recursal/Fanatic-Fandom huggingface dataset:
Génération procédurale

La plus grosse partie du monde sera générée procéduralement. Chacun de nos serveurs aura des continents complètement différents afin de garantir que les choses découvertes sur un serveur ne ruine pas la découverte pour un autre.

Nous avons un incroyable ensemble d'outils de génération de monde qui crée du terrain, des modèles météo, des ressources finies, des nappes phréatiques, de la végétation, etc. Ensuite nous peuplons le monde avec des villages de départ près de bonnes sources d'eau fraîche, le long des routes commerciales majeures, dans des endroits stratégiques militairement, etc. Nous peuplons aussi les villages de départ avec des PNJs avec une distribution des âges similaire à celle que l'on trouve dans notre monde. Spécifiquement, environ 25% de la population sera en dessous de 18 ans, 40% seront entre 18 et 45, etc. Le plus vieux les PNJs, le moins nombreux ils sont. Nous contrôlons également la distribution entre homme et femme selon l'âge. Donc seulement 35% des PNJs de plus de 90 ans seront des hommes.

En conséquence, le monde semble très familier. Les choses sont basiquement là où vous les attendez, et comment vous les attendez.

Après cela, le moteur Soulborn garde traces d'où vont les gens. Si un PNJ décide qu'il veut établir un camp, recruter des soldats, puis envahir une ville proche, ils iront dans la nature sauvage dans un endroit peu souvent visité. De cette façon, lorsque quelqu'un trébuche sur un nouveau campement, cela semblera et sera ressenti comme naturel. Comme si ç'avait été bâti au fil du temps, par quelqu'un. On ne devrait pas avoir l'impression qu'il est juste apparu magiquement un beau jour.

De même, si un mal ancien décide d'élire domicile dans les montagnes, il peut se diriger vers une zone peu visitée et commencer à creuser des caves. Finalement, il fera sa demeure là.

Cependant, un PJ qui rencontre le réseau de cave assez tôt peut informer la ville, bâtir des défenses, et chasser le mal au loin ou quoi que ce soit d'autre. C'est via ce type d'exploration que les gens ont la capacité de changer l'orientation de l'histoire.

Avec tout cela dit, les levels designers travaillent sur des zones clés que nous appelons "scènes". Ce sont des lieux importants qui, bien qu'ils puissent se trouver à différents endroits sur chaque serveurs, existeront probablement sur chaque serveur. Ce sont des zones que nous avons créé spécifiquement pour un certain effet visuel, ou pour un certain rôle spécifique dans l'histoire. Donc tout n'est pas généré procéduralement, mais beaucoup de choses le sont.
Déguisement

La création de déguisements est une compétence dans l'arbre Déviant. Les déguisements peuvent être utilisés de plusieurs façons, comme vous aider à dissimuler votre apparence originelle jusqu'à prendre une fausse identité. Pour créer le dit déguisement vous pouvez choisir de partir de zéro, ce qui implique de porter une perruque, des lentilles de contacts, des vêtements, etc. Après avoir assemblé le déguisement choisi vous pouvez ensuite le lier à un kit de déguisement.

La seconde méthode implique d'utiliser un modèle comme la base du déguisement. Bien sûr, cela augmente la difficulté de création du déguisement, puisqu'il est nécessaire d'étudier de manière détaillée le modèle, et de se procurer un objet leur appartenant, avec ou sans son accord. Cette méthode permet à l'utilisateur du déguisement de ressembler à son modèle et, couplé avec une compétence de contrefaçon de haut-niveau (pour créer une fausse identité), peut permettre de commettre des actes répréhensibles en utilisant le nom du dit modèle.

Plus haute est votre compétence, plus nombreux seront les objets que vous serez capable d'équiper avec le kit de déguisement. Un exemple donné par Jeromy Walsh. "Initialement, vous serez seulement capable de mettre une perruque, puis des lentilles de contact, mais finalement, vous pourrez dissimuler presque toutes vos caractéristiques reconnaissables." Les membres de la famille, du modèle comme de l'imitateur, et le modèle lui-même peuvent voir à travers le déguisement. Ceux qui connaissent le modèle peuvent également y parvenir éventuellement.

## Références

1. ↑ 1,0 et 1,1 Walsh, Jeromy "Caspian" Design Journal #12 : Identity, Disguises and Reputation Design Journals - Chronicles of Elyria
Compétences de Survie

## Introduction

Les **Compétences de Survie** correspondent aux aptitudes permettant aux personnages de survivre dans la nature.

## Soin d'Animaux

Les Compétences de Soin d'Animaux sont réparties entre les compétences suivantes :

* Elevage
* Dressage

## Premiers Secours

Les Compétences de Premiers Secours sont réparties entre les compétences suivantes :

* Remise en place des os
* Soin des plaies

## Pêche

Les Compétences de Pêche sont réparties entre les compétences suivantes :

* Fabrication de hameçons

## Sylviculture

Les Compétences de Sylviculture sont réparties entre les aptitudes à faire les objets suivants :

* Feu (de camp)
* Matériel de couchage
* Abri

## Chasse

Les Compétences de Chasse sont réparties entre les compétences suivantes :

* Fabrication de Pièges
* Pistage

## Orientation

Les Compétences d'Orientation sont réparties entre les compétences suivantes :

* Arpentage
* Trouver de l'Eau

## References

1. ↑ Caspian, DJ #8: Character Roles and Skill Advancement, 14 October 2017
2. ↑ Soulbound Studios,Live Q&A - Survival, 29 March 2017
Plans

## Elyria ou "Nouvel Elyria"

Le plan principal où Mann réside actuellement.

**Qindred**: Séparé des autres plans durant L'Incendie.

**Virtori**: Séparé des autres plans en scellant les Vertus et les Vices.

## Haven ou "Ancien Elyria"

Le plan de résidence des Anciens, où la magie est toujours très présente.

**Qindred:** Séparé des autres plans durant L'Incendie.

**Virtori:** Séparé d'Elyria en scellant les Vertus. Un lieu de vertu.

## Karcion

Le plan dans lequel les flammes de Karcion brûlent encore.

**Qindred**: Séparé des autres plans durant L'Incendie.

**Virtori**: Séparé d'Elyria en scellant les Vices. Un lieu de vice.

## Plan Astral

Le plan qui sépare et connecte les trois autres.
Beehive

The **beehive** was added to add more to the hive biome. It is only found in the hive biome, and can only be placed on honeycomb and beeswax. When broken, a bee will be dropped. You can't actually get the beehive in survival, as it doesn't drop itself.

This is a custom modeled block, a small one, and actually resembles more of a paper wasp nest, rather than a wild beehive. It also generates on the ground, not on the underside of a tree or something. There is a shadow underneath it, but MCE decided to leave it in and it gives a little more depth to the hive biome.

## Obtaining

Can't obtain it, as it doesn't drop itself. Generates in the hive biome like a flower.

## Usage

Not much as it doesn't drop itself, but once broken, it will drop bees.

## Bugs

 **Bug;** 1.5**:** Tile Entity mapping issue. Spammed the server console.
Glass Shard

First Seen | 1.0

Glass shards can drop from glass leaves. Upon doing so, they automatically have a sharpness 1 enchantment to them. In the creative tab, they do not, but once taken out the enchantment is put on. So in the creative tab, the base damage is 5, but with the enchantment it is 6.25.

They act like a sword, so you can also block with one. However, glass shards can not be repaired on an anvil.

## Obtaining

They have a chance of dropping when you break glass leaves. You can not craft this item.

## Gallery

* Showing the enchantment effect on the item.
* Showing what enchantment is naturally on the item.
Navigation

Cette compétence est utilisé avec des cartes et d'autres outils pour aider les personnages à déterminer leur localisation dans le monde.

Lorsqu'on cherche à se repérer la première tâche importante est de déterminer la direction du nord. Si vous avez un compas est êtes assez compétent pour l'utiliser vous avez juste besoin de le regarder pour trouver le nord. Autrement vous aurez besoin d'utiliser le soleil ou les étoiles pour deviner où est le nord.

Une fois que vous avez fait cela, vous pouvez positionner votre corps dans le bon sens pour vous permettre d'utiliser votre cadran solaire pour déterminer l'heure et la lecture devient possible. Lorsque vous êtes orienté par rapport au nord, vous pouvez identifier les objets les plus proches de vous et les comparer à votre carte, et en faisant cela le curseur de votre personnage se positionnera sur celle-ci. Plus élevée sera votre compétence de Navigation, plus précise sera la position. Gardez à l'esprit que fermer votre carte réinitialisera la position et que vous aurez à refaire tout le processus.

## Références

1. ↑ Walsh, Jeromy "Caspian" Design Journal #10: Maps, Cartography, and Navigation Design Journals - Chronicles of Elyria
Marcheplan

Talent possible..
Marcheplan est un Talent extrêmement rare et n'a pas été vu en plusieurs siècles. Ceux qui possèdent ce Talent ont la capacité de se transporter dans le Plan Astral quand ils sont proches de quelqu'un qui accomplit une Marche de l'Esprit. Pendant qu'ils sont sont dans le Plan Astral, ils peuvent vous guider et vous aider face à n'importe quel obstacle que vous pourriez rencontrer.

## Références

1. ↑ Walsh, Jeromy "Caspian" Design Journal #1 – Introduction to Souls. Developer Journals - Chronicles of Elyria.
2. ↑ Walsh, Jeromy "Caspian" Design Journal #4 – Incapacitation, Spirit Walking, and Permadeath. Developer Journals - Chronicles of Elyria.
Crimson Stone

**Crimson Stone** is similar to normal stone, except it only generates in the Crimson dimension. It uses the stone texture, but tinted purple-ish-red. It takes a little longer to mine it than normal stone. In 1.7, it drops itself as there isn't a cobblestone variant of it.

## Obtaining

You can get it naturally in 1.7 as it drops itself. But after 1.7.1, you can silk touch it, or smelt the cobblestone.

## Usage

There is no real use for this other than decorative and to generate as the normal type of stone in the crimson dimension.
Hive

The **Hive** biome was added because MCE thought of a random color, which was yellow and the "hive" came into mind. The beehive and beeswax generations were added to give the biome of depth. This is the only place to get honey and stingers. The color is literally Bee Yellow. The sky color is the same.

## Generations

There aren't any trees, however the beehive generates like a flower. Also, the dirt replacement is beeswax, but it also generates on the surface with the honeycomb block.

# Shadow Hive

The **Shadow Hive** biome was added inspired from the Hive biome in Starbound. Similar to the hive biome in the mod, it generates with a honey comb block, however this one is a dark version of it. This biome doesn't not generate beeswax in the biome like how the normal hive biome does. The Shadow Hive biome generates the beehive like how the normal hive biome does. Both the top and filler blocks are made of shadow honeycomb. The color of this biome is black.

## Generations

There aren't any trees, however the beehive generates like a flower.

## Gallery

* Hive biome.
* Shadow Hive.png

Shadow Hive biome.

## Trivia

* It was added because MCE thought of a random color, which was yellow and "hive" came into mind.
* The actual color, and sky color name is "Bee Yellow" with a hex of *E9AB17*.
* Beehives generate like flowers.
* Beeswax is the dirt replacement, but it also generates on the surface with the honeycomb.
* Shadow hive biome was inspired by the hive biome from Starbound.
Death Forest

MCE made a biome that was going to be at the level of deep ocean, and called it "Dark Forest". But nothing happened, and it still looked like deep ocean, so changed the name to "Underwater Forest" and tried to get trees to generate under the water. Still nothing happened, and when he changed the height level to low plains it generated what you see now. He later changed the name to **Death Forest**, as it had a dark red color to the biome and many trees allowing darkness and mobs to spawn. The sky color is also a red.

## Generations

Only the manchineel (man-chi-neel) tree generates here. When walking on the logs or touching the leaves, it will hurt you. However the planks from this wood does not hurt you. Red and brown mushrooms generate, as well as tall grass. But no flowers generate in this biome. Lakes do not generate either. The top block is grass and the filler is dirt, like a normal forest. The color of this biome is a dark red.

Supposedly only hostile mobs spawn here, but that is unknown if that happens. No passive mobs, or even passive cave mobs or squids are suppose to spawn in this biome.
Compétences de Combat

## Introduction

Les **Compétences de Combat** sont des compétences qui déterminent les aptitudes intrinsèques et non-circonstancielles du personnage. Cela inclut le combat à mains nues, avec une arme à une ou deux main, avec des armes de jet ou à distance, et d'autres tactiques comme l'ambidextrie ou les attaques furtives.

## Corps à Corps

### Lames

Les armes de corps à corps avec des lames, à bords coupants, sont distinguées par la forme et la longueur de la lame. Trois sous-catégories sont identifiées : Haches, Lames Longues et Lames Courtes.

### Haches

* Une Main
* Deux Mains

#### Lames Longues

Les Épées et les Rapières sont quelques exemples de Lames Longues.

* Une Main
* Deux Mains

#### Lames Courtes

* Dagues
* Épées Courtes

### Armes Contondantes

Les Armes Contondantes sont des armes principalement utilisées pour infliger de lourds dégâts d'impact à la cible.

#### Une Main

* Fléaux
* Marteaux
* Masses

#### Deux Mains

* Marteaux
* Masses

### Défense

* Blocage
* Déflexion
* Boucliers

### Ambidextrie

L'Ambidextrie est une compétence particulière qui permet l'utilisation efficace de deux armes de corps à corps à une main.

### Armes d'Hast

* Guisarmes
* Lances
* Batôns

### Mains Nues

* Choppe
* Frappe

## Distance

### Armes de Tir

* Arcs
* Lance-Pierres

### Armes de Jet

* Javelots
* Frondes
* Lames de Jet
* Objets Jetés

## References

1. ↑ Caspian, DJ #8: Character Roles and Skill Advancement, 14 October 2015
Blue Dirt

Blue dirt was added for the High Lands biome, since MCE didn't want to add in Xorite blocks. The high lands were made from an idea MCE had when he was doing a forge tutorial on how to make a biome, and he used xorite blocks as the filler block. This block replaces the xorite blocks in this mod.

This does not go into a blue grass if left in the sunlight. It can how ever be tilled with any hoe to get Blue Farmland, which has a special property. You can't make a unstompable blue farmland, only normal farmland has that feature.

## Obtaining

It naturally generates as a part of the high lands biome.

## Usage

Other than being able to till it with any hoe to change it to blue farmland, you can smelt it!

Any fuel

## Bugs

 **Bug;** 1.0**:** Can't till blue dirt into blue farmland.
 **Bug;** 1.0**:** You can place crops on blue dirt.
Amethyst Dirt

**Amethyst Dirt** was added for the amethyst biome. It generates underneath the amethyst crust, like normal dirt does. Upon mining it, it will drop some amethyst grit instead of itself. This grit is used to make the aesthetics blocks. The block has a purple color to it, and instead of using the normal dirt texture design actually uses the nether wart block from 1.10 minecraft.

## Obtaining

### Natural generation

This block naturally generates in the amethyst lands biome.

## Usage

None, but the amethyst grit it drops is used in recipes.
Erython Cube

First Seen | 1.3

**Erython Cube** (Err-thon) was added to give the Erython a mob drop. It is used in one crafting recipe, but will probably be used more in the future. It is a custom modeled item.

## Obtaining

It drops from killing the erython mob. You can also find it in dungeon, pyramid, mineshaft, and blacksmith villager chests.

## Usage

### As a Crafting Ingredient

Iron Axe +
Stick
Fire Grass

Fire Grass is a tall grass like plant that generates naturally in the Ocher biome. It has an orange color to it, and when an entity walks through it, the entity will be set on fire. It also gives off light. When broken, it drops 0-1 Fire Seeds.

## Obtaining

It naturally generates as a part of the ocher biome.

## Usage

No actual use for the block itself, but it drops 0-1 Fire Seeds when broken.
Obsidian Spikes

First Seen | 1.0

**Obsidian spikes** are only found in the Obsidian Forest biome. MCE got the idea from the ice spike plains biome. It actually uses that code.

## Appearance

Similar to the ice spike, but skinnier and shorter. They are made of obsidian instead of packed ice. These spikes generate in the obsidian forest.

Mushrooms have been known to grow on the spikes, and mobs are frequently seen spawning on them.

If there's a body of water, river or ocean, some spike will generate over them, but do not generate beneath the water. Even though they are still quite tall, but not as tall as the ice spikes, it is considered a small generated structure.

## Gallery

* Obsidian spikes in the obsidian forest.
* Obsidian spikes that generated over water.
* Comparison of the autil spikes and the obsidian spikes. The autil spikes are quite taller.
Amethyst Grove

The **Amethyst Grove** biome was added in to be able to get purple wood. MCE made a house in the normal amethyst biome, but there wasn't a purple colored wood for his house, so this biome was added. The biome foliage color is actually *Purple Amethyst*. The sky color is the same.

It's under the name "grove" instead of "forest" because the biome isn't packed with trees like a forest biome. And "grove" was the best word to use.

## Generations

This biome doesn't have any real special generations. It doesn't generate lakes, trees or flowers. It does generate tall grass and the mauvewood tree. Only that kind of tree generates here.

## Trivia

* It was added because MCE didn't have a purple wood color to go with his house he made in the Amethyst biome.
Dymus Bar

First Seen | 1.0

Dymus (die-muss) bar was added so you could get the Eccentric Biomes Wrench. Dymus was a random word from a random material generator. It uses the basic shape of the iron ingot.

## Obtaining

There is no ore for getting these bars. You can also find it in dungeon, pyramid, mineshaft, and blacksmith villager chests.

## Usage

They aren't used in making armor, or tools.

### As a Crafting Ingredient

Flamestone
Dymus Block
Dymus Block
Sting Sword

First Seen | 1.5

The **sting sword** is made of stingers from bees and when a mob or player is hit with the sword, it will give them 5 seconds of poison. This poison effect doesn't affect zombies or spiders/cave spiders as they are immune to poison.

It's attack damage is 8.5 while it's max damage is 550.
Void

The **void** biome was made when MCE wondered what a biome would look like if the top and filler blocks were air. He saw it and kept it in the mod. With the top and filler blocks being air, lakes and water from rivers generate weirdly. Also, this biome doesn't smoothly go into the next biome nicely, but still looks cool.

## Generations

With the top and filler blocks both being air, it looks like this biome sank down a bit. However, water still generates at the same height, and looks weird when it does. Tall grass and flowers can still generate on the few patches of dirt that spawn. This biome doesn't smoothly go into the next biome, because of the top and filler block, yet it looks cool.

There is no color set to this biome. Lakes can generate as well as tall grass and flower. However, trees do not.

## Gallery

* Void biome near a river.
* Void biome near a desert.
* Showing the water generation in the Void biome.
* Showing the interesting transition between the Void and Arctic biomes.
* A mix of void and fertile biomes.
Dead Grass

Tic-toc26 had an idea for a biome, but there was a lot of specific stuff to it that wouldn't be possible for a biome itself and MCE said that's probably more for a dimension. This biome was slightly based off of the one Tic-toc26 came up with.

The sound is of stone instead of normal grass sound.

## Obtaining

### Natural generation

This block naturally generates in the Dead Land biome. Only dead grass can be placed on it. Upon breaking the block, it drops 1 dust item.
You can not actually get the block, unless if you use silk touch or creative mode.

## Usage

None. You can't get this block in survival without cheating, and it isn't used for the making of other stuff.
Ore Dictionary

This is for mod developers.

An ore dictionary is a thing that allows mods to implement crafting items from other mods that use a same generic name.

Example:
Many mods add copper, and copper ingots. Mods set their own copper to the ore dictionary, usually like "oreCopper" and "ingotCopper". Then in any mod, they use that same name (Plus the "") in the crafting recipe where an item would usually go. So, when you want to craft, let's say a copper block, you can use any copper ingot from any mod that has their copper ingot apart of the ore dictionary.

MCE made a site for modders to contribute to a list of ore dictionary names that they use. Site.

So, here's the complete list of the ore dictionary of this mod.
Unstompable Farmland

This block acts like normal farmland, but you can't trample it. It still needs water for plants to grow better, and goes to dirt when you dig it, but you can not trample the crops that grow on it.

## Obtaining

It doesn't actually drop itself. When broken, it drops dirt. In order to get this block into the world, you sneak and right click with any hoe on dirt. This will replace the dirt block with this one.

It is unknown if you can get this block using silk touch.

### Natural generation

This block actually generates in the Fertile biome. An entire biome to grow your crops anywhere and not have them get trampled.

## Usage

It acts like a normal farmland. You can grow crops, even ones from mods as long as they extends BlockCrop. The only difference is between normal farmland is that you, or any other mob, can't trample this block back into dirt and destroy your crops.
Module:Iconbar

*Documentation for this module may be created at Module:Iconbar/doc*

```
local p = {}
function p.bar( f )
 local args = require( 'Module:ProcessArgs' ).merge()
 local full = args.full
 local half = args.half or 'Half ' .. full
 local empty = args.empty or 'Empty ' .. full
 local value = math.abs( tonumber( args.value ) or 0 ) / 2
 local min = math.ceil( math.abs( tonumber( args.min ) or 0 ) / 2 )
 local size = args.size or ''
 local title = args.title or ''
 local reverse = args.reverse or ''

 if title:lower() == 'none' then
 title = ''
 elseif title ~= '' then
 title = ' title="' .. title .. '"'
 else
 title = ' title="' .. value .. '"'
 end

 local fullIcon = ''
 local halfIcon = ''
 local emptyIcon = ''

 if tonumber( size ) then
 size = '|' .. size .. 'px'
 elseif size ~= '' then
 size = '|' .. size
 end

 if value == 0 then
 emptyIcon = '[[File:' .. empty .. size .. ']]'
 else
 fullIcon = string.rep( '[[File:' .. full .. size .. ']]', math.floor( value ) )

 if math.floor( value ) ~= value then
 halfIcon = '[[File:' .. half .. size .. ']]'
 end
 end

 if min - value >= 1 then
 emptyIcon = string.rep( '[[File:' .. empty .. size .. ']]', min - math.ceil( value ) )
 end

 if reverse ~= '' then
 return '<span class="nowrap"' .. title .. '>' .. emptyIcon .. halfIcon .. fullIcon .. '</span>'
 else
 return '<span class="nowrap"' .. title .. '>' .. fullIcon .. halfIcon .. emptyIcon .. '</span>'
 end
end
return p

```
Autil Block

The **Autil Block** was added to make the autil field biome. Upon mining it, which takes a bit of time, it will drop 1-2 autil items. When any entity is on top of the block, they sink down 1/2 way, as if it were a slab. It also cuts your movement speed by half, similar to what soul sand does.

## Obtaining

### Natural generation

This block naturally generates in the autil field biome.
Glassland

**Glassland** actually was in a different mod MCE worked on a long time ago. It was called the "RFT Mod", meaning "Requested From Twitter" where people would send in ideas through twitter to suggest things to put in the mod. However, this didn't really happen and he deleted the mod. The glass biome was in this mod, and actually had a mob called the Glassman, which was like the Enderman. The Glassman might be added back in.

## Generations

Similar to what was done in the RFT mod, the biome generates with glass as the top block, and stone as the filler. You can see dirt and some ores, usually coal, because of the glass top block.

Glass trees generate in this biome. The biome uses normal glass, not a new one that it adds in, though that was done to test for generating trees in this biome. The glass tree only generates on glass, no other block.

No mobs spawn, nor to grass or flowers. The Glassman however, might be added in.

## Gallery

* Glassland biome before it generated trees.
* Glassland biome, with trees.
Fire Seed

First Seen | 1.6

**Fire Seeds** are obtained from Fire Grass located in the Ocher biome. It can be used to grow the Pyre Flower. It can only be placed on Flamestone to grow the flower.

## Obtaining

It drops from Fire Grass in the Ocher biome.

## Usage

Use it to grow the Pyre Flower, which can only be placed and grown on Flamestone.

## Bugs

 **Bug;** 1.6**:** Pyre flower/seed can be placed/grown on normal farmland.
Autil

First Seen | 1.3

**Autil** (you-till) was a random name from a name generator. It is a jet black color, along with the blocks it makes. The shape is the blaze powder, but colored black with some white spots.

## Obtaining

It drops from mining normal autil blocks. You can also find it in dungeon, pyramid, mineshaft, and blacksmith villager chests.

## Usage

### As a Crafting Ingredient

Full Autil Block
Full Autil Block
Door

**Doors** were added mainly because MCE built a house in the amethyst biome, and he didn't have any doors that went with the color scheme. So mauvewood was added and so were the doors, as well as the other wood stuff. The doors from the mod work like any other normal door.

## Obtaining

### Crafting

Deadwood Door
Mauvewood Door
Deadwood Planks or
Mauvewood Planks
Shadowblade

The **Shadowblade** is a class in Breach. It is from the Shadow school and fills an Assassin role.

for a list of Shadowblade builds click here

## Spells

### Lethal Strike

 Type
 Key
 Description

* Info
* Tips

* Usable in the air

### Assassinate

 Type
 Key
 Description

* Info
* Tips

* Usable in the air

### Vanish

 Type
 Key
 Description
Stealth makes you invisible to enemies. Removed when receiving damage or attacking.
Unrevealable prevents Stealth from ending on receiving damage.

* Info
* Tips

* Usable in the air

### Mass Ambush

 Type
 Key
 Description

* Info
* Tips

* Usable in the air
* Passive +1 level potion crate

### Ambush

 Type
 Key
 Description
Passive: Light Impact Resistance, +15% Bonus Basic Attack Damage, +1 Dodge
+2 Health Potions

* Info
* Tips

* Usable in the air

### Basic Attack

 Type
 Key
 Description

* Info
* Tips
Flamage

The **flamage** biome, might name change later, is quite dangerous. It generates with flamestone, which when walked on will burn you. It does not rain or snow here. The sky has a red color to it.

## Generations

This biome's top and filler blocks are both flamestone. When you walk on flamestone you, or any mob that can burn, will be set on fire. The block has an animated texture, so this entire biome is weird looking and crazy.

No mobs spawn here, except the magma cube. They do not get hurt by fire. No trees, flowers, mushrooms tall grass, or lakes generate in this biome. The color is a dark orange to somewhat match the flamestone. This also changes the water color.
Pyre Flower

The **Pyre Flower** can only be grown on Flamestone. The Fire Seed which is used to grow this plant can be found in the Ocher biome by breaking the Fire Grass that grows there. The crystal can be used for several applications. It has 4 stages before it's fully grown.

## Obtaining

By planting the Fire Seed on Flamestone to grow this plant.

## Bugs

 **Bug;** 1.6**:** Pyre flower can be grown on normal farmland.
Fertile

This biome was suggested by Crazyguy15052. He randomly said in a Skype chat:

> "I thinkkkkkkk that you should make a new biome that is the fertile biome that you can grow any crop anywhere..."
>
>

And so then MCE thought of having the top block be unstompable farmland.

## Generations

Nothing special generates here, other than the unstompable farmland. Lakes can generate. No trees, flowers or grass generates.

## Gallery

* The fertile biome, with a pond.
* Another fertile biome.
Ocher

The **Ocher** biome was added because MCE wanted an orange themed biome. Instead of just having orange grass and tall grass, he also added in piles of red sand to generate. The grass is actually Fire Grass and when walked through will set you on fire. Upon punching it, it can drop a Fire Seed, and only that seed. No other seed drops from this grass.

## Generations

There aren't trees in this biome, however piles of red sand generates around the biome.

## Gallery

* Ocher.png

Ocher biome.

## Trivia

* Ocher is an earthy pigment, which has an orange-ish color.
* The achievement is a reference to the Annoying Orange where one of his lines is, "You're an apple!".
Slime Spike

**Slime spikes** generate in the Slimy biome kind of like a flower, similar to how the Beehive generates. There are two types of slime spikes, a green and a blue one. They both will drop 0-1 slime balls upon breaking them. This is a custom modeled block, and you can actually see through it as it is slightly transparent.

## Obtaining

Can't obtain it, as it doesn't drop itself. Generates in the slimy biome like a flower.

## Usage

Not much as it doesn't drop itself, but once broken, it will drop slime balls.

## Trivia

* The 3D modeling program used to make custom models for minecraft stuff wasn't working for MCE626, so he had to actually code the model file.
Module:ProcessArgs

*Documentation for this module may be created at Module:ProcessArgs/doc*

```
local p = {}
function p.norm( origArgs )
 if type( origArgs ) ~= 'table' then
 origArgs = mw.getCurrentFrame():getParent().args
 end
 local args = {}

 for k, v in pairs( origArgs ) do
 v = mw.text.trim( tostring( v ) )
 if v ~= '' then
 args[k] = v
 end
 end

 return args
end

function p.merge( origArgs, parentArgs, norm )
 if type( origArgs ) ~= 'table' then
 norm = origArgs
 local f = mw.getCurrentFrame()
 origArgs = f.args
 parentArgs = f:getParent().args
 end
 local args = {}

 for k, v in pairs( origArgs ) do
 v = mw.text.trim( tostring( v ) )
 if not norm or norm and v ~= '' then
 args[k] = v
 end
 end

 for k, v in pairs( parentArgs ) do
 v = mw.text.trim( v )
 if ( not norm or norm and v ~= '' ) and not args[k] then
 args[k] = v
 end
 end

 return args
end
return p

```
Torch

**Redstone torches** in this mod work like normal ones. They give redstone power, and turn off if power is put into them, and they can be placed on walls. The normal torches do the same as any other torch, giving off light and being able to be placed on walls.

## Obtaining

### Crafting

Deadwood Torch
Mauvewood Torch
Manchineel Stick or
Deadwood Stick or
Mauvewood Stick
Deadwood Redstone Torch
Mauvewood Redstone Torch
Manchineel Stick or
Deadwood Stick or
Mauvewood Stick
Rôles de personnage

Voici les rôles de personnage confirmés par Jeromy Walsh. Bien sûr, il s'agit simplement d'exemples. Vous pouvez vivre la vie que vous voulez.

* Fournisseurs
	+ Récolteurs
		- Mineurs
		- Bûcherons
		- Fermiers
	+ Marchants
* Producteurs
	+ Forgerons
	+ Alchimistes
	+ Boulangers
	+ Couturiers
* Explorateurs
* Champions
Eccentric Biomes Wiki

Update video: https://www.youtube.com/watch?v=UjF9F-BhVM0

Please feel free to contribute by creating new articles or expanding on existing ones.We are currently maintaining 961 pages (132 articles). There has been 2,014 edits on this wiki since it has started.

Current mod version: 1.7.1 •
Source Code

For Minecraft version: 1.7.10
Support on Patreon! And join the discord server!

## Credits

* Steve "MCE626" (Talk) - Programmer, Textures, Ideas, Wiki Designer
* Crazyguy15052 - Ideas
* Tictoc26 - Ideas

## Other Links

* Curse Forge
* PlanetMinecraft
* Minecraft Forums
* MCE626's Site
* Eccentric Biome News
* Discord
* Fan of this mod? Then buy a shirt!
Blue Farmland

Blue farmland was added because MCE thought it would be a good idea to be able to till Blue Dirt. Blue dirt can be obtained in the High Lands biome. You can till blue dirt with any hoe to get the farmland.

A special feature of this block is that you don't need a water source to grow your crops. It is naturally hydrated.

## Obtaining

You can get this by tilling blue dirt with any hoe. Blue dirt is obtained from the high lands biome. Upon jumping on this block, it will turn back into blue dirt.

## Usage

Used in farms to grow crops such as, wheat, carrots, potatoes, melons and pumpkins. You do not need this block to be near a water block to be hydrated, as this block is naturally and is always hydrated.

It is unknown if it makes crops grow faster.

## Bugs

 **Bug;** 1.0**:** Can't grow other mod's crops on blue farmland.
Autil Spikes

First Seen | 1.3

**Autil spikes** are only found in the autil field biome. They are similar to the obsidian spikes of the obsidian forest, but they are broken up.

## Appearance

Similar to the ice spike, and obsidian spikes but skinnier, taller, and broken up. They are made of the autil block. These spikes generate in the autil field biome.

If there's a body of water, river or ocean, some spike will generate over them, but do not generate beneath the water.

## Gallery

* Autil field with it's spikes.
* Comparison of the autil spikes and the obsidian spikes. The autil spikes are quite taller.

## Trivia

* When the autil field biome was first made, and MCE added the spikes, they were quite large and thick. MCE's friend said they looked like "giant black butt plugs." MCE messed with the values of the generation and got them skinny and broken up.
* They are taller than the obsidian spikes, and skinnier. It isn't know if they are taller than the ice spikes.
Snowy Desert

MCE randomly thought of a cold, **snowy desert**. So he made it. It is similar to the normal desert, except no wells, villages or pyramids generate. Little ponds of water and lava do though. Despite being a desert, it's temperature is cold.

## Generations

Because of the temperature being cold, it generates a layer of snow in the biome, and instead of raining, or not raining, it snows. Most water in the biome is changed to ice, which is make sugar canes break. Cacti do not break, despite having snow layers next to them.

The top and filler blocks are both sand, like the normal desert, but because the temperature is cold, a snow layer it generated. Little ponds of water and lava generate like in the normal desert, but villages, wells and pyramids do not. Like the normal desert only hostile mobs spawn here, at night.

The color of this biome is a nice orange color, which gives a sugar cane a nice gold color.

## Gallery

* A Snowy Desert biome.
* Another Snowy Desert biome, showing it's many generation of plants, as well as a lava pond.
* A generally flat Snowy Desert biome, with a river going through it.
* Showing the golden color of sugar canes in the Snowy Desert biome.
Module:Inventory icon

*Documentation for this module may be created at Module:Inventory icon/doc*

```
local sprite = require( [[Module:Sprite]] ).sprite
local ids = mw.loadData( [[Module:InvSprite/IDs]] ).ids
local p = {}

p.icon = function( f )
 local args = f
 if f == mw.getCurrentFrame() then
 args = f:getParent().args
 end

 local idData = ids[args[1]]
 local icon, category
 local link = args.link
 local title = args.title

 if idData then
 icon, category = sprite{
 iddata = idData, link = link, title = title,
 settings = 'InvSprite'
 }
 else
 icon = '[[File:Grid ' .. args[1] .. '.png|32x32px|link=' .. ( link or '' ) .. '|' .. ( title or '' ) .. ']]'
 end

 return icon .. ( category or '' )
end

return p

```
Config

Ever since 1.4, this mod has a config file which is located in the *config* folder in your *.minecraft* folder. Here is an image of the file from 1.4, and the explanation.

When new biomes come out for later updates, they will be added to the config with their ID and to turn off it's spawning.

## File

The first part under the section of "biome ids" lists all the biomes and their corresponding ID. It lists the biomes in alphabetical order, not necessarily by the ID number. If there is another mod conflicting with the biome IDs from this mod, you can change the ID so it doesn't crash. Or you can change the ID of the other mod's biomes, if they have a config.

The second section just has a name of "biomes" and a true value to all the biomes. This section also lists the biomes in alphabetical order like the first section. This section is where you can turn off a biome, and not have it spawn. By default all of the biomes are allowed to spawn, so they all have a value of *true*. If you don't want the Arctic biome to spawn because you think it's not really *eccentric*, then set the value to false and launch the game. And hopefully the biome won't spawn, not really sure haven't tested it fully..
Slabs

To put a more use for dymus powder, autil and amethyst grit, MCE added decorative blocks made out of it. There's also wooden slabs. They can be stacked to make a full block. They even work with the Industrial Technologies and More mods' chisel and do wall slabs.

## Obtaining

### Crafting

Dymus Brick Slab
Ornate Dymus Slab
Dymus Bricks or
Ornate Dymus Block
Autil Brick Slab
Ornate Autil Slab
Autil Bricks or
Ornate Autil Block
Amethyst Brick Slab
Ornate Amethyst Slab
Amethyst Bricks or
Ornate Amethyst
Deadwood Slab
Mauvewood Slab
Deadwood Planks or
Mauvewood Planks
High Lands

This biome was the first in the mod. It is similar to the biome MCE626 made in his forge tutorial on how to make a biome. Except in the tutorial one, it has Xorite Block as the filler instead of blue dirt. The sky color is similar to the grass color of cyan.

It is named the "High Lands" because MCE though you would have to be high to see something crazy like this.

## Generations

The biome has big and small red and brown mushrooms generate. It also has flowers, dead bushes and ferns. It can also generate lakes.

The top block is still grass, but the color of the biome is a cyan type, more specifically aquamarine. The filler block is Blue Dirt because MCE wanted the blue color for the biome, but didn't want to add Xorite in the mod.

Passive and hostile mobs can spawn in this biome, but there is no specific mob that is set to spawn in it.

## Gallery

* High Lands biome near a river.
* A hilly High Lands biome (before 1.5).
* Another High Lands biome image (before 1.5).
Autil Field

The **Autil Field** was a random idea that MCE had when he added in the autil block. It has spikes like the obsidian forest, but slightly different. At night, it's hard to see in this biome. The erython mob spawns in this biome. The sky color is also black.

## Generations

Autil spikes, which are similar to the obsidian spikes the obsidian forest has, it also generates tall grass here. No flowers or trees. Hostile and passive mobs spawn, and the erythion mob does too. The color of the biome is black, which makes it really hard to navigate during the night.

## Gallery

* Autil field biome.
* Autil field at night.
* Comparison of the autil spikes and the obsidian spikes. The autil spikes are quite taller (before 1.5).

## Trivia

* MCE was going to call it "Autil Land" but he felt like there were already a bunch of biomes with the "land" in the name so he changed it to "field".
* When the biome was first made, and MCE added the spikes, they were quite large and thick. MCE's friend said they looked like "giant black butt plugs." MCE messed with the values of the generation and got them skinny and broken up.
Honeycomb

**Honeycomb** was created for the hive biome and the **Shadow Honeycomb** was made for the shadow hive. When broken it gives you some honey instead of the block itself. You can not get this block in survival. The texture went through several changes to make the yellow just the right amount. For the shadow version, it was just tinted black.

## Obtaining

You can not get this block in survival as when broken, it drops honey.

## Usage

There is no real use for this since you can't get it in survival.
Religion

Il y a quatre religions principales dans Chronicles of Elyria. Chaque religion a différents dieux, différentes légendes de créations, et très probablement différentes pratiques religieuses. Le peuple d'Elyria ne sait pas si les dieux existent ou non, mais beaucoup le croient. Certains non. Il y a également des athées.

Nous avons eu des fragments d'informations à propos de deux des religions.

## Angelica

La Première Déesse Angelica transforma son ombre en un être vivant nommé Luna - la Deuxième Déesse. Angelica fit Ao, Dieu de la Vie - le Troisième Dieu. Luna fit Sanguine, Dieu de la Mort - le Quatrième Dieu. Luna eu un enfant avec Ao (le "mari" d'Angelica) et enfanta Mann. Angelica et Ao eurent deux enfants. Luna et Sanguine eurent aussi deux enfant. Ces quatres étaient Terra, Oceana, Démon, et un quatrième (le Dieu de l'Air). Mann fut banni.

## Les Sept Vertus et Vices

Nous ne connaissons pas vraiment les détails, mais nous pouvons faire suggestions éclairés basés sur les religions de notre propre monde. Il y a probablement 14 Dieux basés sur les 14 vertus et vices suivants.

 Humilité | Orgueil

## Références

1. ↑ Deffcon\_1 (by memory from IRC) - "Religion of Angelica"
2. ↑ Wikipedia: Seven Virtues & Vices"
Obsidian Forest

The **obsidian forest** was inspired by a few biomes in minecraft. The swamp, as you can see by the 2 different colors of the biome, and the ice spike plans, as you can see by the obsidian spikes. The sky takes after the grey-purpleish color rather than the grey color.

## Generations

No trees or flowers generate here, but tall grass does and an occasional mushroom has been seen on some of the spikes. Obviously, you can see there's obsidian spikes, which are similar to the ice spikes, but these are shorter and skinnier.

There are 2 colors with this biome, a gray one and a purple grayish. This was inspired from the swamp biome. The top block is grass, while the filler is dirt like how most biomes are. Lakes can also generate. Passive and hostile mobs spawn here.

When there is water from a river, lake or ocean, some obsidian spike will generate over them. They generate right on top of the water, no obsidian block has been seen generate right underneath the water. Mobs have been known to spawn on top of these spikes.

## Gallery

* An Obsidian Forest biome.
* Obsidian spikes generating over water in the Obsidian Forest biome (before 1.5).
Bug

A **bug** is usually a fault in the code resulting in unintended features/functions. They are usually fixed in updates. Some bugs are actually kept in and made as a feature. (Like the secret trapdoors) Note, a bug is not the same as a **glitch**. A *glitch* is a bug that is really really funny as hell. (Like the swing set in GTA 4)

## See Also

* Report bugs here. (Bitbucket)
* Minecraft Wiki page of bugs.
Amethyst

The **Amethyst** biome was added in at the last minute before the 1.4 update. MCE wanted to add a new biome, to expand on how many biomes there are in the mod. He thought of something with a purple-ish color, and that's how he got the name *Amethyst* which is a color. The biome foliage color is actually *Purple Amethyst*. The sky color is the same.

## Generations

This biome doesn't have any real special generations. It doesn't generate lakes, trees or flowers. It does generate tall grass.

## Trivia

* This biome was added in at the last minute before the 1.4 update.
* MCE thought of something with a purple-ish color, and that's how he got the name *Amethyst* which is a color.
Crimson Obsidian

**Crimson Obsidian** is used to make a portal to get to the Crimson dimension. You actually craft this block using normal obsidian, a Pyre Crystal, an Erython Cube and red dye. Be careful where you place it, as like normal obsidian, it take a bit of time to mine. The only place this block naturally generates is in the biomes of the crimson dimension.

It uses the obsidian texture but tinted a redish-purple color.

## Obtaining

You actually craft this block instead of finding it in the overworld.

Obsidian +
Pyre Crystal or
Erython Cube

## Usage

Can be used as decoration, but it's main purpose it to make a portal to the crimson dimension.
Leaves

The glass **leaves** uses the birch leaves pattern, but uses the glass style and color. Unlike normal leaves, glass leaves don't burn, or even decay when the logs of the tree have been mined out. Glass leaves can drop saplings, but they don't drop apples. Despite there being a bone tree, it does not generate with leaves.

However, the manchineel tree does generate with leaves, and they are a dark red color. Upon walking through them, they will hurt you.

## Obtaining

It isn't known if you can get them with shears or not.

Breaking glass leaves can give you a glass sapling, or a Glass Shard. Breaking manchineel leaves can give you a manchineel sapling or an apple.

### Natural generation

Glass leaves generate as a part of the glass tree that can only be found in the Glassland biome. Manchineel leaves generate as a part of the manchinell tree that can only be found in the Death Forest biome.
Eccentric Biomes Wrench

First Seen | 1.0

The wrench was added in to be able to change the different types of Flamestone. It is made with one of the flamestone types.

## Usage

Upon right clicking and sneaking normal or "activated" flamestone, it will change to deactivated flamestone. When that is right clicked with this wrench the flamestone turns into burn mobs only type, then into the burn players only type. When the burn only players type flamestone is right clicked with this wrench, it goes back into the normal or "activated" flamestone.

Upon changing the different flamestone, it will say what it was changed into in the chat. If you left click a flamestone, it will tell you which type it is. In order to change it you have to be sneaking and right clicking
Fence Gate

**Fence Gate** allow to to get into an enclosed area of fences, yet still go with the look of fence. Full sized doors looked really ugly for animal pens. The fences from this mod can connect to each other, and even connect with the fences from the IDT mod.

## Obtaining

### Crafting

Deadwood Fence Gate
Mauvewood Fence Gate
Deadwood Stick or
Mauvewood Stick +
Manchineel Planks or
Deadwood Planks or
Mauvewood Planks
Dead Land

Tic-toc26 had an idea for a biome, but there was a lot of specific stuff to it that wouldn't be possible for a biome itself and MCE said that's probably more for a dimension. This biome was slightly based off of the one Tic-toc26 came up with. The sky is a dead grey looking color.

## Generations

Nothing but dead bushes and deadwood trees generate here. No flowers, tall grass or lakes.

It isn't known if hostile or passive mobs spawn here. The color of the biome is a dead grey color.
Slimy

**Slimy** is a biome where slimes mainly spawn and is a nice and easy was to get slime balls. The biome generates with a slimy grass that will slightly slow you down, and also generates Slime Spikes kinda like tall grass. The spikes will drop slime balls when broken.

## Generations

Trees, flowers and tall grass do not generate in this biome. However, slime spikes do generate as if they were like tall grass. This is an easy way to get slime balls.

There are 2 colors with this biome similar to how the Obsidian Forest has. A green color and a blueish color. The color variants was inspired from the obsidian forest.