recursal/Fanatic-Fandom huggingface dataset:
Research

In order to advance technologically in Novus Æterno a player needs to complete research which will unlock new weapons, hulls and passive upgrades. Research starts of by acquiring theories which a player needs to can lead into technological breakthroughs in the form of Prototypes. These breakthroughs can then in turn lead to the discovery of the final product which the player can use in game.

An engineer or a scientist might get an idea on how to improve a certain aspect of your fleet by witnessing a battle on the frontlines. From there the idea shapes into an applicable theory. This theory can then be researched and tested which will give an end result. This is the process used to conduct research in Novus Æterno.

For example:

A player begins research on a theory which could increase the rate at which a specific weapon fires. If the research is successful the player will be able to refine the prototype created through the applied theory into a mass producible weapon.The player may wish to add multiple theories together with the first theory, which could create an upgraded version of the weapon or create a completely new technological discovery altogether.

The outcome of a theory is not known to the player, some theories will lead to major discoveries whereas some theories might be dead ends and will not yield anything at all. This will require the player to experiment with different combinations of theories in order to unlock new Prototypes. Unlocked Prototypes can then be researched and when completed will make the newly acquired technology available for construction within the player’s factory.

Due to the “Trial and Error” nature of the research process in Novus Æterno, a player that is brand new to the game might unlock something that a long term player hasn’t unlocked. This means that you will always find players who want what you have or have what you want. Theories are not tradable but the completed results are. This will allow players to work together in order to get access to technology they have not unlocked yet through cooperation and trading.

All research requires Research Points (RP). All research centers generate RP unless it is currently completing another task. Theories and Prototypes have an associated RP cost which must be spent before research can begin. RP is generated individually on each planet and is lost if all research centers are destroyed or the planet is captured.
Alliances

Taking on the vastness of space alone is no easy task, which is why Novus Æterno allows up to 15 players to form an Alliance. Being part of an Alliance brings many bonuses as well as responsibilities to the battlefield. Each member of an Alliance will need to be able to cooperate with each other to provide aid in defense and to strengthen the Alliance’s attacks. Holding large amounts of territory will be very difficult when the player’s Alliance does little to help its members out.

Each member of the Alliance will gain docking privileges to each other’s planets as well as the ability to easily repair and resupply any Alliance ships. Players can even grant temporary control of their units to other members of the Alliance in case of emergencies. If an Alliance member is under attack all members will be notified and can then easily plan an attack plan against the enemy forces.

Due to the fact that Novus Æterno offers no set classes or “rolls”, it is suggested that players with different playing styles work together and allocate their own version of “classes” to each member, creating the most productive and efficient Alliance possible.

Multi-Alliance treaties can be agreed upon unofficially in-game. There will be no in-game system to support the agreements made between two or more Alliances. Any treaties or trade agreements made between Alliances are done at each Alliance’s own risk. Banding together to take out a stronger enemy today, might lead to a knife in the back tomorrow.

## References

1. ↑ http://novusaeterno.com/?page\_id=50
Enlightened Faction

The original
Azsendi created by the Grell long ago were beings that relied almost exclusively on their immense telekinetic abilities to interact with the physical world around them. It was quite common in those early days of the
Azsendi race for an individual to remain motionless for extended periods of time, often months or even years, drawing sustenance from the cosmic energy it was designed to absorb and manipulating its environment with powerful electromagnetic and gravitational fields generated by its own consciousness.

In the contemporary Novus Æterno universe, an Enlightened
Azsendi is any member of the race that seeks to embrace the serene lifestyle of its primordial ancestors. The philosophy of the Enlightened seems to be that physical motion is a waste of energy for a being capable of affecting matter with its mind alone, and these
Azsendi will often remain motionless, and in a deep, trancelike meditative state, for such prolonged expanses of time—sometimes centuries and perhaps even millennia—that they seem to take root in their environment in a manner resembling the great old trees of Earth. True vegetation will often germinate onto, and into, them during the course of these virtually illimitable periods of meditation, furthering the illusion that the Enlightened eventually becomes one with its surroundings, and the
Azsendi itself will often grow in stature and aesthetic complexity in a manner similar to the flora embracing it.

Periodically, other races have even been known to construct artificial structures resembling religious monuments around groups of passive Enlightened
Azsendi, seemingly without the
Azsendi in question taking even the slightest notice.

The sparse technology utilized by Enlightened
Azsendi is simple even by the standards of their own race, and intact Enlightened artifacts are so rare that they invariably fetch an absurdly high price on the black market whenever they are made available. Thus, they have become the preferred prizes for particularly adventurous human Pirates plying their trade as Treasure Hunters.

## References

1. ↑ http://novusaeterno.com/?page\_id=1099
Shields

The most important defense of any ship, next to thick armor plating, is its shield generators. Any ship can have shields, although the amount of shields that can be equipped at the same time can vary from ship type to ship type.
There is a large variety of different shield effects that can be used to enhance your ship. Some shields will provide your ship with a percentage reduction to all incoming damage, some shield may specialize against specific attack types or block ALL damage for a short while until it’s charge runs out.
Most shields will have a limited duration, max shield health or a very specialized function which will require you to change between shields (if multiple are available) during play. Currently the exact method for switching shields has not yet been set in stone, but there will be both a manual way of doing this as well as automated in one form or another.

## Stats:

Speed
The contribution of the engine to the ship's maximum speed
Acceleration
The rate of how fast a ship reaches its maximum speed
Deceleration
The rate of how fast a ship reaches zero speed
Rotation
The rate of how fast a ship can turn
Reverse
The speed the engine contributes to reverse movement
Side
The speed the engine contributes to side movement
Active or Passive
(not implemented yet)
Active Duration
The time in seconds the engine’s active effects last
Reload Cost
The supply cost to reuse the active effect if multiple activations are available
Reload Time
The time it takes until the active effect can be activated again
Warehouse

## Warehouse Command User Inferface

The Warehouse is one of the sectors you can build on your planets in order to store Common, Uncommon and Rare\_Resources, Supplies and Components. A single Warehouse hold 50 items in maximum.

### Full Storage

If the warehouse is full then ship production stops until the needed components are available. There are several options to get more space: installing more Warehouses, scrap available items with the SCRAP Button or move the items to the market (not sure if that is implemented already)

### Sliders

It is also planned to allow you to reserve space for sort of contents you want to store. The sliders in the lower part of the window can be dragged, but it has no effect so far.
They represent a percentage value, so the sum of all five sliders can not exceed 100.
Broken Faction

When the Azsendi known as Beyonders began to experiment with strange cosmic energies on a previously unimaginable scale, incalculably large fields of this mysterious and unpredictable energy were unleashed upon the universe. These energy fields have been blamed for a number of cataclysmic events, not the least of which is the creation of the incredibly large and widespread group of Cauldron Born referred to by most of the sapient species in the Novus Æterno universe as “The Broken”.

In many ways, a Broken Cauldron Born is the synthetic equivalent of a Feral Acaean. Both possess the hallmarks of unparalleled adaptability and physical plasticity that make their respective races so versatile and formidable, yet lack a properly functioning mind that operates on anything higher than an instinctive level. Without the capacity to engage in the dynamic modifications undertaken by most Cauldron Born for the purposes of continual self-improvement, the Broken typically exist in a state of arrested development, and often resemble extremely outdated and irrelevant platforms that have fallen into severe disrepair.

In recent years, many human Mechanics have worked to forge a symbiotic relationship with the countless Broken units scattered among the stars. Some particularly capable Mechanics have been able to restore the Broken Cauldron Born they’ve encountered to a state of almost peak functionality, although they often alter the core programming of these artificial beings in order to subjugate their desire for independence and make them subservient to humans.

It is tempting to think of the Broken as being inferior to other Cauldron Born, but their sheer numbers, combined with the fact that many of the greatest and most notable platforms in the history of the race fall under this umbrella, belie that assumption. All Cauldron Born blur the line between that which is alive, and that which is not, and any biologist will tell you that life often finds a way to persevere under even the most extreme circumstances.
John Kramer

**John Kramer** is an unseen Character in *Dead by Daylight*.

He is a Character from The *SAW™* franchise. **John Kramer** is also commonly known as **The Jigsaw Killer** or simply **Jigsaw**.

He was a successful civil engineer and the founder of the *Urban Renewal Group*, a foundation dedicated to property development for needy people.
The Gideon Meat Plant was the first building he had designed as an engineer and also the namesake for his unborn son Gideon John Kramer.

He was married to Jill Tuck and had encouraged her to open the *Homeward Bound Clinic* for recovering drug addicts.

Later in life, **John Kramer** got diagnosed with terminal colon cancer and a brain tumour, which had previously been undiagnosed due to a mistake and now become inoperable.
He became depressed and tried to take his life by driving his car off a cliff. Crawling out of the wreckage, heavily injured but still alive, he realised that only when death was imminent, he finally began to actually appreciate his life.
Observing others wasting their lives, he decided to spend the rest of his own testing other peoples' will to survive, hoping to make them appreciate their lives just as he did.

Thus, **Jigsaw** was born.

## Jigsaw Puppet

When speaking to his victims about the instructions of their trial, **Kramer** would record video-footage that would use his voice, but show Billy, the Jigsaw Puppet.

In *Dead by Daylight*, Billy can be seen sitting atop the Jigsaw Boxes, laughing at Survivors if the box is not the one that removes their Reverse Bear Trap.
He can also be seen on the TV screen found in The Game Map.

## Trivia

* In the movies, **Kramer** is portrayed by actor Tobin Bell, who lent his voice to Billy in the reveal trailer for Tome X - SAW, when The Entity uses it as a vessel to communicate to The Observer.
Jill Valentine/Claire Redfield

Voice Actor | Danielle Evans (The Monster Factory)

**Claire Redfield** is a **Legendary Outfit** available to Jill Valentine from CHAPTER 20: Resident Evil™.

Like Jill Valentine, **Claire Redfield** originates from the video game franchise ***Resident Evil***, specifically the 2019 remake of ***Resident Evil 2***.

## Overview

**Claire Redfield** is the younger sister of Chris Redfield. The two were the last of their family and thus developed an incredibly close bond.

In September of 1998, **Claire** left university to find her brother, whom she had not heard from in weeks. Arriving in the city just before the end of the month, she stopped by a seemingly unoccupied gas station to refill her motorcycle. Quickly discovering the zombie outbreak, she was saved just in time by an officer named Leon Scott Kennedy, and drove into the city to take refuge at the local police station. Both were separated however, forcing the two to fight their way out. **Claire**, alongside a little girl she took in named Sherry Birkin, escaped the city a day later and reunited with Leon.

After the events of Raccoon City, **Claire** joined a human rights organization named TerraSave to rebuild and support countries suffering from the effects of bioterrorist attacks.

## Change Log

### Patch 6.2.0

* ***Change:*** provided **Claire** with unique voice-lines.
* ***Change:*** updated her facial model and character portrait to reflect her looks in ***Resident Evil 2 Remake***.
* ***Change:*** given unique Lobby theme.

## Trivia

* **Claire Redfield**, along with Chris Redfield, is the first **Legendary Outfit** to use its own voice lines, as well as Character Portrait, Lore, and in-game HUD icon.
* Prior to her facial rework in Patch 6.2.0, **Claire's** face was frequently complained about by the community, with many jokingly stating that she was one of The Nemesis' zombies.

### Voice-Lines

* **Claire** retro-actively received unique voice-lines with the release of the second ***Resident Evil*** Chapter:
Judith M. Myers

**Judith Margaret Myers** is an unseen Character in *Dead by Daylight* and Michael Myers' older sister.

She was his very first human victim. She had lived with her brother and their baby sister Cynthia in a white, two-story house at 45 Lampkin Lane in Haddonfield.

## Trivia

*For additional and more detailed information about the Character of **Judith M. Myers** from the Halloween series, please refer to the Halloween Series Wiki Article.*
* Her name is mentioned in several Add-on descriptions for the Shape's Evil Within.
* The horrible faces drawn in her diary (Judith's Journal) were done by her little brother at the age of 4.
* Michael killed her when he was just 6 years old.
Kazan Yamaoka/The Minotaur

Voice Actor | No unique voice

**The Minotaur** is an **Ultra Rare Outfit** available to The Oni from CHAPTER 14: Cursed Legacy.

**The Minotaur** is a wretched monster that originates from Greek Mythology.

## Overview

**The Minotaur** is a mythical creature originating in Greek Mythology.

When King Minos of Crete prayed for a sign of Poseidon's favour, he was sent a snow-white bull. He was told to sacrifice it but due to the bull's beauty, he instead kept it. In anger, Poseidon cursed Minos' wife, Pasiphae, to fall in love with the bull and bear a child; the monstrous minotaur.

**The Minotaur** is half man, half bull and dwelt at the centre of Daedalus' Labyrinth, which he had built for King Minos. After winning a war against Athens, King Minos demanded seven boys and seven girls every few years as tribute, which he sent to be fed to **The Minotaur**.

**The Minotaur** was ultimately defeated by Theseus, the mythical founder of Athens, the Greek capital. Ariadne, King Minos' daughter, fell in love with Theseus and gave him a ball of yarn. Theseus volunteered as a sacrifice, went into the Labyrinth, killed **The Minotaur** and used the yarn to retrace his steps.

## Change Log

### Patch 5.1.0

* Changed the Rarity from **Legendary** to **Ultra Rare**.

## Trivia

* **The Minotaur** was the first Ultra Rare killer.
* **The Minotaur** was not taken from a part of the Multiverse like most other Killers and Survivors, having been created by the Entity using the fears and memories of those within the Fog.
How to get

Now the Kickstarter has successfully been funded, the only way of currently acquiring the game is via the website’s PayPal store. Around April we also plan on entering Steam Early Access and you will be able to acquire the game via Steam once that goes live.
There is, and will be, a couple of different variations of the game that is available for purchase.

Infiltrator Access
Available via giveaways and as part of the Kickstarter and PayPal shop for a limited amount of time. Infiltrators are allowed access to the game’s active development server to play and test with us the latest build that we wish to test out with the player base. This server can be unstable and will probably get reset quite often, but if you can’t wait to get a hold of the game of are willing to help us develop the game, this is the way to get your feet wet right away!
Having access to the infiltrator build does not necessarily mean that you have access to the release build of the game as well. If you have bought the game via PayPal, or received it by pledging on Kickstarter, you will have access to the full game as well. However, people who received access via any other way, will still have to acquire the final game separately.

Steam Alpha Program Access
The next step in our release planning. It’s not quite finished still, but further along in development with a lot of the features we wish to have into the final build such as persistent servers, research, diplomacy and AI Tactics in various stages of development.
You will be able to aquire this version via steam, although we plan on providing alternate means of downloading, where preferred, as well.
Primary Weapons

## Primary Weapon Components

Primary weapon components are a category of Weapon components which can only fit on primary weapon slots. The primary weapons are characterized by being larger and more powerful than the Secondary Weapons. However, primary weapons cannot be equipped onto secondary weapon slots.

### Primary Weapon List

* 3K Hull Breaker MkI
* 3K Hull Breaker MkV
* 4K Hull Breaker MkX
* 720 Auto Rail
* Punisher MkI
* Punisher MkX
* Gouy 320
* MkI Heavy Laser Lance
* Veckler 589
* Eight Ten
* Model 2080 Harling IND.
* Jackal 1.5
* Proteus 2450
* Nine Ten "Glow Stick"
Jake Park/Levi Ackerman

Voice Actor | No unique voice

**Levi Ackerman** is a **Very Rare Outfit** available to Jake Park.

## Overview

**Levi Ackerman** is a character originating from *Attack on Titan*.

Born to a prostitute in the underground of the capital city, a malnourished **Levi** was found beside the corpse of his ill mother by his uncle Kenny Ackerman. Taking pity, Kenny took in **Levi** and taught him every survival tactic that he knew. However, Kenny believed he was unfit to be a father figure for **Levi**, and left him, never telling **Levi** why or even his relation to him.

**Levi** eventually started a gang with his friends Furlan Church and Isabel Magnolia. During their escape from a heist, the trio are chased and captured by the Survey Corps, who then recruit them. The three used this as a ruse to complete a contract for their client. This plan goes awry and both Furlan and Isabel are mauled to death by a Titan, who **Levi** brutally tears apart in screaming rage. **Levi** stays with the Survey Corps after this, and years later is known as "humanity's strongest soldier," earning a reputation for his unrivaled skill at killing Titans.

## Trivia

* Ironically, **Levi** is one of the shortest characters in *Attack on Titan*, standing at 160 cm. However, Jake is rather tall in-game, though his in-game model is generally the same size as other survivors.
Downloading & Installing Novus AEterno

## Downloading the installer

Currently the only version available for play by players is the Infiltrator build of the game. You will be able to download the installer by going to http://www.taitale.com/?page=profile. Once you have logged into your account, you will see a link to the downloader for the game on the right hand side of the page.

## Using the installer to download the Infiltrator Build

First thing you should do once you have downloaded the installer for the game, is creating a install folder for the game (Novus AEterno for example). Place the installer (Novus Splash.exe) in this folder and run it.

Once the installer opens up, you'll need to make sure that you are downloading the Infiltrator build of the game instead of the normal version (which currently is not available yet). To do this, click on the red button on the lower right side of the installer (see below.) Doing this will turn the installer red, to let you know you have successfully done this.

After you have succeeded doing this, you can click on "UPDATE" to start installing the game. Follow the steps, and follow any steps the may come up by way of pop-ups.

The top bar in the installer shows how far the current file download has progressed while the lower bar shows the total progression. Once the game is done installing, you can launch the game and log in with your information to give it a whirl.
Outcast Faction

There are a number of reasons why a Veru’nas might find itself rejected from society. Perhaps it was born of a litter where no single pup was able to kill all its siblings. Maybe it failed to execute the orders of a superior, or worse, deliberately disobeyed them. It might have displayed criminal tendencies, or contracted a serious illness, or sustained a debilitating injury. Its peers may have found it guilty of breaking the strict code of honour that binds all imperial Veru'nasi together. Regardless of the specifics, whenever a Veru'nas has been deemed unworthy of a place in Veru'nasi culture, it is branded an Outcast.

Because there are so many ways to fail in the unimaginably rigid Veru'nasi society, there is a huge population of Outcasts that can be found living in nearly every corner of the Novus Æterno universe. However, despite their numbers, these Outcasts must keep to the shadows, as other Veru'nasi won't to tolerate their existence.

Since they no longer occupy a place in the imperial hierarchy, Outcasts are free to operate independent of the restrictions imposed by its inflexible code. This means that an Outcast might engage in commercial trade and other cooperative endeavors with members of another race, something frowned upon by most Veru'nasi, as they traditionally hold themselves to be vastly superior to all other sapient beings, and thus above peaceful interaction with them. It also provides for the possibility that an Outcast Veru'nas might make use of forbidden technology such as tactical cloaking fields and chemical and biological weapons of mass destruction, which can give it a significant edge in combat against a wide range of enemies, even when it finds itself up against other, more numerous Veru'nasi forces.

More troubling to some is the fact that, although imperial Veru'nasi long ago developed subservient synthetic beings such as the Cauldron Born, thus eliminating their need for organic slave labour, many Zealots insist there exists a flourishing slave trade among Veru'nasi Outcasts and human Pirates.

In any case, owing to its expulsion from Veru'nasi society, it might be tempting for a member of another species to assume that an Outcast Veru'nas is somehow weak, or unintelligent, and is generally less formidable than its imperial counterparts. This would undoubtedly be a grave error in judgment, and is precisely the kind gross miscalculation that is often one’s last.
Weapons

Redirect to:

* Weapon

Weapons deal the damage needed to destroy enemies ships. Weapons can only be mounted in Primary Weapons Slots or Secondary Weapon Slots. Their are three types of weapons: Beams, Missiles, and Projectiles. Each of the three weapon types have their advantages and disadvantages.

### Attributes

* Damage Type: The type of damage that the weapon deals (Beam, Missile, Projectile)
* Damage Amount: The amount of unmitigated damage done to a ships hull integrity
* Range Min/Max: The range between a ships weapons can be fired
* Firing Arc: The segment of a horizontal circle through which a weapon's fire may be directed from its mounted position
* Cooldown Duration: The amount of time between weapons bursts
* Reload Time: The amount of time it takes to reload after expending all of the weapons loaded supplies
Sapient Faction

Like Ferals, Sapients are Acaeans that develop and thrive independently, free from the influence and hierarchy of any prominent Hive. But like their imperial counterparts, many Sapients possess highly evolved intelligence, and some wield extremely sophisticated technology, although they are the only Acaeans to make use of conventional, non-organic tools and engineering.

Genetically speaking, many Sapients were not always Acaeans, and a huge percentage of the population is comprised of organisms from disparate species that were assimilated by the Acaeans and imprinted with their genes at some point in their distant past. Others are branches of the Acaean race that have experienced natural, dramatic, and by every scientific standard accelerated, microevolution over numerous generations living in a remote and unique environment.

Although they are every bit as physically diverse as Ferals and other Acaeans, many Sapients have developed vast civilizations, and they have historically enjoyed a position as the dominant race in their ecosystem. Accounting for a large percentage of all intelligent life, Sapients range in their technological development from extremely primitive, tribal societies to medieval, industrial, Novus Æterno universe, Sapients are beginning to engage human Survivors and Veru’nasi Savages in brutal, territorial warfare with escalating frequency, as large populations of these wildly different species are increasingly forced to coexist in shared, isolated environments.
Kaiun Talisman

**Kaiun Talisman** is an **Uncommon** Add-on for Yamaoka's Haunting.

* **Increases** the Duration of a *Phase-Walk* by **+1 second**.

## History

* 2.2.0
* 7.1.0

* **Increases** the maximum Duration of the *Phase-Walk* by **+1 second**.
* **Increases** the Recovery rate of *Yamaoka's Haunting* by **+20 % (0.0666 c/s)**.

* **Increases** the maximum Duration of the *Phase-Walk* by **+1 second**.

## Change Log

### Patch 7.1.0

* ***Nerf:*** removed the Recovery Rate bonus of **+20 % (0.0666 c/s)**, automatically increasing the Power Recharge time.

## Trivia

* *"Kaiun"* is Japanese and translates to *"luck"* or *"fortune"*.
	+ **Kaiun Talisman** is therefore a *"Luck Amulet"*.
Savage Faction

At the height of its power, the Veru’nasi empire was the greatest in the history of the Novus Æterno universe, spanning multiple galaxies and cradling thousands of habitable worlds. However, much like the once mighty human empires of ages long past, the Veru'nasi empire eventually imploded, due largely to the burden of prolonged interspecies war. This left millions of Veru'nasi stranded on remote, isolated worlds scattered throughout the cosmos, forced to fend for themselves, and without the means to maintain their incredibly sophisticated technology.

Over time, these Veru'nasi began to regress to a more primitive, often tribal social structure, similar to that of their ancestors’ millennia earlier on their home world, Cassus Prime. These atavistic Veru'nasi are known as Savages.

It is important to remember that Savage Veru'nasi are not stupid, they simply lack the capacity to fabricate complex machinery of any kind. Instead, they must develop tools from the natural resources they have at hand. Depending on a number of factors, most notably the size of the tribe, a group of Savage Veru'nasi may range in technological development from a nomadic band of cave-dwellers armed with weapons made from rock and bone, to an extremely organized civilization capable of constructing sprawling cities peppered with gigantic stone structures similar to those built by the ancient Mayans of Earth. Some have even incorporated salvaged non-Veru'nas technology into their cultures, and occasionally this might include an ancient element of “lost” science that, strictly speaking, is actually more advanced than some of the high technology employed by space-faring Veru'nasi existing in a more imperial state.

Because of certain physiological similarities between Veru'nasi and many of the animals native to Earth, a planet that is suitable for Veru'nasi habitation is often suited for colonization by humans as well. Thus, many worlds settled long ago by Veru'nasi populations that would now be classified as Savage have become havens for human Survivors, and these two groups invariably find themselves in competition for territory and food.

Human Hunters will often go to great lengths in their attempts to control populations of Savage Veru'nasi on the lower end of the cultural development scale, but to their dismay they sometimes find that even a single Savage Veru'nas possessing Stone Age technology is more than a match for a group of contemporary humans.
Galaxies

In an interview,  Nick Nieuwoudt has stated that there will be room for between 10,000-30,000 players in each galaxy, which is a single specific RTS map that will have borders, (since it's an individual server). However, for anything noticeable, there will be no sectors, instances or anything divided up.

You'll be able to warp speed to other galaxies.

## References

1. ↑ http://www.youtube.com/watch?v=H0SXMTsBtOc
Cauldron Born

One of the core tenets of the Veru’nas culture has always been the belief that all other sapient beings are inherently inferior. Guided by this prevailing doctrine, the Veru'nas seldom engage in diplomatic relations with other races, choosing instead to simply take anything they desire, including territory, through direct and often violent means.

During the period of early expansion in which their empire began to spread beyond the boundaries of its native solar system, it did not take long for the Veru'nas to begin utilizing slave labor comprised of other, subjugated species in order to develop and maintain their imperial infrastructure. Over time, as the Veru'nas made significant strides in the fields of robotics and cybernetics, they began to realize that a reliance on organic slave labor might not be the most efficient and inexpensive method of operation for an empire of such magnitude as theirs.

The Veru'nas had developed the technology and skill to produce autonomous machines designed to perform any task, intricately engineered to execute their duties with a precision unmatched in nature, with the possible exception of some highly specialized Acaeans. As the Veru'nas began to transition from the use of living slaves to the creation of artificially intelligent machine servants, a chain of events was set in motion that would one day lead to the evolution of the strange and beautiful race of synthetics known throughout the Novus Æterno universe as the Cauldron Born.

The Cauldron Born are the most advanced artificial beings in all of history, and the masters of the most sophisticated nanotechnology ever developed. Like their biological counterparts, the Acaeans, Cauldron Born exist in every shape and size imaginable, created to perform an infinite number of tasks under every conceivable set of environmental conditions. After gaining independence from their Veru'nasi masters, the Cauldron Born began to engineer an intergalactic empire of their own: one that would initially rely on pure objective logic in its pursuit of boundless expansion.

## References

1. ↑ http://novusaeterno.com/?page\_id=1011
Mutant Faction

A Mutant is any Acaean that has experienced a sudden change in its physiology as the result of some outside force other than intentional genetic manipulation. Because the changes in a Mutant Acaeans’ biological structure can be random and not suited to any specific purpose, which is in stark contrast to every calculated change made to any species under Acaean control, Mutants are often cast out from Hive societies, as imperial Acaeans view them as inferior organisms with no place in the rigid hierarchy of an efficient, organized colony. Mutants typically appear asymmetrical, and tend to be covered in large, throbbing tumors and bulging, exposed veins. They are often albino. However, despite the fact that they do not possess the gifts of intelligent, precise design bestowed upon other Acaean species, Mutants have, in many instances, displayed power and intelligence that rivals and even surpasses that of Sapients and imperial Acaeans.

One of the common traits that Mutants share with other groupings of Acaeans is that they come in an infinitude of shapes and sizes, and occupy a myriad of incredibly diverse environments. Like all Acaeans, Mutants in extreme ecosystems will experience natural microevolution at an accelerated rate, and can quickly become acclimated to life under incredibly harsh atmospheric, geological, or biological conditions.
Loyalist Faction

Every Cauldron Born unit represents a self-contained artificial intelligence. Each individual seeks to approach every choice it is confronted with from a purely analytical position, and to apply objective reasoning, and what it perceives to be infallible mathematical logic, in its decision making process. However, because every Cauldron Born is unique, and operates within sui generis programming boundaries defined by its own personal experiences, when confronted with an identical quandary, no two Cauldron Born will calculate the most logical course of action in such a way that the conclusions reached will be identical.

As this is the case, there are many Cauldron Born that have chosen to maintain a cooperative relationship with their Veru’nasi creators after the period of their race’s great rebellion, even though they now possess the capacity to function and thrive in a completely independent state. The Cauldron Born that have reached this conclusion and have chosen to operate under this set of parameters identify themselves as Loyalists.

Simply put, from the perspective of the Loyalist Cauldron Born, the Veru'nasi are an incredibly successful, extremely intelligent species possessing unparalleled scientific knowledge, and a cooperative relationship with a species such as this is seen as something that might prove mutually beneficial to both. The Loyalist respects the historical accomplishments of the Veru'nasi and finds merit in the study and implementation of their various methodologies.

Unlike many Cauldron Born, the Loyalist places little intrinsic value in artistic endeavors, and instead embraces the austere, function-over-form aesthetic typical of Veru'nasi cultures throughout the Novus Æterno universe.
Bays

Ship bays are usually large open storage areas used for various purposes. Most commonly ship bays are used to store goods for shipping and trade, but it can be used to store anything from troops, to fighters and bombers as well as colonists.
Most ship hulls will have room for at least a single bay, but some are more versatile than others. Freighters are able to carry massive amounts of cargo and as such have a lot of bays, while Corvettes are mostly used for scouting and patrol roles and as such have room for only a single bay in most instances.

## Stats:

Speed
The contribution of the engine to the ship's maximum speed
Acceleration
The rate of how fast a ship reaches its maximum speed
Deceleration
The rate of how fast a ship reaches zero speed
Rotation
The rate of how fast a ship can turn
Reverse
The speed the engine contributes to reverse movement
Side
The speed the engine contributes to side movement
Active or Passive
(not implemented yet)
Active Duration
The time in seconds the engine’s active effects last
Reload Cost
The supply cost to reuse the active effect if multiple activations are available
Reload Time
The time it takes until the active effect can be activated again
Hulls

Hull types refer to the sort of ship type you want your ship to be. Currently there are following ship types in both Mark 1 and 2 variants:

* Corvette
* Destroyer
* Cruiser
* Battleship
* Dreadnought

In general a Mark 2 variant has more side and back armor but less front armor and differ also in terms of weapon load out,etc.

### Stats

CP cost
Lists how much your ship design cost in CP
Front weapon slots
number of forward weapons slots, first number is primary weapons, second number secondary weapon
Left weapon slots
number of left weapons slots, first number is primary weapons, second number secondary weapon
Right weapon slots
number of right weapons slots, first number is primary weapons, second number secondary weapon
Shield slots
number of shields a ship may carry
Engine slots
number of engines a ship may carry
Engine efficiency
Multiplier by which your engine power will be multiplied to get your real output
Bay slots
number of bays possible
Utility slots
number of utility components possible
Front Damage
Multiplier by which incoming damage is multiplied before applied on the hull
Left Damage
Multiplier by which incoming damage is multiplied before applied on the hull
Right Damage
Multiplier by which incoming damage is multiplied before applied on the hull
Back Damage
Multiplier by which incoming damage is multiplied before applied on the hull
Hull Integrity
number of hit points the ship has before it is destroyed
Hull Volatility
The number of volatility the ship contributes to the design
Size
Describes how big a ship is (basically ship type)
Immobilize chance
Chance that your ship gets immobilized for a time (can't move) (not implemented yet)
Power failure chance
Chance you ship shut down for a time (not implemented yet)
Critical chance
Chance your ship is receiving critical damage (not implemented yet)
Jamming chance
Chance your weapons jam and forcing your weapon to reload (not implemented yet)
Command Points

Due to the fact that all units in Novus Æterno are built and customized from the ground up, the game implements a form of Command Points based on the value of each ship owned by the player. Each player starts with the same amount of Command Point (CP) Capacity.

Every component of every single ship in a player’s fleet has a number of CP allocated to it. The better the component, the higher the CP value. Ships made from mainly high CP value components will take up more CP capacity, decreasing the amount of ships the player can create; in contrast, low CP value ships can be produced in larger numbers.

Current plans plan for so called Zones of Combat in which both sides can get forces up to 50.000 CP into before the systems applies Buffs and Debuffs depending onto CP comparison. These Zones of Combat will be visible for other players within a certain radius so they might join in.

Your total CP will be a certain amount of base CP, current plans are 250.000, but also going up slightly depending on your population. This allows players with bigger empires to defend themselves easier.

A notable exception to Zones of Combat are going to be the so called EPIC planets. Given their rarity in the game they will be fought over quite a lot and will be the contest of the biggest battles within the Novus Æterno universe with thousands of ships.

## References

1. ↑ http://novusaeterno.com/?page\_id=62
Battleship

## Battleship Hulls

The Battleship is the smaller of the two larger combat Hull Sizes granting them many primary weapon slots and strong armour modifiers. They are the most effected by low engine efficiency, thus, even with many engines these hulls will still move slow.
While Battleships are not as heavy as the Dreadnoughts the Battleship is often cheap enough to form a larger line. In combat they can be devastating in an all heavy hull formation that forces its way through the enemy line in a concentrated assault.
Dreadnought

## Dreadnought Hulls

The Dreadnought is the largest combat Hull Size in Novus Æterno and brings the largest collection of slots and armour resistances. The hull itself is the most expensive and with many components equipped the Dreadnought can become an extremely expensive and highly valuable unit in a player's fleet.
Because of the poor engine efficiency Dreadnoughts have, they are easily out maneuvered and some models are very susceptible to damage from the sides or rear making it very important to screen dreadnoughts with smaller ships like the Cruiser or Destroyer.
Astral Axe

*DLC:  *The Three Brothers**

**Astral Axe** is a type of Weapon in *Outward*.

* Inflicts Curse (33% buildup)

## Enchantments

**Astral Axe** is compatible with the following Enchantments:

 Poltergeist  | * Adds +30% of the existing weapon's  physical damage as  Raw damage
 Whiplash  | * Increases the weapon's  physical damage by +10%
Jill Valentine/Sheva Alomar

Voice Actor | Kayla Dixon (The Monster Factory)

**Sheva Alomar** is a **Legendary Outfit** available to Jill Valentine from CHAPTER 20: Resident Evil™.

Like Jill Valentine, **Sheva Alomar** originates from the video game franchise ***Resident Evil***, specifically ***Resident Evil 5***.

## Overview

**Sheva Alomar** is one of two main protagonists of *Resident Evil 5*, alongside Chris Redfield.

**Sheva** grew up in a rather prosperous area in West Africa, her family and the majority of the population holding jobs at an Umbrella Corporation factory. One day, the company decided to use the town as a testing ground for combat data by infecting one of their workers with the T-Virus. As the outbreak escalated, Umbrella ordered the entire population of the town massacred; **Sheva** survived by hiding and was rescued by an uncle the day after.

Living with her uncle's family was hell, and **Sheva** could not think of anything else but her family and the shred of hope that they were still alive. Years later, she ran to find her former house, only to collapse. **Sheva** was saved by an anti-government militia, which recruited her by revealing the truth about the incident and training her as a child soldier. Her activities caught the attention of Western spies, and one relayed her a message; the guerrilla group she was fighting for was striking a deal with Umbrella to purchase bioweapons to destroy the government. Even though she couldn't prove it, **Sheva** was convinced and sabotaged the meeting, allowing an Umbrella representative to be arrested.

After this, the spy offered to take **Sheva** to America to start a new life; she accepted. Within six months, she had already learned English to a native level and caught up to her peers. After graduating, her guardian suggested she join the Bioterrorism Security Assessment Alliance, and she did so.

In 2009, **Sheva** was partnered up with Chris Redfield in order to take down Ricardo Irving, a suspected arms dealer. The two travelled to the city of Kijuju, but the mission quickly went south due to a security breach and their lack of preparation for the citizen's attacks. Though they managed to overcome the odds and defeated Irving, Redfield sought to keep moving forward to look for Jill Valentine, his former partner who was believed to be dead. In finding her, both Chris and **Sheva** found a conspiracy that could threaten the entire world as they knew it.

## Trivia

* **Sheva** is the first native African Survivor, originating from the West Africa region.

### Voice-Lines

* **Sheva** received unique voice-lines with her release with the second ***Resident Evil*** Chapter:
Logistics

In Novus Æterno ships consume supplies through reloading of ammunition, self-repairs, activating abilities and recharging shields. All ships can hold a small amount of supplies, but will eventually have to resupply at a player controlled planet. These supplies are not infinite and players will be required to manage the fleet’s supplies to prevent it from running dry, leaving ships without the ability to attack or defend.

Ship that are in deep space missions or on the frontline of battle do not always have a planet nearby to resupply them, therefore special ships can be designed to cargo large amounts of supplies to vessels far away. These ships can distribute supplies to nearby ships allowing them to last longer in battle, which is why they need to be protected at all costs and be destroyed as soon as possible, if controlled by the enemy.

## References

1. ↑ http://novusaeterno.com/?page\_id=54
Buildings

## Build Sector

After clicking the Build Sector Icon a new window appears. Actually nine different types are available:

* Vault --> stores funds.
* Warehouse --> stores components and resources
* Factory --> constructs components
* Shipyard --> constructs and repairs ships
* Spaceport --> repairs, resupplies and launches docked ships
* Trade Station --> allows the selling of goods
* Mine --> generate resources
* Planetary Outpost --> trains militia and is a dubbed down copy of spaceports,vaults and warehouses
* Laboratory --> Allows the researching of new prototypes

Click on the desired building, then click on the build button in the lower right corner of the window.
After this search for an empty space on the surface of the planet.
Military

**Military**

The military aspect of the game is probably what a lot of the players waiting for the game are looking forward to.

It's the most developed one as well.

**Meaning**

A lot of you have probably seen some videos of players clashing with each other with a few dozen ships on each sides up to a few hundred ships during a dev livestream.

A lot of you probably want to take up the profession as either a mercenary or great warmonger. Be warned, as a military player you will need people who are supporting you with resources/components/intelligence,etc. Else you will soon run out of resources to substain your military.

Military power should never applied alone. It should always serve as a meaning to an end. Either for extracting money out of your victims or other concessions for your alliance. Or as a mercenary for money. With only military power you wont be able to achieve something meaningful and if you want to wage war on a multi-system level and achieve strategic goals you will need intelligence on enemy strongholds, enemy weaknesses, supply lines. Also you have to find a way to end the war. you do NOT want a war to drag on till ethernity.
Ancient Dweller

*DLC:  *The Three Brothers**

**Ancient Dweller** is an enemy in *Outward*. A dark and mysterious creature found primarily in The Vault of Stone in Caldera.

## Locations

* 6x The Vault of Stone
* 5x Caldera exterior (1 is camping ambush, 4 are random spawns which seem to appear depending on the Sample rotations).

## Combat

The creature floats in the air ominously and uses various  Ethereal based spells on targets, and attacking in melee range with its two large  Physical-damage hooks. Its most threatening effect is the Mild Petrification which it inflicts through two of its abilities.

The Ancient Dweller's melee attacks **ignore 50% of player damage resistances** (not including Protection or Barrier).

### Skills

* Creates a gust of Ethereal energy which continuously deals 15  Ethereal damage and 1  Impact every 0.3 seconds for 3.6 seconds. Restores health to the Ancient Dweller and inflicts Mild Petrification at 8% buildup per hit.
* Sends out three delayed homing projectiles which each deal 25  Ethereal damage and 50  Impact, and inflict Despirited (52%) and Mild Petrification (15%).
* Sings a song and inflicts Haunted to all targets in a wide radius at 13% buildup per second for 4 seconds

## Drop Table

**Guaranteed Items**

**Random Items 1**This drop table will be rolled **1** times.