recursal/Fanatic-Fandom huggingface dataset:
Lua Unit HasDynamicFlag

## LuaUnit : HasDynamicFlag

### Parameters

(flagID)
flagID
Integer value of a dynamic flag (see known values).
### Details

type
boolean
state
True if this unit has a specific dynamic flag associated with it.
### Known Values

* None = 0
* LeUnknown\_lel = 0x1
* Lootable = 0x2
* TrackUnit = 0x4
* TaggedByOther = 0x8
* TaggedByMe = 0x10
* SpecialInfo = 0x20
* Dead = 0x40
* ReferAFriendLinked = 0x80
* IsTappedByAllThreatList = 0x100
* \_Flag\_0x200 = 0x200 // burning ?? QuestId: 35487
Военная броня

**Военная броня** — в прошлом лучшая броня, среди той, что можно найти в городах. Её нельзя было изготовить, можно только найти, либо купить в магазине за крышки. На данный момент вырезана.

Части этой брони (кроме каски) можно починить.

## Использование

* Ремонт
* Порвать

* Бушлат
* Перчатки
* Штаны
* Сапоги

***Починить***
 **Получаемый опыт** | Навык шитья +5

***Починить***
 **Получаемый опыт** | Навык шитья +2

***Починить***
 **Получаемый опыт** | Навык шитья +4

***Починить***
 **Получаемый опыт** | Навык шитья +3

* Бушлат
* Перчатки
* Штаны
* Сапоги

***Порвать***
 **Получаемый опыт** | Навык шитья +1

***Порвать***
 **Получаемый опыт** | Навык шитья +1

***Порвать***
 **Получаемый опыт** | Навык шитья +1

***Порвать***
 **Получаемый опыт** | Навык шитья +1

## Местонахождение

* Воинская часть.
* Также можно найти на некоторых скелетах в воинской части.

## Примечания

* Каску **починить нельзя!**
* Можно было купить в магазине за 500 крышек.
* Данный комплект обладал лучшим значением маскировки. Его ношение с маскхалатом Леший давало максимальный показатель маскировки в 95 %, что позволяло скрыться от любого **неквестового** противника.
* Данный комплект брони (без бронежилета) входил в состав премиального комплекта на старте игры.
Lua Unit DynamicFlags

## LuaUnit : DynamicFlags

### Details

type
integer
value
Integer value of the dynamic flags associated with this unit.
### Known Values

* None = 0
* LeUnknown\_lel = 0x1
* Lootable = 0x2
* TrackUnit = 0x4
* TaggedByOther = 0x8
* TaggedByMe = 0x10
* SpecialInfo = 0x20
* Dead = 0x40
* ReferAFriendLinked = 0x80
* IsTappedByAllThreatList = 0x100
* \_Flag\_0x200 = 0x200 // burning ?? QuestId: 35487
Lua GetDynamicObjects

## GetDynamicObjects

Returns all dynamic objects currently loaded by the client as LuaGameObject objects.

NOTE: This function returns a C# List<?> that has not been marshalled. It is recommended that you marshal the results into a Lua table using the provided toTable() function, as shown in the example below.

NOTE: It is possible for a dynamic object returned by this function to no longer be valid. If needed, you should verify that by checking IsValid.

### Example

```
-- The result of GetDynamicObjects() is marshalled to Lua using our toTable() function.
local objects = toTable(GetDynamicObjects());

-- Loop all objects and print their names to the log.
for k, v in pairs(objects) do
	Info("Object at index " .. k .. " is named " .. v.Name);
end

```
Lua EquipItem

## Lua : EquipItem

### Parameters

(itemID) or (itemID, slot)
itemID
ID of the item to equip.
slot
ID of the slot to equip the item into (see slot values).
### Slot Values

* Head = 1
* Neck = 2
* Shoulders = 3
* Body = 4
* Chest = 5
* Waist = 6
* Legs = 7
* Feet = 8
* Wrists = 9
* Hands = 10
* Finger1 = 11
* Finger2 = 12
* Trinket1 = 13
* Trinket2 = 14
* Back = 15
* MainHand = 16
* OffHand = 17
* Ranged = 18
* Tabard = 19
GenericObject Interact

Most objects that inherit from **GenericObject** can be intereacted with, such as a **GameObject** being opened/clicked; this method will attempt to interact with something. The bot does not check if the object you are trying to interact with is in-range and throws no error if it's unable to the reach the object, so that needs to be checked/resolved manually.

### Example

```
// Loop every GameObject loaded.
foreach (GameObject obj in GameObjects)
{
	// Check if the object is named "Mailbox"
	if (obj.Name == "Mailbox")
	{
		Print("Interacting with " + obj.DisplayName);
		obj.Interact(); // Attempt to interact with the mailbox.
	}
}

```
Lua Unit NpcFlags

## LuaUnit : NpcFlags

### Details

type
integer
value
Integer value of the NPC flags associated with this unit.
### Known Values

* None = 0x00000000
* Gossip = 0x00000001
* Questgiver = 0x00000002
* UNK1 = 0x00000004
* UNK2 = 0x00000008
* CanTrain = 0x00000010
* BattlePetTrainer = 0x00000020
* DailyQuests = 0x00000040
* CanSell = 0x00000080
* SellsAmmo = 0x00000100
* SellsFood = 0x00000200
* VENDOR\_POISON = 0x00000400
* SellsReagents = 0x00000800
* CanRepair = 0x00001000
* Flightmaster = 0x00002000
* Spirithealer = 0x00004000
* Spiritguide = 0x00008000
* Innkeeper = 0x00010000
* Banker = 0x00020000
* Petitioner = 0x00040000
* Tabarddesigner = 0x00080000
* Battlemaster = 0x00100000
* Auctioneer = 0x00200000
* Stablemaster = 0x00400000
* GuildBanker = 0x00800000
* SPELLCLICK = 0x01000000
* MailInfo = 0x4000000
* ForgeMaster = 0x8000000
* Transmogrifier = 0x10000000
* VoidStorageBanker = 0x20000000
Lua Unit GetPower

## LuaUnit : GetPower

### Parameters

(powerType)
powerType
Id of the power type to get (see known values).
### Details

type
integer
value
How much of the specified power this unit has.
### Known Values

* Health = -2
* Mana = 0,
* Rage = 1
* Focus = 2
* Energy = 3
* Happiness = 4
* Rune = 5
* RunicPower = 6
* WarlockSoulShards = 7
* DruidEclipse = 8
* PaladinHolyPower = 9
* BossAlternatePower = 10
* UnusedDarkForce = 11
* MonkLightForceChi = 12
* PriestShadowOrbs = 13
* WarlockDestructionBurningEmbers = 14
* WarlockDemonicFury = 15
* ComboPoints = 16
Lua SwitchScript

## SwitchScript

Allows the currently executing script to be changed after the current execution cycle is over. This is NOT the same as the *dofile* or *loadfile* functions that are available generically with Lua. The effect of **SwitchScript** will not activate until AFTER the current cycle is complete, that means:

If *SwitchScript* is called from within the Main() function, the current execution will still continue up until a return is made (the normal use of the return is discarded in this case, so you can return anything once **SwitchScript** has been called).

If you call **SwitchScript** from outside of the Main() function, the script will continue to execute to the end and Main() will NOT be called, instead the script will be switched.

Along with the two points above, this also means that calling **SwitchScript** multiple times (with the same or different values) will have no effect at all.

A final thing to note is that when the script is switched, the entire Lua environment is disposed and re-built, which means all variables, functions and globals defined in the script which called **SwitchScript** will be gone.

### Arguments

(script)
script
The path of the Lua script to switch execution to.
### Example

```
-- Running this script will randomly pick between two other scripts and
-- switch to one of them once the current execution cycle is over.

function Main()
	if math.random(2) == 1 then
		SwitchScript("EyeOfEternity.lua");
	else
		SwitchScript("Naxxramas.lua");
	end
	return nil; -- What we return here is irrelevent as we called SwitchScript().
end

```
Дрожжи

Содержание статьи является вырезанным из игры
Эта статья описывает контент, который был удалён из игры в версии *v.v.594*. Во всех последующих версиях его встретить невозможно.

## Дрожжи

### **Создание:**

Да

**Дрожжи** — материал в игре Day R.

Используется для создания хлебобулочных и алкогольных изделий. Можно найти в уцелевших домах, столовых.

## Создание

Дрожжи нельзя создать непосредственно, их можно только размножить из уже имеющихся:

***Приготовить***
 **Получаемый опыт** | Навык кулинарии +10
IsValid

## GenericObject.IsValid

Returns true if the object is valid, otherwise false. Objects become invalid once they have despawned or moved out of range. This is equivalent (and quicker) to checking if the *BaseAddress* of a **GenericObject** is zero, and as such the **LocalPlayer** object *Me* will always be classed as invalid.

### Example

```
// Grab the players current target and wait for it to despawn or go out of range.
// Changing/unselecting the target is not the same as it despawning.

UnitObject myTarget = Me.Target;

while (myTarget.IsValid)
{
	// Waiting for my target to despawn.
	yield return 500;
}

Print("Player's target has despawned.");

```
Lua Unit Minions

Returns all minions controlled by this unit as LuaUnit objects.

NOTE: This function returns a C# List<?> that has not been marshalled. It is recommended that you marshal the results into a Lua table using the provided toTable() function, as shown in the example below.

NOTE: It is possible for a minion returned by this function to no longer be valid. If needed, you should verify that by checking IsValid.

### Example

```
-- Get the minions of our player.
local minions = toTable(myPlayer.Minions);

-- Loop through each minion and print it to the log.
for k, v in pairs(minions) do
	Info("Minion found: " .. v.DisplayName);
end

```
Lua LuaGameObject

## LuaGameObject

Lua representation for a game object (doors, benches, levers etc), inherits members and methods from LuaGenericObject.

### Members

* Direction
* BoundingRadius
* ModelName
* DisplayID
* CreatedByObj
* PercentHealth
* SpellVisualID
* FactionTemplate
* Level
* Flags
* AnimationState
* IsButtonOrChest
* GameObjectType
* InteractRange
Lua GameObject GameObjectType

## LuaGameObject : GameObjectType

### Details

type
integer
value
The type of game object this is, as an integer (see known values).
### Known Values

* Door = 0
* Button = 1
* QuestGiver = 2
* Chest = 3
* Binder = 4
* Generic = 5
* Trap = 6
* Chair = 7
* SpellFocus = 8
* Text = 9
* Goober = 10
* Transport = 11
* AreaDamage = 12
* Camera = 13
* WorldObj = 14
* MapObjTransport = 15
* DuelArbiter = 16
* FishingNode = 17
* Ritual = 18
* Mailbox = 19
* AuctionHouse = 20
* SpellCaster = 22
* MeetingStone = 23
* BannerAlliance = 24
* FishingPool = 25
* BannerHorde = 26
* BgBanner = 29
* DestroyableDoor = 33
* GuildBank = 34
* FlagAlliance = 37
* FlagHorde = 36
* GarrisonBuilding = 38
* GarrisonOutpostTradingBase = 43
* GarrisonMonumentBase = 44
* GarrisonShipment = 45
* GarrisonMonumentPlaque = 46
BaseAddress

## GenericObject.BaseAddress

Returns the base address (intger) of a **GenericObject**. For the **LocalPlayer** object or an invalid object, this will be zero.

### Example

```
// Print the base address of the player's current target.
Print("Base address of target = " Me.Target.BaseAddress);

// Example output: Base address of target = 1344018484

```
Lua LuaGenericObject

## LuaGenericObject

Lua representation base for all objects. No object should be of this type, however every object inherits it's members and methods.

### Members

* BaseAddress - Base address of this object. Local player will be zero(?).
* EntryID - Entry ID for this object, such as 448 for Hogger (NPC).
* QuestSymbol - ID of the quest symbol type above this object (see details).
* Type - Numeric representation of this objects type.
* Position - CLR Vector3 object reference for this objects position.
* Rotation - Rotation value for this object.
* Distance - Distance from the local player to this object.
* Distance2D - 2D distance from the local player to this object.
* DistanceSquared2D - 2D distance from the local player to this object squared.
* DistanceSquared - Distance from the local player to this object squared.
* InteractRange - Range the player needs to be within to interact with this.
* IsValid - Is the object this represents still valid.
* Name - The name of this object, as seen in-game.
* DisplayName - The display name for this object, as seen in ReBot.
* GUID - GUID of this object.
* CreatedBy - GUID of the unit which created this object.

### Methods

* DistanceSquaredTo - Distance squared from this object to provided argument.
* DistanceTo - Distance from this object to the provided argument.
* DistanceSquared2DTo - 2D distance squared from this object to the provided argument.
* Distance2DTo - 2D distance from this object to the provided argument.
* InRange - Check if an object is within the specified range of another.
* Interact - Interacts with the object.
Lua GetUnits

## GetUnits

Returns all valid units currently loaded by the client as LuaUnit objects.

NOTE: This function returns a C# List<?> that has not been marshalled. It is recommended that you marshal the results into a Lua table using the provided toTable() function, as shown in the example below.

NOTE: It is possible for a unit returned by this function to no longer be valid. If needed, you should verify that by checking IsValid.

### Example

```
-- The result of GetUnits() is marshalled to Lua using our toTable() function.
local units = toTable(GetUnits());

-- Loop all units and print their names to the log.
for k, v in pairs(units) do
	Info("Unit at index " .. k .. " is named " .. v.Name);
end

```
Lua LocalPlayer SetFacing

## LuaLocalPlayer : SetFacing

Makes the player face a specific location or object.

### Parameters

(position, force) or (target, force) or (x, y, z, force)
position
Pointer to a C# Vector3 object to use as the target position to face.
target
LuaGenericObject+ to face towards.
x
X co-ord of a position (float).
y
Y co-ord of a position (float).
z
Z co-ord of a position (float).
force
If true, the player will be forced to face the direction.
Lua Unit IsFacing

### Parameters

(targetObject, maxDegree) or (targetPosition, maxDegree) or (x, y, z, maxDegree)
targetObject
Target LuaGenericObject to check against.
targetPosition
Pointer to a position vector to check against.
maxDegree
Maximum degrees (defaults to 30).
x
X value of a position as a float.
y
Y value of a position as a float.
z
Z value of a position as a float.
### Details

type
boolean
state
True if the unit is facing the provided position/unit.
Interact

## GenericObject.Interact()

Most objects that inherit from **GenericObject** can be intereacted with, such as a **GameObject** being opened/clicked; this method will attempt to interact with something. The bot does not check if the object you are trying to interact with is in-range and throws no error if it's unable to the reach the object, so that needs to be checked/resolved manually.

### Example

```
// Loop every GameObject loaded.
foreach (GameObject obj in GameObjects)
{
	// Check if the object is named "Mailbox"
	if (obj.Name == "Mailbox")
	{
		Print("Interacting with " + obj.DisplayName);
		obj.Interact(); // Attempt to interact with the mailbox.
	}
}

```
EntryID

## GenericObject.EntryID

The *EntryID* value is one of the most common values used to identify objects and units. The *EntryID* for the **LocalPlayer** object *Me* is always zero.

The *EntryID* of something such as a **UnitObject** are commonly used on sites such as WoWHead and can be found at the end of the object page URL. (E.G: http://www.wowhead.com/npc=892).

### Example

```
// Print the name + EntryID of every unit currently loaded.
foreach (UnitObject unit in Units)
	Print(unit.Name + " - " + unit.EntryID);

// Example output:
// ...
// Skaggit - 88637
// Senior Peon II - 84806
// Nalya Battlehorn - 88635
// Warmaster Zog - 79740
// Trader Darakk - 95471
// Command Table - 85805
// High Overlord Saurfang - 89753
// ...

```
Lua GenericObject Position

Returns a CLR pointer to the objects Vector3 position object. Rather than marshal the position vector to Lua, this function provides a userdata pointer which allows all of the C# members and methods to be called directly through.

### Example Usage

```
local players = toTable(GetPlayers());

for index, player in pairs(players) do
	local position = player.Position;
	Info(player.Name .. " is at " .. position.X .. " / " .. position.Y .. " / " .. position.Z);
end

```
Lua Player PowerType

## LuaPlayer : PowerType

### Details

type
integer
value
The type of power used by this player (see known values).
### Known Values

* Health = -2
* Mana = 0
* Rage = 1
* Focus = 2
* Energy = 3
* Happiness = 4
* Rune = 5
* RunicPower = 6
* WarlockSoulShards = 7
* DruidEclipse = 8
* PaladinHolyPower = 9
* BossAlternatePower = 10
* UnusedDarkForce = 11
* MonkLightForceChi = 12
* PriestShadowOrbs = 13
* WarlockDestructionBurningEmbers = 14
* WarlockDemonicFury = 15
* ComboPoints = 16
Lua GameObject HasFlag

## LuaGameObject : HasFlag

### Parameters

(flag)
flag
ID of the flag to check for (see known values).
### Details

type
boolean
state
True if the specified flag is associated with this game object.
### Known Values

* InUse = 0x01
* Locked = 0x02
* ConditionalInteraction = 0x04
* Transport = 0x08
* CanNotBeInteracted = 0x10
* DoesNotDespawn = 0x20
* Triggered = 0x40
* GOFlag\_0x80 = 0x80
* GOFlag\_0x100 = 0x100
* Damaged = 0x200
* Destroyed = 0x400
* GOFlag\_0x800 = 0x800
* GOFlag\_0x1000 = 0x1000
* GOFlag\_0x2000 = 0x2000
* GOFlag\_0x4000 = 0x4000
* GOFlag\_0x8000 = 0x8000
* Flag\_0x10000 = 0x10000
* Flag\_0x20000 = 0x20000
* Flag\_0x40000 = 0x40000
Lua SetFacing

## Lua : SetFacing

Set which direction the player is currently facing.

### Parameters

(radians) or (targetObject) or (targetPosition) or (x, y z)
radians
Facing direction in radians (float).
targetObject
A LuaGenericObject to face.
targetPosition
Pointer to a Vector3 object.
x
X co-ord of a position.
y
Y co-ord of a position.
z
Z co-ord of a position.
Roleplay

## Definition

Roleplaying (RP) is assuming the role of a character (usually of your own creation) and creating and acting out a story. While roleplaying, the player acts and speaks according to the interests and personality of their character.

(Needs more explanation)

## Roleplaying on A'therys Ascended

In A'therys, there are two types of RP: in-game and on the forums. In-game RP is always done through the RP chat channel (/rplock, /rplock again to get out of the channel) and generally consists of a conversation between two or more player-controlled characters or an event. Most roleplayers choose Minecraft skins resembling their RP characters for practicality.

Forum roleplay is a bit different, as it can cover a larger amount of time and space in the fantasy world. A few forum RP threads: The Country of Hazane and You Wake Up, It's Cold . Both take place in a setting that is outside A'therys.

## Characters

In A'therys, we can generally divide characters into two groups, canon and non-canon. A canon character is a person that exists in the original A'therys lore, created by the Lore Admin OccidentalAnvil or another staff member. The existence and history of these characters are unquestionable. Non-canon characters are those created by the community according to the canon lore, but not accepted officially. If you are having problems with the creation process, feel free to visit the awesome Character Creation Guide by Xathas, or the Updated, Expanded, and Combined Character Creation Guide by KestrelGirl (a mix of Xathas's guide and other previous guides, as well as the author's own advice).

**Examples of Characters**

*Canon Characters:*Kurrick Flint, Ravas av-Haresh

*Non-Canon Characters:* Traheren Llyweryn, Aelgon Rivellon (formerly Verdistis)

## Character Cards

Your character card is accessed by typing /rpsetup. To edit the card, type /rpsetup setup. From here, you can set your character's name, gender (may be broken), nationality, age, and appearance/description. Character cards are a useful way to learn about other players' characters, but note that your character wouldn't know the information on someone's card if the two characters were to meet.
Lua GenericObject QuestSymbol

## LuaGenericObject : QuestSymbol

### Details

type
int
value
ID of the quest symbol icon above this object.
### Known Values

* 0 = No symbol.
* 1 = Yellow exclamation mark, offers normal quest.
* 2 = Blue exclamation mark, offers daily quest.
* 3 = Green exclamation mark, offers new flight point.
* 6 = Yellow question mark, quest hand-in.
* 7 = Silver question mark, quest in-progress.
* 51 = Orange exclamation mark, legendary quest available.
Lua LocalPlayer GetAliveCompanions

NOTE: This function returns a C# List<?> that has not been marshalled. It is recommended that you marshal the results into a Lua table using the provided toTable() function, as shown in the example below.

NOTE: It is possible for a pet returned by this function to no longer be valid. If needed, you should verify that by checking IsValid.

### Example

```
-- Get the companions for the player.
local companions = toTable(Me.GetAliveCompanions());

-- Loop through each companion and print it to the log!
for k, v in pairs(companions) do
	Info("Companion: " .. v.DisplayName);
end

```
Lua Unit HasNPCFlag

## LuaUnit : HasNPCFlag

### Parameters

(flagID)
flagID
Integer value of an NPC flag (see known values).
### Details

type
boolean
state
True if this unit has a specific NPC flag associated with it.
### Known Values

* None = 0x00000000
* Gossip = 0x00000001
* Questgiver = 0x00000002
* UNK1 = 0x00000004
* UNK2 = 0x00000008
* CanTrain = 0x00000010
* BattlePetTrainer = 0x00000020
* DailyQuests = 0x00000040
* CanSell = 0x00000080
* SellsAmmo = 0x00000100
* SellsFood = 0x00000200
* VENDOR\_POISON = 0x00000400
* SellsReagents = 0x00000800
* CanRepair = 0x00001000
* Flightmaster = 0x00002000
* Spirithealer = 0x00004000
* Spiritguide = 0x00008000
* Innkeeper = 0x00010000
* Banker = 0x00020000
* Petitioner = 0x00040000
* Tabarddesigner = 0x00080000
* Battlemaster = 0x00100000
* Auctioneer = 0x00200000
* Stablemaster = 0x00400000
* GuildBanker = 0x00800000
* SPELLCLICK = 0x01000000
* MailInfo = 0x4000000
* ForgeMaster = 0x8000000
* Transmogrifier = 0x10000000
* VoidStorageBanker = 0x20000000
Lua GameObject Flags

## LuaGameObject : Flags

### Details

type
integer
value
Flags associated with this game object, as an integer (see known values).
### Known Values

* InUse = 0x01
* Locked = 0x02
* ConditionalInteraction = 0x04
* Transport = 0x08
* CanNotBeInteracted = 0x10
* DoesNotDespawn = 0x20
* Triggered = 0x40
* GOFlag\_0x80 = 0x80
* GOFlag\_0x100 = 0x100
* Damaged = 0x200
* Destroyed = 0x400
* GOFlag\_0x800 = 0x800
* GOFlag\_0x1000 = 0x1000
* GOFlag\_0x2000 = 0x2000
* GOFlag\_0x4000 = 0x4000
* GOFlag\_0x8000 = 0x8000
* Flag\_0x10000 = 0x10000
* Flag\_0x20000 = 0x20000
* Flag\_0x40000 = 0x40000
Lua GetPlayers

## GetPlayers

Returns all valid players currently loaded by the client as LuaPlayer objects.

NOTE: This function returns a C# List<?> that has not been marshalled. It is recommended that you marshal the results into a Lua table using the provided toTable() function, as shown in the example below.

NOTE: It is possible for a player returned by this function to no longer be valid. If needed, you should verify that by checking IsValid.

### Example

```
-- The result of GetPlayers() is marshalled to Lua using our toTable() function.
local players = toTable(GetPlayers());

-- Loop all players and print their names to the log.
for k, v in pairs(players) do
	Info("Player at index " .. k .. " is named " .. v.Name);
end

```
Lua Player Specialization

## LuaPlayer : Specialization

### Details

type
int
value
The specialization of the player (see known values).
### Known Values

* None = 0
* MageArcane = 62
* MageFire = 63
* MageFrost = 64
* PaladinHoly = 65
* PaladinProtection = 66
* PaladinRetribution = 70
* WarriorArms = 71
* WarriorFury = 72
* WarriorProtection = 73
* DruidBalance = 102
* DruidFeral = 103
* DruidGuardian = 104
* DruidRestoration = 105
* DeathknightBlood = 250
* DeathknightFrost = 251
* DeathknightUnholy = 252
* HunterBeastMastery = 253
* HunterMarksman = 254
* HunterSurvival = 255
* PriestDiscipline = 256
* PriestHoly = 257
* PriestShadow = 258
* RogueAssassination = 259
* RogueCombat = 260
* RogueSubtlety = 261
* ShamanElemental = 262
* ShamanEnhancement = 263
* ShamanRestoration = 264
* WarlockAffliction = 265
* WarlockDemonology = 266
* WarlockDestruction = 267
* MonkBrewmaster = 268
* MonkWindwalker = 269
* MonkMistweaver = 270
* DeathknightBlood1 = 74
* DeathknightBlood2 = 79
* DeathknightBlood3 = 81
Rules of the A'therys Wikia

The A'therys Ascended Community Wiki [ACW] began as a collaborative project by the many members of A'therys Ascended to exist alongside the official wiki. As such a project, many would expect its rules to be sparse, vague, or even nonexistant. This is not the case. The rules of the ACW are as follows:

1. [The first rule should be something meaningful.]
2. Any and all pages regarding player created organizations, characters, events, or lore in general MUST take a neutral tone.
3. Pages with excerpts from the official A'therys wiki must be cited.

((This is a barebones set. More will be added soon.))
QuestSymbol

## GenericObject.QuestSymbol

A **QuestSymbol** value that indicates the quest mark floating above this object. Available values can be found below.

* NoQuest - No mark above the object.
* YellowExclamation - Object has a quest available.
* BlueExclamation - Object has a daily available.
* GreenExclamation - Object has an unlearned flight-path.
* YellowQuestion - Quest can be turned in to this object.
* SilverQuestion - Quest can be turned in to this object once completed.
* BlueQuestion - Repeatable quest available.
* Legendary\_Orange - Legendary quest available from this object.

### Example

```
// Check if the current target has an unlearned flight-path available.
if (Me.Target.QuestSymbol == QuestSymbol.GreenExclamation)
	Print("Target has an unlearned flight-path available!");
else
	Print("Target has no new flight-paths available.");

```
Pathophage

Tree
 Tier
 Armour(s)
 Weapon(s)

The Pathophage is a more advanced priest of death and disease, but it places much more emphasis on the disease part.

## Skills

**Starting Skills:**Potion, Alchemy, Smite, Prayer, Repentance, Harmtouch, Unheal, Pandemic, Blight (basically throws a damage-over-time bomb)

**Learned Skills:**Poison (deals damage over time; relearned), Wither (slows target for 10 seconds, unlike the vanilla MC effect), PoisonNova (creates a "ring of poison"), Plague (infects target with a damage-over-time disease that is actually contagious!)
Lua GetGameObjects

## GetGameObjects

Returns all valid game objects currently loaded by the client as LuaGameObject objects.

NOTE: This function returns a C# List<?> that has not been marshalled. It is recommended that you marshal the results into a Lua table using the provided toTable() function, as shown in the example below.

NOTE: It is possible for a game object returned by this function to no longer be valid. If needed, you should verify that by checking IsValid.

### Example

```
-- The result of GetGameObjects() is marshalled to Lua using our toTable() function.
local objects = toTable(GetGameObjects());

-- Loop all objects and print their names to the log.
for k, v in pairs(objects) do
	Info("Object at index " .. k .. " is named " .. v.Name);
end

```
Guardian

Tree
 Tier
 Armour(s)
 Weapon(s)

The Guardian is the defensive warrior priest.

## Skills

**Starting Skills:** Absolution, Alchemy, Bleed (deals small amount of damage over time), Flicker, Hamstring, Might, Potion, Prayer, Repentance, Shield, Smite

**Learned Skills:**GroupHeal (heals party members within 5 blocks by a small amount), Vitalize (regenerates mana and restores health of self and party members within 10 blocks), Invuln (you're invulnerable for 10 seconds), Bolster (increases party's defenses by 50% for 5 seconds)
Arcane College

Status
 Base of Operations
 Type

The Arcane College is the seat of learning in A'therys. Run and housed in Cyridon Spires by the Mages' Guild, it could know no better stewards of it's arcane needs.

## History

The Arcane College was first wrought by two powerful wizards, Thalorus the Wise and Valorin Aldoseen, back in the year AB 2549. It is said that Thalorus the Wise was one of the first mortals to gain magic from the gods, and that Valorin Aldoseen was the second. Taking him under his wing, the more-powerful mage Thalorus taught Valorin what he knew.

Word of this bond grew fast, and suddenly, those who were able to wield magic, but did not know fully how, flocked to Thalorus and Valorin en mass. Soon, they erected a small settlement in the northwestern Winewood in Aloreh, and began the Arcane College here, naming Thalorus as its Archmage, and Valorin as his adviser.

## Structure and Ranks

To advance in the College, you must preform certain tasks for an Elder, relevant to their department. Upon doing a task, you will be awarded an amount of credits, as deemed by the Elder. The rank system follows as such:

### Novice

A new student, fresh and ready to learn. Having recently joined, this is a rank solely for learning how the guild works, and therefore requires very few credits to rank up. Requires 500 credits to advance to Journeyman.

### Journeyman

Having learned the ropes and prepared for all the guild has to offer, this is the first serious student rank. The middle ground rank, not having much purpose other than proving and forging a path for oneself. At this rank a student can choose to work directly under a Elder, joining their department and doing some of the more important or harder work the Elders are able to dish out. Requires 2000 credits to advance to Adept.

### Adept

The student has truly excelled in their studies, and is ready for the final stretch. The student is really put to the test, and must not only amass a large amount of credits, but must also achieve something noteworthy in the guild. Along with this, a student who is an Adept is eligible to join the Mage's Guild, once 5000 credits have been gained.
Krakkakillian Mountains

The Krakkakillian Mountain Range is north of The Interstate, and the only place on Aridia where it ever snows (in fact, it rarely *stops* snowing). The mountains themselves are massive, said to touch the sky with their peaks, but the area is mostly unexplored by humanity due to the hostile and usually deadly environment.

## Notable Landmarks:

### Surmat's Mouth:

A long-dormant volcano, last active during the Lux-Ferous Empire's rule of Aridia. Named for a demonic figure of Lux-Ferous lore, Surmat, the Empire had many legends surrounding the place, mostly involving their belief that the volcano lead directly to Hell. Allegedly, Feavo Aggridor of the Old Gods also fought an invading army of demons here.

The Aeterne believe Surmat's Mouth to be the lair of Igniax the Judge, and when volcano once again erupts it will end the world in fire.
Heroes (Commands)

## Getting started

/level - this command tells you what hero class you are and your current level.

/hero choose (class) - This is the command you use to pick a class, don't worry, if you don't like your class you can change it once every hour. Don't forget to do /hero confirm after you run /hero choose or the change will not take effect. Also note that this will give some very negative affects to you. Don't panic, they go away.

/hero armor - This shows the armor you can wear and how much it helps you

/hero tools - This shows your weapons and their damage values.

/skills - This shows a list of skills for your class. Skills in green are skills you have unlocked.

/bind (skill) - this allows you to right click while holding an item to use your skill. To use this skill hold the item you want a skill bound to and run the command. You can only have one skill per item.

/skill (skill name) - This allows you to use a skill by typing it out. This is most useful if you use macro mod.

## Other useful commands

/hero whois (player name) - this allows you to see the class and level of an other player or yourself

/masteries - This allows you to see what classes you have mastered (see more in hero classes section)

/masteries (player name) - you can see the masteries of another player with this command

/hero armor (class) - allows you to check the armor stats for a class not your own

/hero tools (class) - allows you to see the weapon stats for another class

/skills (class) - allows you to see which skills a specific class has
Necromancy

Called "Tooth-Magic" in common parlance, with its practitioners sometimes labelled "Tooth-Wizards," necromancy is the art of returning the dead to some semblance of life. It is most commonly associated with Shol, for it is from that god that mages who practice the art siphon their power. Unlike artificing, necromancy is not outright banned from the Mages' Guild, but it is only allowed to be carefully researched by higher-level faculty. The effects of Tooth-Magic are not limited to un-death, the most recent reminder of this being the destruction of the original Arcane College.

## Origins

The art of necromancy has its origins in the worship of the god Shol, during the Winnowing millenia ago. During that time, Shol was a powerful and intelligent being who commanded many followers. However, as his mind was slowly eroded by his own uncontrollable lust for the material, some of his more similarly-minded followers began exploiting him for their own gain. Across the years, rituals were perfected that sapped part of Shol's immense power, typically fueled by the offering of living souls which Shol so hungers for. The deity cannot comprehend such "transactions," as the ability to think and reason was lost to him long before the practice began, but the Tooth-Wizards need have no interest in this lack of agreement. Most such mages keep to themselves, practicing their craft in the dark places of the world, but one in specific is quite well-known to A'therys. Known only by his craft, the Necromancer was one of the Mortal Heroes that destroyed the Tyrant-God Golgorai-Asthas, though much like the other Heroes he has not been heard from since.

The concept of necromancy is generally straightforward. Through dark ritual, a mage can create a tenuous tether to the Void where Shol remains pinned, siphoning some of his power for their own use. This rather one-sided trade is upheld as the necromancer sends more souls to the Mouth of the Void, using their newfound powers to control the shambling husks left behind in the process. This is the most common occurrence, and most necromancers only progress this far in the art. However, more powerful necromancers can gain the ability to summon undead, to command as they see fit. Even more advanced practitioners even have the ability to bind the soul of a living being back into its body after death, preventing it from being sent to Shol as usually occurs. Unfortunately, most aspiring necromancers never make it this far, losing themselves to the Void somewhere along the line. The magic they siphon is incredibly corrosive to the mortal frame, and over time it will produce the very noticeable physical affect of necrosis. The few Tooth-Wizards that do manage to keep their souls intact eventually come to resemble the mindless undead they control.

*Originally written by OccidentalAnvil for the more official A'therys wiki*
Limnas Von

Cult

Limnas Von is the god of shape-shifters, and is rumored to still walk A'therys. His domains include deception, changes of form, chaos, anarchy, revolution, degradation, and humiliation. He is sometimes called the Glass God. He is the eternal enemy of all other gods, but despises Llyrrh above all. Limnas Von is a cunning and manipulative god who delights in the undermining of laws and institutions, particularly those established by the other gods.

According to legend, Limnas Von was once a very different god called Von the Timekeeper, the god of time and a master machinist; however, he somehow earned the wrath of Llyrrh, and was transformed for his transgression into a mockery of his former self. It is said that his portfolio was shattered.

*Originally written by OccidentalAnvil for the more official A'therys wiki*
Calastore Player Marketplace

Manager(s)
 Coordinates
 Player Shops?
 Admin Shops?

The Nation of Ithero takes great pride in making an unparalleled variety of merchanting and trade ecosystems. The trade routes and marketplaces of Ithero surpass all others in terms of cultural diversity as well as selection of goods and wares.

A brand new player marketplace has been added to the nation of Ithero which will be running inside of Calastore. This will allow players to buy a market stall to buy and sell wares or services to other players. This will result in players across the nations to gather around the markets to buy and sell. This market is a protected market, even on pvp days where other towns such as Galantis markets will be unsafe for merchants.

The stalls themselves are a one time purchase, so there is no monthly payments which some other nations actually offer. The one time payment will range from 500 to 3500 yora. Once a purchase of a stall has been made, a town assistant within calastore will set it up for you. If there is no one online by some miracle, then you can contact a moderator who will then help you set it up.
The Heroes Team

The PvP aspect of A'therys is balanced and maintained by The Heroes Team. Their job range from making sure that everything related to the Heroes plugin is working as intended to coming up with new skills and class concepts to improve the overall enjoyment when it comes to PvPing on A'therys.

## The Heroes Rework

On June the Second, 2015, the much anticipated Heroes Update was released after being in the making for over half a year. This served as a milestone and the beginning for a new age of PvP on A'therys. Unlike before the classes were being balanced and changed for the better on a day to day basis. With the rework a large amount bugs within Heroes were fixed some several years old. The overall goal of the rework was to simplify Heroes and get rid of a large amount of skills after it was widely accepted that there were too many and a lot of them were either pointless or contributing unbalance. Tier 4s were therefore changed so that you would only obtain three new skills. In a few cases a class would learn a fourth skill at level 5 which would be purely based around utility and wouldn't contribute to the combat in any way whatsoever. Lastly it was the goal to make every class viable and therefore also make the selection of classes for a team fight a much more creative and fun process.

## Team Roster

**Heroes Leader:**

* Ambrius (Aller)

**Coders:**

* Saterra
* Lady\_Regna
* Pumpapa
* AmourNaif
* CastroTheWise
* Barnie\_

**Balancers:**

* Brady3211
* Zombie218
* Michiv
* Valaen
House Verdistis

Orator
 Status
 Founded
 Pledged to
 Region

## History

Relatively new in comparison to other Houses, House Verdistis emerged a decade after the people of Verdistis came to the surface. Realising that their new city needed a voice in government, House Verdistis was founded under the banner "Free Flight, Free Thought, Free People". House Verdistis was greeted with some resentment at first, with the older Houses being generally opposed to the introduction of a new House so late on in their already well established system.

However, as the city became increasingly prosperous and influential within Aloreh, the traditional Houses were forced to recognize the authenticity of their new partner. Somewhat reluctantly, the House was granted a seat and an Orator in the Orator's Court/ From here on in, the House's involvement in the affairs of Aloreh has been fairly sublime. They wished to remain away from the spotlight as much as they possibly could, only dipping their toes in the water when absolutely necessary.

It was the death of King Efferdan that ended this policy of isolation. As King Fendrak, Efferdan's son, came to power, it was evident that their ideas of a self sustainable city were unachievable. An evident shock to the town, and to the nation as a whole, it was not long before politically savvy merchants tried to take advantage of the rich redstone reserves present in the city. Attempting to work together to acquire the redstone reserves, each merchant placed forward a price that was ridiculously low. Thinking that Fendrak would be flustered by this, they had intended to buy the reserves and divide it amongst themselves, and if it hadn't been for Fendrak's somewhat stubborn nature, and the advice of his Council, then their plan would have worked. Refusing the offer and placing sanctions on all imported redstone displayed House Verdistis as a House that would not bend under pressure.

Rather than receiving disdain for their actions, House Verdistis grew more popular by the day. High living standards and low tax rates ensured a steady influx of people seeking to reside in the city, and by extension, join the House. During this phase House Verdistis became a strong contender for other Houses, especially those in the Mistral Downs, as smaller towns, such as Theon and Port Mikhal began to join the House and display the banners. Many would argue that House Verdistis is one of the fastest growing Houses in Aloreh, being founded only thirty five years ago. Whilst this is subject to speculation, House Verdistis is undeniably making a huge impact on Alor politics. Whilst the recent death of King Aelgon has deeply shaken the city and the House, it will continue to thrive even in these dark and dire times.
Hermeticist

Tree
 Tier
 Armour(s)
 Weapon(s)

The Hermeticist is a more advanced healer, buffer and debuffer, with emphasis on healing.

## Skills

**Starting Skills:**Absolution, Alchemy, GroupHeal, K(h)arma, Mend (heals your weakest party member and removes bleeding), Potion, Pray, Repentance, Smite, Zeal

**Learned Skills:**Summonfood (1 bread appears at your feet), BlessedPresence (toggled ability, heals 1 health every 5 seconds within a radius of the caster), RayOfLight (lights up and heals party members within a 10-block radius)
Cataclyst

Tree
 Tier
 Armour(s)
 Weapon(s)

The Cataclyst is a more advanced priest of death and disease, though it seems to place a little more emphasis on the death part.

## Skills

**Starting Skills:** Potion, Alchemy, Smite, Prayer, Repentance, Poison, Harmtouch, Unheal, Pandemic, ShadowOrb (shoots a poisoned enderpearl)

**Learned Skills:**Doom (deals damage after 10 seconds), Stun (stuns target and deals a bit of damage)
Dreghorn

Co-Mayor
 Nation

Dreghorn is a Vrovonic town established to help new players on their journey through A'therys. Roleplaying is a large factor of living there, and in-town events are often organized with varying success. At present, the mayor is LJNIC; co-mayors include HypeFish (the founder from V1), northenface and HeadHunter111.

## Lore

Dreghorn prides itself on its rich lore and abundant roleplaying opportunities.

### Clan Dreghorn

The clan of Dreghorn occupies the town of the same name, and controls the so-called "Dregfort". Leader of the clan is Lech Dreghorn (formerly Lech Uladzimir), who holds the official title of "Vojd". Members include Damir Dreghorn (who holds the official title of "Knyajd"), Delyan Dreghorn (Elder of the clan) and Kaare Dreghorn (Harbormaster of Dreghorn) among others.

### Village Of Dreghorn

The town of Dreghorn is split into 2 parts. One part is controlled by the Vojd and Clan Dreghorn, while the other is mainly occupied by the civilian population and the Knyajd. This second part is also known as "the village", where day-to-day activities are done.

## Geography

Dreghorn is located on the eastern bank of the River of Feuds. It is surrounded by mountains with river access to the west. A tunnel goes through the mountain to the south, connecting the town with the national road. The town of Evontes is to the north.
Heroes (Classes)

The class system on the A'therys server is created by the Heroes plugin. The class you pick restricts what weapons you can use as well as what armor you can wear, among other things.

There are four tiers of classes (Tier 1, Tier 2, Tier 3, and Tier 4). You may pick a Tier 1 class as soon as you join the server for the first time. Gradually, you'll level up in the dungeons by killing monsters and getting EXP. As you level up, you unlock new skills that you can use in combat against players or monsters. When you reach level 10 of your Tier 1 class, you have mastered it and will be able to select a Tier 2 specialization of that class. Tier 2 classes take 15 levels to master, Tier 3 classes take 30 levels, and Tier 4 classes take 50 levels.

There are four starting (Tier 1) classes: **Knave, Warrior, Acolyte,** and **Initiate.**

**Knaves** wear leather armor and can use bows as well as iron swords and below; their skills involve sneakiness and mobility. Read more

**Squires** wear a mix of leather and iron armor and mainly use swords; they can repair weapons and use anvils. Their skills are mainly tanky (like the ability to use a door as a shield). Read more

**Acolytes** wear only gold helmets. Their main weapon is a diamond hoe; they can brew potions. Their skills are prayer-oriented - and the skills they use very as much as the gods they serve. You can think of them as a mixed martial arts class. Read more

**Initiates** also wear gold helmets. Iron hoes are also their main weapon. They can enchant items. Their skills are actual magic - they shoot fireballs, slow enemies with spiderwebs, and even temporarily seat a player on a pig. As they progress their powers can grow to more utilitarian or strong fighting classes. Read more

Here's how the class specializations branch out. At a later date, there will be individual pages on every class under a single category.
Yolu

Cult
 Location

Yolu is the goddess of the dead and dying, and former guide to the Underworld. Her domains include spirits, mourning, guidance, healing, mercy, and the celebration of life. Yolu, along with Dorrod Muth and Shol, formed a triad called the House of the Dead. She is sometimes called the Weeping God. Yolu acts as a psychopomp on A'therys, and would guide and protect the spirits of the recently deceased along their journey to the Underworld. She holds a deep love of mortal-kind, and mourns that she can only assist them after death.

## History

Yolu began as a lowly spirit of the Underworld, a servant of Dorrod Muth and his House. She guided mortals to their final resting place upon their death, protecting them from the dangers that lay along the path. How she achieved godhood is uncertain, though more than likely Dorrod Muth was forced to giver her part of his portfolio to strengthen her as Shol began to lose control of his hunger. Many souls were lost to him in those early days, and it is for this reason that Yolu, more than any other god, abhors the existence of Shol. Her followers are expected to mercilessly hunt down and destroy the undead, wiping A'therys clean of the reanimated husks of what was once life. Yolu's teachings are carried in a book of poetry called The Veil of Sleep, a tome she herself wrote long ago.

A common tale among her priesthood is that of her love affair with a mortal man. He was a paladin of her order, slaying thousands of undead in her name. For centuries she protected him from True Death, constructing a garden to which she would take him when he succumed to battle or age. He would recover there, and then be returned to the mortal plane to fight another day. In this way she would watch over him, continuing the cycle whenever he fell. However, during one of the many great conflicts during the early days of A'therys, so many were the dead and dying that Yolu had to turn her gaze from her beloved. In just that moment, he was struck down, lost to her forever. She solemnly did her duty, guiding him one final time to the Underworld and True Death. In her sadness she pledged to help all mortal adventurers in the way she helped her beloved, ensuring that their death only comes when it is truly time.

## Appearance

Yolu generally only appears to the dead and dying, so the best description of her comes only from the understanding of her priesthood. Her physical form is apparently that of a young woman begun to age, though her form is utterly covered in garment so apparent age is difficult to prove. She wears the long black shroud of one who was to be buried, simple but elegant on her frame. It falls to the ground, obscuring what would be her feet, and even her hands are covered by black gloves. The shroud culminates in a peaked hood which encircles her mask, a beautiful affair carved apparently from stone with gold and silver inlay. It offers the visage of a beautiful woman, with tears streaming down her face even as she smiles.

*Originally written by OccidentalAnvil for the more official A'therys wiki*