatic-Fandom huggingface dataset:
Futara's Dragon Optimize VS Vanilla V2.0

**Update Name** : Frame Control V2.0 allow everyone can boost game FPS to **higher than 60 FPS** and remove a lot of lag spike out **FPS Max 75** ,

When have a lot of object or entity will just slow down the game instant of heavy lag spike The light cut off already fixed in this update too.

๋็Here's the video link : https://youtu.be/4Mvrsb2wTgg
S c r a t c h e d© official Wiki

**Welcome to the S\_c\_r\_a\_t\_c\_h\_e\_d© official Wiki!**
We're a collaborative community website about S\_c\_r\_a\_t\_c\_h\_e\_d© official that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started! But please don't ruin or change others add on to others and don't add if you don't know what this game is help us expand this wiki/fandom https://scratch.mit.edu/studios/26862754/ that is the game please enjoy

1. Important articles

Placeholderhttps://cdn2.scratch.mit.edu/get\_image/gallery/26862754\_200x130.pngPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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Гайд

***ЭТА СТАТЬЯ ПОЛЕЗНА НОВИЧКАМ***

### **Вступление**

Доброго времени суток, здесь я вам вкратце объясню, как начать развиваться на этом сервере. ЭТА СТАТЬЯ ПОЛЕЗНА НОВИЧКАМ

#### **Класс**

Первое, с чего надо начать - это с выбора класса вашего персонажа. Самый лёгкий путь для старта - это выбрать паладина, а в дальнейшем поменять класс, при необходимости. У паладина большой урон, а также много здоровья.

#### **Дом**

Для того что бы сделать приват, вам необходимо иметь деньги {1 блок = 0.15 }. Деньги можно получить убивая мобов или же попросить у кого-то в долг. У обычных игроков доступно 2 привата размером в 50х50 блоков.

#### **Команды региона**

* создать регион - /res create
* добавить игрока - /res padd
* удалить регион - /res remove
* для просмотра остальных команд - /rg

#### **Инструменты / Броня**

Броню и инструменты можно использовать подходящую по уровню и классу.

#### **Крафты**

На сервер добавлены кастомные крафты, которые можно посмотреть через книгу рецептов.

#### **Советы**

* Гильдия. Развиваться не только удобно, но и полезно, так как это даёт огромное количество опыта.
* *Лесорубство* и *Фермерство* - при прокачке этих навыков вам будет начисляться опыт.
Wiki rules

Below is a suggested set of rules to follow when editing this wiki. Administrators of this wiki should read these rules and adapt them as necessary. It is also recommended to move this page into the Project namespace.

1. **Keep it civil**: Do not make personal attacks on other people. If you need to criticize another user’s argument, do so without attacking them as a person. Do not use bigoted language, including slurs which degrade another person or group of people based on gender, race, sexual orientation, nationality, religion, etc.
2. **Be a productive member of the wiki**: Contribute to the wiki in line with the established processes and conventions. Need help? Ask an administrator! Disrupting the wiki with “edit warring” over differing opinions of a topic with another user or group of users is not productive.
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Music Boat

The Music boat is a machine used by the Clangers to collect space junk. It first appeared in the series 1 episode Fishing.
The music boat is made of copper riveted together in the shape of a tight wedge. The clanger using it sits at the back and controls the boat using a lever attached to a rudder at the front. In the middle is a mast which holds a wheel with music notes on the side which allows the boat to fly. The front contains a space for holding useful catches.

Items found by Small Clanger in the music boat include: A small green fish, a top hat, a hootlet, a teapot, a bag, and a metal egg. Items found by Tiny Clanger in the music boat include: A bag of chocolate coins, and half of a sound machine. Many episodes are given their plot either by the music boat itself, or by an item found using it.
Dragon Teleporter Symbol

The Dragon Teleporter Symbol acts as the Teleporter from any other ship.

It can be used to teleport to party members, planet surfaces etc.

**Notes:**

The original teleporter can be mined and relocated.

There can be multiple teleporters on the ship, each will have the exact same functionality.

The Dragon Teleporter Symbol cannot be place outside the ship.

## Crafting

It can be crafted from the "Basic Crafting" crafting menu.

Ingridients:

* 1x Dragon Flame.
Amy

Amy (more commonly known a Godders) is a member of the Team, and the latest addition (making her the Poochy the Dog of the Team).

## Origin

The year was 3000BC. It was a warm summer evening. An epic battle was taking place between the greatest Lyre player of the era and his son, who was determined to overthrow him. In the midst of the intense battle, the scythe-wielding son severed his father's genitals clean from his body in one swift swipe. With a smirk, the son caught his genitals and hurled it far from sight, across the planes of England and into the sea. His father watched with horror; the son had succeeded.

Meanwhile, on the island of Bussage, the residents heard a splash - something bounced, rose up, then fell again and sank beneath the waves. The onlookers were mortified - was that someone's severed manhood? In this very location, the water began to bubble furiously. A creature started to arise. Any onlooker would have thought that only the most vile creature could be born from such an appalling sight.

However, out of the whirlpool of foam and bubbles emerged the crown of a head, then a brow, and a face - a woman... Holding something shiny and golden to her mouth, an object which had never been seen before. She stepped onto the shores of Bussage, blowing into this metal contraption as she walked - and as she did, flowers began to grow around her, and the birds began to sing too. The residents were in awe, and proclaimed her to be the great Godders, and the metal instrument which produced such a sweet sound to be the First Trombone - and she to be the First Tromboner, born of severed genitals.

Ever since, she has never been seen without her famous Trombone, and has been an object of fascination for artists in the following ages, appearing in many paintings and sculptures by notable artists such as Michelangelo and da Vinci.

## Abilities

As a psych student, she can read people's minds, despite claiming to be unable to do so.

She is also a Grade 8 Honkmancer (Tromboner) and is the best trombone player in the year (not including Tim)

All the psych teachers love her, and she can gain access to places that other students cannot, most notably free reign over the psych department and access to the staff room for unlimited cups of tea.
The teem

The Team is a collection of misguided youths and homos who have sort of clumped together during their time at Pate's Grammar School in 2019.

## Members of the Team

Although the line between Team members and outsiders is a little blurry, the generally accepted version among biologists consists of the members of the current WhatsApp group chat. There are eleven participants in the present group chat: Alex, Amy, Christelle, Cliona, Joseph, Leanne, Lewis, Millie, Oviya, Robyn and Xander (although Alex, Leanne and Lewis barely participate in the group chat because they're busy living their lives).

## Activities

### Indoor Activities

The Team spends most of their free periods lurking in the bottom floor of the sixth form study centre, the only floor on which you are allowed to eat chicken. Other locations the Team can be sighted in include that one table on the first floor and the languages corridor.

Many members of the Team enjoy playing card games, such as Speed, Cheat and Mao (although Millie doesn't like Mao because she's a little baby bitch boy). They also love being dazzled by Lewis' incredible card tricks, often involving producing the Three of Spades from somewhere at Millie's expense.

Another beloved pastime some members of the Team enjoy is Chess, or in Joe's case building little towers out of chess pieces not currently in play.

### Outdoor Activities

When they're on the streets of Hester's Way, who knows what the Team are capable of. Mostly eating. They love food so, so, so fucking much, and have spent hundreds if not thousands of pounds collectively on obscene quantities of snackies and treats from the chain stores and eateries around the street. (Millie pays for lots of it though, being everyone's sugar daddy.)

Their primary destination is Greggs, followed by the Co-op (or as they like to call it, the Coop, because they think they're the funniest people alive and the only ones who have made that observation.)

## Team Names

The current group chat name is 'Veug What Sam3 Thos Woth'. This name stems from a side-splittingly hilarious spelling mistake Amy made where she mispelled the word 'Bruh' as 'Beug'. The other members of the Team found this so funny that they made this the current chat name. Subsequent spelling mistakes made have since been gradually appended to the end of the name. This routine continued until the title exceeded the character limit, at which point Godders had misspelled Brug as Veug, allowing the cycle to begin anew.
Autumn Leaves

**Autumn Leaves** is the fourth song on Bob Dylan's thirty-sixth studio album *Shadows in the Night*.

## Personnel

* Bob Dylan – vocals
* Daniel Fornero – trumpet
* Tony Garnier – upright bass
* Larry G. Hall – trumpet
* Dylan Hart – French horn
* Donnie Herron – pedal steel guitar
* Alan Kaplan – trombone
* Stu Kimball – guitar
* Andrew Martin – trombone
* Joseph Meyer – French horn
* George Receli – percussion
* Charlie Sexton – guitar
* Francisco Torres – trombone

## See also

* List of Bob Dylan songs
* *Shadows in the Night*
Wolna Amerykanka Wiki

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Wiki rules

Below is a suggested set of rules to follow when editing this wiki. Administrators of this wiki should read these rules and adapt them as necessary. It is also recommended to move this page into the Project namespace.

1. **Keep it civil**: Do not make personal attacks on other people. If you need to criticize another user’s argument, do so without attacking them as a person. Do not use bigoted language, including slurs which degrade another person or group of people based on gender, race, sexual orientation, nationality, religion, etc.
2. **Be a productive member of the wiki**: Contribute to the wiki in line with the established processes and conventions. Need help? Ask an administrator! Disrupting the wiki with “edit warring” over differing opinions of a topic with another user or group of users is not productive.
3. **Do not engage in excessive self-promotion**: The wiki is a collaborative community resource for the topic at hand. It is NOT a free place to advertise your related website, YouTube channel, blog, social media account, etc. Have a question about whether your link would be welcome? Ask an administrator!
4. **Do not harass other users**: If somebody asks you to stop posting certain content on their wall, respect their wishes. It is their wall.
5. **Do follow community guidelines for formatting**: When a community has established formatting, it’s important to adhere to that, especially when spoiler content is involved.
Dragon Fuel Storage Symbol

The Dragon Fuel Storage Symbol acts as the FTL Drive Fuel Hatch on any other Ship.

**Notes:**

The original Dragon Fuel Storage Symbol can be Mined and relocated anywhere in the Ship.

There can be more than one Dragon Fuel Storage Symbol on the ship, all of them will show up the same ammount of fuel but not the same items, meaning each Dragon Fuel Storage Symbol has it's own inventory.

## Crafting

It can be crafted from the "Basic Crafting" crafting menu.

Ingridients:

* 1x Dragon Flame.
Wiki rules

Below is a suggested set of rules to follow when editing this wiki. Administrators of this wiki should read these rules and adapt them as necessary. It is also recommended to move this page into the Project namespace.

1. **Keep it civil**: Do not make personal attacks on other people. If you need to criticize another user’s argument, do so without attacking them as a person. Do not use bigoted language, including slurs which degrade another person or group of people based on gender, race, sexual orientation, nationality, religion, etc.
2. **Be a productive member of the wiki**: Contribute to the wiki in line with the established processes and conventions. Need help? Ask an administrator! Disrupting the wiki with “edit warring” over differing opinions of a topic with another user or group of users is not productive.
3. **Do not engage in excessive self-promotion**: The wiki is a collaborative community resource for the topic at hand. It is NOT a free place to advertise your related website, YouTube channel, blog, social media account, etc. Have a question about whether your link would be welcome? Ask an administrator!
4. **Do not harass other users**: If somebody asks you to stop posting certain content on their wall, respect their wishes. It is their wall.
5. **Do follow community guidelines for formatting**: When a community has established formatting, it’s important to adhere to that, especially when spoiler content is involved.
Fortapedia Wiki

**Welcome to the Fortapedia Wiki!**
The New Fortnite wiki!

We're a collaborative community website about *Fortnite: Battle Royale* and *Fortnite: Save the World* that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

*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.
As Far As The Eye Wiki

**Welcome to the...**
**As Far As The Eye Wiki**
**54 articles • 167 files • 1,570 edits**

**ABOUT THE GAME**

As Far As The Eye ("A FATE") is a game developed by Unexpected and published by Goblinz Studio. After a few month on closed beta, the game is now available on Steam, Epic Games and GOG since the 10th of September, 2020.

A FATE is a turn-based 3D solo game in which you manage a nomadic tribe fleeing the cyclical immersion of the land and must go to the center of the world to join a circus called the Eye.

Step by step, and from biome to biome, the nomads called Pupils must settle, build, harvest, recruit, and prepare to transport the resources necessary for the journey to the next step. Each halt has its share of surprises, vagaries, and constraints, but the Pupils are pacifist people; there is no combat in As Far As The Eye.

The player must make choices and constantly arbitrate between their needs, their desires, and their abilities.

The action is placed in an imaginary world in which the Pupils live in harmony with nature and large domestic animals which help them to transport their homes.

You will be able to play three different gamemodes:

* The first one is a Campaign, taking place in the form of successive scenarios where the player will be taught the gameplay mechanics before starting the real game. It will also be the occasion to discover the game lore, the environments and the characters.
* The second one is a custom mode, allowing the player to adapt the game according to their wishes.
* The third one is the main gamemode. The player will have to choose one tribe among the tribes available. Only the first tribe can be chosen at the beginning. The player will then have to lead their tribe to the Eye to be able to unlock the next tribes.

**NAVIGATION**

NatureEnvironmentsResourcesBiomesThe Eye
InhabitantsTribesPupilsTraits
Work and HazardsBuildingsTradesVagaries
* Dev team
* Achievements

**HELPFUL LINKS**

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
* Unexpected official website
* A FATE official website
* A FATE official Discord server
Druid

Look of the Druid

The **Druid** is a specialized Trade related to harvesting spices, making potions  and analyzing/handling Auras, Remains and Sacred Sites.

The 3 levels related to the Druid trade in the Skill Wheel are to unlock successively by performing the task mentionned above. Each new unlocked level allows the Player to choose between 2 optional skills (left and right). One of the two skills is chosen, it cannot be changed until the end of the game or until the Pupil's death. The skills unlocked for one Pupil only apply to him.

## **Related Skills**

After unlocking the 3 first levels of the Herbalist's branch, the Pupil can now specialize as a Druid and choose between 2 skills for each new unlocked level of the Druid's branch. Either the left one (this is to say the one on the left of the white straight line, considering this line heads to the outer part of the wheel) or the right one.

Each new unlocked level allows the Pupil to be more efficient.

You will find each level, each skills and the Druid's efficiency down below:

### **Level 3**

***Permanent.***
Farm

## Permanent

###

70

## Mobile

###

###

###

120
120
100

The Farm is a building allowing to harvest cereals. It is one of the key ingredients to make rations.

It can only be deployed on a plain hex and can be built either permanent (this version can not be brought to the next halt) or mobile (this version can be disassembled, stored in the Caravan and reassembled in the next halt).

A Pupil who works in this building gains experience as a Grower  then, once specialized, as a Farmer .

## Farm Upgrades

The Farm (no matter if permanent or mobile) van be upgraded twice:

+ 25% preservation: the Pupil removes 25% less resources from the hex per full yield

* **Materials Buildings**: Pasture - Sawmill - Quarry - Mine
Konio

Konio (ur. 20 kwietnia 2007 w Brzydgoszczy, dokladnie Fordon) znany uzytnik wolnej amerykanki, mjal wjele razy admina ale mu zabierali gluwnie ze wzglendu na danie admina suhemu i grubasowi albo zbanowanie turkuw, interesuje sie szul szotingami dzienki kluchowi oraz drugom wojnom swiatowom. Jego przyjacielami som kluch, slonzak oraz vrn, wrogami morasznik, luther oraz jokey. Fan zespolu szabaton oraz gry gjetea sa nandreas. Kjedys byl germanofilem i aryjczykiem ale nawrucil sie na strone lehjckom dzienki kluchowi.
Hunting Lodge

## Permanent

###

100

## Mobile

###

###

###

120
80
80

The Hunting Lodge is a building allowing to harvest game/venison.

It can only be deployed on a plain hex and can be built either permanent (this version can not be brought to the next halt) or mobile (this version can be disassembled, stored in the Caravan and reassembled in the next halt).

A Pupil who works in this building gains experience as a Trapper  then, once specialized, as a Hunter .

## Hunting Lodge Upgrades

The Hunting Lodge (no matter if permanent or mobile) can be upgraded twice:

* **Materials Buildings**: Pasture - Sawmill - Quarry - Mine
Architect

Look of the Architect

The **Architect** is a specialized Trade related to building permanent buildings. It is one of the two specialized branches of the Builder in the Skill Wheel. The other specialized branch refers to Engineer's skills (mobile buildings).

There is only one way to gain experience as an engineer: build permanent buildings.

The 3 levels related to the engineer trade in the Skill Wheel are to unlock successively by performing one of the two tasks mentionned above. Each new unlocked level allows the Player to choose between 2 optional skills (left and right). One of the two skills is chosen, it cannot be changed until the end of the game or until the Pupil's death. The skills unlocked for one Pupil only apply to him.

## **Related Skills**

After unlocking the 3 first levels of the Builder's branch, the Pupil can now specialize as an Architect and choose between 2 skills for each new unlocked level of the architect's branch. Either the left one (this is to say the one on the left of the white straight line, considering this line heads to the outer part of the wheel) or the right one.

Each new unlocked level allows the Pupil to be more efficient.

You will find each level, each skills and the architect's efficiency down below:
Proximity Bonus

When building next to the caravan or another building, you get a stacking 5% bonus to production or harvesting (e.g. built next to one building +5%, 2 buildings +10%, 6 buildings +30%), so if a building would harvest 40 in isolation, being adjacent to 3 other buildings would increase the harvest to 46. This bonus does not consume the resource node faster, nor does it appear in the pupil's inventory—the bonus is actualized upon delivery.

The workshop appendix, while deployed, increases the bonus by +5%, increasing the bonus to +10% per building.

Needs testing whether multiple workshops will stack the bonus.
Herder

Look of the Herder

The **Herder** is a specialized Trade related to harvesting wool. It is one of the two specialized branches of the Grower in the Skill Wheel. The other specialized branch refers to the Farmer's skills (wool harvest).

There are two ways to gain experience as a herder:

* Harvest wool through a Pasture
* Tame Rhinoffalos/Pack animals though a Pasture or the Caravan

The 3 levels related to the herder trade in the Skill Wheel are to unlock successively by performing one of the two tasks mentionned above. Each new unlocked level allows the Player to choose between 2 optional skills (left and right). One of the two skills is chosen, it cannot be changed until the end of the game or until the Pupil's death. The skills unlocked for one Pupil only apply to him.

## **Related Skills**

After unlocking the 3 first levels of the Grower's branch, the Pupil can now specialize as a Herder and choose between 2 skills for each new unlocked level of the Herder's branch. Either the left one (this is to say the one on the left of the white straight line, considering this line heads to the outer part of the wheel) or the right one.

Each new unlocked level allows the Pupil to be more efficient.

You will find each level, each skills and the herder's efficiency down below:
Pasture

## Permanent

###

100

## Mobile

###

###

###

50
40
50

The Pasture is a building allowing to shear Peeps, to harvest wool and tame Pack Animals.

It can only be deployed on a plain hex and can be built either permanent (this version can not be brought to the next halt) or mobile (this version can be disassembled, stored in the Caravan and reassembled in the next halt).

A Pupil who works in this building gains experience as a Grower  then, once specialized, as a Herder .

### Pasture upgrades

The Pasture (no matter if permanent or mobile) can be upgraded twice:

* **Materials Buildings**: **Pasture** - Sawmill - Quarry - Mine
Wood Cutter

Look of the Wood Cutter

The **Wood Cutter** is a specialized Trade related to harvesting wood. It is one of the two specialized branches of the Gatherer in the Skill Wheel. The other specialized branch refers to the Fruit\_Gatherer's skills (pepkins harvest).

There is only one way to gain experience as a wood cutter:

* Harvest wood through a Sawmill

The 3 levels related to the wood cutter trade in the Skill Wheel are to unlock successively by performing the task mentionned above. Each new unlocked level allows the Player to choose between 2 optional skills (left and right). One of the two skills is chosen, it cannot be changed until the end of the game or until the Pupil's death. The skills unlocked for one Pupil only apply to him.

## **Related Skills**

After unlocking the 3 first levels of the Gatherer's branch, the Pupil can now specialize as a Wood Cutter and choose between 2 skills for each new unlocked level of the Wood Cutter's branch. Either the left one (this is to say the one on the left of the white straight line, considering this line heads to the outer part of the wheel) or the right one.

Each new unlocked level allows the Pupil to be more efficient.

You will find each level, each skills and the wood cutter's efficiency down below:

### **Level 3**

***Permanent.***
Builder

Look of the builder

The **Builder** is a basic Trade related to building permanent and mobile buildings. After gaining enough experience as a builder, a Pupil can specialize and become an Engineer (related to mobile buildings) or an Architect (related to permanent buildings).

Building structures or making repairs is the only way to gain experience as a builder. The 3 first levels in the Skill Wheel are unlocked automatically by performing the two tasks mentionned above. Once the three first levels unlocked, the Pupil can now specialize, unlock successively levels 4, 5 and 6 and choose among two skills for each new unlocked level by working.

## **Related Skills**

 2
 3
*Does not apply to previously constructed buildings*
Fruit Gatherer

Look of the Fruit Gatherer

The **Fruit Gatherer** is a specialized Trade related to harvesting pepkins. It is one of the two specialized branches of the Gatherer in the Skill Wheel. The other specialized branch refers to the Wood Cutter's skills (wood harvest).

There is only one way to gain experience as a Fruit Gatherer:

* Harvest pepkins through a Harvest Hunt

The 3 levels related to the Fruit Gatherer trade in the Skill Wheel are to unlock successively by performing the task mentionned above. Each new unlocked level allows the Player to choose between 2 optional skills (left and right). One of the two skills is chosen, it cannot be changed until the end of the game or until the Pupil's death. The skills unlocked for one Pupil only apply to him.

## **Related Skills**

After unlocking the 3 first levels of the Gatherer's branch, the Pupil can now specialize as a Fruit Gatherer and choose between 2 skills for each new unlocked level of the Fruit Gatherer's branch. Either the left one (this is to say the one on the left of the white straight line, considering this line heads to the outer part of the wheel) or the right one.

Each new unlocked level allows the Pupil to be more efficient.

You will find each level, each skills and the Fruit Gatherer's efficiency down below:

### **Level 3**

Can transform 100  into 100  in a Bakery or a Cookhouse. This bonus is influenced by Cook, Baker and Chef bonuses.
***Permanent.***
Herbalist

Look of the Herbalist

The **Herbalist** is a basic Trade related to harvesting spices. It is the only basic trade that has a single specialized trade, the Druid .

There are several ways to gain experience as a Herbalist:

* Harvest Spices
* Make potions
* Sooth Auras

## **Related Skills**

The 3 first levels in the Skill Wheel are unlocked automatically by performing one of the tasks mentionned above. Once the three first levels unlocked, the Pupil can now specialize as a Druid, unlock successively levels 4, 5 and 6 and choose among two skills for each new unlocked level by working.

 2
 3
Camp

## Mobile

###

###

###

50
50
1

The Camp is a mobile buildings and one of the Caravan Appendices. It can accomodate one Pupil and allows him to work. It can only be deployed on plains adjoining the Caravan.

Just like every appendix, it automatically travels from the current halt to the next (it is not necessary to disassemble it manually and drag it in the Caravan storage).

## Camp upgrades

The Camp can be upgraded twice:

Thus, once fully upgraded, the camp can accomodate 3 Pupils.

It is possible to build several camps and to upgrade them. However, their effect will apply only it is assembled and deployed next to the Caravan.

WIP

* **Materials Buildings**: Pasture - Sawmill - Quarry - Mine
10,000 Men

**10,000 Men** is the sixth song on Bob Dylan's twenty-seventh studio album *Under the Red Sky*.

## Personnel

* Bob Dylan – vocals, guitar
* Stevie Ray Vaughan – guitar
* Jimmie Vaughan – guitar
* David Lindley – slide guitar
* Jamie Muhoberac – organ
* Don Was – bass
* Kenny Aronoff – drums
* ? – tambourine

## See also

* List of Bob Dylan songs
* *Under the Red Sky*
Bakery

## Permanent

###

###

100
50

## Mobile

###

###

###

100
100
100

The Bakery is one of the two buildings allowing the Pupils to make rations, with the Cookhouse. Thanks to the bakery, a Cook can make rations  from cereals.

In order to make more elaborate meals, the Pupil must work long enough to become a Baker. Then he will be able to make other type of meals, combining ingredients like cereals, pepkins, game/venison, fish or spices.

## **Cook's Recipes**

A Cook when first working in a Bakery knows two different recipes to make rations:

**1** *The figures above do not include wood consumption per turn. Always pay attention to keep your wood stocks high enough or you cook or baker will wait and do nothing until there is enough wood stock.*

**2** *The yield figures above do not include the bonuses that can be given by Skills, Proximity Bonus and Traits. All these can improve the yield.*

## **Baker's Recipes**

If a Cook works long enough in a Bakery, he can master his trade and specialize as a Baker, allowing him to learn new recipes to make rations, with a more efficient yield:

**1** *The figures above do not include wood consumption per turn. Always pay attention to keep your wood stocks high enough or you cook or baker will wait and do nothing until there is enough wood stock.*

**2** *The yield figures above do not include the bonuses that can be given by Skills, Proximity Bonus and Traits. All thse can improve the yield.*

## Bakery Upgrades

The Bakery (no matter if permanent or mobile) van be upgraded twice:

* **Materials Buildings**: Pasture - Sawmill - Quarry - Mine
Traits

Each Pupil start with a number of traits that are either positive or negative or a mix of both. These traits can be re-rolled only once per campaign for a single Pupil in the Council appendix building. Sacred Sites or Ancient Ruins may change the Pupils traits, adding/removing positive/negative traits.

Neutral traits can be rolled as a positive or a negative trait.
Market

## Mobile

###

###

200
1

The **Market** is a mobile building and one the Caravan Appendices. It can only be deployed on plains adjoining the Caravan. It allows to exchange harvestable resources. Only one type of resource can be exchanged per turn.

Just like every appendix, it automatically travels from the current halt to the next (it is not necessary to disassemble it manually and drag it in the Caravan storage).

Using the market now impacts your harmony negatively.

## Exchange Rates

The rates in () applies when you have a pupil with the trait Bargainer.

* **Materials Buildings**: Pasture - Sawmill - Quarry - Mine
Stone Cutter

Look of the Stone Cutter

The **Stone Cutter** is a specialized Trade related to harvesting stone. It is one of the two specialized branches of the Stone Gatherer in the Skill Wheel. The other specialized branch refers to the Miner's skills (ore harvest).

There is only one way to gain experience as a stone cutter:

* Harvest stone through a Quarry

The 3 levels related to the stone cutter trade in the Skill Wheel are to unlock successively by performing the task mentionned above. Each new unlocked level allows the Player to choose between 2 optional skills (left and right). One of the two skills is chosen, it cannot be changed until the end of the game or until the Pupil's death. The skills unlocked for one Pupil only apply to him.

## **Related Skills**

After unlocking the 3 first levels of the Stone Gatherer's branch, the Pupil can now specialize as a Stone Cutter and choose between 2 skills for each new unlocked level of the Stone Cutter's branch. Either the left one (this is to say the one on the left of the white straight line, considering this line heads to the outer part of the wheel) or the right one.

Each new unlocked level allows the Pupil to be more efficient.

You will find each level, each skills and the stone cutter's efficiency down below:

### **Level 3**

***Permanent.***
Fisher

Look of the Fisher

The **Fisher** is a specialized Trade related to harvesting Fish and Fine Fish. It is one of the two specialized branches of the Trapper in the Skill Wheel. The other specialized branch refers to the Hunter's skills (game/venison harvest).

There are two ways to gain experience as a fisher:

* Harvest Fish through a Fishery
* Harvest Fine Fish through a Fishery

The 3 levels related to the fisher trade in the Skill Wheel are to unlock successively by performing one of the two tasks mentionned above. Each new unlocked level allows the Player to choose between 2 optional skills (left and right). One of the two skills is chosen, it cannot be changed until the end of the game or until the Pupil's death. The skills unlocked for one Pupil only apply to him.

## **Related Skills**

After unlocking the 3 first levels of the Trapper's branch, the Pupil can now specialize as a Fisher and choose between 2 skills for each new unlocked level of the Fisher's branch. Either the left one (this is to say the one on the left of the white straight line, considering this line heads to the outer part of the wheel) or the right one.

Each new unlocked level allows the Pupil to be more efficient.

You will find each level, each skills and the fisher's efficiency down below:

### **Level 3**

Other trade bonuses do not apply to this bonus.
***Permanent.***
Workshop

## Mobile

###

###

###

50
50
1

The Workshop is a mobile building and one the Caravan Appendices. It can only be deployed on plains adjoining the Caravan.

Just like every appendix, it automatically travels from the current halt to the next (it is not necessary to disassemble it manually and drag it in the Caravan storage).

Once deployed, the Workshop allows to upgrade every building and to increase the proximity bonus by 5%. The upgrades unlocked in the Workshop only takes effect when it is deployed.

## Workshop Upgrades

The Workshop can be upgraded twice:

It is also possible to cumulate several Workshops effects. For example, if 2 Workshops are deployed and fully upgraded, all buildings can have 2 more workers and +50 HP (ex: 3 Cooks).

* **Materials Buildings**: Pasture - Sawmill - Quarry - Mine
Council

## Mobile

###

###

###

50
50
1

The Council is a mobile building and one the Caravan Appendices. It allows to unlock bonuses related to vagaries, to the journey, to the tribe and to mystic, spending Knowledge PointsKnowledge Points and other resources.

It can only be deployed on plains and forests adjoining the Caravan (will destroy the forest if deployed on it). It can be disassembled during the halt and just like every appendix, it automatically travels from the current halt to the next (it is not necessary to disassemble it manually and drag it in the Caravan storage)

## Council upgrades

When not upgraded, the Council only allows to unlock the first row in the the Knowledge Tree. The upgrades allows to unlock the other rows:

## Council Knowledge Tree

The following upgrades make the Pupils' survival easier, it is divided in 4 categories: Tribe, Journey, Mystical and Vagaries.

### **Vagaries**

* **Materials Buildings**: Pasture - Sawmill - Quarry - Mine
Farmer

Look of the Farmer

The **Farmer** is a specialized Trade related to harvesting cereals. It is one of the two specialized branches of the Grower in the Skill Wheel. The other specialized branch refers to the Herder's skills (wool harvest).

There is only one way to gain experience as a farmer:

* Harvest cereals through a Farm

The 3 levels related to the farmer trade in the Skill Wheel are to unlock successively by performing one of the two tasks mentionned above. Each new unlocked level allows the Player to choose between 2 optional skills (left and right). One of the two skills is chosen, it cannot be changed until the end of the game or until the Pupil's death. The skills unlocked for one Pupil only apply to him.

## **Related Skills**

After unlocking the 3 first levels of the Grower's branch, the Pupil can now specialize as a Farmer and choose between 2 skills for each new unlocked level of the Farmer's branch. Either the left one (this is to say the one on the left of the white straight line, considering this line heads to the outer part of the wheel) or the right one.

Each new unlocked level allows the Pupil to be more efficient.

You will find each level, each skills and the farmer's efficiency down below:

### **Level 3**

***Permanent.***
Cookhouse

## Permanent

###

###

100
50

## Mobile

###

###

###

100
100
100

The Cookhouse is one of the two buildings allowing the Pupils to make rations, with the Bakery. Thanks to the Cookhouse, a Cook can make rations  from game/venison and fish.

In order to make more elaborate meals, the Pupil must work long enough in the Cookhouse to become a Chef . Then he will be able to make other type of meals, combining ingredients like game/venison, fish, pepkins or spices.

## **Cook's Recipes**

A Cook when first working in a Cookhouse knows two different recipes to make rations:

**1** *The figures above do not include wood consumption per turn. Always pay attention to keep your wood stocks high enough or you cook or baker will wait and do nothing until there is enough wood stock.*

**2** *The yield figures above do not include the bonuses that can be given by Skills, Proximity Bonus and Traits. All thse can improve the yield.*

## **Chef's Recipes**

If a Cook works long enough in a Cookhouse, he can master his trade and specialize as a Chef, allowing him to learn new recipes to make rations, with a more efficient yield:

**1** *The figures above do not include wood consumption per turn. Always pay attention to keep your wood stocks high enough or you cook or baker will wait and do nothing until there is enough wood stock.*

**2** *The yield figures above do not include the bonuses that can be given by Skills, Proximity Bonus and Traits. All thse can improve the yield.*

## Cookhouse Upgrades

The Cookhouse (no matter if permanent or mobile) can be upgraded twice:

* **Materials Buildings**: Pasture - Sawmill - Quarry - Mine
Harmony

Harmony is a key specificity in As Far As The Eye. It is a hidden stat, only revealed to The Player after a Victory, on the Score page. It can either be positive or negative, depending on the player actions. Throughout the game, every change to the harmony value can affect the Vagaries frequency on the next halt.

The consequences of negative harmony have been nerfed in the 1.0.2 patch.

There are several ways to lose Harmony points.

Wasting resources by leaving it behind when moving to a next halt is the main reason of vagaries' frequency increasing. But other actions can impact negatively the harmony valuen especially:

* By plundering Sacred Sites
* By depleting resources on a hex when deploying a building

Harvesting a resource on a hex until it is depleted no longer impacts Harmony since 1.0.2 patch.

On the contrary, not leaving any Rhinoffalo, praying, making offering in sacred sites and share with Friendly Caravans impacts the Harmony positively.

A Pupil with the **Good** trait has a positive balance of Harmony. Conversely, one with the **Tyrant** trait has a negative balance of Harmony. Both of them impact the Harmony in the game.

## Starting Values

 South Tribe
 East Tribe
 North Tribe

## Theories and Harmony Calculation

Here is a list of player actions that are supposed to influence the harmony value (source). These modifiers have been calculated on custom games. There are probably more of them (the list is WIP).

**Note:** Tests revealed the death of a Pupil does not impact the Harmony anymore (which was probably not the case before the 1.0.2 patch).

1. ↑ https://store.steampowered.com/newshub/app/1119700/view/4040248138392371121
2. ↑ https://docs.google.com/spreadsheets/d/1XKxwl0r7oAjhrpA7zu5S44cVijZBBhxGJicJjZvWzgk/edit?usp=sharing
Buildings

In As Far As The Eye, building buildings is essential to the tribe's survival and progress. Here is a presentation of the different buildings, sorted according to the three ingame categories and alphabetically.

## Caravan and appendices

Appendices are **mobile annex buildings built on pack animals that automatically follow the Caravan** through the different halts of the tribe's journey. Appendices can only be built on hexes adjoining the Caravan. At the beginning, they can only be built and deployed on a plain or forest hex. It is possible to upgrade the Caravan via the Knowledge Tree so that appendices can also be placed on a jungle or a hill hex. If an appendix is placed on a forest or a jungle hex, the forest or jungle will be destroyed and the wood resource will be depleted. Appendices can be assembled and disassembled several times throughout the same halt. A Rhinoffalo is required to build an appendix. If an appendix gets destroyed, its Rhinoffalo dies.

CaravanCamp
WorkshopCouncilMarket

## Materials buildings

These buildings allow the tribe to harvest materials necessary to **build** and **upgrade** the different buildings.

It can only be built on a plain hex and can be deployed. Each building can either be permanent or mobile:

* the permanent one cannot be desassembled and brought the next halt
* the mobile one can be assembled and disassembled as many times as necessary thoughout the same halt or from a halt to the next

PastureSawmill
QuarryMine

## Food buildings

These buildings allow the tribe to harvest food resources, necessary to make rations  and potions .

It can only be built on a plain hex and can be deployed. Each building can either be permanent or mobile:

* the permanent one cannot be disassembled and brought the next halt
* the mobile one can be assembled and disassembled as many times as necessary thoughout the same halt or from a halt to the next

FarmHarvest Hunt
BakeryCookhouseDispensary
FisheryHunting Lodge
Mine

## Permanent

###

100

## Mobile

###

###

###

80
120
80

The Mine is a building allowing to harvest ore.

It can only be deployed on a plain hex and can be built either permanent (this version can not be brought to the next halt) or mobile (this version can be disassembled, stored in the Caravan and reassembled in the next halt).

A Pupil who works in this building gains experience as a Stone Gatherer  then, once specialized, as a Miner .

## Mine Upgrades

The Mine (no matter if permanent or mobile) can be upgraded twice:

* **Materials Buildings**: Pasture - Sawmill - Quarry - **Mine**
Pupils

**Pupils** are the nomads travelling the world of As Far As The Eye. They form a tribe that the player must lead to the Eye. They harvest the resources, build the buildings, produce food, explore the map and share with the Friendly Caravans.

## Born workers

Dressed in ponchos, Pupils commune with nature and spirits to summon the soul of animals, to learn and improve their trades.

All Pupils can practice every trades of the game, from basic to specialized, except from the Eternal Novice who can not specialize.

Each Pupil who works gains 200 experience per harvest cycle in the trade he is assigned to, allowing him to specialize in a specific branch of the Skill Wheel, to improve his skills and unlock new ones.

From a certain level of specialization or depending of their trais, Pupils also gain knowledge points allowing them to acquire knowledge of the world that is surrounding them via the Council and to unlock new tribe technologies/know-how via the Caravan to improve their comfort and their journey to the Eye.

## Well-housed nomads

In order to work, Pupils all need a housing (1 per nomad). The first Pupils of the tribe are automatically housed in the Caravan but the player will need to build camps and upgrade them so next Pupils can be recruited and assigned to a task.

A long with building a camp using the Rhinoffalos, there is the option of building an additional add on to the base camp through the Knowledge Tree. However, you will need to use KP to establish this.

## From surveyor to inattentive...

Each Pupil has his own personnality, depending on his traits (positive, negative, neutral). A Pupil can also gain traits throughout the game, by exploring remains for example. The player will need to take these traits into account on the journey to the Eye and adapt in order to guarantee the Pupils' survival.

The informations about each Pupils'traits can be found in in the selection window.

## Health and Health points

If there is no fight in As Far As The Eye, its inhabitants are not, however, immortal. With 100 health points, they can get ill by facing hunger, by experiencing various vagaries, by catching the disease from a healthy carrier or even get hurt by some vagaries.

In order to survive, each Pupil eat *6  per turn'*, made out of     and/or . However, thoughtout the game, it is quite possible to reduce the amount of rations consumed each turn (via the Council or trade bonuses)

## Recruiting new Pupils

Two times per halt a Friendly Caravan will pass over the halt for some turns. Usually it is possible to recruit one of their tribe members, which often comes with a cost, so it is possible to recruit up to two new Pupils per halt.

Speculative: The Pupils that can be recruited are not random. When they join, they have fixed names and fixed trades, but no fixed traits and no fixed balloon ribbon color. It is possible to have the "same" Pupil multiple times.