recursal/Fanatic-Fandom huggingface dataset:
Lorica

**Lorica** is the term used for describing a set of magical armor made of fragments of the Moonshards scattered around the globe, whose power comes from an unknown entity called the Moonshadow. There are currently three Lorica types, each possessing different levels of power. From weakest to strongest, they are Lorica Vivida, Resurgenta and Lucida. Loricae generally take the form of a refined Moonshard that is put into mundane objects, which the user of the armor wears on their person - like scarfs, amulets, rings, etc. Upon the users' will to activate it, it surrounds the users' body, taking the form of a set of armor. Each armor is unique - material, shape or size-wise. Although the first two Loricae types differ in raw strength and capabilities, the Lucida type is also capable of possessing a separate consciousness that can communicate with its user. As established, there is a soul of a person trapped in it. Therefore, it is capable of self-improvement and becoming stronger with time and experience.

## List of known Loricae

### Lorica Lucida

#### Lorica Lucida Suurego

A Lorica used by Luther Redgaze, which he acquired in the city of Pavdala, Elpia and named after the first woman he loved.

#### Lorica Lucida Aaron

A Lorica used by Ezra Hume which he acquired in Andria, Elpia in the form of a medallion and named Aaron after his late father.

### Lorica Resurgenta

#### Lorica Resurgenta Metatron

A Lorica used by Herghaz Inovez - also known as the Mind of Taimez, one of her elite retainers.

#### Lorica Resurgenta Samael

A Lorica used by Zaree Mastemei - also known as the Hand of Taimez and one of her elite retainers.

#### Lorica Resurgenta Jophiel

A Lorica used by Lahi Ashil - also known as the Voice of Taimez and one of her elite retainers.

#### Lorica Resurgenta Mikhael

A Lorica in use by Remal Hajar - also known as the Body of Taimez and one of her elite retainers.

#### Lorica Resurgenta Lucifer

A Lorica used by Agalka - one of Other Taimez' elite retainers.

#### Lorica Resurgenta Beelzebub

A Lorica in use by Dolores Darkgrove-one of Other Taimez' elite retainers.

#### Lorica Resurgenta Origin

A Lorica in use by Emperor Vaelter Asanyur, made by Luther Redgaze.

### Lorica Vivida

#### Lorica Vivida Scarf Ace

A Lorica used and made by Toumego Sei, before getting disintegrated in exchange for Dadashisa's divine assistance.
Dectomesian War of Religion

The Dectomesian War of Religion was a major religious war in Treisia and the most costly as part of the Summi-Barhadist Conflicts, located in Dectomesia. The war occurred from 2038 to 2041, taking 5,640,721 lives in the process. It is considered the deadliest war in Dectomesian history and the deadliest in Southeast Treisia.
Elpia

**The Kingdom of Elpia** is an ancient and powerful human empire - now in decline - that has stood since what is considered to be the dawn of time. Situated in southeastern Europa, it is known for its resilience, high culture and Christian ethos. After many years of strife, it has contracted to only occupy its warm and mountainous heartland, beset on the west by Maeror and on the east by the New Unity of Kadarys' Second Children. Its capital is situated in the fortress-city of Acria, a few kilometres off the shore of the Central Sea, but Rubria is the city most people think of as its true capital.

## Overview

Elpia is an empire that while once was possibly the largest human kingdom in the entire world is now in decline. Its lands are lush and fertile, with a temperate and pleasant climate, and it is known for the quality of its produce across Europa, with Elpian wine being especially prized.

Cities in Elpia are often completely walled, and old ,featuring elegant buildings from a time long past, usually in town squares and centers. While architecture varies from region to region, the distinct style of the administrative buildings built long ago in conquered cities is distinct.

Elpia is primarily Christian, with the religion being the only one recognized in the borders of the empire. Churches can be found aplenty in every city and village.The Church also has a say in the use of magic in the country, issuing a ban on its use by civillians and free practicioners, instead founding the Brotherhood of the Magi. This religious order is mainly concerned with the production of enchanted weaponry and armor-one of Elpia's primary ways of waging war and its members are recruited from childhood and parted from their parents.

The country is ruled by a king in the city of Acria, which appoints governors for the various provinces and cities, which while mostly selected from an educated upper class, are positions technically open to anyone capable enough to grasp them, as the distinction between peasantry and nobility, so apparent in the Empire and Maeror is only arbitrary in Elpia. Armies are levied by each governor independently, but are standing, professional ones.
Earth-Domain of Kadarys

**The Earth-Domain of Kadarys** is the older of the two elven kingdoms. It spans the frozen northern territories of Europa and Ajia, bordering with the Gravelands and terminating in the Eastern Ocean and the Holy Isles. A theocracy ruled by the Shroud-Council, its capital is situated in Ulthar-Beyond-the-Sea. A sparsely-populated, but prosperous country it is mostly cold plains and forests that are included in its lands.

## Overwiev

The Earth-Domain is the home of the elven people who still adhere to the teachings of Kadarys and follow her guidance in the establishment and conduction of their society. As such the country is ruled over by the Shroud-Council that convenes in Ulthar-Beyond-the-Sea and is composed of the shroud priests of every one of the eight major temples of worship. The land is sparsely populated with villages being few and far inbetween and most denizens making their home in vast walled cities warmed artificially via magical implements. Villages are more common to the west and get sparser the more north and east one goes. On the other side of the Spineway, which passes through the frigid northern territories lies the Fertile Coast and Holy Isles which is where most of the elven civilization is situated, with great cities dotting the verdant coasts, mountains and plains and the island chain being home to the single largest city in the known world in the face of the elven capital.

## Geography and Topography

The Earth-Domain is not completely known to humans, with them mostly being acquainted with the westernmost Yobred and Leza regions of the grand Domain. In turn Yobred is a mostly flat land, with a principal city of Tannavet in the plains and lesser cities of Moravel by the Northern Ocean and Akarges by the Frozen Seas. It is cold, with even summer temperatures not reaching above barely warm. Leza is lesser known, with a principal city of Lezi-Dana and lesser city of Listev. The Earth-Domain is home to many fierce and exotic animals, including eagle-dragons, eagle-cats and zmeys and wendigos in greater concentration than in the lands down south. Another point of note are the little-known but to Maerorian missionaries Holy Islands and the city of many crystal spires Ulthar-Beyond-the-Sea, where the elven capital resides and which is known mostly in legend.
Wayward Mercenaries

**Wayward Mercenaries** was the unofficial name of the travelling party of Grey Ghost, Ezra Hume and Yuliko.They participated in many adventures as a group and, although prone to disagreements, worked well as a team with their mutually complimentary powers. They were unofficially disbanded after the death of Yuliko and then Grey Ghost on Burningland island.
Maeror

**The Eternal Alliance of the Kingdoms of the Westlings in the Lands of Maeror,** or shortly called Maeror, after the geographical region it is situated in is a loose confederation of Crepusculist fiefdoms, united under a High King in the city of Brightport. Maeror is known for its advanced study of magic.

## Overview

While Maeror is a geographical region stretching from the Plain of Dalmatt in the east to the Borderspikes to the west, and on north and south bordered by seas, its people all share a language and a culture as well as a religion. Many petty principalities, kingdoms and fiefdoms exist in the land, but all answer to the High King in Brightport in some fashion and all pay an yearly tithe to the throne as a sign of their eternal friendship. Maerorian lords have power over their region and control all arms of the local government. Crepusculism is considered the state religion and at least one (often much more) temple is found in every city and almost all, but the most destitute of villages.
Erwent

**Erwent** is the largest city in the Starry Isles of Maeror and the home of the mysterious Tower of Twilight-the most prestigious and holy of all Crepusculist temples. It is a major diplomatic center and port, of around 750,000 souls. In recent memory it is known for the convention of Erwent in which during a speech promoting cooperation between the Earth-Domain and Maeror, Saego Vetaa was attacked by both her daughter and her associates, Doubter forces and Imperial asassins in front of most of Maeror's lordship.
Taimez Vetaa's Retainers

**Taimez Vetaa's Elite Circle**, also known as the **Retainers**, were a group of Earth-Domain officials and warriors united under the guidance of Taimez Vetaa and dedicated on assisting her in accomplishing her political goals. Each one was sworn in loyalty to Taimez herself, putting their allegiance to any other force besides her personally behind them and bore a title relating to their role of assistance to Taimez Vetaa. They were not an entirely official organization and served mostly to assist Taimez' complex plot to defeat her mother. During the Dark Year, they were practically dissolved and after their dissolution they suffered heavy casualties, leading to their further liquidation. The only survivor in practice is Seimora Kei , Remal Hajhar never returning to Earth and the rest perishing during the shadow war.
Yuuval

**Yuuval** solely known by this name was one of the four Disciples of Caenur, devoted in entirety to the secrets of death and working alone. She was also a member of the Temple of Vavvarav. She was best known for her research of the Moonshards and the Moonshadow. She was defeated by the Doubters, alongside the help of the Black Knight, but not before claiming Toumego Sei's life.

## Appearance

Yuuval was a tall woman, of slender yet shapely build. Her skin was very pale, almost white and her features belayed entirely her personality with their softness and welcoming countenance. Her eyes were a peculiar shade of purple and her hair was long and curly, a dark shade of black, being worn loose at all times. She dressed conservatively enough, wearing the common acolyte robes of her temple, alongside her amulet of distinction which took the shape of a spiral of uneven black crystal hung on a silver chain.

## Personality

Yuuval had an upbeat, pleasant demeanor, being friendly and presuasive to others, having managed to ease Jorga Tarx into his captivity and the experimentation performed on him, despite the boy's utter detestation for the Moonshadow, or to convince Toumego Sei and Zaree Mastemei of her relative innocence of the acts performed on Burningland. She was obsessed with understanding the secret of death and the way souls behaved as they left the body and ultimately the mechanics of the afterlife. Despite seemingly being a priestess she held utter irreverence for the elven gods, only having some respect for the Moonshadow. Despite her supposed pleasantness she was utterly uncaring, seeing others as either obstacles or subjects for her research. She had a prideful and cruel streak as well, threatening and berating Toumego, utilizing her knowledge of the Moonshards to the priestess' detriment. Yuuval also had a penchant for wordiness, enjoying using rhetoric to undermine and confuse her enemies.
Asjar

**Asjar** is a small city in the heartland of the Millennial Empire. It is built in a mountain valley, despite the name, and houses one of the most prestigious universities in the Empire - the Asjar University. It is the home town of Evan Derwent and Adaleth Makela, as well as where Luther Redgaze's workshop is located. Beside the university, the city is also known for its many public libraries and a general scholarly society present, as well as for producing quality cheese for the northern parts of the Empire.
Evelhar Derwent

**Evelhar** **Derwent** was a soldier in the service of the New Millennial Empire and holy warrior of the Father. He died aiding Vaeltet Asanuyr in the ritual combat Edan Sensar Nyarl, to bring down the usurper emperor Igenail Adlasar and restore order in his country.

## Evelhar

### Relatives

* Kail Derwent (father)
* Frankyl Derwent (older brother)
* Evan Derwent (younger brother)
* Adaleth Makela (adopted sister)
Nambe Natha-Kongatori

Chief Nambe Natha-Kongatori is the current chief of the Natha-Kongatori. He is ambitious and has detailed plans to take control over the mining town Casm. His plan’s aim is not to obtain money or any other object of value. His plan’s objective is power, which in his opinion is the most valuable thing in the world. In his own words,

>  *‘we will build houses, create amenities, cook food, and we will take rent for the houses, and we will tax people for the amenities, and we will charge people for the food we cook, and we will use this money to create roads, and build better housing, and improve the amenities, and give our food a superior quality. And through the roads people will come from other cities to trade, and the people will be richer, and we will be able to charge people more money for our services, and we shall improve our services, and with good service comes loyalty, and with loyalty comes respect, and with respect comes the greatest power.’*
>
>
Dammerungenkrieg Wiki

**Welcome to the Dammerungenkrieg Wiki!**
This wiki encompases the setting of the Twilight War DnD campaign, including characters, plot, locations, concepts and creatures. Here lies the world wrought by the Months of the Lord.

## Important articles

List of Arcs

*Need help building out this community?*

* Rules of this wiki
* Getting Started
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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

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

**Dadashisa, the Lady of Comprehension** is the elven goddess of knowledge, research and understanding. She is considered the patron of those who organize and keep information, as well that of some researchers. Her cult is mostly limited to the Earth-Domain.

## Iconography

Dadashisa is usually depicted as a woman of moderate height, neither too tall nor too short with long black hair, pale skin, piercing blue eyes and grey vestments, be they robes or a more form-fitting tunic and cloak, often depicted with open arms or carrying some kind of bound book. Her usual associated color is grey.

## Divine Domain

Her domain is that of understanding and learning, but not necessarily of application of said information, her teachings promoting the careful use of discoveries and the safekeeping of knowledge for those worthy of it and for those who approach knowledge with a pure heart and not merely as a tool for the changing of the world and possibly the causing of misery.

## Cult

In the Earth-Domain the Temple of Dadashisa takes up mainly an administrative and logistical function, processing and formatting the information various other Temples need, using information crystals for assistance. The Temple also conducts its own research into the esoteric, though often more abstract, less applied and usually more secretive than the more practically-oriented Temples of Zivdaal and Sugelub. Most Dadashisan priests work in convents and temples, seldom leaving them to interact with the masses ,yet occasionally taking in apprentice-neophytes, who must undergo complex tests of the mind, before being admitted. Their key temple is in Ulthar-Beyond-The-Sea.

## Notable Followers

* Caenur - the Shroud-Priest of the Temple during the Dark Year and before. A highly secretive man, reclusive to the point of no one knowing what he looks like, devoted to arcane research and having somewhat fallen out of favor with his goddess, due to his deep delving into the use of Moonshards as weaponry as well as his devotion to the Moonshadow, even going as far as to use a remote Moonshard as his base of operations. Killed by the Doubters.
* Herghaz Inovez - also known as the Mind of Taimez. A devotee of Dadashisa and Disciple of Caenur. Calculating and measured, he seemed to try and play all sides of the conflict during the Dark Year to gain the most knowledge, even after his death at Erwent at the hands of Grey Ghost.
* Toumego Sei - a defector from the official Temple, but a stalwart favorite of the goddess herself. Joined the Doubters after Kaus offered her better working conditions than the Temple. Dilligently served the rebels until her gruesome death at the hands of Yuuval. However, thanks to Dadashisa and Yazamora's favor she managed to see the afterlife.
* Radav Targaan - a former priest of the Temple, who left due to his dislike for the unscrupulous work done by it and the work being done with Moonshards. Currently married to an Imperial woman in Tar-Karel, where he dwells.
Tannavet

**Tannavet** is the principal city of the Yobred region of the Earth-Domain of Kadarys. It is located in the depths of the Plains of Yobred, for which the region is named. A small city, it is not very defensible, while still like most border-cities lying under the general jurisdiction of the Temple of Seiraba. It is mainly an agricultural center, governing over the produce of several villages, located further westward in the plains. It is known in recent history for the Battle of Tannavet, where in a decisive clash , Imperial forces led by Brigadier-General Daratet Arvys defeated a regular expeditionary force led by Invoker Seimora Kei. Currently the city is under Imperial control.

## Layout

The city is layered into three distinctive districts, all built upon a vast base of elfstone, in a pre-planned building project. Each district occupies one large circular platforms, stacked atop eachother, each one further up with a successively smaller diameter. Space in the city is ideally allocated and growth is minimal. The lowest and largest district is reserved for foreigners, be they immigrants, pilgrims or traders and as such is dotted by sometimes ramshackle buildings, made of both wood, brick and stone in equal measure. The elven natives of the city seldom live there, but some frequent it, as there is a constantly open market for exotic commodities in it, as well as several taverns. The second layer is dedicated to housing the military garrison of the city, as well as stores for grain and census offices. In the third layer is where the native elven population is housed and where the city's various temples are. Commutation between the different districts is accomplished through a centrally placed large elevator, that can carry upwards of a hundred people. Access for foreigners to the upper layers of the city is not strictly prohibited, but is still regulated, with permanent residents having priority in acquiring access. A large information crystal housed in the central Seiraban temple is used to maintain a spell shroud, which can be used to detect and suppress various types of magic from being used within the city limits.
Vellyt

**Vellyt** is an Imperial woman, and a cleric of the Father in the Itielytan Order of Adjudication. She was under the employ of Lord Daruvis Neikar, until being exposed to the Sen-Jari incident, she forefeited her loyalty and ran off with Jorga Tarx - the sole survivor of the village's massacre to seek answers for its undertaking and to assist Jorga with avenging his parents.

## Appearance

Vellyt is a tall, somewhat stocky woman of strong jaw and powerful build. Her hair is an ashen blonde, curly and worn long and loose and her eyes - a light blue, due to her partial Maerorian descent. Normally she is fond of form-fitting clothing in mostly darker colors alongside a long traveller's cloak. After her and Jorga's alignment with the Doubters, she also acquired an elven crystal breastplate.

## Personality

Vellyt is an upbeat and energetic, yet often brash woman, who tends to enjoy getting into the thick of action and seeks excitement. She has a keen mind, capable of spotting discrepancies quickly, sharpened further by her Itielytan Trials and Adjudicator training. While capable, Vellyt however is quite immature, willing to use others for her own excitement, and happy to risk her life, if it would be thrilling. Despite this, she is capable of some self-reflection, as in the time she begged Jorga Tarx to return to his regular life, confessing to him, she had assisted him in his quest for vengeance for selfish reasons.

## Powers and Abilities

Vellyt is a warrior-priestess, and an invoker of the divine. While not focused on combat in her specialty she is no stranger to it, either. Despite that she mainly focuses on supporting her allies, rather than fighting herself.

### Divine Invocations

Vellyt is capable of channeling the power of the Father - the primary god of the Three she worships to great effect to rejoin wounds instantly, even from a distance, as well as bolster the spirits of her allies, turning their fear into determination. With careful meditation she can also see deeper into the purpose of almost any device that she finds as well.

### Wargear

Vellyt is in posession of the following pieces of weaponry:

#### **House Lamany Custom Shotgun**

Acquired from the armory of the Lord Taklet Lamany, this is an advanced one-off Imperial firearm that uses idiosyncratic paper cartridges loaded from the back to facilitate a faster rate of fire. Its barrel is smooth and it fires mainly shot and slugs to a short range. It is capable of using various kinds of enchanted ammunition, some capable of tracking or revealing their target, or simply wounding foes more severely. The weapon is richly decorated with a stock of lacquered chestnut, embellished with silver scrollwork, resembling the waves of the sea.

#### **Folding Spear**

A spear with a metal, telescopic handle which can collapse, making it much easier to conceal.
Grog

Grog covered in cheese, his favourite food

Grog is a Half-Ogre born in Iìsgaròth. He served as a mercenary bodyguard for James Goston from after his hand was cut off until his death on 3 April 1503. After that, he served as a pet for the Salmon Bank until he found his mother in the North Vara.

## Crimes

Although not officially guilty, Grog murdered several of Goston’s customers, Goston himself, and his sister Greg.

He also massacred most of the population of Pass and stole their gold, which he now stores in his mouth because he likes the taste.

## Personality

To say the least, Grog is not very bright, and he is interested in simple things. He also likes smashing things to assert his strength. Grog is not aware of most things that he does. Some people think of him as evil for killing multiple village people, but others blame the Salmon Bank for manipulating him into doing it, saying that Grog, being simpeminded, had no real choice in the matter.
F20CI452 Wiki

**Welcome to the F20CI452 Wiki!**

We're a collaborative community website about F20CI452 that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

Authors/Producers/Illustrators/Creators of Children's and Young Adult Literature and Media

Patricia Polacco

Joanna Cole

Ludwig Bemelmans

Mo Willems

Jason Reynolds

Ward Taylor Pendleton “Pen Ward” Johnston

Sandra Cisneros

Adam Silvera

Max Lucado

Gene Luen Yang

Shel Silverstein

Kadir Nelson
Знак леди

Рожденные под знаком Леди способны быстрее восстанавливать запас сил. Помимо прочего они благословлены на владение различным оружием.

- увеличение на 15% скорости атаки любым оружием

- 2 восстановления выносливости на 1-9 уровнях

- 3 восстановления выносливости на 10-14 уровнях

- 4 восстановления выносливости на 15-20 уровнях

- 5 восстановления выносливости с 21 уровня
Знак тени

Рожденные под знаком Тени способны с легкостью применять определенные заклинания иллюзии, которые имеют дело с визуальной и акустической манипуляциями. Также тень дарует способность всегда найти уязвимое место врага.

- удешевлении на 50% стоимости произношения поддерживаемых заклинаний Иллюзии *(стоимость самого поддержания не снижается)*

- удешевление на 50-80% стоимости поддержания заклинаний *«Невидимость»*, *«Приглушение шагов»*, *«Размытие»* и *«Теневой шаг»*

- даёт возможность наносить скрытные атаки по тем, кто обладает к ним иммунитетом *(х2 двуручное оружие / х3 одноручное оружие / х2 лук или арбалет)*
Gilbert Natha-Kongatori

Gilbert Natha-Kongatori is a member of the Cult of the Deep Canna who joined on 13 March 1490. He attained the rank of Dragon on 27th January 1491.

## Life

Gilbert Natha-Kongatori was born into the Natha-Kongatori tribe on 18th May 1470.

He moved, with the rest of the remaining people of his tribe, to Casm in late 1489.

He worked as a waiter at Green Mineral Tavern for a year before joining the Cult of the Deep Canna.

He is now known by Cult members only as Okanaku.
Знак вора

Знак Вора дарует широкие возможности тем, кто им благословлен. Увеличивается урон, наносимый ударами одноручного оружия и стрелами; становится проще красться, обчищать карманы и взламывать замки.

- 10% урона одноручным и стрелковым оружием

- 20 мастерства одноручному и стрелковому оружию

- 20 навыка и мастерства Взлома

- 20 навыка Карманных краж
Редгард

Темнокожие редгарды из Хаммерфелла буквально рождены для битвы. Они имеют естественную сопротивляемость к яду, болезням и особенно прославлены своим мастерским владением оружия, благодаря чему способны сражаться со скоростью молнии.

**Базовые параметры:**

Здоровье - 110

Магия - 70

Запас сил - 120

Переносимый вес - 130

Одноручное оружие +15

Двуручное оружие +5

Стрельба +5

Блокирование +5

Кузнечное дело +5

Легкая броня +5

Базовая регенерация магии - 1.0%

Базовая регенерация запаса сил - 1.65%

Урон с кулака - 8

***Особенности:***

- Скорость атаки всеми видами оружия увеличена на 25%

- Иммунитет к параличу

- Сопротивление ядам 50%

- Сопротивление болезням 75%

- Силовые атаки расходуют на 20% меньше запаса сил
Высокий эльф

В Империи альтмеров с острова Саммерсет называют высокими эльфами, подразумевая их рост и гордые, заносчивые манеры. Магические способности высоких эльфов превосходят все другие расы в Тамриэле.

**Базовые параметры:**

Здоровье - 90

Магия - 130

Запас сил - 80

Переносимый вес - 120

Изменение +5

Колдовство +5

Разрушение +10

Иллюзия +10

Восстановление +5

Зачарование +5

Базовая регенерация магии - 2.0%

Базовая регенерация запаса сил - 1.5%

Урон с кулака - 5

***Особенности:***

- Сопротивление магии снижено на 20%

- Запас магии увеличен на 100

- Сопротивление болезням увеличено на 75%

- Уменьшение стоимости, увеличение силы, длительность и дальности всех заклинаний на 10%

- Обучены зачарованию и алхимии
Знак башни

Башня дарует высокое сопротивление ошеломлению и урону, способность переносить больше тяжестей, возможность безболезненно падать с большой высоты и устойчивость к стрелам тем, кто наделен ее благословением.

- уменьшение на 25% входящего урона от стрел и болтов

- увеличение брони на 100

- увеличивает устойчивость к стаггеру (пошатыванию)

- уменьшение на 95% урона от падений

- увеличение на 100 переносимого веса
Аргонианин

Аргониане - это ящероподобные уроженцы Чернотопья. Столетия вынужденной защиты границ сделали их экспертами в скрытности и выживании, благодаря природным способностям они одинаково хорошо чувствуют себя и в воде, и на суше.

**Базовые параметры:**

Здоровье - 100

Магия - 90

Запас сил - 110

Переносимый вес - 130

Легкая броня +10

Карманные кражи +5

Взлом +10

Скрытность +5

Изменение +5

Восстановление +5

Базовая регенерация магии - 1.1%

Базовая регенерация запаса сил - 1.6%

Урон с кулака - 10

***Особенности:***

- Водное дыхание

- Регенерация всех параметров по 2 в секунду

- Урон от яда восстанавливает здоровье

- Сопротивление болезням 75%

- Обучены скрытности и алхимии

- Крепкий желудок
Earth

Earth is the planet inside of which Khossera is located, but most of the time, the term Earth refers to the outside layer of the planet, namely, everything apart from Khossera. You and I, in all likelihood, are sitting somewhere on earth reading this, but in the most common sense of the term, King Duckhand of Yudenfros would be considered not to be on earth.

## Relationship with Khossera

Khossera being populated much later than earth, While Khossera is still in its ‘Medieval’ period the outer layer of earth’s society is, more or less, three thousand years more advanced. Conveniently, the year 1485 AA corresponds roughly to the year 4500 AD.

## Gateways to and from Earth

There are several ways of getting to Earth from Khossera. In this section we will discuss a few of them.

### The ocean

If someone somehow manages to get to the bottom of the ocean, in some places, there is no ocean floor but simply another surface on the ‘other side’. Unfortunately these vast country-sized swaths of water occur only extremely deep in the water, at a depth of around two thousand metres below sea level. However, multiple people from Earth have got to Khossera this way.

### Cave systems

The inhabitants of Nerod, according to popular belief, got there from earth in the late prehistoric period by following animals into caves, and coming out the other side in the planes of Nath.

### Hell

In 1503, when Namfoodle Nackel destroyed Safactis Milanwes’ Tefillin-Clock, he also carved out a cylinder-shaped chunk out of time and space up through Khossera, Earth, space and every moment in time in each place. The rift is situated deep in an underground castle in an unnamed island somewhere on the Blood Layer of Hell.
Skyrim Requiem for a Dream

Вам необходим **15 уровень** и выше для заражения вампиризмом.

**Способы заражение вампиризмом:**

* Если вампир применит «Вампирское высасывание» на вас, есть маленький шанс подхватить болезнь.
* Выпить Эликсир Крови Древнего Вампира *[в инвентаре у особо сильных Вампиров]*.
* Испить из источника в локации *«***Красноводное логово***».*

У заболевшего есть 72 часа, чтобы излечить болезнь. Через 72 часа после заражения персонаж становится вампиром.

Активируются следующие постоянные эффекты:

* *Персонаж становиться **нежитью** **[Заклинания школы магии Колдовства исцеляющие нежить начинают работать на вас]***
* *Не работает % регенерация здоровья **[Также НЕ работают Зелья Лечения и исцеляющие заклинания школы магии Восстановления]***
* *+150 здоровья **[НЕ работает на солнце]***
* *+200 запаса сил **[НЕ работает на солнце]***
* *+50 магии **[НЕ работает на солнце]***
* *Базовая регенерация магии умножается на 2*
* *Базовая регенерация запаса сил умножается на 3*
* ***Днём не работает % регенерация магии***
* ***Днём не работает % регенерация запаса сил***
* *+100% сопротивления ядам и болезням*
* *+10% скорости атаки*
* *+10% скорости передвижения*
* *+75 переносимого веса*
* *+60 урона кулаками*
* *+67% сопротивления дальнему бою, если его источник не **серебро***
* *Водное дыхание*
* *+20% скрытности*
* *-25% стоимость заклинаний Иллюзии*
* *+5% сопротивления магии **[если поспать в гробу]***
* *+60% сопротивления холоду*
* ***-60% сопротивления огню***

Внешность персонажа также претерпит некоторые изменения: глаза станут другого цвета, вырастут клыки, изменится цвет кожи, западут щеки.

По сюжету дополнения протагонист может присоединиться к древнему вампирскому клану Волкихар и получить способность принимать ***форму Вампира-Лорда***, что даст намного больше преимуществ, чем в оригинальной игре.

В форме Вампир-Лорда вы получаете следующие бонусы:

* *+200 здоровья*
* *+100 магии*
* *+100 запаса сил*
* *+1000 переносимого веса*
* *Базовая регенерация здоровья 0.1%*
* *Базовая регенерация магии 10%*
* *Базовая регенерация запаса сил 5%*
* *+10% сопротивления магии [если поспать в гробу]*
* *Изначально дружелюбные персонажи будут нападать на Вампир-Лорда.*

## Описание

Вики посвящена коллекционированию и хранению актуальной информации по сборке модов для **Skyrim Legendary Edition** под название **Requiem for a Dream**, основанной на моде **Requiem**.

## Навигация

Вот список служебных страниц, которые пригодятся любому участнику вики:

* Все статьи вики
* Категории
* Свежие правки
* Изображения на вики
* Справка
* Инструменты вики
* Управление вики
* Оформление вики

Посетите Вики Сообщества и задайте любой вопрос на форуме.

***]***
Pseudohumans

**Pseudohumans** are one of the more powerful Moonspawn variations encountered so far by the ones chosen by fate during the end of days. Muscle-bound four-armed humanoids that float in the air, they seem to possess a cold, but very potent intelligence and an inherent cruelty. Their appearances are seemingly random and their might is supreme.

## Appearance

Pseudohumans measure at around four meters in height, skin milk-white and hairless. Their heads are rounded and their faces blank with no features at all, including no mouth. Their bodies are all examples of masculine perfection, with the only deviation being them having four arms instead of two, with powerful musculature and perfect stance. While they mainly float to maneuver they are also capable of walking.

## Abilities

Pseudohumans are endowed with many eldritch and powerful magical abilities that make them an unpredictable and dangerous opponent, alongside their brute strength which is also immense.

### Negation Field

As most powerful Moonspawn, the Pseudohumans possess a Negation Field - a Reflection-powered barrier that protects them from most kinds of harm. The Pseudohumans encountered seem to all be capable of projecting the weaker type of field, that only blocks ballistic projectiles. Even so, rendering firearms - one of the most powerful weapons available to humans - useless is not to be scoffed at.

### Teleportation

Pseudohumans seem to be able to teleport short distances at will or in response to attacks, thus becoming even harder to score hits against.

### Reflection Direction

The creatures are also capable of utilizing certain powerful magic abilities at will, such as manifesting ethereal spikes and having them rain down on their enemies, alongside with firing scorching beams of cold light out of their palms. As those abilities are reproductible by any mage they are considered magic, not an innate ability.
Соловьиный лук

## Зачарование

* наносит 15 ед. урона холодом и электричеством.
* Замедляет цель на 25 ед. в течении 3 сек Скрытности

## Местонахождение

Выдаёт Карлия. По квесту «Ослепление»

**Соловьиный лук** (ориг. *Nightingale Bow*) — лук, артефакт, в игре *The Elder Scrolls V: Skyrim*.

## Описание

**Соловьиный лук** — уникальный лук в игре *The Elder Scrolls V: Skyrim (RFaD).* Получить его можно по завершению линии квестов Гильдии воров. Ранее принадлежал Карлии.

## Характеристики

Мгновенно электризирует и замораживает цель, нанося 15 ед. урона, замедляя на 3 с.

## Улучшение

Для улучшения лука требуется перк в эбонитовых доспехах и один эбонитовый слиток.
Норд

Норды Скайрима - высокие и светловолосые люди, с культурой, которая ценит честь, славу и верность семье и обществу. Норды с недоверием относятся к магии, но преуспели в своих воинских талантах. Они устойчивы к морозу и молниям, а также имеют врожденную предрасположенность к дару ту'ума.

**Базовые параметры:**

Здоровье - 110

Магия - 80

Запас сил - 110

Переносимый вес - 140

Одноручное оружие +5

Двуручное оружие +15

Блокирование +5

Кузнечное дело +10

Тяжелая броня +5

Легкая броня +5

Базовая регенерация магии - 1.05%

Базовая регенерация запаса сил - 1.65%

Урон с кулака - 9

***Особенности:***

- Сопротивление холоду 50%

- Сопротивление молнии 15%

- Уменьшение восстановления криков на 25%

- Силовые атаки расходуют на 25% меньше запаса сил
Имперец

Жители Сиродила, прирожденные дипломаты и торговцы. Они искусны в обращении с оружием и магией, а исключительная имперская выучка позволяет им приспособиться к любой ситуации.

**Базовые параметры:**

Здоровье - 100

Магия - 90

Запас сил -110

Переносимый вес - 135

Одноручное оружие +5

Блокирование +5

Тяжелая броня +5

Красноречие +10

Разрушение +5

Восстановление +10

Базовая регенерация магии - 1.1%

Базовая регенерация запаса сил - 1.9%

Урон с кулака - 8

***Особенности:***

- Дополнительный перк на старте

- При повышении уровня получают +7 к параметрам

- Цены выгоднее на 15%

- Запас сил увеличен на 50

- Восстанавливают 2ед. запаса сил при спринте

- Силовые атаки расходуют на 20% меньше выносливости
Лук Ауриэля

## Зачарование

Наносит 50 ед. урона солнечным огнём (игнорирует сопротивления)Наносит 100 ед. чистого урона нежити

## Местонахождение

Забытая долина.По квесту «Прикосновение к небу»

**Лук Ауриэля** (ориг. *Auriel's Bow*) — лук, артефакт, квестовый предмет. Присутствует в нескольких играх серии *The Elder Scrolls*.

## Описание

Это невероятно мощное оружие, которое, при правильном обращении с ним, способно творить удивительные и страшные вещи. Клан Волкихар предполагал использовать этот артефакт для затмения солнца.

Сам лук особо не выделяется уроном, зачарование вполне обычное, но основная особенность этого оружия в том, что натяжение происходит немного быстрее, нежели у других луков. Такой инструмент вряд ли оставит равнодушным умелого лучника.

## Чары

Оружие имеет уникальные чары, добавляющие урон солнечным светом к стандартному физическому урону. На нежить чары действуют в три раза сильнее. Количество выстрелов, которые можно произвести до того, как чары на оружии иссякнут - безгранично.

Однако особую силу лук проявляет при выстреле из него специальными стрелами:

* **Солнечная эльфийская стрела** — выстрел этими стрелами из лука Ауриэля в солнце вызовет взрыв на нём, и пучки солнечных лучей упадут на врагов, нанеся им урон.
* **Эльфийская стрела кровавого проклятья** — выстрел этими стрелами из лука Ауриэля в солнце вызовет взрыв темноты вокруг него. Таким образом, это создаёт ложную ночь. Эффект длится до следующего утра. Очевидцы могут произнести: «*Какое небо тёмное… Что это значит?*»

## Местонахождение

Лук находится во Внутреннем святилище Забытой долины. Для того чтобы добраться до артефакта, придётся пройти через особые дорожные святилища, набирая в них воду в особый кувшин, и сразиться с Викарием Виртуром

## Улучшение

При наличии перков в эльфийских и легендарных доспехах лук Ауриэля можно улучшить на точильном камне при помощи одного слитка очищенного лунного камня.
Темный эльф

Данмеры - темнокожие красноглазые жители Вварденфелла. Они сочетают в себе могучий интеллект и сильное подвижное тело, что делает из них отличных воинов и чародеев. Они чрезвычайно устойчивы к огню и имеют большой потенциал в заклинаниях школы  "Разрушения".

**Базовые параметры:**

Здоровье - 100

Магия - 100

Запас сил - 100

Переносимый вес - 125

Одноручное оружие +10

Легкая броня +5

Скрытность +5

Изменение +5

Разрушение +10

Иллюзия +5

Базовая регенерация магии - 1.25%

Базовая регенерация запаса сил - 1.6%

Урон с кулака - 8

***Особенности:***

- 50% сопротивления огню

- Заклинания школы "Разрушения" сильнее и дешевле на 15%, а их дальность и длительность увеличена на 30%

- Обучены зачарованию, алхимии и скрытности
Бретонец

Бретонцы или бретоны - раса людей, являющихся потомками альдмеро-недийцев Меретической эры, обитающая в Хай-Роке. Кроме природного магического таланта, даже самые скромные из бретонцев могут похвастаться хорошей сопротивляемостью магии.

**Базовые параметры:**

Здоровье - 90

Магия - 120

Запас сил - 90

Переносимый вес - 115

Алхимия +5

Красноречие +5

Изменение +5

Колдовство +15

Иллюзия +5

Восстановление +5

Базовая регенерация магии - 1.5%

Базовая регенерация запаса сил - 1.5%

Урон с кулака - 7

***Особенности:***

- 15% шанс поглотить заклинание

- 10% сопротивления магии

- Обучены зачарованию и алхимии
Каджит

Каджиты - это раса людей-кошек, родом из провинции Эльсвейр, они хорошо известны как великие торговцы, контрабандисты и воры.

**Базовые параметры:**

Здоровье - 90

Магия - 90

Запас сил - 120

Переносимый вес - 125

Легкая броня +5

Карманные кражи +5

Взлом +5

Скрытность +15

Алхимия +5

Красноречие +5

Базовая регенерация магии - 1.0%

Базовая регенерация запаса сил - 1.65%

Урон с кулака - 15

***Особенности:***

- Скорость передвижения увеличена на 25%

- Ночное зрение

- Урон от падения снижен на 65%

- Урон в рукопашном бою увеличен на 25

- 15% приглушение шагов

- Мастерство взлома увеличено на 10

- Обучены краже и скрытности

- Крепкий желудок
Орк

Орсимеры или "отверженный народ", чаще называемые просто орками, происходят из Орсиниума на западе. Превосходная сила орков и врожденное сопротивление магии делает их грозными воинами, но использование магии требует от них интенсивной и упорной подготовки.

**Базовые параметры:**

Здоровье - 130

Магия - 60

Запас сил - 110

Переносимый вес - 150

Одноручное оружие +5

Двуручное оружие +5

Блокирование +5

Кузнечное дело +5

Тяжелая броня +10

Легкая броня +5

Базовая регенерация магии - 1.0%

Базовая регенерация запаса сил - 1.7%

Урон с кулака - 10

***Особенности:***

- Весь входящий урон уменьшен на 15%

- Урон в ближнем бою увеличен на 10%

- Силовые атаки расходуют на 35% меньше запаса сил

- Крепкий желудок
Лесной эльф

Босмеры происходят из священного леса Валенвуд. Уважая Зеленый пакт, они следуют каннибалистическим ритуалам и никогда не наносят ущерба земле Валенвуда, а их охотничьи традиции позволяют им создавать уникальное снаряжение.

**Базовые параметры:**

Здоровье - 80

Магия - 100

Запас сил - 120

Переносимый вес - 110

Стрельба +15

Легкая броня +5

Карманные кражи +5

Взлом +5

Скрытность +5

Алхимия +5

Базовая регенерация магии - 1.05%

Базовая регенерация запаса сил - 1.65%

Урон с кулака - 5

***Особенности:***

- Создают уникальные стрелы и снаряжение в кузнице без перков

- С трупов можно взять мясо, поедание которого на 1200с восстанавливает 2 магии и выносливости, увеличивает урон оружием на 10% и улучшает блокирование на 20%

- Обучены алхимии и скрытности

- Крепкий желудок
Preesh

preesh

Preesh is a strange entity found by Misguidus in a basement in Pass. He is estimated to be about 120 m tall, but with the girth of a normal human. It seems he entered into the basement three hundred-odd years ago when he was twelve, as a normal human, to find the source of a voice crying for help.

He does not remember anything that happened to him during his time in the basement. He entered, and suddenly it was three hundred years later and the trapdoor was opened again.
Становление личом

Основой для личдома послужил этот мод: https://www.nexusmods.com/skyrimspecialedition/mods/25654

Отправляйтесь в короткий квест начинающийся возле входа в Пещеру Хоба, чтобы убить могущественного Некроманта, ищущего легендарный некромантский артефакт, прочитайте записку с трупа дозорного возле входа в пещеру.

Прочитав записку начнется квест в ходе которого вам нужно будет войти в пещеру и убить в конце Лорда Некромантов. Взяв с его трупа дневник прочтите его и следуйте в локацию Дом Дреласа что неподалеку от Вайтрана.

В доме вас ожидает агрессивно настроенный Дрелас, а также сейф на втором этаже в котором и лежит Том Нежизни. После прочтения тома вам добавится в инвентарь Свиток превосходства, не выбрасывайте и не продавайте его если хотите стать личом, позже он вам понадобится.

Дальше вам нужно добыть филактерию в которой вы будете хранить свою душу во время ритуала становления личом. Филактерия создается на Пентаграмме Мейлина Варена которая находится в Глубинах Илиналты в конце подземелья возле скелета Мейлина Варена, стоит помнить что попасть в эту секцию можно только по квесту на звезду азуры.

Заготовка для этой филактерии находится у лича Силтине Мантия Тени, сама она обитает в двемерских руинах Фалбтарз. Бой достаточно сложный и низкоуровневым персонажам там делать нечего.

После прохождения квеста для получения Тома Нежизни и после получения заготовки для филактерии, отправляйтесь к пентаграмме Мейлина Варена захватив с собой сам том нежизни, заготовку для филактерии, двемерское масло, золотой слиток и заполненный черный камень душ.

Там на пентаграмме вы сможете создать Филактерию Превосходства использую реагенты что перечислены выше (том нежизни не реагент, но без него рецепт просто не отобразится).

Далее вам нужно соответствовать следующим требованиям для успешного ритуала:

* Ваш запаса магии не меньше **400**.
* Ваш запас базовой магии (полученной от расы и очков уровня в магию) не меньше **200**.
* Ваш навык Колдовства не меньше 90.
* Ваш навык Зачарования не меньше 90.

* Либо вы можете не соответствовать требованиям выше, но у вас взят навык **Лик Смерти** в ветке Черного Стража что в Колдовстве. Тогда магические требования для успешного ритуала не обязательны.
* Десять заполненных черных камней душ.

Надеваете Филактерию Превосходства, читаете Свиток превосходства и ждете 5 суток не снимая филактерию, если вы ее снимете, то умрете. Каждый день у вас будет прогрессировать негативный эффект на уменьшение здоровья: 10, 20, 30, 40 и 50 единиц на 5-ые сутки. После этого вы окончательно и бесповоротно превратитесь в лича и сможете снять амулет.

Полное описаниие способностей и особенностей лича читайте здесь.
Consumption Events

**Consumption Events** are occasions when any Moonshard awakens and reaches into the material world. They are observed to happen in large population centres and almost always claim all lives of the residents - repurposing their souls for some nefarious intend - often creating mysterious accretions of white flesh and bizarre, monstrous creatures that resemble humans. The events freeze time and fixate a strange, otherworldly glowing object - hard to describe by words - in the now dimmed sky of the area affected. Properties of objects in "Zones of Induction" - as the areas created by such events are called - such as weight and density are often misleading, as reality seemingly functions by different laws there.

It is likely that Saego Vetaa's plan hinges on such events, as they create more Moonspawn by their completion. It was also revealed that Adaleth Makela's Lordsfont Power is capable of rousing some Moonshard and forcing these events to happen instantly.
Freezing Aura

The Freezing Aura is a Legendary-tier item that is equipped in the Feet slot.

While equipped, the Freezing Aura will  Freeze any creatures that damage the player.

## Synergy

* Blizzard, Boots, Cold Blooded, Cryokinesis, Freeze, Frost Root, Glacier, Hermit's Tiara, Icy Touch, Seeing Double, Tipping Point, Turbulence, Volatile Crystals: Other items that can Freeze creatures.
* Chilled Crystal, Frostbite, Ice Breaker, Scale Top, Shatter: Items that benefit from Freezing or interacting with Frozen creatures.

## Notes

* If the opposing creature is attacking first and  frozen by the Freezing Aura, the player's attack will unfreeze the enemy creature if not slain.
* The Freezing Aura will not activate if you successfully  Parry or  Dodge a creature's attack.
	+ The Glacier off-hand will allow you to  Freeze opposing creatures when parrying.